recursal/Fanatic-Fandom huggingface dataset:
Aris

In the cold grey years following the Third Darkness, when Terrinoth
lay in ruins and hope was in short supply, a traveler arrived at a
small, half-burnt hamlet one midwinter's eve. Those who had not
succumbed to war, plague, or starvation welcomed her as best they could.
 But they warned her that they had little food left for themselves or
guests.

The woman, who called herself Aris, told them not to worry. Since
 they had given her shelter, she would provide a meal in turn. She went
to the hearth and stoked the fire, then pulled grain and meats and
hearty roots from her pack. Somehow, the stew from her supplies fed the
whole village, with enough for the next morning as well.

In the weeks that followed, Aris took the villagers out into the
woods and showed them where to find stores of nuts and berries. She
helped rebuild their homes and make them snug against the cold. When
bandits attacked, she even convinced them to settle and give up their
marauding ways. Then, she left, stomping off into the snow with her pack
 on her back.

Many areas in Terrinoth have similar tales, though if even a
fraction are true she must have wandered for a hundred years. Those she
aided built humble shrines to her in their villages and began leaving
gifts in the hopes of gaining her blessing and protection. Even thieves
soon learned to leave those offerings alone, for any who stole them
suffered a multitude of misfortunes for the rest of their lives. Only
those with generous hearts could take and redistribute the gifts to
those in greatest need. In time, these few began to call themselves her
priests and prophets of her divine insight..

These priests work tirelessly to help the poor and continue Aris’
 works and convictions. Her devotees also work to mediate disputes, from
 arguments between neighbors to wars between barons. While priests of
Aris may take up arms to defend the helpless, they always see violence
as the last resort (and a personal failing on their part).

Aris’ largest shine can be found near the Weeping Basin, in
Terrinoth, where the body of the Dragonlord Margath fell to earth after
being slain by Roland of Kell. Whispers speak of a special order within the
 priests of Aris called the Watchers, who guard the lake to ensure
Margath never rises again. Some say those who visit the crater lake and
drink of its waters receive the strength and vigor of Aris herself, but
only if they truly need it.
Ice-Blood

In the frozen wastes of Isheim, the White Death is an insidious effect of the Rime Storm that can claim those unfortunates who traverse Isheim’s northern wilds. For some, the White Death merely kills, leaving their frozen corpses contorted in their final moments of death. For others, it can be even worse, transmuting their once-warm blood into icy fluid. Their veins filled with sorcerous cold, they become sadistic killers, preying upon any being or creature that crosses their path. Raging and cursing, these frozen beings are drawn to the warmth of hot-blooded creatures so they might quench the heat with their eternal cold. Fighting off such adversaries is a terrible struggle; even their touch can blacken flesh with frostbite.

As the cold does not affect them anymore, wild wendigo-worshipping clans of ice-blood warriors plague the silent forests and endless tundra of the north, their white eyes unblinking as they search for warm prey. While the ice-blood warriors are perils of the north, heroes might seek them out regardless. Like that of ice wyrms and wendigo, their blood has value. Further, rumor has it that there is magic that can bring an individual back from this icy fate, giving hope to those who have lost loved ones to the White Death.
Dareine

Dareine is the magistrate of the Latari Elves of the Bloodwood. From Ledish Schall, the ancestral seat of the Etharyon champion, Dareine provides counsel, resolves disputes,
 directs hunts in ways to best manage the animal populations, and
ensures that Huntsmaster Cillian, the leader of the Latari’s elite scouts, has whatever tools and resources the rangers may need.
Grotesque

Not all members of the Uthuk army fear the terrible power of the Ynfernael. Some tribesmen embrace it and even offer themselves in sacrifice, praying for a dark blessing. Those who receive the favor of the Ynfernael become Grotesques—hulking monstrosities with minds twisted by maddening bloodlust. Free from the bonds of mortal needs and the instincts of self-preservation, these Grotesques and their disfigured forms are terrible to behold on the battlefield.

With their minds and wills burned by their glorious ascension, Grotesques care not about the suffering of their mortal bodies. They are beyond the earthly plane and once they take to the battlefield, all shall know the enlightenment that can only come from true suffering.

The power of the Blood Coven can twist and torment Uthuk warriors, but it can also grant them great power, should they be strong enough to bear its blessing. Grotesques are monstrosities, each a uniquely horrid form that only vaguely resembles the Uthuk they once were. Having offered themselves up for sacrifice to the Blood Coven, they have hacked off limbs, given over eyes, or even torn out their own beating heart in hopes of receiving the witches’ Ynfernael blessing.

If the Blood Coven approves of a warrior’s offering, they might be rewarded and their mangled body remade anew. Bone ridges begin to cover their body, their hunched back becoming a forest of razor-sharp spines while their muscles swell and distort under their pale flesh. Gone are the vestiges of mortality from their face, elongated fangs and glowing red eyes marking them as the beast they have become.

In battle, the grotesques are the lumbering elite of the Uthuk tribes, many rising to become warlords of their own raiding armies or wasteland fortresses. Horrendously strong in combat, grotesques can rip a person apart with their bare hands, carve them up with their bone spines, and even fling bone shards from their fists to fell enemies at a distance. Few bother to carry weapons or wear armor, as their demonically transformed bodies are able to take and dish out enormous amounts of punishment.

