recursal/Fanatic-Fandom huggingface dataset:
Pier 15

## Background

The longest most notable pier on the Granthelia docks is dubbed Pier 15 by the dock office. Being the outermost point of port, reaching a lengthy 150 meters out into the northern sea. Being so long, repairs from storms and social fracas has rendered it a somewhat haphazard stretch of pontoons, gantries, and stable lengths of the pier from its original construction. Despite the safety hazards of the pier, its use has never gone down, in fact the reserved space registered for Pier 15 is rumored to be longer than the pier itself. The advantageous jutting nature of the pier has kept it this way.

## Superstition

The pier, with all its history and baroque existence, has left it with a lengthy trail of rumors. A common saying of the Pier is that it is in fact held together by eldritch means, as its current condition would make normal means of cohesion seemingly impossible. Yet this theory is often dismissed at the fact that the city's practitioners of magic have far more important things to do than ensure the pier's togetherness. Another rumor upheld by the city’s peasantry is the possibility that Pier 15 originally was built on pillars of the bodies of workers that died building the dock. They say as the bodies washed away and the pier was repaired over time, that is how the water at the Commonport docks has adopted a permanent rust colored polluted hue.

## Slang

The Pier in all its long history of being a location for events more commonly associated to the peasantry. As such, their terms for it are varied and broad in their meaning.

"Northgate" - Derived from its position as a spoke of Granthelia, the trade ships to and from the dock serve as a route of stowage for desperate urchins. This term has reciprocal meaning, as the ships come in bearing slaves and live animals for noble menageries or the arenas.

"Macabre Mooring" - Due to the bone white color of the sun bleached posts used to more ships, this connotates to the more morbid beliefs regarding Pier 15's origins.
Lavender

## Overview

A young woman who has traveled far with her twin brother to seek her unknown heritage. She's polite and well-mannered, contrasting her brother's more rough and aggressive behavior.

### Appearance

Lavender is of average height for a woman of her race, she holds a rather slim frame, yet is still able to handle some form of hard labor. She holds prominent features, her face as well as her jawline are pronounced, a button nose and a set of cool toned eyes balance out the strange mixed race attributes. Her hair is thick, holding a deep auburn hue and kept short for the sake of it. The top portion of her bangs are pinned back by a single golden hairclip, though stray pieces of hair often frame the sides of her face.

*Spoilers ahead! Watch out!*

Her clothes are well suited for the cold, a fur shawl made by her mother keeps her warm during the wintertime, and the layers underneath her grey dress add a bonus of comfort. The sleeves of her dress are usually kept loose over her wrists, however if she were to roll them up it would reveal two tattoos on her right wrist; A crocus on her inner wrist, and a needle and thread on the back of her wrist. The origins of both tattoos are purposefully kept quiet.

## Known Associates

### Friends

* Patricia Impiraco [Or "Miss Trish"]
* Surian Bronislav [Simply "Mister Surian"]
* Hopefully more soon :D

## Personality

Lavender is polite, well-mannered, and all around a pleasant girl to be around. She does her best to display herself as someone confident, yet it is clear to see that she lacks enough self-esteem to convey the proper might. When interacting with others, her words tend to stray, or repeat in a slight stutter as if she were unsure of herself or she is unable to think as quickly as she speaks. Lavender is a dutiful soul that performs every task with an extra step for care, her diligent behavior contrasts greatly with her twin brother.

### Likes

* Archery
* Cooking
* Cleaning
* Sweet fragrances
* Harmless animals
* Being useful
* Deurlen Culture
* The snow
* Stories
* Reading

### Dislikes

* Lack of sleep
* Her brother teasing her
* Unnecessary violence
* Danger
* The dark
* Chocolate
* Insults thrown at her brother
* Pranks
* Getting scared

### Quirks

* She affectionately refers to her brother Basil as "Bas"
* Lavender has trouble sitting or standing still for too long, but she tries her best to remain casual despite the evident issue.
* Naturally an eavesdropper
* When she sees an object of particular interest-regular or not-, Lavender will adjust it even if it doesn't need to be adjusted.
* Lavender acts as a translator for her brother, making sure to articulate certain phrases or words he has yet to learn.
* She displays herself in a professional manner while working and enjoys her current job.

## Other

### Face Claim

Bryce Dallas Howard but with tanner skin[And younger looking]

### OOC Notes

* Played by Odontas!
* I purposefully removed her background so it could be found out through IC methods.
The Holy Templar of Alenthyl

## Chapters

The Holy Templar are made up of a variety of sects, called Chapters, each led by their own Chapter leader who are somtimes given a seat upon the Grandmaster's council to represent that Chapter. The most notable are listed as follows:

### The Radiant Conclave

The upper echelon of the Templar, the High Command. Includes the currently reigning Grandmaster Paramount, their chosen council, and a selected few Chapter leaders.

### The Grey Clergy

Priests of the cloth who join the Templar and vow to a clerical life, donning grey robes. All Chapters are assigned at least one to act as a preacher and advisory to the leaders. Those who are not sent away as missionaries are chosen to join the Templar’s domestic research initiatives.

