Castell Adventurer’s Guild

Essential Encyclopedia of Boreen

Author’s Note

This book reflects the culmination of information gathered via archives, historical records, local legends and my own observations made during my travels. Much remains to be learned, as always!

  • K.J.


Races

Beastfolk

The term "Beastfolk" refers to a group of wide, varied races, characterized by their animalistic appearances. Of these, the Birdfolk are by far the most common.

Birdfolk often find themselves, by their physiological nature, seeking moderate climates, lest they be forced to migrate from North to south year-round, though as with all things exceptions have been noted. This has led to many of them inhabiting the islands off the mainland of Ceccero, as well as along the equatorial belt of the mainland, stretching from Ceccero and along Sundria. The aforementioned islands - or more specifically, Grechia - are strongly believed to be the birthplace of the race. 

Among birdfolk, drastic variations exist. These differences encompass things like plumage (both in colour and size), beak shapes, and overall stature. These variations often coincide with the region in which the Birdfolk in question lives, with more colourful, larger beaked, ones being found in more tropical areas, preferring the coasts and humid wooded locales. In contrast, ones with smaller peaks and less saturated plumage being found further north. There exists a fairly even mix of the variations along the equatorial belt. Worth noting is the differences between Birdfolk and Kenkus. While similar in that they are both bipedal, avian-like races, Kenkus all resemble one type of bird; crows, whereas - as illustrated above - Birdfolk sport a vast array of traits. In addition to this, Birdfolk sport an additional joint at the wrist, splitting the arm in to a wing which can be folded back along the forearm, and a hand. (As a fun fact, I’ve observed that the strain of their human-sized bodies makes sustained flight rather difficult, so these wings are used for gliding, if anything at all. More often than that, however, they simply serve as a visual marker for the race. A lot of people decorate their wings, like a status symbol!) Kenkus, on the other hand, have no such wing joint. Other types of Beastfolk (Catfolk, Dogfolk, and Lizardfolk being the only ones observed, all having minor variations therein) are all much less common than their Avian cousins. Their exact origins are unclear, but in the case of Catfolk and Dogfolk, have their earliest recorded appearances being near Human settlements in Estrua, and as such are speculated to be descended from humans that gradually developed animal-like traits. The most accepted theory as to the causation of this adaptation is that these early settlements were established near areas teeming with wild magicks, and those who would spend enough time in the wilderness would absorb said magic, forcing their bodies to change and adapt to their surroundings. 

Lizardfolk are thought to be a rather old race, with records hinting at their presence (or the presence of some ancestral creature) being found in nearly all regions of Sundria. Curiously, though, only a handful of settlements seem to be of Lizardfolk foundation, all of which reside along the coasts of Gadingford. The largest of these settlements being the city of BlackStone, with all others being small villages of little note. Unsurprisingly, BlackStone is where the majority of the Lizardfolk population can be found. Unlike Catfolk and Dogfolk, Lizardfolk are not thought to have any ancestral connection to humans, and instead seem to have developed independently in the region.

There exist rumors of Fishfolk, though their presence has not been confirmed. 

The strongest evidence in favor of the existence of Fishfolk are the numerous legends of sailors encountering "mermaids" and "sirens," which could have been sightings of an elusive fifth member of the Beastfolk race.


Awakened Animals

At present, next to nothing is known of this mysterious race. In fact, in this case the term “race” is used lightly, as any animal has the capacity to become “awakened,” It may be more appropriate to classify Awakened Animals as a “newly occurring anomaly.” This lack of information is what leads me to categorize them among Beastfolk, as they bear some similarities insofar as being animal-like. In every way physically, they are regular animals; it is only mentally that the difference can be found. Animals that find themselves Awakened have a cognitive capacity on the same level of humanoid races. The means by which they are Awakened is unknown, and as they have no physical or environmental anomalies to speak of, a means of studying how an animal becomes Awakened is also currently not known. Once Awakened, though, the animal in question has a much higher chance of having Awakened offspring. It is entirely possibly for all of the offspring of an Awakened animal to have this trait. 


Dryads

As near as anyone can tell, Dryads have existed as long as trees have, and as such are not found more frequently in one region than they are any other. They sport lifespans much, much longer than that of their nearest competitor in this respect, estimated at a stunning 3000 years. Knowing this, it’s little wonder that Dryads are frequently regarded as a wise race. They are also frequently regarded as a stoic race, ready to guide and assist others, though this has not been properly documented to be true, as the line between fact and myth becomes rather blurred when it comes to accounts of Dryad encounters. As they are born of the forest, and indeed are rarely seen outside of it, there is little need for Dryads to procreate, though by all accounts they can if they so choose. The physical characteristics of Dryads are difficult to pin down, as each dryad’s form can differ wildly to begin with, and they are capable of minorly altering their shape, ranging from 24-48 hours for a form they’d previously assumed, and over a period that lasts between a few months to a few years for a new form. Definitive traits, however, include things such as their skin appearing to be made of wood, their hair looking as vines or leaves, and their overall stature being significantly taller than other humanoid races. As skin-types go, they can be as smooth as human skin, akin polished and stained wood, or rough and flaky as well-weathered bark. Age seems to be a determining factor as to the quality of their skin, though it’s speculated that how frequently they change their shape also plays a role, with those who change more frequently appearing smoother than those who do not. Given that they are born of trees, and live as trees if they so choose (they can forego food, drink and sleep, in favor of a process not unlike photosynthesis) there have been no recorded instances of Dryads establishing settlements or anything of the like.


Dwarves

The Dwarves are known far and wide as a hearty people. Physically, they boast wide, powerful (if short) bodies, and as such are revered for their natural toughness. They hail from the hilly region of Nerrupica, with their land of origin being what is now Anosegni, wherein the majority of the Dwarven still reside, having also branched out to Collalest, and Caspomon Prola. Records of Dwarven tribes have been kept largely through their structures themselves, with many of their very first settlements remaining to this day, persisting into the modern age by continued habitation and advancement. Built in to the ancient walls of these settlements are tales told through images, carved directly into the stone, and sculpted from clay. These images tell the tale of a people emerging from the seas of the southmost parts of Ansoegni, and quickly becoming close to the earth, with records showing them arriving on the mainland and immediately beginning to mine and live among the hills and rocks. Interestingly, it seems as though their stocky build is a result of this, with early images showing taller, thinner people than do some of their later images. This change seems to have happened rather rapidly, with the spaces between these carvings being relatively small. (about 200-250 years or so.)The ancestral race is thought to be a common ancestor of Dwarves, Gnomes, and Humans, with clues to their homeland hinting towards the islands just southeast of Anosegni, in Pianzia. Whether it be some inherent genetic trait, cultural expectations, or just a common enough trained skill among the race, Dwarves have exceptionally steady - and strong - hands, and this has proven to make them a good fit for all types of crafting trades, with the most frequently practiced being metal-working.