More monstrous than mortal, the mutated blood that fills grotesques and grants them their strength and resilience often comes with other gifts. A supernatural terror clings to them, making combatants who wouldn’t normally flee before their grotesque size and appearance find their nerve undone. This panic can become infectious: just one of these towering horrors can send a disciplined force into a rout. Grotesques grow intoxicated upon the outpouring of fear, rising to a killing frenzy as they fall upon their fleeing foes.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Master Miner Deurg

Deurg was a Dwarven miner who met a mysterious end in the Dunwarrs.

Many centuries ago, during the Dwarves’ initial explorations into the Dunwarr Mountains, a team from the Miners’ Guild made the fateful decision to follow an unusual seam of ore toward the surface of the mountain. The seam ran through a mass of black, obsidian-like stone, and the Smiths' Guild determined that the ore, when smelted, created a shining metal of unparalleled strength and resilience. After meeting with the guild elders, Master Miner Deurg redoubled the miners' efforts.

It wasn’t long into the excavation that the miners began to question the dig. They were having trouble tracking their progress within the mountain—an entirely new phenomena for the Dwarves and their abilities to determine their location underground. They would dig for days but feel as if they hadn’t moved. They would turn to follow the seam but swear they were still pointed in the same direction. They would feel as if the seam were about to thin or end, but instead find the largest deposits to date. Eventually they started breaking into unexpected caves and chambers, all covered with razorsharp outcroppings of the black stone, and shot through with strands of the strange metal.

Then, the whispering started.

The miners had been hearing it for weeks before they realized that it was more than just the building excitement in their own heads. “Dig,” the voices urged them. “The most valuable lodes lie just ahead. Dig up toward me…”

Reports of the whispers were the last things to leave these mines. Search parties sent from Thelgrim found the entrances to the tunnels caved in. The dwarves dug through the cave in, only to find no trace of the miners inside. When word reached the Deeplord, she ruled that all ingots of the strange metal be returned to the mine, which was to be sealed forever behind runes of warding and binding. All exploration of the workings the Dwarves now refer to as the Labyrinth of Deurg was forbidden on pain of death.
Raythen

*"Just be careful, I'd wager this place still has a few tricks up its sleeve."*

Escaping the certain death of the massacre of the Dunwarr expedition to Sudanya, this
clever dwarven rogue understands one simple thing: the greater the stakes, the
greater the payoff. Not one to be easily frightened off, he knows there
has to be something valuable left in Sudanya to create this kind of
brutal response. Whatever riches may be found, Raythen just needs to
find another group of rubes - or rather stalwart heroes - capable of
getting him there.

## References

1. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
Quaking Word

The earth trembles and shifts at a Geomancer's command. By channeling their connection with the earth through a Summon Stone, a runemaster trained in geomancy may cause minor (or major, for the more skilled mage) quakes around their Stone.

## References

1. Descent: Journeys in the Dark (Second Edition): Lair of the Wyrm
Tobari

**Tobari** is member of the Elder's Class.

## Appearance

Tobari is a young woman wearing a white top and black pants.

## Personality

Tobari is quite a carefree girl that enjoys living outside wartime. During wartimes, she becomes careless due to her ambitions of pursuing rank above anything else. Her urge to pursue achievement causes her to become careless. She's also a short-tempered individual who is easily provoked when Kyoukotsu taunts Soukai.

## History

Tobari was training on the beach when she saw Akame unconsciously lying on the shore. She then informs Hinata about it and together they go to Akame. Tobari with Hinata helped Akame. When Akame awakes, both Tobari and Hinata are on sparring and Tobari won the spar. Three days after the sparring, she and Hinata spar again only this time she lost for the first time after Akame tutor Hinata in swordsmanship.

## Skills and Equipment

### Swordsmanship

Tobari was very skilled in swordsmanship and able to defeat Hinata every time through sparring until Akame trained Hinata and was defeated in the duel after short course training. Unlike Hinata, Tobari's swordsmanship uses two sword style. However, even with her proficiency, Yomihime manage to inflict wound on her effortlessly.

## Relationship

### Hinata

Tobari's best friend and sparring partner. She often trains with Hinata to sharpen the swordsmanship skills.
King Geirmund Ragnarson

King Geirmund Ragnarson is the reigning king of the Dunwarr Dwarves. At the heart of the Great Mountain City of Thelgrim stands Dunwol Kenn Karnin, “The Fortress inside the Mountain.” From within the thick walls and defensive battlements of this fortress within a fortress, King Ragnarson rules from Tanngnoster's Throne. The Throne and the throne room it occupies sit at the very depths of Dunwol Kenn Karnin; a final fastness for the dwarven people in their darkest hours.
Broodwalker

These walking corpses are different than the typical undead. They are not animated by curses or sorcery, but by a unified hive of corpse bugs. Working with inexplicable cooperation, the larvae manipulate the rotting tendons and muscles of this horrid beast, ever in search of fresher flesh into which they will lay the next generation of their young.

## References

1. Descent: Journeys in the Dark (Second Edition): Mists of Bilehall
Andira Runehand

"*To me, brave friends! Gather to my voice and light!*"

When Andira Runehand first charged headlong into the demonic horde at Silverholt, everyone believed she was a direct sign of divine intervention. Raising her hand and banner high, she scattered the Uthuk Y’llan vanguard without striking a single blow. The rune incised upon her palm was proof of her supernatural gifting, and now, her authoritative teachings fill her companions with courage as they battle the evil cult of the Forgotten.

