TEXT: CLASSES
  Classes broadly represent a character's lifestyle, race (if
  something other than human), and abilities. Most classes are
  self-explanatory, but a few warrant further description.
  Adept
  Artisan
  Artist
  Automaton
  Criminal
  Noble
  Priest
  Sage
  Sea Guardian
  Servant
  Strange
  Tailor
  Them
  Traveler
  Undying
  Warrior
  Child: In addition to literal children, this includes those who
  have never truly grown up at heart. Many have a unique rapport
  with Them that adults have lost.
  Demon Hunter: Mercenaries that specialize in hunting and
  slaying the Strange. Quite a few are equally willing to hunt and
  slay Weavers.
  
  ORGANIZATIONS
  
  THE HOLY CHURCH
  Praise be to God
  Who created us all
  Praise be to God
  Praise be to God
  Who protects us from the Void
  Praise be to God
  Ah, praise be to God alone
  —One of the Psalms
  
  THE HISTORY OF THE HOLY CHURCH
  According to the gospel of the Holy Church itself, it was
  founded 500 years ago by seven great sages who sought to assist
  all who lived in fulfilling the Ways bestowed upon them, and
  thus ease their lives. This remains their stated mission to the
  present day.
  During the Dark Age, the Holy Church was filled with
  corruption and vice, exemplified by the Hollow "Mudblood"
  Caligula who reigned as a tyrant over the Holy Capital. After
  some time, Caligula was toppled by a revolution, and the Holy
  Church was reborn under the leadership of Zarastro Eternal
  Beshimmt.
  Ever since it began, eighty years ago, Zarastro has secretly
  worked against the Weaver Hunt. Suspected heterics who once
  would have been burned at the stake were instead exiled to the
  northern kingdoms. But when the "Day of the Black Spot"
  occurred 13 years ago, fear of Weavers spread throughout the
  world and the Weaver Hunt resumed, with many Weavers being
  burned at the stake.
  Like the criminal organizations, the Holy Church are
  strongly involved in the Southern War.
  Headquartered in the Holy Capital, but with dioceses and
  churches in the majority of kingdoms and cities, the Holy
  Church is the Left Land's dominant religion. Their teachings fill
  every part of life and are all but inescapable, nor would many
  people even think of escaping them. The Holy Church has
  existed since the very first days of humanity, and they are simply
  considered a natural part of life, as natural as belief in God and
  the Ways which She bestows.
  There are kingdoms which do not follow the Holy Church
  or preach heresies, but they are exceptionally rare. Although
  mostly small, there are a few large ones. But even in these
  places, it is hard to remain unaware of the Holy Church's
  teachings. Its influence simply reaches everywhere.
  
  PRIESTS
  The rank and and file clergy of the Holy Church are known
  as priests.
  The head of the Holy Church is the Archpriest, while those
  who report directly to him are known as Bishops, and all others
  are known as Priests. Normally, only pure humans with
  unquestionable faith in the teachings of the Church can become
  priests. There are many priests with the blood of Adepts flowing
  in their veins, but they do not call upon it. Only on rare
  occasions have Automatons, Them, and other species been
  known to become priests.
  While Priests all have their own specialties, they generally
  learn how to preach the teachings of the Church to distant lands
  as well as how to defend themselves from those who would do
  them harm. Many priests are wide-ranging travelers who seek to
  bring the teachings of the Church to all living things through
  sleet, rain and snow.
  ATTITUDE TOWARDS OTHER BELIEFS
  The Holy Book of the Church states that "God created
  everything" and so the Holy Church takes a dim view of faith in
  other gods, such as earth gods.
  For this reason, they tirelessly proselytize to the few
  kingdoms in which such beliefs exist, attempting to spread their
  influence worldwide. They are often directly supported in this by
  the local or neighboring governments.
  Even to Automatons, who were created by human hands,
  they preach "God granted humankind the power to create you,
  and so you must worship Her."
  
  THE TWO FACTIONS
  The Holy Church is currently divided into two factions; the
  moderate faction lead by the Archpriest Zarastro and the hard-
  liners lead by Rovelle, the Head Inquisitor. At the heart of this
  division is the question of the Weavers.
  The
  moderate
  faction
  believes
  that
  Weavers
  are
  a
  manifestation of God's will that humans should be able to
  combat the threat of the Strange and heal the damage they do,
  while the hard-liners hold that they are foul aberrations born of
  the Void, just as the Strange are.
  Ever since the "Day of Screams" spoken of in legends,
  distrust of Weavers has been high and so dissatisfaction with the
  Archpriest's
  position
  has
  steadily
  grown,
  resulting
  in
  an
  influential faction opposing him within the Holy Church itself.
  This particular disagreement is generally kept well hidden.
  Open conflict between the two factions of the Holy Church is
  exceptionally rare.
  However, there are many other matters of theology about
  which disagreement exists within the church; such as whether
  God is omnipotent, whether Ways are always benevolent, and
  whether Warped Ways created by the Strange are always evil.
  The two major factions generally take up opposing positions on
  these
  questions
  as
  a
  matter
  of
  principle.
  As
  a
  result,
  reconcilation is likely impossible at this point, but the two
  factions continue to work together out of necessity.
  THE CHURCH AND THE UNDYING
  The Holy Church views the state of being Undying as a
  blessing from God—a reward for those who zealously follow the
  Ways in both deed and mind for their entire lives, leading to Her
  granting them the gift of eternal life.
  As a result, the Church extends a guarantee of protection to
  all of the Undying and treats them as living saints.
  
  THE APOSTLES OF TWILIGHT
  Headquartered In: Unknown
  Leader: "She of the Evening Calm" Escha B. Jestamente
  An organization formed by the Tailors who willingly supported She of
  the Evening Calm in her insane actions on the Night of Screams. Their
  members are called "Apostles," and the majority of them are Hollows who
  share in She of the Evening Calm's mad delusions.
  The current whereabouts of She of the Evening Calm are unknown,
  but in order to create the "beautiful world" that she desired, the Apostles
  operate secretly to create Warped Ways (and thus Strange) throughout the
  world. They have even engineered the fall of kingdoms.
  It is only recently that the Holy Church and the Tailors' Guild have
  come to recognize the threat that the Apostles of Twilight pose. This is largely
  because the Apostles were spurred into fervent activity by the reappearance
  of their leader during the Day of the Black Spot.
  THE BLUE EYES
  Headquartered In: On the shore of the Baths
  Leader: "The Happy Prince" Oscar Wilde
  An organization of Demon Hunters formed with the objective of
  destroying all Strange. Its ranks include Weavers, non-Weavers, and all kinds
  of races such as Automatons and Them.
  Although it is highly decentralized, it stays a unified organization
  under the leadership of Oscar Wilde, who is an inspiration to all. In contrast
  to many Demon Hunters, who as a whole tend to view Weavers and Strange
  as one and the same, its members are generally friendly towards Weavers as
  fellow enemies of the Strange. "So long as Strange exist, Weavers must too" is
  a common saying among the Blue Eyes.
  Though a fragile organization held together mainly by mutual respect
  and the need to share information, the Blue Eyes are inarguably a force for
  good in the world.
  
  THE BRAZEN BELLS
  Headquartered In: The Merchants' Kingdom, 24th Ward
  Leader: "Macavity" Plato
  A criminal organization with its headquarters in the most dangerous
  area in the Merchats' Kingdom, the 24th Ward. From here, it directs all its
  branches. The organization's power in the Merchants' Kingdom, as well as
  the underworld of most kingdoms, is almost immeasurable. The current head
  of the council, Ell C. Dottore, is little more than a puppet of theirs.
  The headquarters and each branch possesses a rusted bell that will not
  ring. This is proof of Plato's faith in them, as well as a reminder that
  organization pledges to carry out their work in complete secrecy and silence,
  like their bells that never ring.
  The
  organization
  is
  involved
  in
  countless
  criminal
  enterprises
  worldwide, from petty theft to smuggling to human trafficking and war
  profiteering.
  ORDER OF THE DIVINE HAMMER
  Headquartered In: The Holy Church
  Leader: "The Grim Inquisitor" Rovelle Hopkins
  A faction of the church which seeks to root out heresy and visit
  punishment upon those who make light of God. It is also known as the
  Inquisition. Under the leadership of the current Head Inquisitor, Rovelle, its
  ranks have swelled with the faithful and become a large thorn in the side of
  the moderates in the church, whom they despise passionately.
  Origunally, the Inquisition was formed to set right those within the
  Holy Church itself who deviated from the teachings of the Holy Book. But
  beneath Rovelle, its mission has expanded to fight against all heretics and
  enemies of the Church, no matter where they may be.
  The prime manner in which this is carried out, of course, is the
  Weaver Hunt. Thanks to the Inquisition, Weavers are once again tried and
  executed upon discovery, repeating the tragedies of the past.
  
  ORDER OF GOD'S HAND
  Headquartered In: The Holy Church
  Leader: Zarastro Eternal Bestimmt
  A military organization of pious Weavers set up by Archpriest
  Zarastro. Its existence is kept secret from the public. The mission of the
  Order of God's Hand is to set right God's Ways when they have been Warped,
  and at times take distortions into their own hands and use their power to
  work miracles in order to further God's glory. This is, of course, all an
  euphemism for the powers of the Weavers.
  Most, even within the Church itself, believe that the Order of God's
  Hand is simply Zarastro's personal army of handpicked mercenaries. It is
  kept secret that he uses them to support the operations of the Tailors' Guild
  and to keep the radical factions of the Church in check.
  The radicals, especially the Inquisition, naturally see them as enemies,
  but with Zarastro backing them can do little to overtly act against them.
  THE PRANCING HORSE
  Headquartered In: The Merchants' Kingdom, 15th Ward
  Leader: Cyrano C. Abeldito
  The largest courier organization on the Left Land. They have branches
  in a vast number of kingdoms, through which their even vaster number of
  couriers circulate. Their motto is "Anytime, anywhere. Swiftly." They will
  accept even the most dangerous delivery requests to just about any place
  imaginable. The image of a courier journeying across the world despite the
  countless hardships they face has become a source of admiration and envy for
  many young people.
  However, the couriers themselves do not romanticize their jobs. Being
  a courier means staying constantly wary of highwaymen and thieves, being
  prepared to encounter ferocious beasts and sinister Them, and undergoing all
  the hardships of nature imaginable. A courier is one step short of death far
  too often for comfort.
  