Elves

Elves are a light, slender race, with the second longest lifespan at roughly 400 years. As indicated by tales and records, as well as the widespread population of them, Elves are the second oldest race in Boreen, with only Dryads appearing older than them. Elves, by all accounts, originate from the large, primarily desert nation of Mondon, where the Elven empire still holds strong today. Elves began as a simple culture, with small settlements around what few bodies of water existed in the region. With a relatively sudden leap in magical prowess among their people, they grew into an  empire which spread rapidly across Sundria, and in to Estrua. Despite this, however, the majority of the Elven population remains in the East, with smaller - albeit numerous - Elven communities along the length of Sundria. As Elves spread across the lands, wider and widervariations in skin tone as well as hair and eye colour began to emerge. Physically, they appear as humans, but slightly shorter on average, with brighter, more keen eyes and long pointed ears. Their bodies are - generally speaking - slim and dexterous, making them naturally adept at navigating uneven terrains and accomplishing athletic or acrobatic feats. Elven culture has been proven to have a strong emphasis on fine details, making their craftsmen extremely skilled. Many of the highest quality textiles and jewelry come from the Elven Empire.


Gnomes

Gnomes are a race of small humanoids, and a close cousin to the Dwarves. Unlike Dwarves, however, their bodies tend to be less bulky and tough, instead oftentimes exhibiting more nimble or dexterous traits. Their origins are fairly clear, thanks to the highly revered culture of storytelling that exists within the communities upon the Isles of Hoin. These tales, passed down from generation to generation, indicate their first landing on the isles well over 2,000 years ago, having crossed the sea (albeit, from what I can tell, with their fair share of hardship) from Valca. Again unlike the dwarves, it seems as though the Gnomes were much as they appear today before they’d arrived upon The Isles of Hoin, suggesting they’d been cast from Valca in the early days of the race.
The Isles of Hoin sport a culture that all but demands its citizens be clever and excel in solving complex problems, and as such Gnomes are widely thought to embody these traits. This culture of cleverness may be due in part to adapting to the harsh, unforgiving environment that is the Isles of Hoin.


Humans

Humans hail originally from the east most lands of Estrua. While they lack the exceptional physical prowess that some other races are blessed with, they also lack many of the shortcomings of yet others. They are also one of the most common races found in all of Boreen.
When the race was in its adolescence, the lands they called home were extremely abundant in resources. Despite this abundance, their history is one that is riddled with tribes upon tribes of barbarians, resulting in battle after battle after battle.
This remained the case for hundreds of years, until a hoard of mysterious monsters began to plague the land, forcing early humans to come together to fight back this new common enemy, thus establishing the foundation for the first true human kingdom; Orroguar.


Goblins

The Goblins are a race of small, green-skinned, pointy-eared folk. If rumors from Sundria found to be believed, Goblin culture would be synonymous with trickery, with almost all reported encounters with them involving some kind of theft, but like all things in life said rumors are to be taken with a grain of salt. Goblins reportedly lack a central community structure, and rather have been found to live in small tribes dotted around the whole of Sundria, often in places that are unlikely to be seen or visited by outsiders. From what data is available, it would seem that Goblin culture was once much more unified than it currently is, having been fractured long ago during the Mondonian Occupation of Sundria, forcing the bulk of the Goblin population to scatter and take up refuge in far-flung places. These places are typically very treacherous to reach, and oftentimes near-uninhabitable, with the lands lacking resources one might think vital for life. This adversity, however, has made them a strong race in their own right, with only the craftiest of them surviving.

(I once found myself in one such community of Goblins while traversing Sundria in search of a treasure long since lost. After an encounter with a group of Trolls in the rocky pass nearby, I’d lost my map. Stumbling upon the Goblin village, I was stripped of anything they might consider a weapon - including my scarf, if you can believe that - and after being allowed to walk about following a couple of days held prisoner, generally treated with hostility but not outright attacked or thrown out. I’d intended to stay as little time as I could, and continue on as soon as I’d rested and gotten whatever supplies I could coax from them, but soon found myself fascinated. They were a rough people, yes, but not without their nuances. From what I could gather from hushed whispers I happened to overhear, it seems that - while the tribes are far separated from each other, many having openly violent rivalries with one another - they maintained some kind of information network somehow. I think the Goblins of Sundria are more sophisticated than we give them credit for. They’re a smart bunch of lads.)


Goliaths

Goliaths very closely resemble humans in terms of body shapes and features, but stand apart in their skin tones and stature.
Goliaths’ heights range anywhere between 7 and 9 feet, and they sport pale, grayish skin tones, with splotches of darker or lighter shades all over their bodies.
They also have a lifespan roughly double that of a human.
They have been documented to be extremely resilient people, able to thrive in all kinds of environments, typically not favoring one over the other.

Culturally, Goliaths have been observed to be a stoic, aloof, and very stubborn people. The ancestral homeland of the Goliath is a large landmass in the west-most part of Wanderrorio, once called Gollensk, now a collection of nations called Bezesk, Volensk, Luzhesk, Yagnedev, Shinodi, and Kalanev, all named after their respective founders.


Kenkus

Kenkus, as mentioned briefly in the Beastfolk section, are a humanoid race bearing avian-like features, not unlike Birdfolk.
The differences between them, however, are most notably that Kenkus all resemble ravens, all having a long, pointed beak and black plumage (with the exception of those born with albinism) and the lack of a wing-joint.

The legend of the first Kenku is a tale originating from the eastern reaches of Nerrupica.

According to this legend, when human settlements were first dabbling in the use of magic, one man cast a spell that twisted and perverted the natural order in such a way that it angered the Old Gods, causing them to take form and appear before this man. (Note, this is one of the only times the Gods are said to have appeared in any visible way. In this legend, they are described as “smoke-like” with “eyes like stars.”)
The man pleaded, but the Gods would not hear of it, and cursed him and all his descendants, transforming him into the first Kenku.

Whether or not this is 100% factually accurate is up for debate, however it is a fact that all evidence points to eastern Nerrupica being the originating homeland of Kenkus.


Orcs

Orcs, and to a slightly lesser degree half-orcs, are a large, wide set burly race, with large teeth on their jaw referred to as “tusks.”

The Orcish homeland is the Spearhead Mountains of Ceccero, which has become known as the nation of DeBerra. DeBerra has historically been an extremely aggressive nation, and as such sadly my research on native Orcish culture is limited.

A number of Orcs have, however, since migrated abroad, and their descendants can be found in a number of places all over the known world.
It seems the first Orcs to leave their homeland did so out of necessity, which is to say it seems they were exiled. From the remaining accounts from these first immigrants that can still be found, it seems they were called “The Godless”- a name that is generally used to describe foreigners.


Thri-Kreen

The Thri-Kreen are most easily identified by their insectoid features, which is to say they look to be massive, bipedal insects. Compared to most other races, they sport short lifespans, however as this is the case they also develop rather quickly.

Based on various relics found in the ruins of ancient civilizations dotted all over Sundria, it’s widely accepted that the earliest Thri-Kreen societies thrived in more arid environments, although now the bulk of the Thri-Kreen population is now found in the damp, swampy nation of Novom, where they’ve developed a reputation for being extremely skilled shipwrights. Despite this shift in environment, some of their old cultural staples still remain to this day, such as the Gith-Ka, a traditional staff-like weapon.
Though in Novom Gith-Kas are largely a ceremonial item, they are still used in hunting and military capacities, however the Oaraxe has largely overtaken them as a go-to weapon.