"*Heroes are nothing without brave friends.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Crusade of the Forgotten
Ice Wyrm

As cold as the lands in which they crawl, ice wyrms are truly beings of ice and snow. Dimly related to the great dragons of ancient times, they are creations of the Rime Storm of Isheim, their blood cold enough to freeze flesh. Covered in glittering diamond scales, each like a huge icy mirror, ice wyrms move across the snow, dazzling enemies just before they strike. Long, icicle-like fangs and wickedly sharp claws make swift work of their victims, while the wyrms’ spines are sharp enough to slice a Human in two.

The most valued treasures of an ice wyrm's hoard are the bodies it has
frozen within. The beast treats each captive as a testament to its
cunning, power, and prestige. There is little hope for a person who is
entombed by the merciless monster's freezing touch, as only the
strongest of body and will can break themselves free.

Ice wyrms, like their dragon ancestors, are deeply dangerous foes. Conversant in many dark tongues, these beings have enslaved or bargained with most of the monstrous races of the north, enlisting them in their unending war against the remnants of the Salishwyrd. Many grow great wings of cold leather, and silently glide over the glaciers in search of prey. Some ice wyrms even practice sorcery and are able to spit spells as well as streams of freezing blood. Scarsha the Vile, Queen of the ice wyrms, is perhaps the most deadly of her kind. Heroes who wander into the far north are likely to find themselves drawing her gaze, whether as potential adversaries, prey, or tools in her hunt for the Green Vale.

## References

1. Realms of Terrinoth
2. Descent: Journeys in the Dark (Second Edition): Shards of Everdark
Jonas the Kind

"*My place is between you and the innocent. You have one chance to lay down your blade.*"

Jonas the Kind was once known by another name—a much darker name, hated and feared by the nobility that he preyed upon. He was raised a thief and assassin in the great cities of Terrinoth. Although his crew targeted the corrupt nobility, Jonas hated his shady and unforgiving life. After the particularly gory slaughter of a noble family, he left it all behind. Spending several years cloistered in a monastery to atone for his sins, Jonas found peace and joy in the tight structure of his religious training, and he now denies his past the right to haunt him. Now healed in both body and spirit, Jonas sets out to make a new name for himself as a force for justice. He will not allow his past to control his future, but neither will he forget the man he used to be. With Ariad spreading her evil webs across the realm, Jonas is among the first to stand up for the innocent. A new path lies before him, one that leads through many lands, always defending the weak and supporting the just.

"*Surrender. It's never too late to repent!*"

## References

1. Descent: Journeys in the Dark (Second Edition): Treaty of Champions
2. Runebound (Third Edition): Caught in a Web
Shadow Walker

Shadow Walkers are assassins who command Shadow Soul familiars to undermine their targets.A Shadow Soul can only move slowly, but its very presence drains the life from nearby living things. The most powerful Shadow Walkers can even command their familiar to execute the target itself.

These mysterious assassins are trained at the Monastery of the Serpent's Shadow. Every seven years, for seven days, the hidden monastery appears atop a remote mountain in Terrinoth. During that time,
the Shadow Walkers take new students and dispatch their disciples to attend to
business in the realm. In order to gain their powers, Shadow Walker acolytes must make a perilous pact with their mirror-self in the Aenlong.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Lady Tyviel

Once a highborn courtier of the Latari Elves, Tyviel was named and exiled as a traitor to the Latari. Lady Tyviel
had the decency to formally release her subjects from their oaths, but
many (such as the knight Syndrael) still found themselves with no welcome throughout the Aymhelin.

## References

1. Descent: Journeys in the Dark (Second Edition)
Aenara

Aenara is a merchant who runs a startlingly impressive trading emporium in the village of Brightvale. She oversees an elite group of Latari spies who collect rumors and information that drift south from the Human lands. These Elven spies glean everything from unfounded rumors to verified intelligence and shuttle that information back to the Aymhelin via go-betweens, messengers, and encrypted notes carried by ravens.
Doombringer

A ravenous, creeping, six-legged demon drawn into war by its insatiable hunger, a Doombringer is a legendary foe when summoned in service to the Uthuk Y'llan.

Only very powerful warlocks are able to command the Doombringers, but when they do it is a terrifying sight to behold. The Ynfernael creatures appear like some kind of huge six-legged spider which burrows through the ground under its enemies' feet before bursting out and wreaking havoc on enemy lines. Once the Doombringer engages a target, retreat is not an option the demon will allow. It will hound its foe until either they or it is dead.
Seer Kel

*“Some say they’ve seen the whole of Terrinoth. They are blind.”*

Powerful and strange, the young human Truthseer known as Kel is a mystery to those around her. Many arrogant fools have sealed their fate by believing that her blindness is equivalent to weakness. Aside from the vibrant and powerful displays of magic she wields, Kel often displays an uncanny ability to look beyond present events. Whether she answers a question that has not yet been asked or predicts the actions of her enemies, Kel is a disturbingly helpful ally.

"*I see what others cannot, and into places others dare not.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Stewards of the Secret
Ankaur Maro

Few names inspire fear in the citizens of Terrinoth like Ankaur Maro. As a young wizard studying at the Universities of Greyhaven, he quickly became known for his great skill and even greater ambition. This drive and disregard for boundaries in pursuit of power became his undoing,  Ankaur Maro was expelled from Greyhaven and disgraced. Not one to be deterred, Maro soon found himself in the inner circle of dark sorcerers, where he learned the secrets of flesh and blood and bone and death. In his quest for power, Maro led the barbarian siege of Seragart. He was defeated by the valiant Lord Hawthorne in that battle but managed to narrowly escape.