  THE TAILORS' GUILD
  Headquartered In: The Merchants' Kingdom, 17th Ward
  Leader: "Queen of the Night" Aria B. Cororatura
  An organization of Weavers who fight to undo the Warped Ways
  created by the Strange. Its headquarters is the "Sewing Box" in the 17th Ward
  of the Merchants' Kingdom, a compound secretly built underneath the textile
  store "Weavers' Palace".
  It has small branches in many kingdoms concealed in clothes and
  textile stores, from which its members work to investigate incidents
  suspected to be caused by the Strange. Whenever they find them, they do
  battle with terrifying Hollows and destroy their Warped Ways.
  The Inquisition of the Holy Church considers the Tailors' Guild their
  mortal enemy, but conversely, the moderate faction lead by Zarastro secretly
  works to support them. However, that which they can do without revealing
  their duplicity to the Inquisition is limited.
  THE SHORES OF DAWN
  Headquartered In: The Peaceful Kingdom
  Leader: "The New God" Nietzsche Superbo
  A cult of Tailors present in in the South, drawn together by the
  magnetic personality of one of the original Tailors, Nietzsche.
  Their creed is: "God is dead. We Weavers, who are free from the
  confines of the Ways, are the chosen ones who shall succeed her and usher in
  a new world." They gather new recruits disillusioned by warfare every day,
  and with them they work to oppose the Ways and increase the power of
  Weavers in the world.
  The Shores of Dawn seek to destroy both the Ardent Kingdom and the
  Salt Kingdom, which are devoted to the Ways, and establish what they claim
  will be a land of peace in the South ruled by the Weavers. To this end, they
  have gathered an army of Strange. However, as a result of their opposition to
  the Ways, many Unravelings have formed in the South.
  
  PEOPLE
  
  "Sweet dreams? I don't need those. I'm not a child anymore!"
  Classes: Strange/Tailor/Child
  Sex: Female
  Age: 11
  Hair: Gold
  Eyes: Blue
  Skin: White
  A
  member
  of
  the
  Apostles
  of
  Twilight, who always travels with a white
  rabbit in her company. When her parents
  both became Hollows, and in accordance
  with a Warped Way buried her alive in a
  rabbit hole, she fell victim to a delusion
  that all Ways were no more than her own
  daydreams.
  Her goal now is to destroy "her
  own dreams", or in other words, all Ways
  and if necessary reality itself. As a result,
  APOSTLE OF TWILIGHT
  she has an addiction to killing and destruction. However, if she meets
  someone who intrigues her, she'll spare their life and be exceptionally sweet
  to them. Her weapon is a huge pair of scissors.
  Under orders from her organization, she is currently searching for a
  former member of theirs who betrayed them, known as the "Hatter." In the
  meantime, she kills and kills again, believing that through murder she can
  destroy the dream-world she thinks she is trapped in and wake up from her
  long slumber.
  ALICE
  
  "I wish to protect the peace of this sea."
  AMPHITRITE
  Classes: Sea Guardian/Sage
  Sex: Female
  Age: 18
  Hair: Sea Blue
  Eyes: Blue
  Skin: White
  A Sea Guardian from the Sea of
  Plenty located in the Burning Desert.
  Although many Sea Guardians in the
  south are hostile to other beings, she is
  uncommonly friendly to those that visit
  her
  Sea.
  She
  has
  a
  straightforward,
  earnest and gentle personality.
  When she was young, she lived in
  a kingdom that was primarily human,
  and was invited to the Sea of Plenty. Ever
  since them, she has worked tirelessly to
  SEA GUARDIAN
  improve relations between Sea Guardians and the other races. Thanks to her
  efforts, they have reached a level of mutual respect and trust unseen since
  before the Dark Ages.
  The Sea of Plenty is a paradise where Sea Guardians live together with
  other beings in peace and prosperity, but it is dangerously close to the Ardent
  Kingdom and the Salt Kingdom, where humans and Sea Guardians will both
  stop at nothing to exterminate each other. Amphitrite is all too aware her
  work is not done yet.
  
  "Oh, that incident? I've already been looking into it!"
  ANGELICA IGINIA
  Classes: Priest
  Sex: Female
  Age: 17
  Hair: Flaxen
  Eyes: Silver
  Skin: White
  A
  novice
  in
  the
  Holy
  Church.
  Zarastro personally saved her from a
  Strange on the Day of the Black Spot, and
  out of gratitude towards him, she works
  as an agent of the Order of God's Hand.
  As she was the daughter of a noble
  house, she is well versed in the ways of
  high society. She also has a knack for
  sorting the wheat from the chaff when it
  comes to information, and although she
  is not a Weaver, she's very effective when
  NOVICE PRIESTESS
  supporting them. She works closely with the Weavers in the Order of God's
  Hand to alert them to the presence of Strange and Warped Ways and prepare
  them for the dangers they will face.
  She's
  currently
  searching
  for
  weaknesses
  in
  Zarastro's
  rival
  organization within the Church, the Order of the Divine Hammer. If you want
  to know anything about the Inquisition, she's the one to ask.
  
  "Our guild spans the world... and that is why we need you."
  Classes: Tailor/Adept/Sage
  Sex: Female
  Age: 28
  Hair: Black
  Eyes: Green
  Skin: White
  The youthful leader of all Tailors
  worldwide.
  With
  a
  coquettish
  smile
  becoming of her enchanting beauty, she
  administers
  the
  daily
  affairs
  of
  the
  Tailors' Guild in order to continue the
  war against the Strange.
  Though she was once herself a
  first-class Weaver, in recent years she has
  fallen victim to a curse and had to retire
  from the battlefield. Frustrated by her
  inability to fight, she came to the Sewing
  TAILORS' GUILD LEADER
  Box and threw herself into administrative work. She is determined to find
  talented Tailors who can succeed her before the curse puts her in the grave.
  At the time she was elected as the leader of the Tailors' Guild, seven
  years ago, the scope of the Holy Church's corps of Weavers—the Order of
  God's Hand—also vastly expanded. Due to this, it is rumored that she has
  some kind of secret relation with Zarastro of the Holy Church.
  "QUEEN OF THE NIGHT"
  ARIA B. CORORATURA
  
  "I wonder what tale you'll weave for me from now on."
  Classes: Undying/Sage
  Sex: Female
  Age: Unknown
  Hair: Dark Grey
  Eyes: Jade
  Skin: White
  An Undying who is kept in an
  underground jail beneath the ancient
  palace in the heart of the Holy Capital.
  She
  possesses
  vast
  knowledge
  and
  wisdom about things old and new, near
  and far. She is a fount of truth kept
  hidden from the world.
  During
  the
  Dark
  Age,
  when
  Caligula carried out his reign of terror
  and his underlings committed countless
  atrocities, she worked tirelessly for the
  UNDYING WITCH
  sake of others—or so she says. At first, she offered people an escape from
  their worries, giving them the advice that they needed. But in time, although
  the advice she offered seemed wise, it proved to be no more than a whim of
  hers. Those who put too much faith in her words often came to regret it.
  At present, though some believe she is the world's only hope to avoid
  the doom prophesied by She of the Evening Calm, Cassandra shows little
  interest in anything except tea and afternoon sweets.
  "WITCH OF WISDOM"
  CASSANDRA ETERNAL
  
  "The way to the Council Hall! Uh... where was that again...?"
  "SCREW­LOOSE" CHARIOT
  Classes: Automaton
  Sex: -
  Age: 3
  Hair: -
  Eyes: -
  Skin: Tin
  An automaton mass-produced in
  the Artisans' Kingdom. It has 339 older
  siblings and the number of younger ones
  increases every day. Although it is a type
  of war Automaton known as a "tank," due
  to the high failure rate of its parts, the
  army of the Artisans' Kingdom have sold
  many of them off. After changing hands
  several
  times,
  Chariot
  ended
  up
  belonging to the police force of the
  Merchants' Kingdom.
  MASS­PRODUCED AUTOMATON
  Chariot has a friendly and kind personality, as well as a tendency to
  pour smoke from its head. It is affectionately called "Screw-Loose" by the
  people of the town and is well liked in the Merchants' Kingdom, where it
  attempts to guide travelers to their destinations with varying degrees of
  success. It has the hobby of gardening and owns a small flower garden on the
  roof of a warehouse. When attending to the flowers, even though its tin face is
  expressionless, it very much seems to be smiling.
  
  "I wonder if we shall be able to grasp your story."
  "BLUE BIRD" COGITO
  Classes: Them
  Sex: Unknown
  Age: Unknown
  Hair: Black
  Eyes: Gold
  Skin: White
  One of Them who helps people to
  overcome
  their
  Ways.
  Its
  true
  form
  resembles
  a
  blue
  bird,
  but
  it
  often
  appears in the shape of an androgynous
  child. It has begun appearing far more
  often in recent years, claiming that the
  only way for the world to survive the
  danger facing it is for the number of
  Weavers to increase. But to become a
  Weaver by escaping the Ways, one must
  first defy them and become estranged.
  THEM WHICH REBELS AGANST
  THE WAYS
  As a result, the Inquisition holds that Cogito is an evil Them who
  attempts to turn people into Strange, and and in pursuit of it. Anyone they
  know it's made contact with is likely to be burned at the stake just in case
  they've become estranged.
  Cogito will not elaborate about what exactly "the danger that faces the
  world" is. "You do not need to know" is all it will say upon the matter. But
  still, to those who desire the strength to stand against a Warped Way, Cogito
  is inarguably a beacon of hope.
  
  "To overcome this crisis, we need the skills of the Weavers!"
  COPPELIUS VII
  Classes: Craftsman/Automaton
  Sex: Female
  Age: 24
  Hair: Brown
  Eyes: Orange
  Skin: Yellow
  The
  president
  of
  the
  Artisans'
  Kingdom. A woman with an open and
  friendly manner of speaking unbecoming
  of the gravitas of her position, she still
  lives
  an
  active
  life,
  marked
  by
  an
  insatiable thirst for new knowledge that
  will be of benefit to her people.
  Known to possess great knowledge
  and skill herself, she is a master artisan
  who dismisses superstation and blind
  faith with naught but a laugh. It is
  PRESIDENT OF THE ARTISANS'
  KINGDOM
  because of this that she refuses to have her kingdom participate in the
  Weaver Hunt and has taken steps to actively oppose it.
  The successor of the legendary Automaton craftsman Coppelius, she is
  famous for designing a steam locomotive at the age of ten, while in recent
  years she has pioneered the development of "Automaton Prosthetics" and
  expanded the field of Automaton technology beyond the creation of
  mechanical servants.
  In the pursuit of her research, she has replaced half of her own body
  with Automaton parts. Despite her willingness to embrace innovation, she is
  close friends with the leader of the conservative faction in the kingdom.
  
  "And so the beautiful world shall spread further..."
  "SHE OF THE EVENING CALM"
  ESCHA B. JESTAMENTE
  Classes: Undying/Tailor/Sage
  Sex: Female
  Age: 170
  Hair: Rusty
  Eyes: Red
  Skin: White
  One of the Three Undying Sages
  who long ago journeyed to the Right Land
  to parlay with God Herself, as well as the
  founder of the Tailors' Guild. She was
  once celebrated along with her fellow
  Tailors as one of the heroes who brought
  an end to the Dark Age, but on the Night
  of Screams, she (and all Weavers) were
  henceforth seen as evildoers.
  Thirteen years ago, on the Night of
  the Black Spot, she wove a Way that
  TAILORS' GUILD FOUNDER
  prophesied the destruction of the world. It became evident that she was both
  a Hollow and the world's most terrifying witch.
  Many see her as a murderer. But, to the organization of weavers
  known as the "Apostles of Twilight" that commit terrorist acts throughout the
  world, she is viewed as a hero that sought to liberate everyone from the
  tyranny of the Ways and grant them true freedom. The current Tailors' Guild
  dismisses this as nonsense and desires to bring Escha to justice for her
  crimes.
  