There are, however, rumblings of Thri-Kreen offshoots that still make their homes in these more harsh environments.


Tieflings

Tieflings can be identified by the horns that protrude from their foreheads, and their slender, whip-like tails.
The curvature and size of each Tiefling’s horns seems to be unique, as does their skin colouration, making them one of the most visually varied races in Boreen.
Tieflings have been noted to thrive in hot environments, and as such a large percentage of their population can be found throughout Sundria.

The Tiefling homeland seems to be a yet unknown land from across the ocean, described only as “stone as red as blood,” with the earliest records of Tiefling society indicating that they arrived en masse on the shores lining the southern side of Sundria by ship a scant 504 years ago. Their mysterious origins led to much mistrust of Tieflings in the early days of their assimilation. For many years after their first recorded appearance, there was widespread belief that Tieflings were the souls of the damned, sent back to the mortal plane to repent for their sins. There is no evidence to support this claim, however.


Xephs

(Hooray! It’s me!)

Xephs are an agile race, with animal-like legs, with soft pads are our fingertips and feet, and large pointed ears. We are small, rarely ever standing above 5 feet tall, and extremely nimble. Our delicate frames unfortunately don’t usually allow us to attain the strength some other races might, but what we lack in power we make up for in speed and a natural attunement to magical energies. This natural attunement to magic has become a major cornerstone in Xeph culture, going so far as to being a determining factor in choosing leaders in (some) Xeph communities. It’s also highly likely that this natural inclination to the arcane arts helped early Xeph survive the harsh northern winters.

The ancestral homeland of the Xeph is a landmass in the northmost reaches of Nerrupica known as Arrolan.
Arrolan itself has been divided into multiple nations over time, however the prominent reigning power has always remained in Arro.

The secondary homeland of the Xeph is Kagarobia (where I’m from!), a large solitary landmass in the southmost reaches of Wanderrorio.
It was inhabited at first by explorers from Arro during a period known amongst Arroish and Kagarobians as “The Arcane Crusades,” called such due to a large number of exploratory crews and vessels being launched from Arroish shores en masse in search of new magic techniques and materials.

Kagarobia, it seems, was a land that caught the attention of the ancient Arroish, as it is often described as teeming with wild magicks, and inhabited by nothing but the most bizarre of flora and fauna. When word of this reached back to Arroish leadership, all efforts were re-routed to conquering this land.
Kagarobia remained an Arroish colony for roughly 101years, after which time there was a “breakdown of communication” between parties, leading to a brief political feud of sorts lasting a scant 8 months, ultimately ending with Kagarobia gaining its independence as a nation.


Elemental Born (WIP)

Elemental Born are those with a sort of genetic anomaly, that infuses them with magical energies of one specific element (Fire, Lightning, Wind, Earth, Water, or Ice.)
Those born with this anomaly are capable of casting and manipulating their respective element to far greater effect than other magic users might be able to do, and with proper training grants them immunities to various things.
While they do have a great affinity for one particular type of magic, it also bars them from using magic of any other kind.

Typically, Elemental Born have some kind of physical abnormality (ie; skin markings, multi-toned or bizarrely coloured hair, very bright or glowing eyes, etc.) though this is not always the case.
As well, some exhibit powers shortly after birth, while others might get well into adulthood before their abilities manifest.

Countries, Regions and States

The Major regions of Boreen.

The Major regions of Boreen.

The Nations, States and Territories of Borren.

The Nations, States and Territories of Borren.

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Ceccero

Ceccero is the region situated in the middle-most position relative to all other major regions.
The majority of Ceccero is occupied by the nation of Castell.


Ahneer

Ahneer is a small island located northeast of Castell, riddled with caves from over-mining to the point of resembling a honeycomb.
It is also an independent city-state, ruled by a conglomerate of 9 exceptionally wealthy merchant families.

Castell

Castell is one of the youngest nations in the known world, despite this it has quickly become among the most prosperous. This is due largely due to the discovery of an ancient civilization’s Rune Magic, and the scientific advancements that have been created based on it.
Despite evidence of quite a widespread community having once called the landmass home, the first explorers from Galvania did not find any evidence of anybody from said community still living. Why neighbouring nations did not choose to migrate and settle the barren landmass is unknown.

While Castell is technically a Birdfolk kingdom, the roots of which tracing back to ancient Grechia, it has become a place where people from all walks of life migrate to, giving it quite a varied population.

Castell is a monarchy, however there are also publicly elected government officials. Representatives for each community of Castell are selected by popular vote. One elected, an official may run to represent the broader region, once again selected by popular vote.
Once they represent a region, the King himself will select from the pool of Regional Representatives to become members of his Cabinet. The King may also hire outside contractors to act as advisors of varying kinds; Occult advisors, ambassadors, economic advisors, political advisors, etc.

Traditions and Events:

The Seven Days of Giving is an event that began in Ridgepool, originating from a legend that sprang up during the Great War hundreds of years ago.
Legend says that one winter during the war, citizens were left without many crucial commodities, due to supply lines being interrupted by the aforementioned war.
In their time of need, its said a “Benevolent Red Spirit” appeared from the largest tree in town, leaving behind all manner of supplies, and even toys for the children to keep them in good spirits. This spirit kept appearing until the supply chain was reestablished, but gave birth to a tradition annual of gift giving, which as the name may imply lasts for a full week.
During this time, citizens will donate gifts or money to be put inside “The Vessel of Giving",” a gold sphere that sits inside (or underneath) a tree. On the final day of the festivities, this sphere is opened and its contents are shared amongst everybody in attendance, typically with priority given to those in need.

While this tradition started in Ridgepool, it has since spread to all corners of Castell.

Capimin

Capimin is a nation on the far western side of Ceccero, and much of its landmass consists of gently rolling hills. It is known far and wide as the “Party Capital” of the world, having a very entertainment-based culture, with the majority of employment and indeed much of any given community’s structure being centralized on performances and art.
Many of the world’s most famous bands and circuses are known to have originated from Capimin.
Either as a cause or result of this culture is the fact that the population is extremely varied, hosting immigrants from all over the world.


DeBerra

Entirely comprised of the Spearhead mountains. Homeland of the Orcs.
Much of the population-centers of the nation are located inside massive cave systems.
Widely known to be a war-driven nation.

Grechia

Grechia is a humble island nation in the southwest of Ceccero. Much of Grechia’s landscape consists of open plains and lush forests.
It is here that the Birdfolk race was born, and over the span of many generations their culture has remained largely unchanged.

Central to the Grechian culture is the idea of independence; once someone is capable of working and living on their own, it is generally expected for them to do so. this culture of going out on one’s own seems to be the primary driving factor that led to the founding of Galvania and eventually Castell.

Despite how this independent culture may sound, they do not lead isolated lives and are in fact a very communal people, with many events and festivities throughout the course of the year that brings people in the community together.

Galvania

Founded by immigrants from Grechia, and eventually explorers originating from Galvania would go on to establish Castell.

Galvanian government has shown a disdain for Castell, born out of out of regret for having allowed Castell to gain its independence, and thus losing out on its massive financial and technological gains.

