Aarak Ark 

In the city of Rissen, in the arcane Dreamlands. This darn rascal is of ill-repute for his treacherous ways and his pursuits in trading in rare and doubtfull medicines, and hallucinogenic herbs. Aaral Ark does reside in Rissen at this time and scurries about incognito, or in disguise, in the Old Quarters, frequenting the Green Dragon inn, morosely crouched behind an ample jug of ale but rarely enebriated. Aarak is said to have extensive ritual scars on his face. He is a troublemaker, a lout and a hothead. A story told of him speaks of an act of insolence years past, when he rashly and vicioudly insulted and ridiculed the honor of the reputable Adaldor in a festival gathering crowd, right in front of the Domus arches, yet the renowned Adaldor shrugged of the heinous insult. Aaral is possessed on a young and agile physique, despite his advanced years, a fact attributed to his easy access to elixer vitae.


Curseword; derived from allegedly a Demonic Entity, incidentally venerated by degenerate village people.


Illicit Demonic Entity incidentally venerated by backward village people.



Abigail Assalandes

A Riszan human male, known as the weasler. He was born in 1676, and is generally considered an unsympathetic yet misfortunous warrior, mercenary or adventurer. He maintains a loft in the smith’s quarter. He is a known enemy of the voice, probably the sole cause of abigail’s fame.


In the Royal Academny section of the west wing a rarely visited hall displays specimen “of an abominal nature”, one specimen is of what appears to be a large misshapen 3 meter fish of particularly loathsome nature. The specimen is heavily damaged by formaldehyde leaking out, and very pallid white. It is spoken about in hushed tone by arcanists as “horrendous”.


The Dreamlands may be an island of normalcy in an endless ocean of the alien. In all directions around, the further you travel the less ‘normal’ things become. Up and down, lies alien, and beyond the alien lies the horrendous, anti-natural, innately hostile, abyssal, deviant, abhorrent – abomination. There is no single definition of Abomination, except that reality of the Dreamlands (and whatever possible adjacent dimensions there may be) is a small and temporally limited icecube of natural in an eternity of fiere and strange. Abominations tend to be monsters that exhibit strange shapes, strange matter, grotesque bahavior, stem from preternatural aeons or from hostile dimensions or from immeasurable gulfs of space. 

Abyssal Acolyte – career


Academic – career

Academy, the Royal –

There are a half dozen ways to aquire the skills for credibility in the Kingdom’s elites. There are Knightly orders, there is service in the Armies, Legions, under a Duke, in the Aerie, in the intelligence services, as a Knight in an Order, or as a Wizard – but for the politically inclined there is The Academy. The Academy ties together men of state, diplomats, state officials, high ranking legates and other less ell defined individuals. There is a presence of the Academy in every major city (except in Nea Hemera, where the populace has a lynching level of hatred for the Academy), where these locales are most commonly known as “chapterhouses”. 

Acolyte – career

Acolyte of the Dragon – career

Acrobat – career


Human male known on the first aysle, born in 1766. He is known as practising magician, in the city of Speculare. He is a fragile, balding man with dark eyes. He has visited Rissen, travelling to Nir and was widely consulted by Riszans for his expertise in divinatory crafts. He has been an associate of the archmagus Zhireque.

Actor – career

A frowned upon profession of someone who lies for his work. The cliche joke is about a nobleman’s daughter running away with ‘actors’. Acting is generally done for smaller crowds, to convey a witty, slanderous or moralist message and is interspersed with bawdry, lewd song and dance.


A known criminal who lives in the city of Rinyldissen in the central Kingdom; His full name Adak Luthibo Makinna, with the epiteth The Cruel. A human man wanted for smuggling, riotting and press-ganging. He owns fronts for his illigitimate businesses in the arena and the harbor quarters. He is a ruthless, potbellied individual with oily black hair and penetrating eyes. He occasionally dons spectacles to make him look intelligent. Adak the cruel works the arena and spends most his time there, though his profits emanate from shady deals involving harbor and the river. His main influence are the labour, whom he manipulates, blackmails, exploits by means of organizing illegal guilds (socalled unions), trading in narcotica and moonshine and pressing young women into prostitution. His former gang the beavers was taken in and convicted, but Adak disappeared.