  "May light shine upon the story of your life." —The Holy Book
  GOD
  Classes: Unknown
  Sex: Female
  Age: Unknown
  Hair: Gold
  Eyes: Rainbow
  Skin: White
  The creator of the world. She is
  typically depicted by the Holy Church as a
  beautiful woman with golden hair and
  rainbow-colored eyes. From Her hair
  springs life, Her eyes see all, Her voice
  gives rise to the wind, and the rain is Her
  tears showering blessings upon us all.
  Her hands craft the four seasons, and She
  bestows the Ways upon us all; to Her
  most beloved children, She gives the gift
  of eternal life.
  CREATOR OF THE WORLD
  About 200 years ago, God first became angered by the pride of
  humans, and without Her protection, the Void began to invade the world.
  The Three Undying Sages journeyed to meet with Her, and God in Her mercy
  permitted all humans a single chance to be forgiven and to save the world
  from destruction. Such are the teachings of the Holy Church.
  When the Warped Ways arose once again, many feared that it was
  because God's wrath had again befallen the world.
  
  "Take a look! I've got such wonderful new treats for you!"
  "PAPER PLAYER" INGANNO
  Classes: Criminal/Adept
  Sex: Female
  Age: 26
  Hair: Silver
  Eyes: Silver
  Skin: Yellow
  A member of the Brazen Bells. She
  is a criminal mastermind who travels
  from place to place as the organization
  requires. She poses as a low-class harlot
  with her face always covered by a mask.
  Closely
  connected
  to
  the
  organization's drug-smuggling network,
  she specializes in seducing nobles and
  other people of interest into trying the
  'sweets' she sells. Although she prefers to
  rely on her womanly charms, there is not
  MEMBER OF THE BRAZEN BELLS
  a technique too underhanded for Inganno to make use of, and she will use
  brute force if necessary. Of course, once her mark is addicted, manipulating
  them to do as she wishes is a simple matter.
  Unlike Macavity, it is said that she uses the Strange and the Hollows to
  her own ends, but there is no proof of this—nor is there proof against
  itumber.
  
  "Your genius is proof of God's love for you. Take pride in it."
  ISAAC ETERNAL ENDSCHROSSEN
  Classes: Undying/Sage
  Sex: Male
  Age: 98
  Hair: Black
  Eyes: Yellow
  Skin: White
  The
  headmaster
  of
  the
  Sages'
  Wings, the academy for the Undying
  located in the Holy Capital. Although he
  does not look the part, he is an Undying
  and
  one
  of
  the
  Seven
  Sages;
  it
  is
  rumoured that his brain is the part of him
  that has become rainbow-colored. He has
  personally
  realized
  several
  keystone
  advances in science, leading to it being
  said of him that "Even God Herself could
  not refute his theorems."
  HEADMASTER OF THE SAGES'
  WINGS
  He believes fervently in God and the blessing of the Undying, and this
  passion fuels him. A lover of dark and cramped places, even after becoming
  the headmaster he prefers to lock himself in undeground storerooms and
  secret laboratories, where he works on his next dissertation in private. He is
  also known to personally assist some lucky students in their studies when the
  whim strikes him.
  The Academy has had to establish a volunteer student organization,
  the "Headmaster Search Team," in order to locate him when his presence is
  required.
  
  "Uh... a, ah..."
  "THE KING OF THE WASTES"
  Classes: Undying/Strange/Sage
  Sex: Male?
  Age: Unknown
  Hair: White
  Eyes: Black
  Skin: Rainbow
  An Undying Strange present in the
  "Empty Wastes" that occur a vast swath
  of the Northeastern Left Land. He has
  decayed to the point that he is no longer
  able to move. Since arising in the midst of
  the Dark Age, he has kept court in the
  heart of the Empty Wastes.
  Though no light shines from his
  pitch-black eyes and his body is choked
  and twisted with vines, he is still an
  Undying, and lives on at a point where
  UNDYING STRANGE
  most Strange would have long since returned to the Void. On the Threshold
  Days, his body becomes vast, consumes everything else in the Wastes, and is
  said to be reborn again through this act. On those days, he casts a shadow
  longer than those of even the Verdant Mountains.
  On days with a strong wind, his melancholy wails can be heard in
  places as far afield as the Baths.
  
  "Shall I sell you a lie? Merely give me a truth in exchange..."
  THE LIEMONGER
  Classes: Them/Adept/Warrior
  Sex: Male
  Age: Unknown
  Hair: Black
  Eyes: White
  Skin: Green
  One of Them who travels the Left
  Land offering lies for sale. Upon his face
  is a sheet of paper on which a face is
  drawn, and in his left hand he carries a
  suitcase full of his lies, while his right
  typically bears a large hatchet. To those
  who desire to purchase his lies, he accepts
  payment in the form of a single one of
  those peoples' truths.
  In the case that a lie conflicts with
  one of someone's Ways, it will not protect
  THEM WHO SEEKS TRUTH
  them from becoming estranged. The Liemonger himself isn't concerned by
  this. He's merely a businessman. He lives by two rules alone: all must pay for
  his services, and none must see his true face. Those who break his rules die
  by the hatchet in his hand.
  Can one ever recover the truths they sell to the Liemonger? What does
  he do with those truths? By the time anyone thinks to ask those questions,
  the Liemonger is usually far away, in search of others who desire to purchase
  his lies.
  
  "It is my duty to protect this kingdom from malevolent humans."
  LORD OF THE STAINED WATERS
  Classes: Sea Guardian/Adept
  Sex: Male
  Age: 14
  Hair: Ashen
  Eyes: Blue
  Skin: Brown
  The
  young
  lord
  of
  the
  Salt
  Kingdom. After the previous ruler and his
  father, the Lord of the Roaring Sea, was
  assassinated by humans seven years ago,
  he formed a contract with the master of
  the Deep Sea and assumed the throne.
  The youngest child of nine, he has
  been raised with an affectionate but firm
  hand by his mother and eight elder
  sisters. They have assisted him with
  ruling since his early accession to the
  RULER OF THE SALT KINGDOM
  throne, until he finally became ready and able to assume the full
  responsibilities of lordship himself.
  Due to the violent history between their races, and the death of his
  father at the hands of human assassins, his hatred for humans runs deep.
  With the pride of his race instilled in him from the moment of his birth, he
  carries on the war against humankind to this day.
  
  "I shall become a princess, for that is every girl's dream!"
  MARY SUE
  Classes: Child/Traveler/Strange
  Sex: Female
  Age: 17
  Hair: Bone White
  Eyes: Purple
  Skin: White
  Mary Sue was originally a humble
  farmer's daughter from a small, peaceful
  kingdom in the Interior. However, when
  her passionate emotions grew fervent
  enough to forge a new Way, her fate was
  forever changed.
  Mary Sue is the heroine of every
  story. She is always a princess. She shall
  always be saved from the monster by a
  dashing prince or young hero, and live
  happily ever after with them. That is the
  DREAMING HOLLOW
  Way she has written for herself, again and again. Thanks to her selfishness,
  she became a Hollow, and those around her died as her kingdom perished..
  and that was only the beginning of her story.
  Mary Sue now journeys from kingdom to kingdom, searching for new
  stories that she can become the heroine of.
  
  "God is dead. Believe in me instead! In the future I shall weave!"
  "THE NEW GOD"
  NIETZSCHE SUPERBO
  Classes: Undying/Sage/Criminal
  Sex: Male
  Age: 207
  Hair: White/Green
  Eyes: Silver
  Skin: White
  The man who some decades ago
  rebelled against the Tailors' Guild and
  created
  the
  organization
  of
  renegade
  Weavers known as the Shores of Dawn.
  He is a charismatic man who
  favors eloquent speech. He declares that
  God has died, and the world is now the
  dominion of those who can act free from
  the confines of the Ways. He has named
  himself
  "The
  New
  God"
  and
  set
  up
  operations in a kingdom in the South
  LEADER OF THE SHORES OF
  DAWN
  known as "The Peaceful Kingdom." Thanks to his cunning leadership and
  astute emotional manipulation of those disillusioned by war, he has gained
  many followers.
  Presently, he is vying for control of the South against the Holy Church
  and the Tailors' Guild. He is secretly gathering an army of Strange, making
  his kingdom and ambitions anything but peaceful.
  
  "This eye of mine sees all the evil and tragedy in the world."
  "THE HAPPY PRINCE" OSCAR WILDE
  Classes: Demon Hunter/Child/Adept
  Sex: Male
  Age: 24
  Hair: Gold
  Eyes: Blue
  Skin: Yellow
  The leader of the demon hunters'
  organization "The Blue Eyes," which does
  battle with the Strange. Once the prince
  of a small country in the Interior known
  as "The Fortunate Kingdom", he worked
  tirelessly to help its people, distributing
  his wealth to the poor and even offering
  his own eye to a witch that had lost her
  own.
  However,
  his
  kingdom
  was
  destroyed by a Warped Way, and he
  became a Demon Hunter in order to
  LEADER OF THE BLUE EYES
  fight against the Strange.
  Despite knowing well all the evil in the world, he lives as a child would,
  inspiring people with his love of life. He is not a Weaver, for he believes that
  by following the Ways and defeating the Strange, everyone can find
  happiness. There is nothing that can shake his conviction.
  
  "I only respect one law... and that's that Strange need to die."
  "MACAVITY" PLATO
  Classes: Criminal/Warrior/Adept
  Sex: Male
  Age: 27
  Hair: Red
  Eyes: Gold
  Skin: Yellow
  The
  boss
  of
  the
  criminal
  organization "The Brazen Bells." He is
  known to be outwardly considerate of his
  comrades, chivalrous, and generous to
  the poor; yet this is merely a facade over
  his amoral nature.
  He is feared and respected for his
  utterly composed demeanour at all times,
  even when personally murdering a rival
  or obstacle. He has committed crimes in
  countless kingdoms and the bounties on
  BOSS OF THE BRAZEN BELLS
  his head, if collected, could buy you a kingdom of your own.
  Though he doesn't allow himself to be controlled by what few
  emotions he has, Plato is distinguished by his hatred of the Strange. He will
  not suffer their presence, and will destroy people who he suspects to be
  estranged. It is rumoured that someone important to him perished due to a
  Warped Way created by one of the Strange.
  
  "This is the end you have earned, you foolish heretics."
  "THE GRIM INQUISITOR"
  ROVELLE HOPKINS
  Classes: Priest/Warrior
  Sex: Male
  Age: 33
  Hair: Black
  Eyes: Black
  Skin: White
  The Head Inquisitor of the Order
  of the Divine Hammer, also known as the
  Inquisition. He is a giant of a man, known
  for his courteous manner and the smile
  always upon his face.
  Ever since he became an Inquisitor
  13 years ago, he has advocated for the
  Church to take far harsher measures
  against
  Weavers.
  A
  person
  with
  unshakeable faith in God and the Church,
  he holds that only through cleansing all
  HEAD OF THE INQUISITION
  Weavers and Strange from this world can salvation be found. He has received
  a Way instructing him of this, giving him the assurance that he carries out the
  very wlll of God.
  As the head of the hardline faction of the Church, he is angered by
  Zarastro's moderate policies and continually works to undermine his
  authority. It is rumoured that he hopes one day to topple Zarastro from
  power entirely and succeed him as Archpriest.
  