### Le Croix Pateé Rouge, “The Templar”

The largest Chapter of the Order. Bearing the signature Red Cross of Saint François from which they take their name, they make up most of the Order’s ranks and fulfill a variety of duties across Alenthyl and even have footholds in a few other nations.

They are the most well-known of the Chapters and act as the face of the Order. The Croix are filled with an assortment of soldiers, labourers, and craftsmen. Most members of the Templar begin here until they gain the experience needed to join another Chapter.

### The Silver Legion

The steel fist of the Templar, the Silver Legion is composed of elite shock troopers who are chosen selectively from the Templar’s ranks based upon combat merit and conditioning.

### Socora’s Hand

The Inquisition of the Order. A group of dedicated few who seek out corruption within and without the Templar, often traveling and working alone to further their goals.

### The Scions of Saint Constantine, “The Blackwatch”

An ancient, elite, and zealous pack of trained paladins who pursue dark mages across Aevonhold and lock them away in their labyrinthian prison known as ‘The Tombs’. Colloquially known as ‘The Blackwatch’ due to the predominantly black-and-white color scheme emblazoned upon their uniforms.

### The White Dawn

Established by Dame Gwyneviere Rhoswen of Novania, The White Dawn was a fledgling chapter of the Templar. Shortly after her mysterious death on the 17th of Deep Cold, 3E 1190, The White Dawn disbanded, leaving ties to The Holy Templar of Alenthyl in Novania without direction.

The White Dawn was a branch seeking establishment in the kingdom of Novania. Planned to become a missionary and faithful establishment operating out of Leighland Abbey dedicated to the training of new paladins and the safeguarding of Deurlyth from dark threats.
Jude Anderson

"No, I'm fine."

## Overview

Jude has become a more introverted person throughout her years on Volvar and Deurlyth. It could take a while, but knowing her long enough will bring out her full personality. Despite claiming it wont, her temper can snap at any wrong statement (Especially relevant while drinking.). Her cane, crippled legs, and tired eyes rarely also match her vulgar tongue. Despite being a former medic, she currently stays to keeping chickens and running a Kasvava stand.

### Appearance

Jude is a short Granthelian woman standing at 5'2 with a strong build. She walks with a cane, and has a prosthetic left leg starting below her knee. Under her right eye is a dark scar, which could be partially hidden behind her glasses. Her brown (slightly greying) hair is rather wavy and falls at around her shoulders- If it weren't for her messy waves, it would be more apparent how it is so choppily cut. Despite the exhaustion seen in her eyes, they keep their notable green color.

## Known Associates

### Friends

James Ipswith

Ayman Hakim

Edgar Bookman

Ian Capwell

Crest Viracei

Pelokas Mieli

Alder Fal'on (Deceased)

Thomas Bookman (Deceased)

Relmus Sarethi (Deceased)

### Family

Andrew Donovan (Brother)

Bethany Donovan (Half-sister)

David Donovan (Father)

Meredith Donovan (Mother, Deceased)

Ghal'Thok (Son, Deceased)

Annabelle Anderson (Daughter)

Lena Anderson (Daughter)

### Enemies

Geoffrey Sarethi (Deceased)

Wendigo(s)

### Past Lovers

Oskar Valkenrath (Deceased)

Dirk the Jerk (Deceased)

Ghal'Knox (Deceased)

Dominic Eldson (Probably dead but who knows)

Ayman Hakim

Marjorie Cromwell

Bohemond Hauteville

## Personality

### Likes

* Alcohol
* Birds
* Suffering, probably

### Dislikes

* Pirates
* Being refered to as "Judy" (Ayman exempt)
* Tapping fingers

### Quirks

* Text
* Text
* Text
Maelri

## History

Maelri was founded by two close-connected mercantile families, Maefarum and Jovorici, who felt ostracized from decision-making within their respective cities of Alhambara and Efriescia, respectively.

They founded a port to base their enterprises on the outlet of the Cerullis River, attracting trade of fine goods and textiles to their ports by offering patronage to artisans and craftsman and offering lucrative incentives. Both Alhambara and Efriescia responded with pretentious derision at first, more or less mocking Maelri in oration and verse.

Over time, as Maelri ascended in power, Alhambara sought to promote civil unrest in the city through assassination and arson-- discreetly, of course- while Efriescia sought to use its leverage in the Greater Council of Sies to punish Maelri economically.

Maelri withstood both attempts. In fact, the attempts to undermine Maelri increased its citizens' pride, a sort of nationalism not seen previously in Sies. Eventually, due to Maelri and Efriescia's mutual position along the Cerullis River (and partially due to Efriescia's declining status in trade) the two were able to make amends and loosen sanctions placed upon each other.

The competition between Maelri and Alhambara continues even more fervently to today. While much of the competition has been diffused to arts and architecture, the two maintain bitter relations: Alhambara for Maelri's betrayal and Maelri for Alhambara's bullying.

Maelri is now the second largest city in Sies in terms of population and coin which passes hands. While a distant second, Maelri is firmly entrenched in the trade and has become large enough to where it is regarded as a rival.

## Geography

Maelri is located on the outlet of the Cerullis River.