Maro has found a new home in the service of Waiqar the Undying's Shadow Council, his powerful dark magic a beacon of strength for the undying legion. With Ankaur Maro as the vanguard of Waiqar’s forces, there is little that can stand in their way. Every fallen ally and foe is just fodder for Ankaur Maro’s dark necrotic powers, as the dead rise and overrun those who would challenge Waiqar for control of Terrinoth.

## Battle in the Mistlands

A Daqan war-party rallied at Rothfield to march into the Mistlands. Scouts had reported that Waiqar had launched another probing attack into Terrinoth. The forces arrayed to repel the undead scourge were impressive, but they still welcomed every able hand willing to venture into the Mistlands.

A party of heroes were given a company of Daqan Spearmen and Crossbowmen to command. Owing to their heroic reputation, they were tasked with targeting Waiqar's lieutenant, Ankaur Maro, whose necromancy kept the Reanimates in endless numbers. Defeating him had the chance to break the back of the invasion force.

The Daqan army marched into the Mistlands. The hostile marshes and volcanic escarpments made the going difficult, and the distant, ubiquitous grinding noise emanating from deeper in Waiqar's domain upset the rhythm of their march. It took half a day before spotting Maro's force. The heroes waited for the horn that signaled the attack, and led their company into battle.

The tide of the battle ripped back and forth as the belligerents tried to seize the advantage. Many Daqan men and women fell to the Reanimate host, but the heroes eventually caught an opening in the Deathborn lines. They charged forward and cut down the vile necromancer as he attempted to summon more undead to his defense. The baronial force gained ground against the undead. Without the necromancer to sustain their forces, the Reanimates fell and stayed down. The day was won by the men and women of Terrinoth.

## References

1. Runewars Miniatures Game: Ankaur Maro Hero Expansion
2. Runewars Miniatures Game: Lord Hawthorne Hero Expansion
3. Heroes of Terrinoth
Lorimor Marine

Lorimor is known for its fleets, but while its ships are among the finest on the seas, it is the quality of the crews that really make them shine. As not all seafaring ventures are peaceful ones, the crews always include a contingent of marines ready to both repel boarders and lead assaults against enemy vessels.

Each marine is a skilled fighter, even on uncertain decks awash with saltwater and blood. The sight of them high in the riggings, ready to cross with a boarding rope in one hand and shortsword in the other, has made many an enemy captain quickly offer surrender.
Kurnos

During the Years of Hunger, the primitive people who lived in the lands which would become Terrinoth turned to Kurnos to provide them with the bounty of the forest, and in turn the Lord of the Hunt taught them to take only what they need from the land and honor the animals whose deaths brought them life. Some claim Kurnos was an Elf who, upon exile to Mennara, soon grew enchanted with the trackless forests and abandoned his fellow Latari. Such was his love of the wild that when he encountered one of the mortal races, he taught them to live as one with nature. Given the endless nature of the Elves, he may wander the world still, but such musings hold little interest for his followers. To them, Kurnos is simply their patron, and every hunt is an act of worship.

These days, the farms and cities of Terrinoth rely on farming for sustenance, and often only rangers, nomads, and isolated villages remember Kurnos. Although shrines to Kurnos are scattered throughout the countryside, his devotees claim that everything beneath the canopy is his sacred domain. When a hunter wants to honor Kurnos, they often hide a portion of their kill as cleverly as they can. The Lord of the Hunt always tracks down these offerings, but the more challenging the hunt, the greater the reward he may grant in return.

The druids of Kurnos are known to also work miracles of healing, and they are capable of controlling the behavior of wild beasts and can find shelter even in the most hostile of environments. They roam the wilds and tend to the needs of the land, ensuring that harmony between peoples, plant, and beast is preserved. The most devout of Kurnos' followers sometimes also gather to celebrate the full moons at Hunter's Circle by Kurnan Lake, where they howl at the moon beside their animal companions.
Sócrates (Episodio 1x05)

"Sócrates fue un filósofo clásico griego considerado como uno de los más grandes, tanto de la filosofía occidental como de la universal. Fue maestro de Platón, quien tuvo a Aristóteles como discípulo, siendo estos tres los representantes fundamentales de la filosofía de la Antigua Grecia.

Sócrates fue figura principal de la transformación de la filosofía griega en un proyecto continuo y unificado. Luego, sabemos que pasó gran parte de su vida generando discusiones con todo el mundo en Atenas, tratando de determinar si alguien tenía alguna idea de lo que estaba hablando, especialmente cuando el tema tratado era importante, como la justicia, la belleza o la verdad. No dejó ningún escrito, pero inspiró a muchos discípulos. En su vejez, se convirtió en el foco de la hostilidad de muchos de la ciudad quienes veían a los sofistas y a la filosofía, intercambiablemente, como los destructores de la piedad y moral de la ciudad; y fue ejecutado en 399 a. C. Detalles de la vida de Sócrates son conocidos gracias a tres fuentes contemporáneas: los diálogos de Platón, las obras de Aristófanes y los diálogos de Jenofonte. No hay ninguna evidencia de que Sócrates haya publicado algún escrito de su autoría.