  "I only use this power when it's necessary to help people."
  SCAR
  Classes: Tailor/Adept
  Sex: Female
  Age: 15
  Hair: Black
  Eyes: Orange
  Skin: Yellow
  A Tailor who travels the Left Land.
  She uses her magic to save people in need
  from those that oppress them, making
  her similar to a chivalrous thief.
  Her entire body is covered in an
  innumerable number of scars and burns,
  and she has a needle stabbed deep into
  her chest. Her origins and her real name
  are unknown.
  She dislikes authority and bears a
  hatred for the Inquisition and Weaver
  TRAVELING WEAVER
  hunters.
  But
  since
  she
  usually
  has
  an
  intellectual
  and
  soft-spoken
  demeanour, her anger doesn't often show.
  Scar does not hesitate to use her power as a Tailor in order to help
  others. As a result of her passionate desire to do good, she has often placed
  her own life and safety at risk by revealing herself. Every person she saves
  means another scar as she escapes the Inquisition seeking to bring her to
  justice as a heretic.
  
  "Is this the book you were looking for?"
  "THE RED BOOKMARK" SEN
  Classes: Them/Sage
  Sex: Female
  Age: 9
  Hair: Red
  Eyes: Red
  Skin: Yellow
  A Bookmarkess who lives near the
  entrance
  of
  the
  Book
  Kingdom
  and
  welcomes travelers from other kingdoms.
  Due to the distinctive red tassel on her
  head, she has come to be known as the
  Red Bookmark.
  Many
  of
  the
  more
  malicious
  Bookmarkesses set deadly traps in their
  portions of the labyrinth, and people rely
  on Sen to guide them safely through it.
  She has a perfect memory for the
  BOOKMARKESS
  names of all those travelers whom she meets and loves listening to their
  stories. Though she earnestly helps people find what they are searching for,
  the tales of princesses that she has heard have given rise to her dream of
  someday leaving the Book Kingdom for a place where she can grow flowers
  and keep a cute pet.
  
  "Yo! Got a package for you!"
  SHAPIRO
  Classes: Child
  Sex: Male
  Age: 12
  Hair: Red
  Eyes: Red
  Skin: Yellow
  A new courier for the international
  post organization "The Prancing Horse."
  Even in the depths of night, he's on the
  road,
  traveling
  between
  kingdoms.
  Though inexperienced, he is passionate
  about his job.
  A boy who felt trapped in the
  remote kingdom he called home, he
  admired the couriers that occasionally
  visited his hometown to make deliveries.
  He thus set off on a journey to join The
  DELIVERY BOY
  Prancing Horse and become a courier himself.
  He is friends with many of Them, and can from time to time be seen
  soaring through the sky on their backs, delivering messages and packages to a
  distant land.
  Shapiro has no real interest in politics or current events, and pays
  little attention to the situation around the world. As a result, he tends to
  unthinkingly wander into dangerous situations and often requires the help of
  Weavers.
  
  "All that is beautiful shall someday be lost."
  TATTER
  Classes: Them/Warrior
  Sex: Male
  Age: 34
  Hair: -
  Eyes: Green
  Skin: White
  A
  wandering
  Them
  who
  is
  a
  veteran warrior. He is one of the variety
  of Them known as "Devourers" who eat
  the Strange.
  He is heavily scarred on the right
  side of his face, and his ear on that side is
  tattered. For a Devourer, he is already
  quite elderly. Yet his strength is still
  without compare, and those who have
  witnessed him battle a Strange never
  forget the sight.
  VETERAN DEVOURER
  It is said he received his scars thirteen years ago, when he was caught
  up in the destruction of the Lost City. To this day, he revisits it on occasion,
  listening to the strange cries and endless tolling of bells that emanate from it
  while pondering something known only to himself.
  Although he has a taciturn demeanour that makes him seem difficult
  to approach, he is not unfriendly. He is always willing to offer advice and
  support to those new and inexperienced in the arts of war.
  
  "I will survive... that is the only thing I can believe any longer."
  THERESE DARANBELL
  Classes: Warrior/Child/Traveler
  Sex: Female
  Age: 16
  Hair: Red
  Eyes: Black
  Skin: White
  An orphan and refugee from the
  Southern War. As the Ways plunged the
  region into unending warfare, she spent
  most of her life as a slave to the soldiers
  of a local army. Two years ago, she finally
  saw the opportunity to kill the soldier
  watching her and escape, and took it
  without hesitation.
  Since then, she has wandered the
  South. Honing her skills with the blade all
  the while in order to survive, she has
  WAR ORPHAN
  become stronger than many men. She is unable to trust anyone or anything,
  and is skeptical of even the Ways themselves, a point of view exceptionally
  rare among humans in the Left Land. However, she is aware of the fate that
  could befall her if she failed to obey them, and does so reluctantly.
  Wrapped around her neck is a chain which has been there since she
  was a child; it is enchanted so that neither she nor anyone else can take it off.
  When she at last discovers the purpose of this chain, perhaps her journey will
  come to an end.
  
  "Just look what that filthy God of yours has done to me...!"
  TRECORDE AMADEUS
  Classes: Strange/Artist
  Sex: Male
  Age: 18
  Hair: Purple
  Eyes: Purple
  Skin: Yellow
  A
  genius
  composer
  who
  has
  become estranged. He despises God and
  the Holy Capital and is a narcissist who
  cares about little besides himself.
  Known as one of the finest living
  composers
  throughout
  the
  world,
  his
  hubris led him to declare that he could
  write finer melodies than God Herself.
  This immediately brought him under
  suspicion of being a Hollow from the
  Holy Church, and he barely escaped from
  ESTRANGED COMPOSER
  them with his life. His misguided actions soon lead to him becoming
  estranged, and his songs now summon calamities.
  Trecorde sees the Holy Church as an enemy. If you are allied with
  them, he will view you as an enemy, too. Conversely, if he believes you might
  be able to assist him in recovering from being estranged somehow, he will try
  to make use of you. But either way, the utmost caution is warranted around
  him.
  
  "God, bestow guidance upon me..."
  ZARASTRO ETERNAL BESTIMMT
  Classes: Undying/Adept/Priest
  Sex: Male
  Age: 186
  Hair: Ashen
  Eyes: Rainbow
  Skin: Yellow
  The Archpriest of the Holy Church
  and one of the Seven Sages who runs the
  Holy City. An Undying who lived through
  the Dark Age, he has a calm and solemn
  demeanour. As it is evident that peace
  and the welfare of the common people are
  always at the forefront of his mind, the
  populace has great faith in him.
  He is the leader of the moderate
  faction within the Holy Church, and has
  long sought to have those under him exile
  ARCHPRIEST OF THE HOLY
  CHURCH
  heretical Weavers to the North rather than burn them at the stake. He also
  commands the Order of God's Hand, a brigade of pious Weavers, which is the
  front line in the war against the Strange.
  However, since the Day of the Black Spot, Zarastro's influence has
  been eroded by the hardliners that oppose his policies. Yet even as forces
  within the church work against him, he strives to bring God's blessings to the
  people of the Left Land.
  
  "I shall teach you the truth of all things! Won't you listen?"
  ZERO
  Classes: Them/Sage
  Sex: Male
  Age: 16
  Hair: -
  Eyes: Green
  Skin: Rusty
  A young Rust Lizard who lives
  near the Cliffs of Delight. Driven by
  insatiable curiosity, he has journeyed to
  many of the nearby kingdoms in search of
  knowledge. He delights in sharing his
  wisdom, and though it's far from a certain
  thing that those around him will find it of
  any use, he has helped many people.
  As he loves to run his mouth and
  will reveal sensitive information written
  on the Next Lithograph without a second
  RUST LIZARD
  thought, the other Rust Lizards and the Holy Church keep a close eye on him.
  He does not deliberately expose secrets, but is merely so earnest in his desire
  to help people that he forgets himself constantly.
  Some people say that his tendency for his tongue to always stick out a
  little is his charm point.
  
  PLACES
  
  THE HOLY CAPITAL
  Upon these seven hills stands our glory
  From ages past to ages yonder
  Never shall the lustre of our city be lost
  Never the peace of our city disturbed
  —A song from the Holy Capital
  Nestled amongst the gentle plains of the Interior lies the
  Holy Capital, a city-state devoted first and foremost to the
  worship of God. The birthplace of the Holy Church, it is a place
  in which those touched by the sacred blessing of the Undying
  gather.
  
  THE HISTORY OF THE HOLY CAPITAL
  About 500 years before the present, as the Old Capitals
  waged an unending war amongst each other, one sage from each
  of the seven lands came together to found the Holy Church and
  build the Holy Capital. At this time, the capital was governed by
  the chosen successor of these sages, the Holy King.
  After a time, God visited her wrath upon the world, and
  most of its kingdoms and cities fell during the Dark Age; the
  Holy Capital was no exception.
  The Holy Capital is surrounded by grand walls, and its
  wide streets are paved with beautiful white stones. It is is the
  center of commerce, intrigue, faith and culture in the Left Land.
  It is widely believed that no matter how poor a resident of the
  Holy Capital is, their lives are incomparably more rich compared
  to anyone in a outlying region of the world.
  
  More than one hundred and twenty years ago, the Holy
  Capital was conquered by an invader from the surrounding
  lands: Bruscamente Caligula.
  A former noble from the Holy Capital who had become
  under suspicion of being estranged and exiled from the city after
  a heresy trial, he gathered an army to invade it, consisting
  mainly of monstrous Them. He overran the city with ease, took
  the daughter of the former Holy King as his bride and declared
  himself Holy King.
  He then reigned as a tyrant, oppressing the people of the
  Holy Capital and acting according to his own mad whims, the
  culmination of his insanity being when he accused his own wife
  of being a Strange and had her burned at the stake.
  As they suffered under his rule, people feared that
  Caligula's excesses would bring God's wrath down upon the city,
  just as it had the Old Capital of Pride.
  However, 103 years ago, the current Archpriest Zarastro
  Eternal Bersimmt and the hero Henry E. Bertuft lead a
  revolution which successfully toppled Caligula from power,
  whereupon he was publicly executed. It is said by some that
  Bertuft was a Weaver, but the truth of the matter is unknown, as
  he disappeared long ago.
  Caligula's reign of terror left many scars upon the Holy
  Capital. In order to ensure that his despotic rule would never
  again be repeated, the post of the Holy King was deliberately left
  vacant, and remains so to this day.
  The mad Holy King's most visible legacy is his grand palace
  built of ash-grey stone in the city center. Once home to the
  Undying who served as his minions, it is now a hulking ruin,
  inhabited only by the "Witch of Wisdom" Cassandra who is
  secretly imprisoned beneath.
  