## Government

The government consists of an oligarchy of merchants similar to Alhambara. Taurum legionaries are also posted to Maelri, but not in the same numbers are Alhambara. Without a doubt, however, the strongest of these families is the Javorici; the bloodline and presence of the Maefarum family was eliminated through assassination and civil unrest, though some influential families claim lineage.

The Javorici and other families control trade a more tightly than in Alhambara, regulating quality of its exports and attempting to strike deals which maximize the benefits of imports and exports. They patronize artisans and craftsmen heavily to construct public works, such as fountains and gardens.

### Law

While artisans and craftsmen are usually in one of the lower classes of society in Sies, Maelri relaxes the restrictions normally attributed to these classes. In fact, they gain privileges unique in Sies in terms of wage and interactions within society. For all intents and purposes, they occupy the rung beneath merchants and holy-men.

## Economy

Almost 70% of the economy revolves around artisans and craftsmen. Statues, arts, and fine goods in all aspects are the main items of trade within Maelri.
Lorellus Labour Enterprises

## Overview

Lorellus Labour Enterprises (LLE) is a commissions-based slave organization. Low-membered and subtle, the organization acts on behalf of its clients to obtain and transfer individuals based upon the description clients give them, ranging from appearance to skills. If necessary, LLE will spend the time and effort necessary to retrain their slaves to fit a particular skill set. Their “commissions” for obtaining these slaves are expensive, so usually only the highest in society pay for their services. The organization is rumored to have contacts in every corner of Aevonhold.

Legally, the group provides servants where such a social arrangement is legal, such as Alenthyl. The services in this area of business are less expensive but bring in a higher volume of clients. It is unknown what proportion of transactions are in either industry, but servant commissions are growing in number.
The Scholars of Eventide

## Overview

The Scholars of Eventide are an ancient and enigmatic order of academics ranging from philosophers and historians dedicated to the pursuit of eldritch knowledge related to the birth of Aevonhold and its lost histories. The Scholars have declared the coming of a new era throughout Aevonhold’s history through the use of ancient magics and largely unknown processes. Though the declaration of these eras have been met with backlash historically, The Scholars are widely respected within the realm so as to usher the changes quickly.

The reason for the high regard of the order is largely due to its interesting membership, ranging from simple folk plucked from daily life to important members of the political hierarchy within numerous societies. The Scholars have ties to almost every nation within the realm, though it is rumored the site of a majority of their activity can be traced to Eulyros within Elterlein. A specific absence from the orders long list of national ties includes the magic fearing Empire of Ulyssa, having violently removed them from the region after the death of Darminus Vincerus in 2E 341.

Though the exact reason for the declaration of the eras, and the process in which such information can be attained is unknown it is highly rumored that the order make use of ancient Astral Magics in order to see beyond the realm of Aevonhold and into the Astral Plane itself. Using the ability to see far into the Astral Plane, The Scholars are said to be able to predict the coming of predetermined future events. This information and the process used to attain it is referred to by its members as by one name, The Arcane Constant.

## History

The Scholars of Eventide have declared the coming of a new era three separate times, determining the coming of The Era of Prosperity, The Era of Dominion and The Era of Promise. It is written among the volumes of text dedicated to studying the order itself that the leader of the order “High Prognosticator” had remained the same since the dawn of the First Era. Though this is nigh impossible, some believe it could be accomplished due to the strange magics used within the ancient order.

Historically, the Scholars have been targeted due to the seemingly powerful nature of The Arcane Constant, and their seemingly prophetic declaration coinciding with major events that occur afterward garnering the realm’s attention. Those who have attempted to attack the order head on have been met with powerful magics and any who have succeeded in fighting back their admittedly small numbers could not grasp the process of the Constant itself, simply leaving empty handed.
The Rangers of Rollen

## Overview

The Arbor has never maintained a standing military force, instead relying on levies in times of war. For a long time, the sole exception to this rule were respective city guards of Norianne and Thorne, but public outcry for increased security following the destruction of the Capital Lands led to the formation of the Rangers of Rollen. Contrary to the City Guard, these Rangers were tasked with maintaining security in the expansive forests that cover most of The Arbor, and along the duchy’s roads.

Initially, only the county of Rollen was considered territory by the Rangers, a byproduct of their formation under House Fairweather. However, the Duke at the time took notice of their success. Soon after, he appropriated the organization and increased its area of operation to cover the entire duchy, recruiting additional manpower from Nature’s Retreat and Wood’s Hall to accomplish this. He did however keep the original name at the request of House Fairweather.

Since then, the Rangers have played an important role in defending the citizenry against banditry, animal attacks and forest fires. As they are generally considered superior to common city guards, the Rangers are also frequently called upon to serve as escorts to nobles who wish to travel from place to place. Standard equipment for any Ranger of Rollen includes a lightly armored uniform that blends in well with the forest enviroment, a one-handed arming sword, a leather buckler, and finally a hunting bow for long-range engagements.
Rylon Challinder

## Rylon L. Challinder

Rylon Lionel Challinder is a stoic, serious boy proficient in swordsmanship. He squired under Dame Bianca Dellacroix of Novania, and is a member of the Alenthylian family House Challinder.