Sócrates fue el padre de la filosofía política y de la ética y es la principal fuente de todos los temas importantes de la filosofía occidental en general; quizás su contribución más importante al pensamiento occidental es su modo dialéctico de indagar, conocido como el método socrático o método de «elencos», el cual aplicaba para el examen de conceptos morales clave, tales como el bien y la justicia."1

[1- Wikipedia. Disponible en: https://es.wikipedia.org/wiki/S%C3%B3crates]

En la serie, este pensador se plantea de la siguiente manera:
Sir Garrick Whitmore

Sir Garrick Whitmore was a knight commander of the Daqan Lords. He, along with most of his company, fell in a skirmish with Uthuk scouts in the Crimson Forest of western Terrinoth. The only survivor of that engagement was one of the archers under Sir Whitmore's command named Jain Fairwood.

## References

1. Descent: Journeys in the Dark (Second Edition)
Platón (Episodio 1x02)

"Platón​ fue un filósofo griego seguidor de Sócrates​ y maestro de Aristóteles. En 387 fundó la Academia, institución que continuaría su marcha a lo largo de más de novecientos años y a la que Aristóteles acudiría desde Estagira a estudiar filosofía alrededor del 367, compartiendo, de este modo, unos veinte años de amistad y trabajo con su maestro. Platón participó activamente en la enseñanza de la Academia y escribió, siempre en forma de diálogo, sobre los más diversos temas, tales como filosofía, política, ética, psicología, antropología, etimologista, etc; intentó también plasmar en un Estado real su original teoría política, razón por la cual viajó dos veces a Siracusa, Sicilia, con intenciones de poner en práctica allí su proyecto, pero fracasó en ambas ocasiones y logró escapar penosamente y corriendo peligro su vida debido a las persecuciones que sufrió por parte de sus opositores."1

[1- Wikipedia. Disponible en: https://es.wikipedia.org/wiki/Plat%C3%B3n]

En la serie, este pensador se plantea de la siguiente manera:
Magic Tome

Unless one manages to break into the libraries of Greyhaven, most magic tomes are found in the depths of the tombs of long-forgotten spellcasters. A tome is not simply an instruction manual on how to cast a spell. The very act of writing spells upon the page can leave some small resonance with the world’s energies, and if the reader can read and follow the instructions exactly, they can call upon that resonance to boost their own spells.
Elena Cunningham

Elena is the wife of Count Oszric Cunningham and a rich merchant. The Count's finances had grown so poor that Oszric was forced to take the wealthy merchant as his wife to bolster the treasury. She is notoriously the more responsible of the couple, often paying her husband's debts for him due to his forgetful memory.
Earthen Anguish

When a powerful Geomancer unleashes their fullest rage, they may destroy their Summon Stone. When this happens, the ground under the stone collapses and causes massive tremors. Those nearby may fall into the resulting chasm as if a sink hole had just opened up.

## References

1. Heroes of Terrinoth
2. Descent: Journeys in the Dark (Second Edition): Lair of the Wyrm
Ghetti Snowstalker

Ghetti is a weathered orcish woman of late middle-age. She has spent most of her life wandering the wild places, carrying her entire life on her back. Ghetti handmade all of her own gear, clothing, and weapons. She always has a skinning knife and hatchet sheathed at her hip, and carries a longbow for hunting and combat.

Sole survivor of her tribe, Ghetti's entire village was wiped out by a terrible plague. She begged the elders to let her seek help from nearby human barony. The elders forbade it but she went anyway. After returning too late, she blames herself for the loss of her tribe.

Ghetti is a lone wolf with a sense of pack mentality. She cares for her chosen pack-mates a great deal and does what needs doing before someone gets hurt, or worse. Willing to follow those who have proven themselves, Ghetti is practical and serious but not humorless. She respects the spirits and the spirit world, but is not worshipful.
Azarnoosh the Ever-burning

Azarnoosh was a demon lord residing in the Cave of Wonders. When a band of heroes pursuing Belthir and the Dread Cult came to the cave, they had to pass three elemental trials. Azarnoosh constituted the trial of fire, emerging from a lava pit with his impish minions to battle with the heroes. He was defeated, granting the party the trophy of fire, a fiery heart.

## References

1. Descent: Journeys in the Dark (Second Edition): Embers of Dread
Qatarazor cz.14

Tire: Czy wiesz?

Sobek: Oczywiście. Sześć dni temu złapałem go. Próbowałem go uratować!

OPONY: To pokazuje?

SODEK: Miałem kartę curlingu Madam Card (sobota). Carous nagle zmienił się w ciągu kilku sekund.

Zapisz wszystkie notebooki Tyre.

Tire: Już. Gdzie?

## Wafle U tymo

Och, cześć. Czego potrzebujesz

Opony: Czy wiesz (pokazując kartę z Kracjuszem) ...... Kracjusza Stonogi?

Stworzono zbyt duży strach. Podniósł rękę. Jej głowa była słowami Tira.

Teo: Nie ......... Nie powtarzaj tego imienia ..............

Tao Shado

Tire: Tio, jestem pewien, że wiesz ...........

Zbyt: Im ....

Tire: Talk!

Teo: W porządku, w porządku! Ale to, co słyszysz, jest prawdą ...

Został zaatakowany wieczorem gówno.
Verminous

The Rat-Thing King is only a story, they say. The sly and dangerous monster that haunts the sewers and alleys of Nerekhall is a phantasm, a bogeyman invented by mothers to make their children behave. Thieves and rat-catchers sometimes claim they’ve seen the creature, a dark and powerful figure flitting from shadow to shadow.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Coravim

The legendary elf-sword Coravim, also called Brave Heart, was the blade used by Sir Roland to slay High Lord Margath in the Dragon Wars. The sword was lost in that battle, as were the bodies of Margath and Roland. However, a shard of Coravim was kept in secret by the Dread Cult underneath the city of Vynelvale.