  GOVERNMENT
  As a result of the lessons of Caligula's reign, the Holy
  Capital is no longer ruled by a lone monarch. Instead, the city is
  governed a council of seven drawn from the Undying, the
  nobility, and the clergy. These are known as the Seven Sages, in
  honor of the original seven founders of the city. They direct all
  matters in the city-state, large and small, from around their
  round table in the Council Hall.
  The Sages' Council also has many observers, known as
  Elders; these people are capable nobles and skilled craftsmen
  chosen by the Sages themselves. The Sages often call upon them
  for expert advice in specialized matters.
  FAITH
  The Holy Capital is home to the largest religion in the Left
  Land, the Holy Church. It has been a city established upon faith
  since the first of its stones were laid.
  Those of the Holy Church see the worship of other deities,
  such as the earth gods still followed in the north, as heresy. To
  allow this worship in their own capital would be a grave
  humiliation. As a result, any sign of deviation from the true faith
  is harshly punished with death.
  Though it has come under some criticism, this policy has
  recently been vindicated when a composer that was accused of
  heresy transformed into a Hollow and escaped his execution.
  After the Day of the Black Spot, the hardline faction of the
  Church has grown in power, and they have argued that omens of
  Strangeness must be acted upon far more harshly. Heresy trials
  in the Holy Capital are now a near-daily event. Zarastro and his
  moderate faction have worked to preserve a semblance of
  justice, but they can do only so much.
  
  MILITARY
  The Holy City's standing army is known as the Silver
  Knights, and is a brigade of elite warriors drawn from the
  nobility that has hundreds of years of glorious history. They
  possess the finest arms and armour enchanted to surpass mere
  metal, as well as winged steeds capable of flight.
  However, the Silver Knights alone would be insufficient to
  protect the Holy Capital and its surrounding regions. As a result,
  there is also a citizen militia known as the Crimson Knights.
  Though its soldiers are all commoners, the affluence of the Holy
  Capital ensures that the Crimson Knights are abundantly
  equipped with muskets and cannons, making them one of the
  strongest military forces in the Left Land.
  Those of the Silver Knights and Crimson Knights are
  notorious for their low regard of each other. However, they
  cooperate when necessary to defend the city.
  The Holy Capital also has a police force that sees to its
  internal affairs; they possess the authority to arrest anyone
  except the clergy and nobility. They have come to work closely
  with the Inquisition in recent years, as heresy trials are within
  their jurisdiction.
  The Holy Capital has a vibrant artistic scene, as the Holy
  Church holds that works of pious art enhance the glory of God.
  In particular, its opera is renowned as home to the finest
  musicians in the world, and many throughout the Left Land
  dream of standing upon its stage some day.
  However, the Holy Church is conservative in which
  subjects for art they permit. Recently, they have cracked down
  on art which they claim glorifies the reign of Caligula and
  celebrates his bloodshed and debauchery. This, naturally, only
  makes
  the
  works
  upon
  such
  themes
  that
  remain
  more
  prestigious and valuable.
  ART IN THE HOLY CAPITAL
  
  DAILY LIFE
  Enfolded safely within its grand walls, the Holy Capital's
  beautiful streets are wide and paved with white stones. Canals
  run amongst them, allowing all its people to stay clean and draw
  fresh
  water.
  Undying,
  nobles,
  the
  rich,
  craftspeople
  and
  commoners all live in equal measure within the city. As a result
  of the many people from other kingdoms who make pilgrimages
  to the Holy Capital to view its beauty and make homage to the
  Undying there, it is an affluent city.
  Although the rich citizens of the city enjoy its beauty and
  luxury to the fullest extend, the poor are not treated particularly
  well and live hard lives. As those above them see it, living in the
  Holy Capital is blessing enough that its common citizens should
  bear all other hardships without complaint.
  THE LIBERATION FESTIVAL
  Every ten years, a grand celebration known as the
  Liberation Festival is held for three days to honor the revolution
  that ended Caligula's tyranny.
  The Opera stages performances of works telling the story of
  the revolution, there is a grand parade of knights, and artists
  and merchants flock to the Holy Capital from around the world.
  The normally white capital is, for these three days, dyed a
  rainbow of colors.
  The square in which Caligula was executed has a festive
  tradition of setting up a guillotine to which people bring
  watermelons to be split.
  
  THE SAGES' WINGS
  The Sages' Wings is an academy located in cluster of
  buildings on the north side of the Holy City. It is there that the
  next generation of Undying are prepared for their important
  duties.
  The
  academy
  admits
  only
  those
  who
  have
  been
  recognized as possessing worth enough to be granted eternal
  lives. Within its walls, their talents are cultivated until they are
  finally worthy of being Undying, or so it is said.
  The teachers in the academy are mainly drawn the local
  Undying and nobility who live within the city; it is known for its
  harsh curriculum, from which few graduate. Even those who
  were unable to become Undying, but spent time within the
  Sages' Wings, are revered as geniuses.
  Throughout the Left Land, the Sages' Wings is considered
  to be the greatest community of intellectuals there is, and under
  the
  leadership
  of
  its
  current
  headmaster
  Isaac
  Eternal
  Endschrossen, its subjects of study have grown far more diverse
  than ever before. It is no exaggeration to refer to it as the
  intellectual and cultural capital of the world.
  
  THE ARTISANS'
  KINGDOM
  Steel rusts, screws snap, gears slip, hammers shatter.
  The only thing which will never break is God Herself.
  That is why we practice our craft.
  —Words engraved upon the kingdom gate
  Amongst the Silverpeaks in the North lies the Artisans'
  Kingdom, in which the discipline of Automaton crafting and
  countless other inventions were created. Crafters of all sorts
  gather there, seeking to hone their skills to ever greater heights.
  
  Located in a valley, it has repurposed many disused mines
  in the area as part of its infrastructure. Recently, steam engines
  have become a common sight in the kingdom, and it is now filled
  with boilers and gears that never stop moving.
  One of the kingdom's most distinctive landmarks are the
  huge, ancient gears standing upright in its vicinity that no
  modern technology could replicate. They revolve endlessly in
  place, powered by no known force, but themselves easily
  harnessed for power. They are said to be the legacy of the Old
  Race of Con Brio.
  Automaton production is one of the kingdom's major
  industries; approximately two-thirds of all Automatons in the
  Left Land were built in the Artisans' Kingdom. They are also
  known for their precision machine parts, such as gears, and
  those machines themselves.
  
  THE HISTORY OF THE ARTISANS' KINGDOM
  Long ago, before the Dark Age, the Artisans' Kingdom—not
  yet known as the Artisans' Kingdom at the time—was no more
  than a modestly sized town whose people earned their livelihood
  through mining. Only a few Automaton crafters resided there,
  making a meager living through the limited industrial purposes
  that early Automatons could be used for.
  But that changed with the birth of Coppelius, the genius
  who revolutionized the art of Automaton craftsmanship. He at
  first intended to pass his discoveries down only to his own
  pupils, as has always been traditional among artisans, but
  later—after meeting many people who dismissed his creations as
  no more than useless toys—decided to share them with the
  world and prove those people wrong.
  Thanks
  to
  the
  advances
  pioneered
  by
  Coppelius,
  Automaton craftsmanship advanced rapidly in the Artisans'
  Kingdom and their Automatons became the most sophisticated
  in the world. Other local industries sprung up to support the
  Automaton craftsmen, such as smithing, woodworking, and
  accounting, and the Artisans' Kingdom soon grew into a
  burgeoning city-state. It also became known as the greatest
  center of learning in the Left Land aside from the Sages' Wings
  in the Holy Capital.
  That reputation remains today, with the Artisans' Kingdom
  leading the way in technological innovation worldwide. Though
  he is long dead, Coppelius would surely be pleased to see the
  grand kingdom his hometown has grown into.
  GOVERNMENT
  A council of thirteen respected craftsmen known as the
  Chiefs runs the Artisans' Kingdom, with one of them chosen to
  be the President, the supreme authority in the kingdom. The
  Chiefs meet daily in committee to manage all affairs that require
  their attention.
  
  These Chiefs are traditionally the guildmasters of the
  guilds representing each major industry in the kingdom;
  masonry,
  smithing,
  steam
  engineering,
  medicine,
  dyeing,
  baking,
  milling,
  cobbling,
  leatherworking,
  clockmaking,
  tailoring, and finally Automaton crafting. The President more
  often than not tends to be the master of the Guild of Automaton
  Crafting, as this is the most prestigious of the guilds.
  Smaller guilds are permitted to have observers upon the
  council, but they have no decision-making power. They must
  bargain with one of the thirteen great guilds for favors.
  The current President, Coppelius VII, is a young artisan
  who is also head of the innovative political party known as the
  Progressives. Their policy is that of pursuing new knowledge,
  techniques and inventions, such as the President's own specialty
  of Automaton Prosthetics, which seeks to repair and replace
  parts of the human body with Automaton technology.
  However, there are venerable craftsmen who oppose this
  point of view; they are generally known as "Conservatives."
  Their position is that the human body is a gift from God, while
  Automatons are a pitiful attempt to aspire to that; indeed, for
  humans to build Automatons at all is an affront against God. As
  might be expected, the relationship between the two parties is
  not a friendly one.
  FAITH
  Like many of the northern kingdoms, faith in local gods
  runs strong in the Artisans' Kingdom, including those who
  worship Them as Gods. Alongside the Holy Church, there exist
  those who pay homage to such divinities as the "Little Ones of
  the Workshop," "The White King," and a variety of other fairies
  and earth gods.
  The Ways bestowed upon the Artisans' Kingdom generally
  relate
  to
  invention
  and
  craftsmenship,
  allowing
  them
  to
  continue performing research and advancing technology.
  
  The Artisans' Kingdom has a volunteer army. They are well
  known for their advanced weaponry, which few other kingdoms
  can match. In particular, their mighty cannons deter hostile
  actions against all kingdoms under their protection. But they
  must also maintain capable soldiers in order to combat the
  Strange and hostile Them.
  The size of the army is usually about three hundred, but
  during times of conflict the reserves are called in to boost it by
  another hundred or two, and if necessary citizens may be
  conscripted into service. When the kingdom is at peace, the
  soldiers serve as a local police force.
  Of course, the largest portion of the army of the Artisans'
  Kingdom is not composed of citizens, but of Automatons.
  Fiercely loyal to the kingdom, they are a powerful fighting force
  that will fight to the death to protect it.
  MILITARY
  CURRENT EVENTS
  Recently, as the Inquisition has redoubled the fervour of
  the Weaver Hunt, the Artisans' Kingdom has become known as a
  safe haven for Weavers. When Coppelius VII first came to power
  three years ago, she promptly declared that to call the power of
  Weavers a heresy—the only power that could alter the Way of
  destruction that had been prophesied—was an act of folly that
  would lead to the doom of the world.
  This was a natural position to take in the Artisans'
  Kingdom, which as a whole prizes rational thought. Though the
  Ways had been benevolent to them, the Artisans' Kingdom had
  experienced its own share of conflicts with Strange and Hollows,
  and valued the Weavers as the only ones capable of fighting
  against them.
  