## **Appearance**

Of average height for his age, Rylon is burlier than most. He wears chainmail underneath a tabard bearing his mentor's colors, and a sword on his hip. His hair is wavy and unruly, an unusual copper color.

## Background

Rylon was born a bastard to Rory Challinder of Ashford. His mother, a Deurlen woman, perished only seasons after his birth. He was raised in the Ashford keep by his father, the master-at-arms for the Earl. Rylon was trained from a young age to use the sword and ride by his father, despite never being legitimized. Rory Challinder resented his son, seeing him as a constant source of shame and embarrassment due to his strikingly colored hair, and sent him to Novania in 1184, near his thirteenth birthday.

## Known Associates

### **Friends**

- Bianca Dellacroix

- Thane'Amaelia

- Altani Sarnai

- Tansy Riverek

### **Family**

- Rory Challinder - Father

- Bidelia O'Cuinn - Mother (Deceased)

## Personality

Rylon is an exceptionally taciturn and serious boy, and is seen more often than not with a stony expression. When he does speak, it is with an almost forced sense of formality. Despite this, however, he remains quick to anger and easily affronted.

### **Likes**

* Swordplay
* The outdoors
* Justice

### **Dislikes**

* Evildoers
* The cold
* Losing

### **Quirks**

* Despite being bad at them, Rylon still cooks and draws on occasion.
* When angered, his forced proper dialect is dropped and his speech becomes more informal.
Johnathan Defan

## Overview

This is Johnathan Defan. Johnathan Defan died in 1184 in a fight with an Yselnativa, towering creatures who make Svelleth their home, known to the Deurlen people as Snow Skin Giants.

### Appearance

Quite young looking with striking blue eyes. His contrasting pitch black hair is usually matted from wearing his helmet.

## Background

Born to a poor family, Johnathan dreamed of becoming a guard. Moving to Deurlyth in 1182 with his twin sister Diana, Johnathan set out to join the Imperium.

## Known Associates

### Likes

* Warm temperatures
* Decorative swords
* Charcoal drawings

### Dislikes

* Cold temperatures
* Armor
* Granthelians

### Quirks

* Text
* Text
* Text
Lionel Ezra Cross

## Overview

Lionel Ezra Cross is currently residing within Leighland Abbey, acting as Paladin-Marshal for the Praxis of Light, having arrived in the year 1194.

### Appearance

Lionel, or Leo, is a dusty-looking and spectacled man with a nervous air about him. He always wears a cross, the insignia of his family, around his neck on a gold chain and a leather-bound book of the Light with the same insignia on its front cover on his hip. He has a certain bookish charm to him, and can be commonly seen reading.

## Background

### *House Cross*

Lionel was born to Lisa and Liam Cross, a pair of light mages belonging to House Cross in Sweetbridge, in Westershire, Alenthyl. He'd grown up loving books and music, especially the piano; which he'd known how to play since the early age of four when his parents hired him an instructor by the name of Remì Gaudìere, an Antonellan concert pianist, who Lionel had always dreamed of following the footstops of.

Apart from Remì, Lionel didn't have many friends and kept to himself for the most part, hardly even interacting or playing with his cousins. He'd spent most of his time behind a piano, or in a church reading and teaching scripture to children.

## Personality

 Music, mainly Antonellan composition
 Swordfighting

## Other

### Super Fun Facts:

* In a in-real-life modern AU, Lionel's Overwatch mains are Winston, and then Reinhardt.
The Kingdom of New Volvar

## Government

### **Vol's Court**

Following the destruction of Klotghoro to the Rifts, the fleeing civilization began anew on the coast of the mainland. House Vol stepped in and took charge, forming a new government as the kings of Volvar.

#### **King**

House Vol, upon beginning the reconstruction, declared themselves king over the new lands. Along with this, they abolished the Del's rule and the custom of using their House name as their title. The king of Volvar appoints four Keepers to help divide the task of ruling.

#### **Princes**

Due to Volvar's tradition of having multiple children, the Vol kings typically have several siblings. The male siblings, the princes, assist in governing the kingdom, usually acting as the king's right hand.

#### **Keeper of House**

One of the four Keepers, the Keeper of the House is in charge of watching over the king's main province and castle. The Keeper of the House usually acts as a mayor of the king's town.

#### **Keeper of War**

The highest ranking of military officials within Volvar, the Keeper of War advises the king in matters of war and military. The Keeper typically leads the king's army personally and plans most battles.

#### **Keeper of Law**

The Keeper of Law acts as the legislator for Volvar, writing laws and ensuring that they're followed. The Keeper of Law is consulted for high profile trials, as well as overseeing the domestic guard force of the kingdom.

#### **Keeper of Lore**

The Keeper of Lore acts as Volvar's chief historian. They work tirelessly to ensure that Volvar's history and culture, working to preserve any literature that survives and upkeep ruins. In addition to this, the Keepers of Lore also typically learn Chaos Magic, and advise the king in matters of the Arcane.