Isles of Hoin

The Isles of Hoin are a very rough, rocky terrain, thought to be an extension of the Spearhead Mountains, and homeland of the Gnomish race.
The culture of the Isles of Hoin value order above all else, and as such have a more complex bureaucratic system in place for nearly all aspects of day-to-day life than most anywhere else in the world. It’s widely accepted that this culture was born out of necessity, for survival in the early days of the Isles of Hoin’s founding was near-impossible if not for the very precise managing of resources.

Novom

A largely swamp-covered nation, where the Thri-Kreen call home.
Very friendly with Castell. There are even talks of establishing a Guild Hall in the capital city, Dokkrai.
In the early days of the nation, much of the population was forced off-shore. this led to the ship-building/seafaring culture. Capital city named after founder/then-leader. (wip)



Estrua

Estrua refers to the region to the east, and is comprised largely of islands.
It is also where the Human Kingdoms reside.

The lands here are extremely abundant in resources such as lumber and ore, and sport a wide variety of flora rivaled only by Kagarobia.

Belbave

Belbave is an island nation to the northeast with a checkered past.

Over the course of many hundreds of years, Belbave has been occupied by nearly every other major nation in the whole of Boreen, resulting in much aggression between nations for territory rights.
A mere 300 Years ago, the residents at last decided enough was enough and rose up.
This revolution, largely backed by pirates, took the form of a handful of small skirmishes in various locations all over the known world, with the pirate army being beaten back every time rather one-sidedly, until the Battle of Belbave, where the would-be occupying forces were literally decimated.

Since then, Belbave has retained its independence, much to the dismay of a number of rulers.

While Belbave has become its own country, it has no established form of government. Instead, it operates like a gigantic market. Every citizen is a free agent.
To this day, Belbave natives are reluctant to do any dealings with people representing large nations, preferring instead the business of independent crews and individuals.



Nazzo

Nazzo is a largely uninhabited land, even by animals. Hardly any plant life grows there, either.
In fact, the name “Nazzo” derives from an ancient Elven word for “Nothing.”
The most noteworthy record mentioning Nazzo is its’ being the location of a long series of battles between the Mondonian Empire and the Kingdom of Ooroguar.

Ooroguar

The landmass of Ooroguar is a largely human-inhabited land, known for its abundant resources, consisting primarily of metals, and the mineral rich soil gives way to a wide variety of crops as well. Despite there being an overwhelming surplus of these things, many battles have been waged over them. These conflicts have shaped much of the history of the region.



Pianza

Modern Pianza is home to little more than a small number of animal species and dense forests, however, there is evidence to suggest it is the homeland of a common ancestor to Humans, Dwarves, and Gnomes.

Nerrupica

Nerrupica makes up the northern most part of the known world. Home of some of the oldest civilizations and cultures in the world, it’s also believed that the worship of the Old Gods originated somehwere in eastern Nerrupica.
Lands here suffer long, harsh winters, and as such the local flora and fauna has adapted to be generally very tough and hearty.



Anosegni

Dwarven homeland—
Largely made up of the foothills of the Spearhead Mountains.
Rich in various minerals (iron, coal, clay, etc.)
Metalworking in Anosegni is more than a necessity and/or means to an end, it is a way of life, and their structures are often also works of art as a result.
Those seeking to master the craft of blacksmithing often find themselves in Anosegni.

Arrolan (Arro, Lano, Lanolia, Capano, & Pleshi Islands)

Xeph homeland—
Ruled by a council of 6 nobles. Ruling houses determined by a rigorous competition amongst noble houses.

Culture & Traditions:


Silver Rings: In traditional Xeph culture, it is customary to be given at least 1 set of silver earrings. This set is given when a Xeph reaches adulthood at 18, and is part of a greater ceremony celebrating the event. Also, a Xeph may be given a set of silver earrings when they show signs of inherent magical talent, or dedicate themselves to the study of magic. This set, again, is given as part of a ceremony, only rather than a sign of growth, this set is given as a token of good luck in the Xeph’s spellcasting.

Additional silver piercings can be awarded in accordance with a Xeph’s accomplishments or deeds.

Other body jewelry can be worn outside of tradition, though generally silver is reserved for piercings with significant meaning.

Bel

Aside from being the centre for the worship of the Life God, very little is known of the interior communities within Bel.
From what few records can be found, it seems as though the interior lands of Bel are shockingly flat, and almost entirely covered by one gigantic forest, interrupted by a single massive lake in the nation’s centre.
Aside from the southern border, the country is flanked on all sides by tall, rocky cliffs, making it near-impossible to approach by sea.

The southern border has a number of towns and villages dotting it, and these effectively make one long wall. These communities are largely not noteworthy, aside from inhabitants generally discouraging travel farther into the interior. The reason for this seems to be to leave the Druids - and by extension, nature - undisturbed.

Calladu

The terrain of Calladu is primarily the foothills to the Spearhead Mountains, with land flattening out as one ventures closer to the coast and to Bel.
The nation’s government has declared it neutral, and as such acts as a safe haven for refugees from DeBerra and Anosegni, being situated between the two quick-to-fight countries.
It is also due to their positioning that the phrase “between a rock and a hard place” came to be.
Other than that, they are known as the “Feasting Country” due to their wide range of delicacies and culinary-centric culture.

Caspomon Prola



Sundria

Sundria refers to the southeast-most section of the map. The region is generally very hot and very dry, and takes up the majority of an area sometimes referred to as “The Sun Belt,” named such for the reasons listed above.

Sundria is also home to the widest variety of draconid creatures!

At one time, long ago, most of Sundria was conquered by the Elven Empire originating from Mondon. Remnants of this occupation still exist today, mostly taking the form of cathedrals (either dilapidated and well-maintained, depending on where you go) dedicated to the worship of the New Gods.
Another consequence of this occupation has taken form as the “dividing” of the landmass. This meaning that, on a map, it would appear as though there are numerous neighboring countries and states, but in truth this is more reflective of how territories were once divided among nobles and high-ranking military leaders at the time.

Names for these areas have remained, but much of them are in all actuality largely empty.


Gadingford

Gadingford refers to a collection of islands off the southern coast of the Sundria mainland.
They truly are what one would call “tropical” islands, sporting warm weather, dense jungles, and frequent rain.

The largest community in Gadingford is the city of BlackStone, the heart of the Lizardfolk population. Its primary export is a great variety of fruit.

Mondon

Mondon is a vast, dry, desert nation and Elven homeland.
It is also the birthplace of the worship of the New Gods.
The culture of Mondon is structured around the worship of the New Gods, down to daily routines.



Traditions and Events:

The Harvest Festival

Mornano

Collection of island off the eastern coast of Mondon.
These islands are covered in lush, dense forests. They are also thought to be home to many dragons, and as such are thought to be extremely dangerous and are not very frequently visited, except by the most daring of explorers.