Adaldor Baelins

An enigmatic and nearly legendary male, who is still part of the census of the city of Rissen, reputedly still paying his taxes and in possession of property, and still actively trading in proxy on the exchange and spice markets, though he is said to have been slain centuries ago. Also said to haunt the city as a ghost. He used to be gnome, but somehow elongated into a faey cazu. Is said to have been a high-ranking member of the Criminal Legion of Risssen, and associated with the Leonidas intrigue to replace the King with the First Man. He has associated with the likes of Cyryn, Tarut and Schmee, as well as worse names, but appears to have been a sworn enemy of Leonidas. Others claim he has become a vampire.


Adventurer – career

Aelderman – career

Aeon Sister – career

Agitator – career

Affanunam Sedith, Junior

An iconic tall bearded Wizard, Affanunam is working all over the Kingdom, constantly traveling everywhere, to spread the gospel of protective magic, life affirming magic. He is a hedonist, some say a pervert, and has many lovers both male and female.

Agent of the Crown – career


Aira is a city constructed of beryl and white marble specked with golden veins in the far west of Sona-Nyl.  The style of the city may in parts be vaguely roman, but is alien at heart, with golden domes and elaborate murals everywhere. Aira is inhabited by only very few humans, and most creatures there are strange and tall and quite diverse. The lands surrounding Aira are massive, very strange and highly magical. Aira is the only city that can be visited and is occasionally visited by traders from the Kingdoms. 

Ai (River)

This is a slow moving river in the lands of Mnar. It is a very wide, deep, dark and green river with many tributaries and a living culture of fish and fertile lands. The river is safe to drink. It is said to start from a spring in the inland plains. 


Also known as a “memory palace”; A measure of idealized reality created by wizards of magicians. They are modeled, soulcrafted blobs of archtypical scenery made from astral matter. People endowed in magic can enter these spaces through deep meditation and do immaterial stuff there. Most are used to store spells. Spellbooks nearly always have a functional Akasha. It takes about a minute to wake up from ‘projecting in’ an Akasha.


These creatures are terrifying and deadly – smilar to Rakshasa, they are vampiric monsters that suck lifeforce, create lesser monsters and infest the land.  Akharu are the deities to Vampires, and the courtiers of the Goddess Lillith. They hate life and children.  Akharu are winged, and over 2 meters tall. All Akharu are male, but completely bisexual and deeply perverted.



Alalvar (Deity)

The Alalvar faith is the blessing of the Kingdom, and one of the Greater Religions. It is argued to be the faith with the most followers, even though only humans are accepted in its ranks. It has spread very fast in the Kingdom in the last 110 years. Ever since a series of radical Medhenoie Priests experienced sacred visions revealing the true nature of God, the religion purified itself along strictly theocratic lines. Alalvarites are thoroughly Dominionist, isolationist and uncompromising. This has caused a cold war ambiance in parts of the Kingdom, as some Duchies have been more or less taken over, and travel in these parts can be a total nuisance.  

The Alalvarite religion has been spreading like wildfire the last few centuries. Ever since a series of radical Medhenoie Priests experienced sacred visions revealing the true nature of God, the religion radicalized along theocretic lines. It is generally not allowed by the King (and by metaphyical propriety) to start describing one’s Deity in Metaphysical terms as The One or The Supreme. All Religions who do this tend to become powerful very quickly, and tend to be subsumed by the Abysmal before long. Exclusivist monotheim is tainted and leads to corruption, but the priesthood has so far avoided this, and is starting to believe itself above such petty matters. 

The Metaphycisians of the Kingdom shudder, and especially Wizards and Elves are agitating openly against the Alvarite faith. Alalvarites in turn have mostly become unassailable, lest the Kingdom would be open to religious civil war. So many Duchies are now brazenly Alalvarite that there is no longer an easy way to put this djinni back in the bottle.

Alalvarite religion is uncompromising. It claims once in a primordial, prehistorical past a saint came to the Dream, and found the Dream in utter chaos. There was nothing but diverse animals and plants, not one similar to the other, and all things were monstrous and natural laws were said to be extremely chaotic and unconstrained by reason. The Saint started naming reality, naming animals, naming places, naming plants, naming times, naming all sorts of things. Each time Alalvar named something, that particular thing became predictable, less monstrous, subject to domestication or industry or exploitation. It is such believed in Alalvarite religion that reality was more or less wrought from Chaos. This idea skirts very close to Alalvar having factually created reality, and again, such an idea is taboo for many groups in the Kingdom, in particular the elves.

