recursal/Fanatic-Fandom huggingface dataset:
Cult of the Bloodied Squall

The **Cult of the Bloodied Squall** is a religion unique to the coastal plains of the Emberlight. It is a grim religion predicated on the idea that at some point the sea will rise up to destroy the world. Its followers
believe that life originated in the sea and it is also the place where life ends. Its priests are known as Squallshapers, arcanists that bend the shape of water and currents using magic. While Squallshapers are not always priests of the Bloodied Squall, in the city of Dawnbreaker Anchorage they serve as its religious clergy.

Worshipers of this faith place their beliefs into a multifaceted god known as Drakos. They believe in the many forms of the same deity and believe that all people must at times be the many different facets of its divinity. There are speculations that this deity exists under the waves as a giant sea leviathan. At times, followers of the Bloodied Squall will make a sacrifice to the sea, previously it could have been in the form of captured warriors. This practice has been prohibited in recent years, however.

Rituals of the Bloodied Squall are few and far between. While Dawnbreaker Anchorage sits upon the mainland of the Emberlight, members of the Bloodied Squall seem to be immune to the Curse of the Fade, a magical corruption that impacts the lives of all those who live within the Emberlight. When a follower of the faith dies, its body is taken out to sea where rocks and coral are tied about it and the body if flung into the waves. This physical action removes the body from the reaches of the Fade, and that prevents the corruption of the spirit.

The Current High Kraken, the religious leader of the Bloodied Squall, is Lord Leoc Blacksquall, lord of Dawnbreaker Anchorage.

## Aspects of Drakos:

### The Kraken, Concept of Destruction:

The Kraken is the face of the ultimate pinnacle of faith, the destruction of all life by the sea. While some might find this to be
a grim principle of worship, followers of the cult do not find fear in the coming destruction of the world. They believe that life began in the sea and
the rise of the Kraken is only to take those of the world back to it.

### The Shoal, Concept of Unity:

The Shoal is a stark contrast from the grave descriptions of the Kraken. It represents unity, togetherness, and hope. Followers of the faith recognize that what impacts one part of their people impacts them all, and in their unity they find strength.

### The Leviathan, Concept of Purpose:

The Leviathan is the ultimate form of life found within the sea. Followers of the Bloodied Squall recognize the great beast as the ultimate ascendent form of being and they strive to achieve equal greatness. The Levithan is deadly, poised, and powerful. They believe that they must exhibit these characteristics in order to make a better purpose of their lives.
Battle of the Burning Glade

The **Battle of the Burning Glade** was a decisive defeat for the elves of the Kingdom of Quel'Thalas against the Orcish Horde during the Second War. This battle was among a series of defeats that forced the quel'dorei to leave the Alliance of Lordaeron, marking the end of their involvment in the Second War. Most notably, it was the battle that cost the lives of a majority of elven lords and knights of the Dawnspire, notably its serdar, Finnistan Truefeather. The battle came to a climatic end when a flight of red dragons, enslaved by the Horde, unleashed a powerful ariel attack on the elven hosts burning hundreds alive.
House of Silvermourn

**Words**
 **Seat**
 **Current Head**
 **Region**
 **Title**
 **Overlords**
 **Founder**

"*There are few sorrowful stories of thalassian noble houses more tragic than that of House Silvermourn. The people of Oakvale sit upon the very edges of the Dawnspire and they were the most impacted by the scourge’s invasion. Most of Oakvale was lost and now lies dead and diseased while the undead ravage the nearby forests."  -*Magister Ceamara Nightfall

The House of Silvermourn, often known as House Silvermourn was a family of retainers to House Truefeather, which settled into the thick oaken groves now known as the Oakvale. Using a combination of magic and druidic magic, they raised from the earth the mighty Oakhall, a living castle in the heart of the great forest. This action was seen as affront to nature by the Oakvale Warders, a faction of druids which lived within the boroughs of the forest. The Warders later fled deep into their boroughs and often warred against the Silvermourns.

## The Second War

Throughout the years, House Silvermourn has come to the aid of the lords of the Dawnspire. During the Second War, Solovar Silvermourn led an army with Finnistan Truefeather, to combat the Horde as it pillaged the southern reaches of Quel'Thalas. Solovar, along with many other minor nobles and their liege-lord Finnistan were burned alive by a great red wyrm enslaved by the Horde. This left a single child, Solnis Silvermourn as head of the House.

## Invasion of the Dawnspire

Almost a decade after the Third War, a massive army of undead raised by the Cult of the Bleeding Eye, invaded the Dawnspire. A large army moved to the Oakvale and began to corrupt the vales there. Solnis, who gathered thousands of warriors to his command, led an assault to break the siege which was sent into disarray by the paramilitary group known as the Sunguard.

From that point out, Solnis led his house to the aid of the Sunguard in their battles across the Dawnspire. This came to the end during the Battle of the Dawnspire Citadel, where Solnis was slain in combat against Ronald Royce, an assassin under the hire of Bleeding Eye. Solnis, without a heir marked the end of House Silvermourn, which is remembered for its long legacy of loyalty to the people of Quel'Thalas.
In Triumph Death

In the heart stopping finale of A. bitterale's trilogy and continuing from Have Violent Ends , tough gangster and thief, Verenis Derlyn returns to Silvermoon, where danger and an old beautiful flame awaits. Verenis begins to extract his bloody vengeance on his old gang. In the span of a single day, he penetrates the heart of his gang's stronghold, is kidnapped, escapes, then worms his way into the darkest corners of Murder Row. V erenis keeps his dagger in hand as he meticulously takes down his old gang one by one until only his former Boss remains. Verenis doesn't hesitate to use everything he has to outsmart at every turn any number of would-be assassins.