### Former Government

#### **Traditional** **Del's Court**

##### **Del**

After the Conquest of the Dragon in 3E 720, much of the Volvarian government structure was lost, and a new tyrannical system put in place. As such, there was no title equivalent to 'king', the ruling Del only ever being referred to as such. They held supreme power over Volvar, and ruled with an iron fist. Most considered them to be tyrants.

##### **Thane**

The right-hand of the Del. Similar to the Del's naming, the Thane was always held by a member of House Thane, and a more official title was never adopted. The Thanes handled day-to-day matters, running the kingdom in the Del's stead. In the past, plenty of Dels were less than productive in their ruling.

##### **Dragonguard**

The Dragonguard were formed under the Del and acted as the military and police force. Originally, they existed to defend Volvar from wild dragons. Over time, they quickly became the most powerful armed force in Volvar, and were officially sanctioned as protectors of the realm. House Vol was placed in charge, due to their size and influence. To be initiated into the Dragonguard, members had to be Del Scarred, to symbolize the strength of the dragons they would be facing, to keep the members humble.
Song for Miss Eleanor

## A song for Miss Eleanor: Granthelian Tune

*A Song for Miss Eleanor* is a popular tune often heard being sung by guardsmen outside the walls, or any young Granthelian youth abroad. It is a very simple rhyme, with a very basic yet easily relatable message of love and promises of safe return. The origin of the subject of the song, Miss Eleanor, is up to debate. However, most agree with the theory that it was in reference to a former queen renown for her looks, the song being dedicated to her due to the affection the populace held.

Miss Eleanor

*Miss Eleanor Miss Eleanor,*

*It is you that I adore*

*Miss Eleanor Miss Eleanor,*

*It is you that I march for.*

'*Cry not for me my love,*

*My safety I do hold above*

*To not return to you my dear,*

*Is perhaps my greatest fear*

'*I’ll sing a million songs*

*as I go marching along,*

*For the girl to whom I belong*

*I promise I’ll be strong.*

'*Miss Eleanor Miss Eleanor,*

*It is you that I adore*

*Miss Eleanor Miss Eleanor,*

*It it you I’d die for.*

To make the song more personal, some replace the name and edit the words, keeping to the tune though.
Prif

Credits to Aleksei Vinogradov for the image

## Description

The Prif is a small creature that can be found in the dense forests and fields of Arminia. This creature will grow no larger than two feet, both in height and length. Completely covered in short fur, it is often mistaken for a small dog from a distance. However if someone were to get closer they would notice several differences, one being the two small nub like horns that are located on top of its head. Then there are the two long tufts of fur that stick out from above its eyes, which almost look like feathers. These small creatures also have opposable toes on their paws, making them capable of gripping things.

During its lifespan of up to 40 years, the fur of the Prif can go through several color changes, from tan to dark brown, to gray, to white. While they are normally quadruped they can walk around on their hind legs for short periods of time, usually to try and reach up to higher areas.

## Diet

Prifs are herbivores and will usually eat any sort of plant they can get their paws on, especially any sort of grasses or flowers. In addition, they're extremely fond of honey, often climbing trees in order to reach bee hives in the branches.

## Behavior

Prif's prefer dense forests, living in dens of about 5 - 10. The Prif climbs to higher areas within forests, sleeping on high tree branches away from the forest floor. The Prif is not aggressive by nature, in fact it tends to be rather playful. However if it finds itself in danger it will clamp its jaws into its attacker, shaking its powerful neck muscles to try and tear itself away. Due to its size, the Prif tends to run from larger predators.

Prif's make for terrible pets, as they succumb to stress when taken out of their natural environment. The creature is almost incapable of proper house training, as their instincts to climb into high areas out of sight causes damage to property and other animals in an urban setting.
Rufus Rogalski

"Excellent."

## Overview

***H**ailing* from Arminia, standing at an underwhelming 5'5" is the fabled **Rufus Rogalski**. Chiefly esteemed for his massive intellect and lady-fainting charisma, there's not much else to this jade-hued man. Proclaimed the single child within the Rogalski heritage, bore to a single parent.

### Appearance

Frail, entirely stark in contrast towards his various siblings. Physically inept towards his father's lineage, the worst trade deal in the history of trade deals- he in turn received a mind over matter self. Should any compare he and his notorious sibling, they wouldn't find much difference- the two nearly identical bar the scar and muscle.

## Relationships

### Family/Technicalities

* Leslie Lécuyer [half-brother/*missing*]
* Deidre Lécuyer [in-law]
* ~~Raymond '*Ray*' Willow [half-brother/*missing*]~~
* ~~Rollo 'Graves***'** Mornings [biological father/'*†]~~

## Personality

### Favors

* Elterlein.
* Imperial Court.
* Law and government.
* Tea.
* Experimentation.
* Books, books and books.
* Intrigue.
* Documentation.
* Latest fashion trends.
* Airships.
* Magic.
* Women.

### Disfavors

* Physical labor.
* Alcohol.

### Quirks

* He wears incredibly thick spectacles to make up for his lack of vision, and should he be parted from them he's going to have a really bad time.
* Despite his astounding sphere of stuttering and incoherence, for those perceptive in his stead, they would find that he's an incredible air of closeted charisma.
* Writer. He's going to write just about everything he sees and hears, for which purpose- it's unknown.