In the old days the ideas of Alalvar were constrained to isolationist parishes. Many orthodox Alalvarites still swear to shy away from cities or the kingdom, but a more recent flock of Alalvarites have ended this truce and are openly vying for more political power. The King has been patient, but the King realizes this can’t go on indefinitely.

The power of Alalvarite religion stems from the magic of the Seeile. These wise women are powerful casters of specialized types of magic and they have been using their magic to hyper-accelerate Alalvarite demographics. The religion is viciously based on procreation, and certain spells of the Seeile allow for absurd results. In Alalvarite religion a sizeable percentage of born boys are gelded (castrated) in puberty, generally those found flawed, and only those raised as Patriarchs are allowed to have wives. The percentage of Alalvarite boys gelded has increased sharply, and it is believed this endemic castration is the magical fuel that allows the Seeile to cast their spells.  IT is common to encounter angry and bitter Alalvarite boys who have run away from home fearing imminent castration, dead-bent on proving themselves in the eyes of the Faith, but few do, and few succeed in mentally escaping their strict religious upbringing. Alalvarite patriarchs often become Mananor at a later age (generally 40) and live extremely long and fertile lives (generally over 150). 

The women give birth at an truly industrial pace. Young girls taken to bed with the patriarch find themselves pregnant as young as 10, their pregnancies may be reduced in time from the natural 280 days to as little as 150 days, depending on the powers of the local Seeile. Additionally each litter can produce as many as five in one birthing (agains subject to Seeile magic), Stillbirth and childhood fever is substantially reduced, women become fertile significantly faster and can give birth well in to advanced ages. Hence a fertile woman of the faith can give birth to an average of 13 litters from early adolescence to late age, generally once per two years, producing an average of 2.5 children per birth in life. That’s a typical average of 33 children per Alalvarite woman. Jokes about Clown Cars aside, this has started to happen not so long ago, but in mere decades the demographics of the Kingdom have been skewed to a teeming mass of surplus Alalvarites, many of which are outcasts or runaways. Alalvarites who are gilded tend to stay in the community in a strictly docile and servile capacity, their minds and wills broken. 

Alalvarite communities are extremely hostile to outsiders, especially of other religions. Traveling Alalvarites (the few that do) tend to be a lot more openminded, but communities rarely produce travelers (which is regarded as a pervesity – why would one shirk familial and communal duties). Inside the community there are Eunuchs,mothers, patriarchs and little else. Girls and woman are “interred” in-doors and who tittering can only be heard over Alalvarite walls. The community is extremely tight knit, and acts as a self-reinforcing cult. Outside the Patriarchal house eunuchs are common, with broad epilated heads (no facial hair, no eyebrows, the same docile expression everywhere) doing chores all day. Patriarchs and young boy patriarchs sport intricately braided beards whose braiding signifies profession, religious significance, ability to recite Alalvars and other saintly religious texts (of which there are many) and communities and surrounding countryside are heavily patrolled. Alalvarite communities are thus functional cancer cells in the Kingdom where travel away from the roads becomes problematic. Alalvarites have no say on the Kings roads, but they quite often try – and there have been incidents between Alalvarite militia (often utterly unworldly young boys) who are beat up severely by Legionairs. Some legions have however become sympathetic to Alalvarite ideas – a process that is subject to constant rearrangement by the higher command. Legionairs with openly Alalvarite sympathies are likely to end up send to peripheral (and hence more lethal) regions of the Kingdom. 