  However, to the Holy Church—particularly the Order of the
  Divine Hammer—this position was anathema. They would have
  likely fomented open military conflict if not for the fact that the
  advanced armaments and Automaton technology possesed by
  the Artisans' Kingdom made it quite obvious they could hold
  their own against any attacker. As it is, there is a cold war
  brewing between the Church and the Artisans' Kingdom, with
  the former stamping out heresy zealously in neighboring lands
  to the extent that they can.
  Nor is the Artisans' Kingdom itself free from internal
  dissent. A fierce political rivalry has arisen between the
  Progressive and Conservative parties, with the matter of whether
  the Weavers should be given sanctuary being one of the key
  talking points of both sides. This debate shows no signs of being
  resolved anytime soon.
  DAILY LIFE
  Though the northern mountains are covered in snow
  during the winter, the steam engines which incessantly belch
  smoke dissuade the fall of the snow upon the Artisans' Kingdom.
  Workshops and mines continue their labours throughout the
  winter, filling the air with smog. Instead of snow, a rain of ash
  often falls upon the kingdom.
  As a result of the poor air quality, people frequently fall
  sick and die even at a young age. It is also common for people to
  wear cloth masks, which as of late have come to be highly
  decorated, a part of local fashion as well as a necessity.
  
  THE MERCHANTS'
  KINGDOM
  All that is of this world is borrowed on credit.
  But memories are investments.
  —A great merchant's epitaph
  To the south of the Holy Capital stands the prosperous
  Merchants' Kingdom. After the Dark Age, many merchants
  gathered and set up markets in the ruins of the Old Capital of
  Greed, and it was through their efforts that the Merchants'
  Kingdom came to be.
  
  It trades in daily necessities, treasures, foodstuffs, art from
  throughout the Left Land, and even such black-market goods
  such as magical items and strange creatures. Traders from all
  around the world come to the Merchants' Kingdom to sell their
  most rare and valuable goods.
  In
  addition
  to
  the
  merchants
  themselves,
  many
  investigators and spies use it as their base of operations. It is
  relatively ethnically and religiously diverse compared to most
  cities in the Interior.
  The Tailors' Guild and the Brazen Bells are headquartered
  in the Merchants' Kingdom, and many organizations have a
  significant presence there.
  
  THE 24 WARDS
  The Merchants' Kingdom is separated into 24 wards, all of
  which are separated from each other by grand stone walls. These
  24 wards are broadly classified into groups known as the "Wards
  of Dawn", "Wards of Midday," and "Wards of Dusk." The goods
  sold in each ward, as well as their general safely, differ among
  these divisions.
  The Wards of Dawn typically deal in necessities and
  foodstuffs. If all you want to do is live a normal life, you'll rarely
  need to venture outside them.
  The Wards of Midday specialize in entertainment. They
  contain everything from high-class courtesans' establishments
  to dive bars, as well as merchants of the fine and not-so-fine
  arts. Although the local guard patrols most of this area, danger
  can befall those who turn into the wrong alley.
  The Wards of Dusk are home to the black markets and all
  manner of other illegal goings-on. This area is considered
  exceptionally dangerous, but sometimes it's the only place to
  find the rarity you're searching for.
  In addition to the 24 wards, there's rumoured to be a
  hidden "Ward in the Seams" populated by Them, which other
  beings have a difficult time entering.
  GOVERNMENT
  Every four years, the citizens of each of the 24 Wards elects
  a local representative, and these representatives meet in council
  to rule the Merchants' Kingdom.
  The 13th Ward is the seat of government, in which the
  council hall is built. The homes and workplaces of many officials
  and people of importance are there, and so the area is heavily
  guarded. Most common people steer clear of the area unless
  necessary, but bounty hunters from the Wards of Dusk and
  brazen citizens from the Wards of Midday are known to pass
  through the ward.
  
  Currently, the criminal organization known as the Brazen
  Bells has established a great deal of control over the city by
  having many representatives in their pocket, including the
  current head of the council, Ell C. Dottore. They extort
  protection money from merchants in even the Wards of Dawn
  and Midday, and openly conduct a great deal of illegal business.
  If the Brazen Bells eliminate all their political rivals, it's feared
  that the kingdom's economy may grind to a halt.
  However, the Brazen Bells have had positive effects upon
  the city as well. They take a dim view of criminals not affiliated
  with them, and crimes such as burglary have greatly decreased
  under their watch, particularly among merchants who pay them
  protection money. They are considered to, in general, have a
  sense of chivalry. For this reason, the people of the kingdom
  have come to view them as intimidating but trustworthy and
  tolerate their presence.
  In the Wards of Dusk, ruled entirely by the Brazen Bells,
  murder and other crimes have become commonplace and
  human trafficking, smuggling and the drug trade are rampant.
  But those who live elsewhere would rather forget this part of the
  kingdom exists.
  There are those who fear that it's merely a matter of time
  until the Brazen Bells completely dominate the kingdom. The
  Holy Church have for some years attempted to work with
  various other organizations to break their stranglehold over the
  city, but have had little success.
  MILITARY
  The Merchants' Kingdom has an army of conscripts, its
  role purely one of self-defense; there are always soldiers
  stationed upon its outer walls. As sufficiently affluent people can
  easily avoid being conscripted through bribery, it is mainly
  composed of the lower classes.
  
  This policy of conscription has benefited the Brazen Bells,
  as many young soldiers discharged from the army without any
  professional skills have been recruited by them as muscle. The
  Brazen Bells, in a sense, now have an army of their very own that
  they use to further their illegal activities.
  DAILY LIFE
  The buildings of the Merchants' Kingdom are built of solid
  brick and densely packed. Due to the high population density,
  wooden buildings are generally not permitted in order to reduce
  the risk of large fires.
  The majority of the population works in professions related
  to craftsmanship or trade; many streets serve as bazaars in
  which merchants ply their goods. The main exception is those in
  the poverty-filled Wards of Dusk, where many people live on
  subsistence agriculture, keeping gardens and fields on their
  rooftops or in empty lots and abandoned buildings. The poor are
  often forced to resort to petty crime in order to stay alive.
  Canals run through the entire kingdom, and wells are
  abundant. Even in the poorest areas of the Merchants' Kingdom,
  procuring clean water is never a problem.
  
  THE SALT KINGDOM
  Humankind is our enemy.
  We need no greater cause for war than that.
  —The Salt Kingdom
  Those Strange must be destroyed.
  The so­called Sea Guardians have stolen the prosperity
  that is rightfully ours.
  —The Ardent Kingdom
  The most prominent of the southern kingdoms is known as
  the Salt Kingdom. It is one of the very few kingdoms ruled by the
  Sea Guardians.
  
  As the highways of the Left Land continue south from the
  Interior, they gradually disappear. Beyond them lies only an
  endless plain of white, to the horizon and beyond, and in the
  midst of that plain lies the Salt Kingdom. Pillars embedded in
  the salt mark the outer borders of the kingdom, while the city
  proper within is surrounded by sturdy walls.
  The only means of entry to the Salt Kingdom is known as
  the Harbor. It is no ordinary harbor; the ships that sail into it
  are those that sail through the Plains of Salt.
  The streets of the Sand Kingdom's crown city are paved
  with white stone, and in its center is built the Lord's Palace. It is
  said to contain the last remaining waters of the True Sea.
  Though many seek to infiltrate the fiercely isolationist Salt
  Kingdom, they have had great difficulty doing so, as the only
  way to enter the kingdom is by propeller ship. The kingdom uses
  the Them known as Devourers as perimeter guards, and even
  has magic users which patrol the sky keeping watch for aerial
  invaders. It is impenetrable to the average outsider.
  
  THE PLAINS OF SALT
  The Plains of Salt are, as their name suggests, a massive
  white expanse of salt located in the South. Their western
  terminus is the edge of the Everdark Forest, their eastern one is
  the Burning Desert, and it is unknown how far south they
  extends. They are said to be the remains of the "True Sea," and
  occasionally when excavation is performed, the skeletons of
  gigantic fish several tens of feet in length are discovered buried
  deep within the salt.
  On days with clear weather, many propeller ships from the
  Salt Kingdom are visible sailing through the salt from its
  northern edge, which is as close as most people can get.
  The salt from the Plains of Salt is considered to be among
  the purest there is and has been prized throughout the world for
  ages. However, in recent years, the Salt Kingdom has strictly
  controlled access to the Plains of Salt, and those who attempt to
  gather salt from it do so at a great risk to themselves. Most
  people in the Left Land must make do with less pure salt mined
  elsewhere in the world.
  After the Dark Age ended, though the Sea Guardians of the
  Salt Kingdom always enjoyed a monopoly over the Plains of Salt,
  they exported it in abundance and had an amiable trading
  relationship with the surrounding kingdoms despite the mutual
  tensions between their races. However, in the autumn seven
  years ago, the Southern War broke out and all their exports to
  other kingdoms were halted.
  Access to the Plains of Salt is forbidden, with most who try
  to sneak in or poach salt killed by the Devourers who patrol the
  outskirts. There are no small number of human corpses and
  skeletons half-buried in the salt. However, once in a while, a
  person does manage to successfully infiltrate the kingdom.
  
  THE HISTORY OF THE SALT KINGDOM
  As the remains of the True Sea, the Plains of Salt are holy
  ground to the Sea Guardians. Since long ago, the Sea Guardians
  and those humans with the blood of the Finne in their veins
  have lived together in the surrounding countries.
  The Plains of Salt are, unsurprisingly, one of the easiest
  places to gather salt in the Left Land. Rock salt is rare, and salt
  from the walls of the Seas is comparatively difficult to reach. The
  Salt Kingdom has long profited handsomely off selling their salt
  to the other kingdoms of the Left Land.
  Prior to the Dark Age, the Salt Kingdom had no walls or
  borders, and was simply a peaceful village in which the salt-
  gatherers and traders plied their trade.
  However, the coming with the Dark Age changed that, as
  many Sea Guardians around the world were killed under
  suspicion that they were Strange. Many of those who survive fled
  to the Plains of Salt, their ancestral homeland and a place in
  which this rumour had no traction--the locals had lived in peace
  with the Sea Guardians for far too long. Anticipating the need to
  defend themselves from foreign incursions, they built a crown
  city with mighty walls in the Plains of Salt.
  Meanwhile, the other nations in the South collapsed,
  fracturing into smaller and smaller nations which waged war
  against each other while the common people lived in poverty.
  They looked to the Sea Guardians in hope of salvation--and were
  ignored.
  Naturally,
  the
  Sea
  Guardians
  would
  have
  little
  compassion for those whom only a few years earlier had
  attempted to exterminate their race.
  The Salt Kingdom closed its borders, allowing none into
  the Plains of Salt. They received the Way "Those of the Salt
  Kingdom defeated all invaders and protected their land happily
  ever after," allowing them to act in full righteousness.
  
  FAITH
  Those of the Salt Kingdom predominantly pay homage to
  the Two of the Dragon Palace, great fish said to dwell in the
  Deep Sea within the palace. They are thus considered to be
  worshippers of earth gods.
  The Sea Guardians have long been persecuted by the rest of
  the Left Land under the suspicion of being Strange. For that
  reason, despite the Holy Church having a presence in the
  kingdom, most of them fiercely reject its teachings and follow
  their own religion as a matter of pride.
  MILITARY
  The Salt Kingdom has a citizen militia. Although Sea
  Guardians are marine creatures, they are also extremely capable
  fighters on land, the strongest of them said to be able to fend off
  tens of human soldiers with ease. As they all believe strongly in
  the Salt Kingdom and the need to protect it from invaders,
  morale is always high.
  In addition to the Salt Kingdom's own troops, they possess
  several skilled engineers invited from the Artisans' Kingdom,
  who have constructed a navy of steam-powered dreadnought
  propeller ships. With a full complement of magical cannons
  operated by Sea Guardian Adepts, these ships are believed
  capable of repelling any incursion into the Plains of Salt that
  their enemies are capable of mustering.
  The people of the Salt Kingdom have also bred the Them
  known as "Devourers" for generations. They are loyal to the Salt
  Kingdom and serve as its first line of defense, and are quite
  capable of dealing with the average incursion on their own.
  The Salt Kingdom's military has little in the way of rank or
  hierarchy. Squad leaders are appointed directly by the Lord and
  squads are formed beneath them. They fight according to their
  own discretion. Though this lack of structure makes it difficult to
  plan battle tactics, thus far the superiority of the army has
  compensated for its organizational flaws.
  