## References

1. Runebound (Third Edition)
2. Descent: Journeys in the Dark (Second Edition): Embers of Dread
Fortuna

## Fortuna, Lady of Luck and Trickery

Fortuna is, unsurprisingly, a favorite deity of adventurers. Whether she smiles on them or not, after all, tends to determine whether they emerge from a dungeon alive and treasure-laden, or end up in some ogre's larder.

Fortuna's devotees say that she once wandered the realms of Lorimor as one of the most infamous connivers and rogues of the age. The stories say she once tricked an entire duchy into believing she was its long lost ruler. She ruled for a year and a day, before vanishing along with the treasuries of the once smug nobles who had praised her heritage and manners.

This exploit and hundreds more earned Fortuna countless toasts in countless taverns, and in time people began speaking a prayer to her before throwing dice, deceiving marks, or taking the stage. Perhaps her ascension to divinity was her finest performance and greatest trick of all?

There is not so much a clergy of Fortuna as there are supplicants seeking her blessing. There are no known shrines or churches erected in her name; instead, gambling dens set out offering bowls to lure her favor. As soon as eyes turn away, the proffered coins seem to vanish, as Fortuna is always quick to accept her due. The arrival of the desired blessings are, appropriately enough, more a matter of luck.
Tetherys

"*I am a daughter of darkness and a companion of chaos; fate has forgotten my name.*"

Tetherys is an elf shadow walker and assassin of Terrinoth. When the Cult of the Forgotten was first born, nine of Terrinoth’s most
talented and experienced assassins were given the task of infiltrating
the cult of the Forgotten and slaying its leader. Within a month, all
but Tetherys had been rooted out and killed. For thirteen years, she
devoted herself to the cult and its practices, working her way higher in
 the ranks. Few believed it was truly her when she reemerged, but the
cult splintered and died within days. After, Tetherys wandered the
world, but the cult’s resurrection gives her the challenge of ending its
 threat forever.

*"I've got a knife for everyone, even if I don't yet know which is which."*

## References

1. Descent: Journeys in the Dark (Second Edition): Crusade of the Forgotten
Gravekeepers

File:PutraTomb.png
The **Gravekeepers** were a group of guardians who watched over the tomb of the first emperor in Putra. They are characterized by their secret art, which transforms parts of their bodies to use the abilities of animals and plants. Mudai is the only known survivor of the Gravekeepers that went on a mission when the raid transpired.

## Members

Member 1

Member 2

### Deceased

* Arathi † (Killed by Group of Terror's Kurome)
* Jamo † (Killed by Group of Terror's Gin)
* Kimatsu † (Killed by Elite Seven's Najasho)
* Ragu † (Killed by Elite Seven's Gai)
* Umber † (Killed by Elite Seven's Poney)
* **Weneg † (Leader;** Killed by Elite Seven's Akame)
* Unknown members † (Killed by Elite Seven, Group of Terror and Esdeath)
Los peripatéticos (Episodio 1x01)

"La escuela peripatética fue un círculo filosófico de la Grecia antigua. Básicamente, seguía las enseñanzas de Aristóteles, su fundador. Sus seguidores recibían el nombre de peripatéticos. Recibieron este nombre por estar situada al lado del templo dedicado a Apolo Licio, el cual poseía un jardín por el que, según la tradición, el maestro paseaba con sus discípulos, reflexionando sobre la vida. En griego peripatêín significa pasear, por ello se los llamó peripatéticos, y a la escuela Peripatos. Tras la muerte de Aristóteles, la escuela se preocupó más por investigaciones naturalistas y científicas que por cuestiones estrictamente filosóficas."1

[1- Wikipedia. Disponible en: https://es.wikipedia.org/wiki/Escuela\_peripat%C3%A9tica]

En la serie, este círculo se plantea de la siguiente manera:
Kings of Terrinoth

Here follows a record of the known rulers of Terrinoth, from the early days of the Penacor Dynasty of Talindon to the crisis of the Third Darkness and the fall of the kingdom. This list is incomplete and relies on a limited known record.

## The Penacor Dynasty

1. King Arcus Penacor (ruled 0-?)
2. King Jerlon Penacor, King of Grief (ruled 286-?)
3. King Farrendon Penacor, son of Jerlon (ruled ?-?)
4. King Falladir Penacor (ruled ?-487)

## The Daqan Dynasty

1. King Daqan the Lost King (ruled 488-513)
2. The Council of Thirteen rules Terrinoth from Daqan's death till the rise of the Soulstone Elder Kings

## The Soulstone Dynasty

1. King Cedrick Soulstone the Usurper (ruled 941-954)
2. King Rhys Soulstone, son of Cedrick (ruled 954-?)
3. Queen Eleanor II Soulstone (ruled ?-997-?)
4. King Trevnor Soulstone (ruled ?-1024)

Following the death of the Soulstone Line, the Kingdom of Terrinoth falls to be replaced by a coalition of independent baronies known as the Daqan Lords, reunited at the Council of Thirteen by Baroness Elyana in 1596.
Qatarazor cz.15

Toe: jestem naprawdę pierwszym uczniem Francisa. W tym czasie Katarazonia nie była tak wspaniała, a studenci nigdy nie istniały. Był rok 1902. Mam 3 lata. Przyjąłem Francisa ... Wiele się nauczyłem. ............