Alalvarites are urged to not believe in a life after they die, but a decent enough percentage of Alalvarites have taken on heretical “superstitions” of other religions. This is a serious taboo in Alalvarite society. The KIngdom is at Alalvarite carrying capacity, estimated about 30% of all humans. The only weakness is that Alalvarite are humanists, with few exceptions, and many feudal fiefs with large mixed-species populations have resisted Alalvarization. This process is constantly supported by other Dominionist religions (Almirean), by Elves, by the King, by the Legions and by most Wizard houses. The situation in the Kingdom is that most boys born must move and become, since there is no place for them in the community and many of these boys don’t want to end of castrated. Hence there is a massive swell of Alalvarite buysybodies, militia and gangs roaming the countrysides within a few days of Alalvarite fiefdoms, and this spills over in adjacent lands in desperate attempts to create new communities.  Since some 15 years the mortality rate of these young boys has shot up to 90% per 10 years. That means that the Alalvarite communities have produced about a million surplus highly radicalized young males desperate to prove themselves and generally indoctrinated and utterly incapable of dealing with the world outside the xenophobic communities. That is over 12 million deaths in the last ten years, from the most diverse causes (quite often starvation).  One can understand non Alalvarite feudal lords are extremely concerned and this situation seems to be worsening every year. 

The most prominent Alalvarite is DHODENDORDUS – A terrifying bearded patriarch of 160 years, with the strength of a bear, seven feet tall, with eyes of pure lightning, Dhodendordus the Mighty lives in an isolated Alalvarite fiefdom, casts a shadow of utter contrariness over the surrounding lands, tries to impose his will on everyone within his zone of control and is utterly theocratic, to the point of frequently flaunting the King. He is surrounded by a swathe of Knights and less easily described types of Warriors and Spellcasters, and the man is seriously dangerous. Even one such as Gorloth or Leonidas is well advised to fear the fury of Dhodendordus. 

One can say many things about the enemies of Alalvarites, and there are many – OF COURSE the Alalvarites hate the forces of the republic, as well as the forces of degeneracy. Alalvarites not merely hate degeneracy of the Primordial, as they hate any open feminism or sexualism. They really do not like Nelra and Nilri whom they claim as perverse hedonists. They really hate “witches”, and they regard all of the :grey: as sworn enemies.

Alalvarites will break and flaunt the law to go after members of the Grey, in particular Paramanders, since in turn Paramanders have been alleged targeting and assassinating key members of the Alalvarite power structure.  This hatred extends to a minor degree to black and whites. Dhodendordus lives in self-imposed isolation because of at least five mysterious accidents, all of which would have extinguished him for many years.  Alalvarites equate association with Grey as being “sodomites” – There exists a pact of mutual non-interference between them – very rarely the more openminded, higher ranking Alalvarites study metaphysics with Ombers. Purple has exerted its influence in the Legions and is more busy with psychological warfare against Alalvarites. Purple accepts the harsh reality civil war is inescapable and maintains a “stay the hell away from them” policy for all members. The higher ranks of Alalvarite church realize this and maintain a very wary attitude. Alalvarite take the Purple very seriously.

Alalvarite – career

Alalvarite Zealot – career

Alchemist – career

Aleister Metternich, Baronet

Landed Gentry of Great Duchy Dragonrender, known artificer and magician, a Great Man of great prestige and honor. He died less than two decades ago under suspicious circumstances in Dylath Leeen and his body was allegedly thrown in the sea. He was travelled wide and in life had the personal friendship of Great Duke Dragonrender, and had favors far and wide. Allegedly known for his experimentation with steam engines, mining equipment and small instruments .Aleister was a Master at the Royal Academy of Science and Reason, and his specalism was consular law, with a minor in Humanoids. His knowledge of in particular gnomish history was beyond equal. Aleister travelled all corners of the Kingdom and made friends in the far northwest, the eastern Huarals, Dylath Leen, Dragonrender.  It is allleged he once travelled inside Byzanthium. 

Aleister Quaramandos

A jovial, well advanced sorceror working to bring understanding between the world of magicians and commoners and other races. He is widely liked, except by humanists since he is an open Elf Friend. He’s a family man, with a white goatee and white hair, writer of many magical tomes.

Alienist – career


All Dancing Fillies (Duchy)

Allikhan – career


Subspecies humanity.