## Other

### OOC Notes

* Played by the one and only **braybowski**.
* picture by **Arrows**!!!
The Looking Glass Realm

## Overview

The Looking Glass realm is the Plane in which the Faeries dwell, a plane of dangerous creatures and treacherous spirits that reside just outside mortal's reach, acting as a gateway between the mortal planes and the Realm of the Eternal. It has many names, yet those closest to its essence call it 'The Otherworld'.

The Looking Glass realm mirrors the mortal planes in many ways, although it has wildly different geographies that favour those that inhabit it. It is one of the only planes that cannot be accessed through more than one mean, instead containing its mysticism through Mist Gates, or gateways made through the efforts of both fae and mortals to link their realms together.

## Inhabitants

Although many mortals do not believe in the spirits of the fae and instead regard them as myth, the Looking Glass realm hoards a massive

## Travel through the Looking Glass

### **Mist Gates**

A link between the three realms; The Realm of the Eternal, The Looking Glass Realm and The Mortal Realm. Mist Gates are a powerful link created by Humans with the help of Faeries during some time in the unrecorded history of Deurlyth. Some stories tell of a Faerie who fell in love with a human and attempted to make the journey over to The Mortal Realm, giving up their immortality and crossing over. Other tales depict a human, stricken with grief over the death of a loved one, capturing a Wraith, and in an attempt to bring back their loved one asking for a way to cross over. It is said that the Wraith helped the human to create a Mist gate, from various flowers deep within a forest and instead of bringing back their loved one, cast the human into The Realm of the Eternal. In all stories depicting a human creating a Mist Gate, it always includes a special flower located in the middle of a large circle of different flowers and herbs. This flower has yet to be identified, but is always described as an overly large daisy with a blood red center.
Weeping Sun

## Overview

During the dry season of the southern swamps in Deurlyth, when the sun finally breaks through the clouds and water level stabilizes, the Weeping Sun Mushroom grows from the drenched soil and plant remains that collects in a thick layer at the base of the trees.  Revered by the Swamp tribes as a sign of clear weather, it is said that the sun cried tears of joy upon its return and when they struck the soaked forest floor they sought to return to the sky once again.  These mushrooms are most commonly found among the roots of the trees where plant remains collect, and grows only for a short time at the start of the dry season.

 Appearance

Weeping Sun Mushrooms are small, inverted-tear shaped yellow-orange caps with a short white stalk that grow up from the detriment laying on the beds of the swamp. Generally, they grow in small dense clusters of roughly ten to fifteen mushrooms, though during their primary growing season it is common to find many clusters growing all about.

## Culinary

The weeping sun has no culinary uses, and is highly toxic when consumed fresh resulting in severe fever, vomiting and hallucinations.

## Arcane

Weeping sun mushrooms create much more vivid hallucinations in those with the gift, which allows the seers of the swampland Lyverian tribes to better distinguish those who have the gift so that they may receive additional training.  While fairly accurate, they are not without error in predicting the gift due to the interpretive nature of reading the meaning behind another's hallucinations.

## Notes

Used in a number of ritualistic practices, the Weeping Sun Mushroom is highly toxic when consumed fresh resulting in severe fever, vomiting and hallucinations.  When dried however, it turns a plain off white color and the effect lessens and as a paste it can be consumed for the hallucinogenic effects, but with the downside of dizziness and nausea.  The mushroom has a third, more controlled use in which it is dried, turned to powder, and carefully mixed with pigment and dyes to produce a special paint used only in particular rituals.  When applied to the skin, it is absorbed through the skin to produce a more controlled hallucinogenic effect that is said to provide spiritual visions.

Moderately rare, only found in the southern swamps of Deurlyth for the first few days following the end of the rainy season.
Syxis Radyr

## Overview

Syxis is a large, strong man who generally wears bright clothing and keeps up a fairly positive attitude. He is seen in a mask at almost all times, except when eating or bathing. He has a large scar on his body, located on his left side, and another smaller scar on his right cheek. His hair is becoming more and more gray is the years drag on.

## Personality

Stoic and strong. His once peppy and talkative nature has been practically stripped away after all that he's seen over the years. He's become hard and stern, but with a kind personality deep inside.

### Likes

* Practically anything that is food.
* Swordsmanship.
* Honor.

### Dislikes

* Templars.
* Relmus.

## Important events

* Arrived in Old Novania.
* Witnessed the resurrection and first attacks of the Dark King.
* Killed Elric Evans.
* Left Alenthyl, arrived in Volvar.
* Became Captain of the Redmist.
* Witnessed the collapse of the Redmist.
* Met Amalthea.
* Forced from his home in New Novania.
* Amalthea dies.
* Saves Maighdin.
* Helps in the overthrowing of Del'Drud
* Is married to Maighdin.
* Forced to leave Volvar because of Arcane Radiation.
* Starts anew in the City of Hearth.
* Joined the Imperial Watch.
* Participated in the wars against the Church and McDimia.
* Callax is born.
* Drop kicked a Golem.
* Maighdin is kidnapped by slavers.
* Begins drinking.
* Maighdin and others are rescued.
* Resigns from Imperium after several incidents.
* Syxis and Maighdin separate.
* Becomes an alcoholic.
* Returns to homeland of Alenthyl to assist in rebuilding.
* Returns to Deurlyth.
* A new relationship starts between he and Maighdin.
* They separate again.
* Leaves Deurlyth once more, headed back to Alenthyl.