(One time I found myself near Mornano, hired by a treasure-hunting crew, attempting to salvage what we could from the wreckage of a ship thought to have sank in the area during the Pirate War 300 years ago. After many days, nights, and ultimately failed attempts to locate the ship’s wreckage in the nearby waters, I’d suggested checking the islands. Perhaps the ship simply ran aground and whatever treasure there was to be found would be hidden in the forests. Between all of us, I thought, we’d had enough magic and enchanted equipment to keep us hidden from any potential threats, or at least be able to flee. The crew seemed half convinced, until our Mondonian contractor vehemently spoke out against the idea. Strangely, the issue of Dragons was not brought up until thoroughly pressed on the subject.

We never did find the treasure. That excursion really ruined my wallet for a while. )

Wanderrorio

Golensk (Bezesk, Volensk, Luzhesk, Yagnedev, Shinodi, and Kalanev)

In the early days, Gollensk was a land ravaged by petty squabbles between communities, which would often times turn violent, and eventually turned into a stalemate. Knowing full well any move would result in retaliation from any and all sides, representatives were chosen and sent to negotiate an ultimate truce. These representatives gained status through various means in their respective communities, (victories in battles, skill in trades, etc.) and were later known as the first “nobles.”
This truce became the foundation of the governing body of Gollensk, with all of these representatives ruling on equal terms.
This governing body stood for 150 years, until the first nobles were all replaced, at which point, the new nobles had disagreement after disagreement, leading them all to secede from one another.

Today, 345 years later, the land mass remains divided, as they remain locked in a perpetual “cold war.”



Kagarobia

Kagarobia is most readily identified by its extremely wide array of (often dangerous) flora and fauna, many of which is found nowhere else in the world. It is also home to many wild magicks, resulting in the terrain itself also being strange and unpredictable.

These facts have given Kagarobia a reputation for being an extremely hazardous place to live, however a great number of Xephs have called it home for a number of generations now.

Culture & Traditions:


Silver Rings: As with Arroish tradition, Kagarobian Xeph’s traditionally are given a set of silver earrings upon their 18th birthday, but in Kagarobia whether this takes place within a greater ceremony is very dependent on the family in question. A Kagarobian Xeph may also be given a set of silver rings when choosing a path that involves magic, though the reasoning behind it differs slightly; in Kagarobian culture, its believed this set helps to wards off malicious spirits and protect the wearer from uncontrollable wild magicks. This set is typically given as part of a ceremony.

Additional silver piercings can be awarded in accordance with a Xeph’s accomplishments or deeds.

Other body jewelry can be worn outside of tradition, though generally silver is reserved for piercings with significant meaning.



Religions

The Old Gods

The Old Gods, frequently referred to as “The Divine Three” are the deities of the oldest religion in the world.


The God of Life
The God of the Sea
The God of Earth


While they exist as part of the same pantheon, worshippers rarely ever hold all 3 in the same reverence. For example, the peoples of DeBerra are staunch worshippers of the God of Earth, believing their powers and contributions to the world’s well-being to be the most important, whereas the locals of Novom are more inclined to worship the God of the Sea.

An exact “structure” to the religion is difficult to pin down, as different regions have different ways of practicing the faith.
Some regions have entire cathedrals built in a particular God’s honour, allowing many people to gather within at the same time and offer prayers, while others might have a small simple shrine, whereupon it may be more common practice to simply visit and indulge in a moment of silence. Others still observe the crafting of small tokens or idols, preferring to worship in the comfort of their own homes.

While the common terminology mentions the “Divine Three,” as stated above, there is in truth a fourth Old God; the God of Death.
This god is also sometimes called “The Banished One.”
Worship of this god is extremely rare, usually only being found among cults and extremist groups of some kinds.

It is believed these gods once had names, but they have since been lost.
Those capable of connecting with and communicating with the Old Gods report they communicate not with words, but with feelings.

The oldest versions of worship of the Old Gods, traced back to what would later become Nerrupica and Estrua, revolve heavily around the Sun.
Ancient records and images seem to refer to the Sun itself as a “many-faced God,” and imagery of the Sun is found on many ceremonial items.

It seems at some point this concept evolved into the belief that the Sun was the house of the Old Gods, and the idea of “many faces” was merely a misunderstanding of this. References to “joining the Gods” or “travelling to home of the Gods” is often paired with images of the Sun in early texts.

Legends state that the Old Gods once took form and walked among the early inhabitants of Boreen. According to these legends, the entirety of existence would have lasted for eternity; the land, sea, sky, and all life would exist in perpetual bliss in an ever-lasting utopia. This was shattered when the God of Death, jealous of what their siblings had created, corrupted the world, creating death and decay. This angered the other three Gods, who then banished the God of Death, but the damage was done, and their creation would slowly be warped into something they could not interact with as they had, causing them to take their current unknowable forms.



The New Gods

As the name implies, the worship of these gods is a newer practice. Originating in the Elven country of Mondon, it is also sometimes referred to as the Elven Pantheon, though its worship is readily practiced by anyone regardless of their origin, so long as they prove their devotion to the worship of the gods.
This pantheon is made of up 7 gods:

Havaste, God of the Harvest
Fraylor, God of Travel
Somes, God of Dreams
Strass, God of Stroms
Fermeah, God of Medicine
Dahrr, God of War
Abeo, God of the Dead

For your average practitioner of the faith, one’s devotion would be fairly evenly spread across the pantheon, seeking guidance from a particular god on a case by case basis, or as they see fit.
Others may dedicate their life to a particular God, becoming “Disciples,” and in so doing limit their worship to that one God. Disciples make up the entirety of the higher-ranking members of the Churches. Any member above the rank of “Priest” is a Disciple to a specific God.

In either case, it is common practice to attend a weekly sermon, taking place in a cathedral.

As for the power structure, it is as follows:



The Exalted
High Clerics
Council of Bishops / Paladin Knights / Clerics
Disciples
Priests
Initiates


The Exalted is the sole exception to the rule of Disciples, being the highest ranking member of the church, but representing the entirety of the Pantheon.
The Exalted, despite their position and title, actually have very little power over the goings-on in the Church, acting primarily as a figurehead and religious ambassador of sorts. It is widely speculated that the Exalted is little more than a mouthpiece for the High Clerics.

Furthermore, while it is technically possible for any member of the Church to be elected as Exalted, there has never been a case where the Exalted was not chosen from the ranks of the High Clerics at the time.


High Clerics are the heads of the Church. Each branch of the Church would have it’s own High Cleric; one to represent each god.

While each High Cleric is meant to hold the same amount of power, the one who represents Havaste more often than not has the most authority.
The only times this has not been the case has been during times of war, when the High Cleric of Dahrr then had final say on more or less everything.


The Council of Bishops is like the official “management” branch of each church. They work as record-keepers, and serve as advisors for that church’s High Cleric. For instance, in the Church of Havaste, The High Cleric Orym would work just above the Bishops, who would essentially be taking on the bulk of any paperwork and the like.
Also worth noting, that for one reason or another, the Council of Bishops is primarily comprised of women.


Paladin Knights are as you may suspect, the knights. The military power of the Mondonian church. They also serve as the “arm” of the church, acting as missionaries to spread the word of the New Gods, and oftentimes to report on the goings-on in foreign lands.

The Paladin Knights have their own Hierarchy, but this does not directly impact the Church. It would closely resemble what one might expect to see in a standard military ranking structure.