Tire: Czy to prawda?

Teo: Nie pamiętam. Oczywiście, mam 115 lat, to normalne, prawda?

Opony: Ostrzegasz nas, że to prawda, a nawet nie wspomniałeś o Kakerach!

Teo: To jest trudne, prawdy tej epoki nie można powiedzieć ...

Tyr: Dlaczego?

Teo: To może być okropne .....

Tire: Dobrze! Rozwiązuje ten emblemat! Chodźmy do Soberec!

Sobek: Ok .....

Tio wrócił do restauracji z owocami morza.

## W Sobce

Sonic to dom Mariki.

Sodek: Zrobiłem oponę.

Co?

Sodek: Kogo powiedziałeś?

Zrobię to, zrobię to ...

Sodek: Kim jesteś? Kracjusz? Zrobiłeś to, jestem Francuzem, Super Ronaldo, Bobby, Tyre i Waffid I!

Robimy sobie przerwę, nie jemy Kraszjuszemy.

Kto?

Pretensjonalny koleś ...

Golić! D

Zoo: AAAA !!!

Dach dachu Sakka wszedł w busz.

Sobk spojrzał na dach.

Poszedł do Midusa ...

Minuś: I Minuś! Ale Abden Adrian!

Sodek: Cóż ... Adrian ............ potrzebujesz kontraktu ......

Adrian: Porozmawiam jeszcze raz! My Kracjusz Eelam! Posłuchaj! Z przyszłości 25009. Chciałbym ci ostrzec. Proste! .................. .................. .............. .... .................. .................. .......... ........ .................. .........

Dziękuję, dziękuję! Tylko w tobie ...

Adrian zniknął.

Sobek: Jezus, O\_O

Wieczorem napadnięto gówno
Beastmaster Th’Uk Tar

From his infancy, Th’Uk Tar’s parents knew that he was destined for
great and terrible deeds. He was born to an ancient Uthuk tribe, and the
 moment his mother saw his hooked legs and razor-sharp fangs, she gave
thanks to her Ynfernael masters and took the child to the heart of the
Ru Darklands, where he was left to grow hard and strong in the
inhospitable wastes or die. For three days, the child was left to the
mercy of the elements and the creatures of the Ru. But he did not
whimper or cry. He simply stared at the world around him, watching.
Waiting.

On the fourth day, a caecilian discovered the babe beneath the spines of a bloodthorn bush, and rather than devour him, the creature took the child away and raised it as its own. Years later, Th’Uk Tar returned to the village from whence he came, accompanied by the caecilian and a pack of flesh rippers, all loyal to their bonded master. Now, as the four great factions of Terrinoth clash, he prepares to lead his new pack to war.

After being raised by a monstrous caecilian in the heart of the
Darklands, Th’Uk Tar has returned to drive his pack to war. When he
throws back his head and howls to the sky, packs of flesh rippers and
monstrous spined threshers bound forward, eager to slay at his command.
Now he longs to add the strange and wondrous creatures that dwell within
 the Aymhelin to his pack.

Whether he enters the battle on his own or accompanied by his caecilian
companion Gorgemaw, the Beastmaster is a true terror to behold, letting
his presence be felt from the very beginning of a fight.

## References

1. Runewars Miniatures Game: Beastmaster Th'Uk Tar Hero Expansion
Ironbound

Although they appear as mere statues of metal, the ironbound of Nerekhall are in truth powerful magical constructs forged from black iron. They act as defenders of the city, detecting, absorbing, and dissipating malign magical energy. Lately, their behavior has become erratic, and the Chief Artificer, Rylan Olliven, assures those in the city that this is all quite normal and will soon be resolved.

The ironbound are the unfeeling, ever-watching eyes of the sorcerers of Nerekhall. Mechanical soldiers originally created to police against necromantic and other dark acts, they have far surpassed the expectations of their creators, and they now form the majority of Nerekhall’s military forces.

Armed with long spears and heavy shields, and covered in armor plates with special runic wards that give them further immunity to destructive magic, the ironbound are also Terrinoth’s strongest response to its magic-wielding enemies. The ironbound lack initiative and drive, though, and can often be defeated through cunning and ingenuity. This can prove useful for travelers who run afoul of Nerekhall’s many laws against uncivil behavior or its antimagic ordinances (or who merely cross the wrong noble) and face the wrath of these metal guardians.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
2. Realms of Terrinoth
Syndrael

## Introduction

"*You swear undying loyalty, yet you are mortal. What can you know of commitment?*"

Having sworn her blade to the service of Lady Tyviel, Syndrael found
herself a scant century later in the awkward position of having her
patron named and exiled as a traitor to the Latari elves. Lady Tyviel
had the decency to formally release her subjects from their oaths, but
Syndrael still found herself with no welcome throughout the Aymhelin.
Having concluded that her lady could not be a traitor, the elven knight has
followed her into exile. She now travels throughout Terrinoth,
upholding the ideals of the Latari as she seeks her lady and an
explanation for her fate.

*"Behind me! You have but one life to live... and a short one at that."*

## Personality

Syndrael draws strength from her loyalty to her lady and her chosen allies. She views non-Elves with some disdain, and often bristles at her interactions with them.

Syndrael hopes to one day retake her place among the Latari elves. Syndrael is appalled by any display of emotional weakness, particularly from herself.