  DAILY LIFE
  Due to the ongoing war and the interruption of trade, the
  quality of life in the Salt Kingdom has decreased as it has
  become necessary to ration essentials. As it is located on the
  barren Plains of Salt, raising meat and vegetables for food is
  extremely difficult in the Salt Kingdom. Though such foodstuffs
  are not vital for Sea Guardians, the humans of the country suffer
  greatly without them.
  The country's sole food supply is the bounty of the Deep
  Sea, the last remaining portion of the True Sea, which is
  nominally for its Lord's exclusive use. Artificial springs are set
  up in various parts of the city with their water drawn from the
  True Sea. The Sea Guardians drink from these, but humans
  cannot survive on the salt water and must siphon and distill it
  before they have water to drink.
  Currently, the majority of the country's resources are spent
  on its military, and the common people live an austere life.
  CURRENT EVENTS
  The Salt Kingdom is currently engaged in a large-scale war
  with multiple other southern kingdoms lead by the Ardent
  Kingdom. The brutality of this war rages unchecked.
  Due to their lack of military hierarchy, unless specifically
  ordered otherwise by their squad leader or the Lord himself, the
  soldiers of the Salt Kingdom have full discretion to harm and kill
  even innocent bystanders, and do this regularly. By and large,
  they consider human lives to have no value.
  
  THE BATHS/THE SHELL KINGDOM
  Government: Ruled by the Dragon King
  Location: The Interior, northeasterly
  The Baths is a large lake to the northeast of the Holy Capital. It is
  placid despite its size, and is filled with fish and seafood prized throughout
  the Left Land. The small Shell Kingdom located upon its shores trades in
  these items extensively.
  In the very center of the Baths stands a 5-meter-tall black pillar,
  known as the "Monolith-to-Be."
  A particularly mighty one of Them, the Dragon King, is said to live
  within the depths of the lake. The people of the Shell Kingdom revere him as
  a local god and pray to him to grant them the water's bounty.
  THE ARDENT KINGDOM
  Government: Monarchy
  Location: The South
  A kingdom formed for the sole purpose of destroying the Salt
  Kingdom; in their words, "Those who defile the Seas with their greed and
  pollute them with the presence of the Strange." Its people believe the old,
  long-discredited myth that the Sea Guardians are Strange and are jealous of
  the Salt Kingdom's prosperity. They possess a Way instructing them to
  destroy their enemies, and under the command of their brilliant general
  Bonaparte E. Adirato they have been overrunning and ravaging the smaller
  kingdoms nearby, one by one.
  Their military-centered government, supported by their Way, has
  made them exceptionally efficient warmongers. Some fear that any army
  which comes into conflict with the Ardent Kingdom, even that of the Salt
  Kingdom, is doomed.
  
  THE BOOK KINGDOM
  Government: Ruled by the Queen of the Labyrinth
  Location: The Interior, at a road crossing
  The Book Kingdom is an underground labyrinth located a short
  distance from a road junction. It is a large collection of books overseen by one
  of Them who calls herself the "Queen of the Labyrinth."
  The countless shelves of books are overseen by the Them known as
  Bookmarkesses. Normally, it is forbidden to take or copy the books, but if you
  make the treacherous journey to the lowest floor to meet the Queen herself, it
  is said she may permit you to borrow them.
  The denizens of the Book Kingdom gather information on the outside
  world by listening to the stories of travelers, which they record in books. It is
  suspected that this enterprise of theirs is related to an unknown Way of some
  kind. Weavers are particularly intrigued, believing the Book Kingdom may
  hold the key to unraveling the secrets of the Ways.
  THE BLACK SEA
  Government: None
  Location: The Silverpeaks, westerly
  A small Sea nestled in the western Silverpeaks, about 1,500 feet long
  on each side. The Sea is dark enough that the bottom of it cannot be seen,
  and no one knows what lies within. It is said, though, that sometimes huge
  eyes can be seen staring up out of the water.
  The Sea Guardians protecting this Sea are unusually hostile towards
  humans, and all whom approach--whether man or woman, adult or child--
  run the risk of being pulled in and drowned by them.
  The color of the Sea has darkened further in recent years, and those
  who live nearby fear that this is an omen of the Strange.
  
  THE DEAD SEA
  Government: None
  Location: The Verdant Mountains
  A structure amongst the foothills of the Verdant Mountains. It is what
  remains of a Sea which ceased to be a sea during the Dark Age.
  Now entirely devoid of water, visible through its walls are the corpses
  of huge sea creatures, which put out a vile stench and seem to form amongst
  themselves a jungle of bones. A huge and nigh-bottomless lake of mud
  thought to have been formed by the former water of the Sea lies next to its
  walls, known as the "Drunkard's Mud Puddle."
  The ruins of the Old Capital of Gluttony are rumoured to lie at the
  bottom of this mud lake.
  THE CROSSROADS
  Government: City Council
  Location: The Interior, at a road crossing
  A town located at the intersection of two major roads near the
  Merchants' Kingdom. As many travelers stay there, it has grown into a
  thriving inn town on par with many small kingdoms in size.
  As a place where adventurers and travelers gather, it has accumulated
  professional talent for hire, who are employed by those journeying to unsafe
  places. It is also one of the Left Land's prime information exchanges.
  The people of the Crossroads do not pry into the circumstances of
  others. As a result, many Weavers—and even Hollows and Strange—find it a
  relatively welcoming place for their kind. So long as they don't plan to stay for
  too long.
  
  THE EVERDARK FOREST
  Government: None?
  Location: The West
  A vast forest in the western part of the Left Land, in which no trace of
  human habitation is evident. It it unknown when (or if) it ends.
  The forest gains its name from the fact that even at high noon, when
  you take a few steps inside the forest, you will be plunged into darkness. It is
  home to a vast number of Them, who reshape the forest to their liking,
  causing its boundaries to slowly change throughout the ages.
  Long ago, the Old Capital of Wrath was located in the region that the
  Everdark Forest now occupies. At the advent of the dark age, the people of
  the capital built a massive superweapon known as the "Tomb-to-Be,"
  intending to destroy all the Strange in one fell swoop. However, when they
  activated it, the Everdark Forest suddenly appeared in the vicinity of the
  capital, swallowing it without a trace.
  A diverse group of peoples who live by crossing the harsh environs of
  the Burning Desert, journeying from oasis to oasis, while raising what
  animals they can. Their traditional livelihoods include hunting, and dredging
  salt from the seas, which they place in the sunlight so that it dries into solid
  blocks and then carve fine crafts from.
  While fundamentally nomadic, to think of them as incapable of
  putting down roots is a prejudice, and some tribes are far more sedentary
  than others.
  Their Ways generally encourage them to find their own individual
  philosophy in life, and so Weavers are tolerated among them.
  Location: The Burning Desert
  Government: Tribal
  THE DESERT CROSSERS
  
  THE GREAT TREE
  Government: Ruled by the Shamans
  Location: The Silverpeaks
  A kingdom inside a giant tree that is said to have stood amongst the
  Silverpeaks since the very beginning of creation. It is ruled by a tribe of
  people known as the Shamans of the Tree.
  A key component of their economy is based on providing wood and
  other components for Automaton crafting. They are one of the few places in
  the largely barren Silverpeaks with a climate suitable for agriculture.
  They have friendly relations with the Rice Country and regularly
  exchange new agricultural techniques with them.
  Recently, the Tailors' Guild assisted them in undoing a Warped Way
  which promised the destruction of the Great Tree. As a result of that, and
  their close trade relationship with the Artisans' Kingdom, they are very
  friendly to Weavers.
  A forest, composed of the Them known as "Frog-grass," which appears
  in various places in the world like a mirage. The entire forest is thought to be
  a single living creature.
  It is ruled by an Undying known as the Lord of the Frog Forest, who
  from time to time lures humans into the forest in order to chat with them. A
  selfish and eccentric being, if he takes any dislike to those who have entered
  his forest, he will mercilessly turn them into decorations for his demesne.
  A young boy and girl from a world-space known as Synapse once
  entered the forest, and in order to keep themselves in the Lord's good graces,
  they allowed him to use Synapse as a stepping-stone to transport his
  dominion any place in the world that he desires.
  Location: Everywhere in the world
  Government: Ruled by the Lord of the Frog Forest
  THE FROG FOREST
  
  A large wall-like structure of black stone buried in the face of one of
  the Cliffs of Delight. It is inscribed with finely written characters in an
  ancient tongue, which glow with a faint light from time to time. Mysteriously,
  the writing has been observed to change with the passing of the days.
  Only the Rust Lizards who live around the Cliffs of Delight know how
  to read the writing on the lithograph. They claim that the contents of the
  lithograph are revelations from God, and even those from the Holy Church
  have been known to consult them in search of prophecy and guidance.
  Weavers, believing that the mysteries of this lithograph may hold
  some sort of secret about the Ways, have taken an interest in it as well.
  Location: The Cliffs of Delight
  Government: None
  THE LITHOGRAPH­TO­BE
  A kingdom along the road from the Holy Capital to the Merchants'
  Kingdom, from which many side roads branch off. Since olden days its people
  have received a Way instructing them to be hospitable to travelers, and the
  kingdom has come to find that as their source of pride.
  Inns in the Hospitable Kingdom are luxurious and provide food and
  medical care to travelers free of charge. As such, the appeal of the country to
  travelers is considerable.
  However, there are currently almost no travelers who stop in the
  Hospitable Kingdom. That is because it is said the current Way bestowed
  upon the kingdom instructs its citizens to kill all travelers who partake of
  their hospitality. As full of smiles as ever, the people of the Hospitable
  Kingdom wait for the few travelers who have not heard the news.
  Location: The Interior, northerly
  Government: Monarchy
  THE HOSPITABLE KINGDOM
  