Almirean (Deity)

Alu (Demon Breed)

Amazon Queendom (Also knon as Raell)

Amber (Metaphysical Order)

Ammarsa (Duchy)

Amon Gorloth

Amurathis (Duchy)

Anarchist – career

Animal Handler – career

Animist – career

Annis (Demon)

Anstralos (Magical Guild)

It remains a mystery why Anstralos is still tolerated by the authories asd a legal guild, considering its involvement with The Grey.   Anstralos retains several major (albeit small) halls where (in particular) wizards, sorcerors and (ellagedly) some psions are trained.  Also implied is their involvement with the many thousands year old Wizard Marcus Draaken, who is an extremely problematic figure in the Kingdom, as well as their strong associations with the Paramander Knights, which in most duchies are openly regarded as terrorists an political radicals. 

Anthonia (Duchy)

Anti-Mage – career

Anti-Paladin – career

(Very Rare – less than a hundred in the entire Kingdom. Tip – start running. Hint: You are not running fast enough. Anti-Paladins known to be the consummate anti-hero, the force of sadistic evil, cruelty, perversion, crime, devilry. They deal with demonic forces, undead or worse as equals. Or so people claim. This is not always the actual case. Very few people want to become known as an Anti-Paladin. As one you are constantly hunted by at least a dozen knights, priests, paladins, at least a few magicians, wizards or the like. The career is a jumble of abilities, powers and skills and no two anti-paladins are even vaguely comparable, plus they tend to be well versed in other careers, as a rule. The Anti-Paladin path is an end point. After you become one you cannot move to other careers and you can only explore your current known careers with difficulty. People become one “because of life”, i.e. insanity, an unreasonable desire or passion, pure vicious hatred, insurmountable suffering (and/)or a very very tragic willingness to do whatever for a cause. That means that each Anti-Paladin is not likely to deal with another. They are insular figures, with their own power pyramid, and generally very specific goals. The powerful descend to becoming an Anti-Paladin largely in apprenticeship with one with very very compatible goals and values. Then you succeed or you die. Anti-Paladins generally last no more than a few years before they are eradicated, purged or succumb to some sort of affliction or curse. Some place them on par with Paladins, Lyans, Garaths, etc and this is sheer ignorance. Anti-Paladins are a wholly different category of power. If an Anti-Paladin decides a Duke will have to die, that Duke dies. And that is true power as much as damnation..

Aon Sophia (Duchy)

Aphid (Levitic)

One of the smaller well amored military flying vessels of the Kingdom. It uses a span flotation generator and is propelled by  a steam engine powered by a small encased fire elemental. It has an assortment of Marines and comissioned officers less than two dozen. There are several thousands of these vessels in operation, some centuries old. A few hundred have fallen in private hands, and may in fact be tolerated to operate on a charter.  A typical Aphid churchs through the air at twice the speed of a horse relative to airflow, but they are rather slow to accelerate. They are armed with ballista occasionally small lightning generators.  A typical Aphid can operate at 800 meters altitude relative to sea level, which is fairly high for an armored vessel.

Aphimos (Theocratic Country)

Aphorat (City)

In the far south, south of the jungles of Parg lies a tropical city of Aphorat. Since the land voyage to Sydathria is so intensely dangerous, most traders travel south to Aphorat and venture from this city inland. Few in the Kingdom know it, but many in Dylath Leeẽn are quite intimate with Aphorat. 

Apothecary – career

Apprentice – career

Aran (Mountain)

Ariana (Duchy)

Arcane Blade – career

Arcanist – career

Arch Duke – career


Archer – career

Arch-Mage – career

Archon – career


Aristocrat – career

Arrikhan – career

(Very rare) This is not a term a typical civilian might know. In theory, Arrikhani are an atavism from a bygone age where things were simpler and much darker. Essentially, Arrikhani are Sacred Knights (i.e. Templars, Paladins) dedicated to a general sense of methodical, unromantic, secular ruthlessness one might associate with the concept of Evil.  This is of course an overly simplification and there is a deep and pervasive sense of spirituality in these Paladin type killers. They operate between extremes of Necromancy, Demon worship, Nationalistic Fervor, Warrior fetishism and general exploitative ‘mercantilism’ (i.e. banditry). There is a distinctive conceptual association between footloose atheist and Arrikhans, but just as much of these bloodthirsty slayers are associated with some particularly malignant deity or demon, and quite too often Gural.  Arrikhani are however united in their constant hunt for influences of The Primordial, and they tend to be fairly pro-Kingdom.  Arrikhans are cynical, materialistic warriors of progress, material prosperity and ambition. They exemplify selfishness and opportunism as a sacred duty. It is too simple to classify them as evil – many Arrikans will go in to a village and help villagers in causes that may effectively outwardly be good, and they will urge all people towards self-interest. In essence Arrikhan are the epitheme of the Subjectivism ideal; small state or government, unfettered progress, science, materialism, personal property and social darwinism. In a world with magic, that generally makes for some badass force of evil. Arrikhans are nearly always atheists and will almost never “worship” or “serve” a higher force. They do however are religious about contracts and personal honor. The Arrikhani traditions train light armor and warrior style nimbleness, hit and run tactics, live to fight another day. Some may be confused with Rangers as a result. Arrikhans are a distinctively separate type of paladin-acious destroyer type combative career, They use unique Arrikhan magic, plus some scattering of select invocations pilfered from Druidic, Warlock and Priestly traditions. Arrikhans are locked in petty rivalries with similar paladin types, and tend to not get along super well with all of them. 