Dahrr’s church has the most robust hierarchy and indeed the greatest military strength of any of the Gods’ churches, rivaled solely by the church of Havaste.


Clerics researchers and healers for the church. They are effectively the “occult” branch of the church; it’s where a majority of the mages in Mondon fit in. Outside of participating in major church rituals and events, they are more of a “background” element of the church; not many of the common-folk would have much reason to interact with them outside of healing needs.

Disciples are, as stated above, devotees to a single God. One must become a Disciple before advancing to any rank above Priest. Obviously, some branches lean more into one branch than the others. Ie; the church of Fermeah has a bigger presence of Clerics than any other Church, whereas Dahrr’s church leans more heavily on the Paladins.

Priests are “the rest” in regards to proper Church staff.
They take care of all the most menial tasks the higher-ups in the church require, and would be the ones giving sermons that the general public might attend.

Initiates are anyone else involved in the Church.


Bear in mind, this power structure is not exactly the same in all areas of Sundria where worship of the New Gods is practiced, though much of the region does recognize the Mondonian Church as an authority on the religion.



Arroish Spirit Pantheon

Arroish culture has a robust array of spirits that they revere. It seems as though there is a spirit to represent just about anything.
Practitioners of this faith do not disregard other gods, but view the reverence of these spirits to be the of the utmost importance.

Broadly speaking, there are two main categories of Spirits in the Arroish Pantheon; Ancestral and Natural.

As the name implies, Ancestral spirits are the spirits of those who once lived, and there are a number of celebrations and ceremonies to pay tribute to and honour them. While all families would of course honour the spirits of their own departed family members, there are a number of historical figures whose spirits warrant the praise of the entire community at large.

Natural spirits refer to spirits and fae creatures that appear within nature, often coinciding with a specific purpose, event or any number of other things. As with Ancestral spirits, there are a number of ceremonies and the like to pay tribute to these spirits, however in addition there are shrines dedicated to different types of spirits where one might come to seek guidance from, or appeal to, a spirit of their choosing.



Acolytes of the Depths

The Acolytes of the Depths are often disregarded as a simple cult. They are also often confused with worshippers of the God of the Sea.
However, unlike Sea God worshippers, they do not revere a God that presides over the waters, instead they seem to fear an unknown entity that supposedly lays dormant at the bottom of the ocean, their practices primarily centering around offering prayers and material possessions (and in rare cases living sacrifices) to the sea in hopes of ensuring this entity remain “asleep.”
It is not a widely practiced religion by any stretch of the imagination.



Church of The One God

This religion, unlike all others, completely disregards the existence of other Gods, despite abundant evidence of their existence. They refer to all other Gods as “false gods” or “imposters,” instead insisting that there is a singular true, unknowable God.
For this reason, it is deemed a fanatical cult and given very little thought beyond that.

Until recently, members of this cult were very few and far between, having practically no structure beyond being a group of like-minded individuals, with leaders being little more than regular members with slightly more to say about their faith.

It seems in more recent times, their numbers have grown substantially, and their current structure (if indeed it is any different) remains entirely unknown.



Groups & Organizations

Adventurer’s Guild

Castell’s Adventurer’s Guild is as old as the nation itself, and in fact played several key roles in its founding and development, however it was not always the organization as the one you are familiar with today.
The Guild was founded in its original form roughly 500 years ago when explorers from Galvania made their move to settle the mainland, and was at the time called The Frontier Brotherhood. This organization had two primary functions; first, they would scout the then uncharted lands of what would become Castell, and second they would ensure there were adequate resources for camps and settlements. As exploration continued over the following decade or so, the Frontier Brotherhood would develop into a military of sorts, thus taking on the responsibility of dispatching hostile wildlife.

35 years later, Prince Archibald would then secede from Galvania, becoming the first King of Castell, his first act as King being to rename the Brotherhood to the Resource Hunting Foundation (usually just called the Hunting Foundation.) Their responsibilities would change as well, as there would become less emphasis on exploration, and more on helping settlements to grow into proper communities. The Hunting Foundation would thus be tasked with securing adequate trade routes, and locating resources such as lumber and viable ore.

Over the following 126 years, the impact and growth The Hunting Foundation had in Castell - at least as far as establishing new communities and acting as a support system for said communities goes - began to dwindle, as cities had begun growing, and had their own more-or-less reliable sustainable resources.
During this time, in pouring over the landmass, the Hunting Foundation’s members would discover and begin to study the ruins of an ancient civilization.
Castell’s population had at this point spread out over much of the landmass, beginning to encroach upon the Spearhead Mountains to the north. This would be a contributing factor in what led to the Great War of the North, which lasted 19 years, seeing DeBerran forces invade and ransack much of Northern Castell.

Despite having a much larger population, Castell was not adequately prepared for DeBerra’s attacks, due to said population being thinly spread across such a large landmass, and DeBerra generally being the superior military force.

In the later years of the war as the battles became more and more one-sided, Queen Theresa would employ the Hunting Foundation out of desperation, who just prior to the breakout of the war had begun to experiment with Rune Magic. This would directly lead to the invention of what would become Castell’s Railway system, which allowed much quicker transportation of munitions and reinforcements than had ever been seen prior. This gave Castell a massive edge, allowing them to drive back the DeBerran forces. Sadly, Queen Theresa would not live to see the end of the war, but her son Roderick would.

The war ended in the Battle of King’s Peak, wherein King Roderick would lead the final deciding charge. The town of King’s Peak would be founded where this battle took place.

The Hunting Foundation’s invaluable contributions cemented its importance in Castellian society, and it experienced a massive resurgence as a result. This made it a center for research and much like it is today, though it’s name would not be updated for another 83 years.

Violet Hunters

The Violet Hunters are a long-standing line of assassins.
They are presumed to be headquartered somewhere in Sundria, though this has never been confirmed as they have been known to operate all over the globe.

Were it not for the calling card they leave behind after their “jobs” - a single, purple card bearing a dagger insignia - it is unlikely they would be known about at all.


Arcane Purists

The Arcane Purists are most readily described as Necromancer Hunters.
The general idea being that necromancy is an affront to nature, and Magic at large. As such, they form a sort of organized militia of sorts, their sole purpose being hunting down practitioners of necromancy and any relics related to them or the worship of the Death God.





Legends

The Monarch aka “Starkiller”

The “Starkiller” is - according to legend - an artifact originating from the Human kingdom of Ooroguar, and is thought to be an extremely powerful magical weapon. Powerful enough, in fact, to be able to kill anything, even a God, or so the legend goes.
As the legend goes, ancient Ooruguar was ravaged by war between the then many different tribes inhabiting the land. In one such tribe - the Stonemount to be precise - a humble blacksmith forged for his son a simple weapon with what scarce resources he had remaining to him, and implored that his son use it not to destroy, but to protect.

The blacksmith’s son did just that, and became something of a local hero after using this weapon to protecting his village from a raiding party.

The war raged on for many years, and the Blacksmith’s Son honoured his father’s dying wish, fighting for peace rather than conquest, and in so doing leading the Stonemount tribe to substantial growth in power and notoriety.
The artifact was passed down through many generations, each new wielder becoming a fierce and noble warrior in their own right, fighting valiantly for a seemingly never-attainable peace amidst the ceaseless war.