## Other

### Item Claims

Syxis' Bastard Sword

http://www.powning.com/jake/images/1farbauti13.jpg

Syxis' Seax

https://www.wulflund.com/img/goods/en/medium/long-decorated-viking-battle-sax\_2.jpg
James Ipswith

## Overview

A quiet, bookish man, James shares two homes in Hearth and New Masselburg with his partner Crest. He can come across as timid or a bit rude upon first impression, but cares very deeply about those he considers friends. While not currently employed, James spends most of his time writing and composing.

### Appearance

James is a man of short stature, standing at a meek 5'3" even with 3" elevator inserts in his shoes. His dark grey hair is rarely seen long or undyed, generally sweeping down just above the rim of his glasses. Currently, he appears thin to an unhealthy extent under the many layers he usually wears, generally looking a bit under the weather. Grey hair aside, he seems much younger than one might expect, with soft facial features and rather high voice, but the pronounced limp in his right leg and the cane he always has with him may give the opposite impression.

## Background

Growing up in a small household in Commonport with his parents and brother Joseph, James spent most of his early years gallivanting about that part of the city, not doing much of anything beyond playing the violin and telling tall tales. At the age of 15, however, he was forced to find ways to support himself after essentially being kicked out of home, and took up an apprenticeship at a book-binder’s store. He left three seasons later, finding ways to scrape by, legitimate (busking) and otherwise (petty theft) on very rare occasion. He managed to sustain a vagabond’s life style for the next year, learning as he went. It took another year for him to come to terms with himself, and settle down into a brief stint as a scholar, working with Edgar Bookman on a few publications. The two later parted ways, leaving James to return to Granthel at age 19 where he remained for two years, living alone in a small apartment. He set off again to travel after getting antsy where he was but, due to an unfortunate mishap with the captain, was left "temporarily" stranded in Hearth where he met Crest. It later became evident that he wasn’t planning on leaving, and was quite happy to settle down in Novania for the time being.

## **Known Associates**

### Friends

Jude Anderson

Edgar Bookman

Yue Lin

Drake Hayward

Echo Filsdeux (deceased)

Sebina Aezentri (deceased)

Pyrnix Mieli

Yvet'Ninel

### Acquaintances

Henri Rivierek

Ian Capewell

Pelokas Mieli

Bohemond Hauteville

Rose Filsdeux (deceased)

Asili Aezntri (deceased)

### Family

Joseph Tobias Ipswith (brother, deceased)

Annette Heathwood-Ipswith (mother)

Peter Ivan Ipswith (father)
Mariyah Hakim

Drawn by Jess

## Overview

Mariyah is a polite young woman who has recently began work at the NIC.

### Appearance

Mariyah has amber eyes, much like her fathers. While her nose, eyes, and cheeks are more similar to her mothers, the rest of her face is obviously from her father's side.

## Known Associates

### Family

* Ayman Hakim(father)
* Maia Hakim† (birth mother)
* Harlow Hakim (step-mother)
* Farren Hakim (older half-sister)
* Norah Hakim (younger half-sister)
* Malik Hakim (half-brother)
* Ehsan Hakim (uncle)

### Enemies

N/A

† - Deceased

## Personality

Mari is very outgoing and pleasant. She prides herself on her ability to be polite and courteous.

### Likes

* Art
* Jewelry
* Cooking

### Dislikes

* Text
* Text
* Text

### Quirks

* Text
* Text
* Text

## Other

### OOC Notes

Mariyah Hakim is played on the account *ellienelie*
Teegan

## Overview

Teegan is a relatively keep-to-herself, Spending most of her time watching people interact, while she sits off to the side. She can become quite talkative if you interest her enough and she enjoys every bit of kindness anyone can give.

### Appearance

She stands around 5'2" with dark brown hair and hazel eyes.

She wears a plain blue dress covered in stains, and dirt. With closer inspection you can see that the end of the dress has tears in it making it obvious it's the only dress she owns. Due to an accident, She has an Automail arm, making it nearly impossible to climb ladders. Her Automail eye leaves her blind and partially deaf on the left side of her face. Both Automail parts are starting to rust. Her expression looks sad but she stays positive, making jokes about her appearance.