Artificer – career

Artisan – career

Artillerist – career


Along the coast south of Hygnymbora are a few remaining tribes of animal humanoids. The Artsanna seem to be humanoids about 170 centimeters of tall. They are not visibly sexually dimorphological. They look vaguely like a blend of small animals with vaguely bear-like features. They wear light brown kaftans, with large corsets and aprons. They wear tall leather caps set with tribal copper signs. Atsanna are cautious when it comes to humans, especially closer to the border with Dylath Leeen, as lately there are a lot more military encampments. Artsanna smell sweet and herbal, and are fairly paeceful and reasonable, just shy and cautious. Most are traders and harvest wild nuts in the hills. 

Ascendant – career

Ascetic – career

Assassin – career

Astrologer – career


A simple or ornamental dagger used in magical ritual. It is optional for any arcane spellcaster (and some priestly spellcaster types) to craft one’s own athame. Any such spellcaster can only have a single, attuned and quite personal athame. They tend to come in the shape of a small dagger (common for witches) or wand (more common for scholastic types) and in some cases a crystal, magical instrument of small technological artifact. The Athame provides very distinct advantages in spellcasting but generally not in hurried or combative spellcasting.

Atlach Nacha

Atlantis (The Ancient City Of)

Athshakka Thwark Khata (Duchy)

Attiliator – career

Augur – career

Aureannu (Elf)

From some distance sight, an Aureannu could pass for attractive, slender humans. Closer up the difference becomes acute. Nearly all Aureannu are more ‘perfect’ in stature than typical humans, quite a bit more graceful, smooth of skin, universally symmetrical. They have uncanny slanted eyes and wide gemstone eyes. To people unfamiliar to them they all look alike; wide eyed and bright, healthy looking yet slender. Note that the term “elf” is a bastardization of the term “treacherous” in the Kingdom language, and it may not be a term most Aureannu like to hear.

Auspex – career

Avanith (Deity)


Avatars are (mostky) discorporate manifestations of the unknown that can be “inserted” in a person with “the proper disposition”, by ad large granting magical ability and often “something else on the side”. Most avatars come in ‘families’ or ‘batches’, a good 20% are unique. The general estimate is there are about 12 thousand Avatars in the dreamlands. They are believed somehow related to Demons but they are not automatically volitional or sentient. Avatars are spirit entities that “inhabit” a person and bestow magical abilities, possibly some other advantages. Some Avatars bestow great powers, and carry a great burden. It is possible to exchange one avatar for another. To remove an Avatar is referred to excision, to implant an Avatar is referred to as Epiphany or Endowment. Avatars bestow magical ability – and in some cases allow the Recipient to become very very powerful.  By and large implantation of the “Avatar” allows development as a Wizard, Magician, (etc.). The avatar of Piests, Clerics, Paladins lies outside he person and is a metaphysical force or a deity. The avatar of Shamans, Druids. etc. are formulated aspects of nature. The avatar of a Warlock is a demonic force. The avatar of a Necromancer is some aspect of death or alchemy. The avatar of a Scientist is “some form of” abstract reason or science. The avatar of a Witch is the ancestral familial bond of a bloodline or select culture. And so on. Som people are born ith an Avatar as part of a curse or being part of a rare bloodline – in this cases excission is very difficult or nigh impossible.