This trend continued until one day, in the middle of a battle field, it’s said that a horde of monsters descended from the sky, ravaging both opposing sides of the battle. There were many stories as to the origins of these monsters, differing wildly in each. Some say they were the angry souls of their ancestors, coming back to punish their descendants’ shortcomings, others say they were the ghosts of fallen warriors, returning to flesh for revenge. Others still claimed they were the wrath of a scornful god, while some were sure it was simply the work of nature reclaiming itself.

Whatever the case, the then-holder of the Starkiller - a warrior named Steill - took up the blade against the beasts, emerging victorious against all odds.
It’s speculated that the magical properties of the sword awaken in this battle, with the wills of all previous owners having impressed upon the blade, giving its wielder their strength.

Eventually, Steill would rally the remaining warring tribes, uniting them under one banner, effectively ending the war and vanquishing the monsters. These acts would then lead Steill to becoming the first true king of Ooroguar.

Generations pass, and the Starkiller is passed down through this new royal family.

Finally, we reach Prince Thio, who held the Starkiller over 1,000 years ago. Thio is said to have decided to explore lands to the west, embarking on a ship, but never returning.

Some speculate Thio reached the shores of what would eventually become Castell, and continued his journey south, however this cannot be confirmed.

The current whereabouts of the Starkiller remain unknown, if indeed this legend rings true.

There are also rumors that the Starkiller isn’t a physical object at all, but instead a person. To be more precise, these rumors state that they are a prophesized person of great power, with the spirit of Steill reborn within them. Some versions of this claim they have a higher purpose or duty to fulfill.



The Wanderer

“The Wanderer” is a legend originating in Mondon, and is best described using the legend itself as it has been passed down, transcribed below:



Long ago, just as our nation proper was being born, legend says two figures appeared from the west.
From where, exactly, none know, for the two, known only as the Wanderer and the Mad Man came as if from a dream.

The Wanderer, as we know him for he never offered his name, although kind, was described as a weary soul, burdened with a heavy responsibility. Through his many travels, the Wanderer carried an artifact. An artifact, as we understand, of great power that he alone was trusted by the Gods to carry. Some say he came seeking a place of rest for himself.


As you know, we revere the New Gods above all else in this land, but the Wanderer serves as an important figure even today.
The advancement in much of our society was thanks in part to this Wanderer. 

Though burdened, he found a home in our budding empire, and as he was wise beyond what we could comprehend, he brought to us his mystical and mysterious knowledge as a gift.
He wielded great strength, though was a gentle soul, and passing on his wisdom was understood to be his Good Work, a task given him by the Gods.
His great power was thought to be a temptation - an obstacle to overcome.

He taught us much of our architectural skills, set us on the path of refining our magicks, and in so doing ultimately strengthened our bond with our Gods.


Now, as for the Mad Man, he followed the Wanderer as if he were the Wanderer’s shadow, aiming only to claim the artifact and it’s immense power for himself.
As little as we know about the Wanderer’s past, we know even less of the Mad Man, only that he followed the Wanderer, and the Wanderer protected us from him.

After a lifetime as a humble, mysterious provider to us, it seems he finally found what he’d been seeking.
The last tale anyone spoke of him says that he managed to slip away from the Mad Man, then walked into the desert alone one day, Artifact in tow, and was never heard from again. It’s speculated that the Gods found his work to be done, and let him walk among them, unburdening him of the struggles of this world.

It’s said that the Mad Man heard of this some time after, and attempted to follow him, only to lose his way and die a miserable death in the wastes.

Thereafter, a humble building he’d constructed as a home for himself was converted to a shrine of sorts, to honor the man who helped shape our land into what would later become such a vast and powerful empire.

The Flying City

Travelling the world, you may come across those who speak of a city in the sky. This claim is largely unsubstantiated, with witness accounts being sparse and vague, however the mere fact that these accounts come from vastly different corners of the globe, from folks that could not have less to do with one another, gives researchers pause.
According to some accounts, the city is wide and sprawling, where others claim it to be as one massive tower in the sky. The only things every account has in common is that the city seems to vanish as quickly as it appears, and it is only ever seen in the sky with one exception.

This account comes from a lone Dwarf, a hunter in Anosegni. According to them, 50 years ago they’d gone out on a routine hunting trip. The particular patch of wilderness they’d gone to was a valley they were quite familiar with, and was in fact their preferred hunting grounds. Upon reaching the valley, normally empty save for the fauna and flora, they saw a massive structure, like a giant platform with buildings atop it and pillars that reached up to the skies. According to records, they claim they were so shocked they dared not approach, and instead decided to watch from afar for a time. They claimed they were about to return home to gather others to help investigate, but before they were able they watched the grand structure take to the skies via unknown means.

Crabmangandr

The Legendary Crabmangandr, the World Crab. A fairly widely known creature, though few have ever actually seen it.
Whether or not its a whole species, or just a single outlying creature is a matter of intense debate. Once widely regarded as a Guardian of the Domain of the Gods.
Small groups even went so far as to believe it was a lesser God itself.

Legends that speak of its Godhood tell tales of Crabmangandr carrying the world through the cosmos in it's gigantic, powerful claws.

Key Figures (Past and Present)

PAST

Victor Violl was one of the very first explorers to settle in what would become Castell. He is most known for discovering and settling the area now known as Violl’s Garden, which sports a truly impressive variety of flowers and other plant life. One of Violl’s lesser known accomplishments was his fascination with potions. In fact, many of his experiment notes have helped in the advancements of modern day potion making.

Asyra, 1st “Emperor” of Mondon is said to have led the Elves through the desert, eventually founding their would-be home of Mondon City, now “Old Mondon.” They’re depicted as having soft features, with long, braided hair, and often wielding a halberd. While not technically an Emperor, as no other territories were conquered in their time (as per found records at the time of writing,) They are called such for having been the first real leader of the Mondonian Elves.

Thello, 2nd Emperor of Mondon is actually the first REAL Emperor. Thanks to the foundations laid by Asyra, and the advances in Elven society thanks in no small part to the Wanderer (according to the legend), Thello was able to lead Mondon to expand, becoming not just the city, but the entire country as it still exists today, establishing communities all over the land. The churches of the New Gods also really took root during Thello’s rule. They’re depicted as having harsh, jagged features, frequently wearing a hooded robe, and always holding a thick tome.

Gyrek, 3rd Emperor of Mondon, also sometimes called the “Last True Emperor” (much to the dismay of the current ruling Emperor.) Gyrek is depicted as being a broad, proud-looking man wearing an ostentatious crown, and wielding a sword and shield, the shield being modelled after the Fist of Dahrr. During Gyrek’s rule, the Mondonian Empire expanded west, and conquered much of Sundria.

Liabr Di’ra, the first (recorded) wizard in Arrolan, and - if one believes the Arroish legends - the first wizard in the world. Many tales are told of them, but prime among them is the legend of their wrangling and bringing order to the Wild Magicks of the world, making it usable for mortals. This legend is very likely embellished.