  THE LOST CITY
  Government: None
  Location: Along a road in the Interior
  The Lost City is actually the ruins of the Old Capital of Pride. It was a
  place where scholars of history gathered to exchange knowledge and perform
  research concerning the time prior to the Dark Age.
  However, after the Day of the Black Spot, many of its inhabitants
  instantly became estranged and opened huge Unravelings, allowing the Void
  to consume much of the city. The priests of the Holy Church placed a magical
  seal upon those parts that remained, and entry has been forbidden since.
  It is unknown what has happened to the people who once lived in the
  Lost City, as no one dares to find out. It seems something is still living there
  today, as those soldiers who keep watch from the walls report movement
  within, and sound comes from the streets still; strange, inhuman howls, and
  the endless tolling of the church bells that continues to this very day.
  Throughout the Left Land, many building-like structures beyond the
  comprehension of humankind dot the landscape. They include towering
  castles built of glass-like materials, forests growing within transparent orbs,
  and strange triangular monoliths. Scholars classify all of these, as well as the
  Seas, as types of "the Relics-to-Be."
  It is said that they were creations of the Old Race of Diwott from
  before the Dark Age, using lost technology inscrutable to latter-day beings.
  After decades of research, most have simply come to accept that only the next
  era of civilization will be able to penetrate the secrets of these places. That is
  why they have come to be referred to as "the Relics-to-Be."
  Coppelius VII and her Progressive Party are particularly interested in
  these ruins and are currently investigating them anew.
  Location: Many places
  Government: None
  THE RELICS­TO­BE
  
  THE RICE KINGDOM
  Government: Monarchy
  Location: The Interior, northerly
  A kingdom a few days' journey north of the Merchants' Kingdom. As
  its name might suggest, it is an agricultural land favored by fine weather and
  Ways that always promise a prosperous harvest. As a result, it is one of the
  key breadbaskets of the Left Land. It's often said that if not for the Rice
  Kingdom the world would starve.
  The government is a monarchy, though traditionally the royal family
  does not spend more time than necessary in the castle, but labours in the
  fields alongside their countrymen.
  Though the Rice Kingdom seems a blessed place, the machinations of
  the Strange and the conflict around the Weavers have not left it untouched.
  Many within the country fear that its peace and prosperity will not last
  forever.
  A railroad built by Them upon ties laid down on the seams of the
  world itself. Its trains are attended to by wooden dolls and creatures that
  resemble cats serve as its conductors.
  Trains on the Seam Express appear out of nowhere and vanish into
  nowhere. Sometimes, they travel through the solid earth and the sky as if it
  were natural.
  Stations on the line include "Eternal Paradise", "The Frog Forest",
  "The Graveyard of Dreams", "The Bottom of the Sea," and many other such
  places that are impossible to reach by normal means.
  A few people have sought to travel to the Right Land itself on the Seam
  Express, but none have ever returned.
  Location: The world's seams
  Government: None?
  THE SEAM EXPRESS
  
  THE SUNKEN SEA
  Government: None
  Location: The Verdant Mountains
  A Sea in the western part of the Verdant Mountains. It differs from all
  other known Seas by being sunken into the earth, allowing one to simply walk
  up to its shores.
  The local Sea Guardians are not aggressive in defending it, and so it is
  one of the few seas that humans can enjoy the fresh bounty of. Many
  merchants and fishermen make their livelihood from this Sea.
  However, the Sea Guardians have become concerned that humans are
  exploiting the Sea too aggressively, and recently disputes have arisen between
  them and the local people.
  A small town adjacent to the Wounded Rift, situated precariously on
  the edge of the great chasm. It is actually a remnant of the Old Capital of
  Lust, which was largely consumed by the Unraveling that birthed the
  Wounded Rift, and consists of grand buildings that date from before the Dark
  Ages. Though the techniques used to erect these buildings have been lost,
  they have not crumbled, and people continue to inhabit them.
  The local lord claims to be descended directly from the Earls of old,
  but the truth of this is unknown. The populace have constructed a bridge over
  the Wounded Rift, and much of their livelihood is based upon the toll
  charged for its use and providing a place to stay for travelers.
  As Strange are known to crawl out of the Wounded Rift on occasion,
  the people here are friendly and welcoming to Weavers.
  Location: In the North, near the Silverpeaks
  Government: Earldom
  THE TOWN OF THUNDER
  
  THE WOUNDED RIFT
  Government: None
  Location: In the North, near the Silverpeaks
  The Wounded Rift is a gaping chasm in the earth near the Silverpeaks,
  a scar left upon the earth at the advent of the Dark Age.
  Prior to the Dark Age, it was the location of the Old Capital of Lust,
  which was swallowed by a giant Unraveling. The Unraveling was not fully
  mended until nearly a hundred years later. Traces of the Void still lurk in the
  Rift's deepest recesses, and anything which falls into them vanishes. But
  there are also said to be treasures from the Old Capital hidden within, and
  many a treasure hunter hopes to strike it rich in the Wounded Rift.
  The kingdoms adjacent to the Wounded Rift use it as a place for
  disposal of garbage of all sorts, notably corpses that they refuse to give a
  proper burial. This is despite warnings that a Strange may someday arise as a
  result of this practice.
  A kingdom located in the Silverpeaks to the northwest of the Artisans'
  Kingdom. It is a barren place in which few plants grow and the ground is
  covered in snow for over half the year. It is inhabited by the descendants of
  heretics and refugees, including no small amount of Weavers.
  Currently the Inquisition has set their sights upon this kingdom, due
  to the many Weavers openly living there. However, they are unable to act
  against them, as the Artisans' Kingdom has extended the smaller kingdom
  their protection. Nevertheless, the Woven Kingdom is in a precarious
  situation where any change in the political situation could lead to it being
  crushed.
  Location: Northwestern Silverpeaks
  Government: Parliament
  THE WOVEN KINGDOM
  
  THEM
  
  BOOKMARKESS
  A Them in the shape of a young girl which lives in
  libraries and archives. They see to the books' condition,
  keeping them clean of insects that might eat the paper and
  other such hazards. They also know the title and a general
  outline of the contents of every book contained in their
  home. They fear and hate fire in all its forms.
  Bookmarkesses love books, and love those who love
  books. When one becomes the beloved of someone who is
  also the target of a Bookmarkess' affections, they may find
  themselves befallen by a foul curse.
  The Academy and various schools of magic have been
  known to employ Bookmarkesses as instructors; quite
  frequently, in fact.
  DEVOURER
  A type of Them which eats the Strange. They tend to
  have the stature of a mid-sized dog, but this varies from
  individual to individual. They're often used as guard dogs on
  kingdoms where Strange are common, and are bred and
  sold in many places.
  They are born from buds of a sort. At a young age they
  grow a ball at the end of their tail, which grows larger as
  they grow older. This ball eventually splits open like the
  shell of an egg, revealing a newborn Devourer.
  They are born fully mature, ready to fight Strange from
  the very moment of their birth.
  
  EYELING
  A fluorescent-colored Them with four large eyes on
  stalks. Occasionally, one might see a juvenile Eyeling with
  only one small eye; there are also those with mouths instead
  of eyes.
  It is said that they were created for a purpose; to
  observe all that lives in the Left Land. After Devourers, they
  are one of the most commonly sighted kinds of Them. When
  they encounter other beings, their most common reaction is
  to flee instantly while letting a coarse laugh out of their
  mouth.
  The reason for this behaviour is unknown, but in the
  North, it is believed to be an omen of ill luck.
  FROG­GRASS
  A grass-like Them which lives in forested areas. When
  blown by the wind, it emits a hollow keening sound that
  profoundly unsettles all who hear it.
  When gathered and rolled into balls, it can be used as
  a tool for divination or curses, and also as a foodstuff if
  necessary. It tastes like chicken. However, eating it has a
  side effect; those who consume it will lose their most
  precious memories.
  Frog-grass is said to be illicitly grown in cities by
  criminal organizations; its keening drives members of such
  organizations further into madness.
  
  GAPPER
  A Them in the shape of a tiny girl carrying a small
  trunk and a stuffed animal.
  They dwell in houses and buildings, living in small
  crannies and other empty spaces useless to all beings larger
  than they are. They generally do no harm and pose no
  inconvenience to anyone.
  However, if one doesn't mind them being around, they
  should take care not to speak to them, as Gappers
  understand speech only as a demand to leave and will flee
  and never return if ever spoken to directly.
  GUIDING WOLF
  A Them that appears to be a pale white wolf. It appears
  before those lost in the forest or the mountains and shows
  them the way back to the road.
  While their role in the world is to help guide people to
  safety, they also possess the the temperament and pride of
  the earth gods. After they help someone, they will expect a
  gift or some kind as a reward for their service. If you seem
  ungrateful or fail to satisfy them with your reward, you may
  be killed and eaten.
  
  POINTER
  A Them which resembles a single white glove attached
  to a boot. They have suction pads on their soles, allowing
  them to cling to walls. Pointers with left gloves are male,
  while those with right gloves are female. They live in towns
  and buildings, and with energetic gestures guide people
  wherever they need to go.
  Pointers are considered useful and thus welcomed and
  taken good care of wherever they are found. If a town that
  sees many travelers were to lose all of its Pointers, it would
  not remain popular among travelers for long.
  RUST LIZARD
  A large lizard-like variety of Them which lives near
  rocky cliffs. As they age, they become covered with rust, and
  eventually
  they
  become
  rust
  entirely
  and
  are
  often
  indistinguishable from the cliff's natural landscape.
  The Rust Lizards which live at the Cliffs of Delight are
  capable
  of
  understanding
  human
  speech,
  and
  have
  accumulated much wisdom which they have passed down
  through the ages. For this reason, they are known by the
  nearby townspeople as the "Sages of the Cliffs."
  It is said that the Sages of the Cliffs were personally
  blessed by God so that they could use their knowledge to
  help people.
  
  SHADOWLING
  A child-sized Them that appears to be a muscular
  being composed entirely of shadow.
  As evening comes and the shadows lengthen, they
  appear with sinister grins on their faces and steal the
  shadows of those they meet. Those who have their shadows
  stolen often become estranged as a result. There are also
  "Colorlings" who steal the color of those they meet.
  Strictly speaking, Shadowlings and Colorlings are not
  merely Them, but an unusual variety of Strange.
  SPARKER
  A Them which resembles a ball of dead grass. They roll
  when blown in the wind, naturally forming into packs of
  their own kind.
  When they are hit, they briefly light aflame in self-
  defense, and are commonly used by people to start fires;
  they can be found for sale in any market, and are used as
  lights and for various industrial purposes.
  Signs such as "Please do not touch the Sparker" and
  "Please don't let your children play with these" are common
  sights around any town.
  
  TEN­MONTHER
  A Them with the face of a woman, the neck of a bird,
  and the lower body of a horse. They appear upon roads on
  rainy nights, and with a screech, will attempt to touch any
  human they see. Any human they touch will die suddenly
  ten months hence, as with that one touch, their soul was
  sucked away.
  Many
  heroes
  have
  sought
  to
  exterminate
  Ten-
  Monthers from the world, but often underestimate their
  swiftness and fall victim to them.
  It is rumoured that occasionally a Ten-Monther will
  fall in love with another manner of being and grant them
  the blessing of the Undying.
  WORRY FLOWER
  A plant-type Them which grows by feeding upon the
  worries of living things. It takes root in the body of those
  who have many worries. As they continue to worry, it will
  sprout and grow leaves; however, if at any time they are able
  to resolve their anxiety, it will wither and die.
  If they continue to worry, the worry flower will grow
  buds and blossom. The amount and intensity of the blooms
  depends on the depth of the person's worries. After all of its
  blossoms fall, the Worry Flower will wither and die.
  At this time, its host will also fall into an eternal
  slumber and soon perish.
  
SOURCE: textdata/thevault/F.E.A.R. System/Monotone Museum/Encyclopedia.pdf