## References

1. Descent: Journeys in the Dark (Second Edition)
2. Realms of Terrinoth
3. Heroes of Terrinoth
Nanok of the Blade

"*Some fools cower behind metal, thinking the purpose of battle is survival. To wear armor is to fear that a foe might strike me. It is cowardice. I am no coward.*"

There are countless mighty warriors in Terrinoth, but in the eyes of
Nanok of the Blade, far too many are cowards who hide in metal shells,
thinking the skills of a smith can compensate for their own lack of
power. Nanok of the Blade scorns these fools—his faith lies not in
armor, but in his keen axes and the strength of his arms. In truth, he
loves nothing more than the feel of an axe lodging deep in an enemy’s
body, and woe betide the fool who dares to meet Nanok face-to-face in
battle.

Enormous, fur-clad, and full of good-natured violence, Nanok is a fearsome barbarian with a surprising past: He's from a noble family in northern Terrinoth. His refusal to wear any sort of armor more comprehensive than bracers and a helm is a matter of personal philosophy, not culture. Nanok simply believes that by inviting death in battle, he lives more fully and fights more fiercely than anyone else. Some might disagree, but most of them are dead.

## References

1. Descent: Journeys in the Dark (Second Edition): Stewards of the Secret
2. Runebound (Third Edition): The Mountains Rise
Wendigo

Wendigo are also creations of the Rime Storm of Isheim. According to the tales, they were once the feline mounts of the Salishwyrd, back when the north encompassed green forests and open plains. Then, the Rime Storm infected them with icy magic. Their eyes shrank away to nothing, and a hunger as keen as the howling tundra wind filled their bellies. It was not long before they became a terror of the north, their chilling cries sending sensible creatures scurrying for their dens and wise individuals reaching for their weapons. Eyeless, these creatures bite the air to gain a sense of their prey; they can pinpoint a target’s location far swifter than the keenest of hunters.

Many wendigo are servants of the ice wyrms, as a frigid arcane link binds each together. The wyrms use these terrible beasts as trackers and assassins that seek out intruders into their realm. Skulking among the shadows, ready to pounce upon their prey, wendigo also serve as guard dogs for ice wyrm lairs. Ice-blood warrior clans might fight alongside wendigo, though the warriors have little control over their savage allies. Some Ice-Bloods even worship the wendigo. Many wild wendigo inhabit the north, too, and these creatures are usually fiercely territorial. An expedition might wander into their hunting grounds without realizing it—at least until the beasts start stalking them and picking off their members one by one.

Common folk say that wendigo move on the winter wind, and only breaths of icy air ever betray their presence. Wendigo are lanky, white-furred monstrosities with long limbs and nightmarishly large mouths filled with razor-sharp teeth. Wiry and fast, they can scramble across even the slickest surfaces, and cling to walls and ceilings underground. This, combined with their silent, stalking gait, makes them extremely difficult to see coming. Young wendigo have a pink coloring to their mouth and tongue, which becomes a deep purple color the older and larger a wendigo grows.

A deep, unnatural cold emanates from the body of a wendigo. The chill from some of these monsters’ bodies is so powerful that they have been known to freeze a man to death rather than ripping him apart with their razor-edged teeth. This frosty aura, combined with unnatural stealth and unmatchable ferocity, makes them the fiercest of mountain predators.

## References

1. Realms of Terrinoth
2. Descent: Journeys in the Dark (Second Edition): Guardians of Deephall
Viper Legion

Uthuk warriors are natural raiders, and none more so than the viper legion archers. As befits the vile ways in which the Uthuk wage war, members of the viper legion make extensive use of sorcerous poisons to tip their arrows. Brewed by the viper war leaders and blessed by the Blood Coven, these toxic elixirs are often tailored to the enemy’s weaknesses. Heroes’ Bane works against a foe’s courage so as to kill the brave faster than the cowardly, while Nightshood is made from the powdered remains of powerful undead and can steal an enemy’s sight. Perhaps the deadliest of all is the Kiss of Set, crafted from the distilled blood of a naga, which turns the target's heart into a bomb, bursting from their body and leaving a toxic cloud in their wake.

The archers of the Viper Legion practice Hgri’ech, roughly translated as “hero-living,” where they devote themselves to embodying the ideal set long ago by Kul the Serpent, who killed thousands though his use of ambushes and mastery of poisons. These warriors hope to honor Kul by continuing his life’s work, and as Terrinoth goes to war, there are countless enemies waiting to be sacrificed.

For their arrows to do their work, viper legion archers train constantly amid the storm-lashed wastes of the Darklands, testing their hunting skills on vicious beasts and hapless travelers. In this manner, each legion archer becomes a master of ambush and mobile warfare, striking swiftly with surprise and then vanishing again before their foes can retaliate. Every aspiring member of the Viper Legion crafts their own longbow, fitting it with jagged spikes or the teeth of wasteland beasts so that the bow may be used in close combat should the need arise.

For full-scale battles, the Uthuk mass their viper legion archers, favoring overwhelming force against the benefits of lone hunters. When the archers loose their snake-like arrows, the skies darken with writhing forms, and the din of battle is momentarily drowned out by the long hiss of a hundred serpentine arrows hungry for blood.

The Viper Legion is divided into several sects. There are three known sects. The Viper Children proudly protect a sacred ravine filled with vipers, which they believe to be Kul’s final resting place. Meanwhile, hunters of the Ash Walkers favor cunning and concealment as they slink across the Ru and the mysterious Scions of the Lotus brew their own venom and consume it in sacred rites to inoculate themselves against its effects.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game