Ahrek, an ancient oracle hailing from Nerrupica. Exactly where they were from is hotly debated among scholars, with some suggesting the named “Ahrek” was not a name at all, but rather a title. In any case, the earliest versions of Old God worship can be traced back to Ahrek, as can the first pilgrimage that ultimately led to the founding of Bel as its known today.

Captain “Red Blade” was a legendary pirate, who led the charge in the Pirate War of Belbave 300 years ago. According to legend, their moniker comes from the sword they used to wield, which was “stained red by the blood of those they’ve felled.” Red Blade is recorded as having died in a literal blaze of glory; their ship, filled with explosives and set ablaze, was being sailed by Red Blade alone, and crashed directly into a fleet of would-be colonizer ships, causing countless casualties and effectively winning the war for the people of Belbave.

PRESENT

King Duke Barony III is the current reigning monarch of Castell. As his name implies, he is the third of his name. He is a man of few words, and is known to be strict but fair. His son, Duke Barony IV is set to take over the throne upon III’s death or retirement.


Saul Finkelstein
is one of the founding fathers of Castell’s famous train system. In fact, he has been present for many of Castell’s technological breakthroughs, and as such is noteworthy figure in Castell. He is technically retired, but still does some consultation work for Castell’s Adventurer’s Guild and more rarely for the Crown’s governing bodies.

The Lady of the Mountain , also The Daughter of Stone, are the only known names of the reigning authority in DeBerra. Aside from being a brutal warmonger, very little is known about the woman.

Orym, High Cleric of Havaste is one of the most powerful figures in all of Mondon, being the head of the single most influential branch of the New Gods’ Church. The entirety of the population of the nation of Mondon holds him in extremely high regard.


King’s Guard
, the name given to a legendary Adventurer Squad consisting of Duncan Howl, Luther Cromwell and Maximillia Divos. Named such due to their exploits years ago which resulted in the foiling of a plot to assassinate the King.

Captain Crusty Gib is currently the most notorious pirate in the world, and captain of the Rude Boy. He is a Goblin man of generally unpleasant demeanor.

The Crimson Fist refers to a serial killer based in Castell. For the past several years, they have appeared in various cities, abducting their victim and making a public show of burning them to death before vanishing again. It is speculated that their M.O. has evolved over the years, and thus they may be responsible for more deaths than we yet realize.
The name “Crimson Fist” is one assigned to the killer by the public. It comes from the fact that their hands glow a bright red when casting their magic.


Potions & Oils

The following are a list of potions, oils, and other misc. Items that can be crafted. The items listed will have their rarity indicated by the colours of their font. These refer to how likely you will be to find the ingredients in shops. In the wilds, the objects can be found without a roll assuming the players are in the regions wherein the ingredients are naturally found. (ie; whistle grass is extremely common, growing near bodies of water in all regions.)

Rarity code is as follows;

EXTREMELY COMMON

COMMON

MODERATELY COMMON

UNCOMMON

OBSCURE

RARE

NEAR IMPOSSIBLE TO FIND


Potions

Potion of cure minor wounds:

Ingredients:

Purple-hearted lily petals (common)

Whistle grass (extremely common)

Recipe:

Boil the petals from one (1) Purple-hearted lily, in water. Remove petals when the petals are devoid of all colour.

Using a mortar and pestle, grind a handful of whistle grass to as fine a paste as is possible.Mix the whistle grass paste into the lily water until dissolved, strain out any remaining chunks of grass as you  see fit.

Potion of cure light wounds:

Ingredients:

Purple-hearted lily petals (common)

Whistle Grass (extremely common)

Calladuanian Hazelnuts (Common)

Recipe:

Roast the hazelnuts until dark brown.Using a mortar and pestle, crush the hazelnuts and whistle grass together as finely as you can.

Boil the petals from one (1) Purple-hearted lily, in water. Remove petals when the petals are devoid of all colour.

Mix the whistle grass hazelnut paste into the lily water until dissolved, strain out any remaining chunks of grass and hazelnuts as you  see fit.

Potion of cure moderate wounds:

Ingredients:

Purple-hearted lily petals (common)

Whistle Grass (extremely common)

Calladuanian Hazelnuts (common)

Mondonian Dome Cactus juice (uncommon)

Recipe:

Roast the hazelnuts until dark brown.

Using a mortar and pestle, crush the hazelnuts and whistle grass together as finely as you can.

Mix the whistle grass hazelnut paste in to the cactus juice and boil. Strain out chunks.

Boil the petals from one (1) Purple-hearted lily, in water. Remove petals when the petals are devoid of all colour.

Mix the whistle grass hazelnut infused cactus juice into the lily water until dissolved.

Potion of cure serious wounds:

Ingredients:

Purple-hearted lily petals (common)

Whistle Grass (extremely common)

Mondonian Dome cactus juice (uncommon)

Honey (common)

Malt Vinegar (common)

Yagnedevish lemons (rare)

Salt (extremely common)

Recipe:

Using a mortar and pestle, crush the whistle grass as finely as you can. As you do so, squeeze in lemon juice so that it becomes a thick goopy paste.

Mix the lemony whistle grass paste into the cactus juice and boil. Strain out chunks.

Slowly bring the Purple-hearted lily petals to a boil in water, as periodically mix in honey and vinegar in equal parts. Once the petals are devoid of colour, remove them.

Mix the cactus juice in with the lily water, and keep heat on as you add a pinch of salt. Stir until dissolved, and add lemon zest shavings.

Shake well, and let cool fully before straining out the lemon zest.

Potion of cure critical wounds:

Ingredients:

Purple-hearted lily petals (common)

Whistle Grass (extremely common)

Mondonian dome cactus juice (uncommon)

Honey (common)

Malt Vinegar (common)

Yagnedevish lemons (rare)

Salt (extremely common)

Arroish Ginger root (moderately common)

Dried Arroan mint leaves (moderately common)

Novomian Truffle Oil (near impossible to find)

Recipe:

Using a mortar and pestle, crush the whistle grass and ginger root together as finely as you can.

As you do so, squeeze in lemon juice so that it becomes a thick goopy paste. Mix in to truffle oil, shake and let sit for 1 full day.

Mix the prepared oil into the cactus juice and boil. Strain out chunks.

Slowly bring the Purple-hearted lily petals to a boil in water, as periodically mix in honey and vinegar in equal parts. Once the petals are devoid of colour, remove them.

Mix the cactus juice in with the lily water, and keep heat on as you add a pinch of salt.Stir until dissolved, and add lemon zest shavings and dried mint leaves.

Shake well, and let cool fully before straining out the lemon zest and mint leaves.

Treated Bandages:

(Act as first level cure light wounds, and stabilize target if incapacitated or bleeding out)

Ingredients:

Purple-hearted lily petals (common)

Whistle grass (extremely common)

Whitham Aloe juice (common)

Recipe:

Boil the purple-hearted lily petals in water until the petals are devoid of colour.

Using a mortar and pestle, grind the whistle grass until it is as fine as you can make it. As you do so, mix in the aloe juice until it’s thick and goopy.

Add that mixture to the petal water, mix well. Let sit for half an hour, then apply evenly to bandages. Let bandages dry fully before use. 


To Be Continued…