## Background

Teegan was born in Arminia and grew up in a loving family, Of a Father, Mother and Aunt. Her family didn't know much, and they didn't make enough to give her a proper education so Teegan grew up teaching herself. Mostly having street smarts over book smarts, Though she knows how to read and write enough to get her by. Her aunt was a Blacksmith and when Teegan was 14 she started working for her to try and make money. When she was 16, she was finally entrusted to make deliveries for her Aunt. She was on her way to make a delivery, with a big cart of iron she had to push manually. In order to make her delivery, she had to cross a small bridge over a decent sized creek. The bridge must have been poorly built, because the weight was too much, and the bridge broke, sending Teegan and the cart of iron down into the rocky creek. A man from Arminia, taking the same path, found that the bridge had broken. As he looked down into the creek to inspect the problem, he noticed smelted iron, caught in the rocks. Being a man of medicine, He worried someone had fallen and went down to inspect it, making sure no one was there. To his dismay he found a girl, her whole left side completely crushed. By some miracle, She wasn't dead and he immediately took her to his hospital. Her family never came to see her, and it took her two years to fully recover. Still, to this day, She hasn't seen her family and she's not sure she forgives them.

## Known Associates

### Family

* Father
* Mother
* Aunt

## Personality

Teegan tends to keep a sad calmness about her, making it hard for others to read her expressions unless she really wants it to show. She is slow to anger, quick to forgiveness.

### Likes

* Sunny days
* Rainy days ( only if she's inside )
* Stars
* Sleeping
* Animals
* Free things ( mostly food )

### Dislikes

* Rivers
* Rain
* Rust
* Any body of water pretty much

### Quirks

* Her crooked nose flares when she gets angry
* She constantly rubs her left "arm" trying to feel something
Tealberry Bush

## Appearance

A shrub that grows up to 2 metres tall and displays both small, thin leaves and oblong teal colored fruit.

## Notes

Tealberry Bushes can be found throughout Alenthyl, more commonly by riversides and pastures.

## Culinary

Eating the tealberries off of the plant directly leaves a sweet taste on the tongue, while cooking the fruit brings out a very sweet taste, commonly used in various stews. The small leaves on the shrub have no outstanding or unusual culinary purpose, and taste quite bland.

## Arcane

The shrub has no outstanding or unusual Arcane affinity.
Qadin Falding

## Overview

The Qadin Falding are a confederation of pirates, consisting mainly of Rune’Daathians and Perateca, who primarily reside on the archipelagos and islands between the shores of Peramul and Rune’Daath.

The band is led under the charismatic leadership of Amaro de Arena, a Perateco captain (in)famous for strategy. The group consists of thousands of members across hundreds of ships either travelling together or hidden among the island coves or sea expanse. While each captain the leader of their ship, many heed Amaro’s word due to a respect for his reputation.

The group has had a great deal of success, causing fear and discord in the seas of southern Auros. Though facing harassment by the Ulyssian navy, these forces have been repelled each of the four campaigns, the final being devastating and embarrassing for Ulyssa. For the free men and women of the Qadin Falding, they can retire to comfort within some years of joining. Many choose not to leave to remain a part of this brotherhood, and there is a strong loyalty-- at least to Amaro de Arena.

However, Amaro is considerably aged and weathered. Although his word is still highly respected and his age unknown, whispers come and go of power plays by other notable figures and right hand men, captains of ships under his command. Some captains have even dispersed from the main group as though not wanting to be caught in the crossfire.
St. Varren's Root

## Appearance

A twisted bioluminescent root that glows faintly in low light. The glow seems to pulse slightly, and fades when physically disturbed.

## Notes

St. Varren's Root grows underground, and can be commonly found in many regions within Alenthyl. Commonly residing in cave entrances.

It is said that during the destruction of Alenthyl's Capital Lands in 3E 1150, a priest of the Holy Light by the name of Matthew Varren had discovered a means to accurately traverse caves, realizing that the unknown root had commonly grown near cave entrances. When word of this discovery spread, many lives were spared from the dragon threat, now able to avoid direct confrontation by using various cave systems.

When the decision was made to gather forces in an attempt to establish a subterranean refuge as a means to actively combat dragons, many men were sent to find Matthew. In the proceeding weeks, it was discovered that the young priest was killed when a small encampment located in Westershire was destroyed a stray dragon.

After the depressing news made its way to the Pontificate, Matthew Varren was canonized as St. Varren throughout all of Alenthyl, and the previously unknown root was named after the man as well.

## Culinary

Ingesting the root seems to leave a slightly sweet taste on the tongue, followed by nausea and painful migraines. Cooking the root seems to have no effect, eventually causing the root to crumble.

## Arcane

The root has no outstanding or unusual Arcane affinity.
Lanburre

## Geography

Lanburre is located along the Rus. The more mild climate and access to water allows for citrus trees and other crops to be grown nearby. To the north is scrubland, home to ruins and burrows.

## Government

Much like other towns, Lanburre has a local forum in place in which the people make most important decisions. Leaders are expected to take the decisions into mind when implemented policy and acting. Uniquely, Lanburre is the largest town to offer greater representation based upon the number of slaves one owns.

Two major effects of this are the profusion of slaves, mainly slaves from Peramul, within the community and the notable overspending. The town has debts owned by Siecian brokers and foreign investors.

## Economy

Lanburre is a huge farming community located close to the Rus, some days distance from Peramul. It is also known for its production of meat. While Lanburre still trades a huge amount of agricultural goods with Alhambara, its overall production has declined since Peramul absorbed much of the land to its south. Lanburre's inns cater to those traveling up and down the Rus as well as those seeking ruins or Ulyssian Opaleye Basilisk burrows.