Before the day is out Verenis corners his former boss on a windsept beach, voming face-to-face with his old flame, the lovely and murderous Quithen. It is there he must finally confront a series of shocking turths, not just about others but, above all, himself as well.
Dawnmenders

**Sunwards**
 **Affiliations**
 **Activites**
 **Classes**

**The Dawnmenders** are a subdivision in The Sunguard composed of Paladins, Priests, Monks, Shamans, and Druids. They are the division of dedicated medical personnel devoted to the protection and well-being of the Sunguard and its charges. They are skilled healers in their own rights and their goals are to provide mending in times of critical need and to counsel waylaid soldiers.

Diplomacy is relatively under their scope of interests as well. They have served as invaluable diplomats in the many engagements the Sunguard has had, and their skills have gathered them a great many allies to support the Sunguard's cause.

The Dawnmenders are headed by Interim Commander and Sunward Elleynah Stormsummer, the Oracle.

## Medical Dress

The Dawnmenders are expected to dress a certain way when they are within the infirmary healing wounded soldiers. They wear Runecloth Robes and black boots. The color of their sash is up to the individual to choose.

## Active Roster

Despite what is suggested by their unit name, the Dawnmenders are not solely beholden to the Light and it's varied shades in their practice. Among the menders there are those more skilled with a surgical hand, or in-tune with the whisper of the wind through the trees, or those who dip their fingers into darkness to command wicked powers in the service of the greater good. In the grand nexus of the Dawnmender Archives lives an active roster of all these menders, available to other Dawnmenders at all times, and their fellow Oathsworn by request.
House of Shadowsunder

**Words**
 **Seat**
 **Current Head**
 **Region**
 **Title**
 **Founder**

## Basic Information

The might and force of the Sunders, the Shadowsunder were historically the blade and shield of Shimmervale. The noble line prided itself on its combat skills, and even the scions and heirs were trained in the arts of war. This, however, did not stay a blessing to the Lightsunder, and they were the ones to hasten their own demise by rising up against their distant kin.

Often called the hands of the Sunders, they too have been blessed with one last heir, though some at Voidheart call it no blessing at all.
Priests of Belore

The **Priests of Belore** are a sect of light worshiping priests who combat the malevolent effects of the Curse of the Fade. These priest are trained and found only within the Emberlight, a southern province of Quel'Thalas. Priests of Belore use a method of channeling the light to lift the curse off of recently departed spirits. This process allows the spirit to pace peacefully into the afterlife. They are also more specifically designed to combat malevolent spirits corrupted by the curse. They are seen as benevolent benefactors as opposed to their mortal foe known as Mandrakes.

## Training

The process to become a Priest of Belore is a long and arduous one. Most initiates begin their training at the age of fourteen and continue it for almost a century. At the start they are indoctrinated in the many rituals required to combat the curse of the fade. Overtime, they are taught methods to place themselves in a trance. Trances allow a priest to commune both with the spirit realm of the Fade and the physical realm. Experiences priests will be able to simultaneously be in both outside a trance.

Training is critical due to the heavily corrupting elements of the fade. Inexperienced priests entering trances may allow an evil spirit to inhabit their body. To increase their magical potency, Priests of Belore will ritually tattoo themselves with red ink in runic markings. This allows them a stronger dominance over their trance-state. These markings are normally done in the final part of their training.

## Warfare

Given their potent abilities to manifest healing magics. Priests of Belore are often drafted into military service during times of war. While they are relatively pacifits otherwise, their purpose is to combat evil spirits, which often coincides with the missions of aligned armies. There are subsects of the priesthood who are more dedicated to battle mending than others. Even more rarely are Dusk Priests, members who excel in mastering shadow magic over light.

## Dusk Priests

For every one hundred priests trained, the priesthood finds one whose power excels in shadow magic. These oddities are known as Dusk Priests and are equally held in respect and disgust by their holy order. This come from the fact that Dusk Priests are unable to wield the power of the light, but are the only ones able to summon and subdue mandrakes.
Battle of the Whispering Glade

Following the climatic outcome of the Battle of the Dawnspire, the **Battle of the Whispering Glade**, was the final attempt of the forces of the Dawnspire to remove the remaining scourge armies under the fallen Blood Mage, Kelendar Ebonscream. Both armies, although tattered, were resolved from their gains during the Invasion of the Dawnspire, and knew that a defeat would ultimately be the end of their remaining military strength. Drawing volunteers from all across Quel'Thalas, Archon Felthier Truefeather and his warden army moved south to the Whispering Glade and brought the undead into a pitched battle. Ultimately, the elves would prove themselves victorious and were able to slay Kelendar and his necromancers.

The battle was the first deployment of a large contingent of nerubian forces swayed to the Cult of the Bleeding Eye by the High Necromancer Akhlain. These nerubian armies would later be used extensively in the Winter of Woe, the Sunguard's counter offensive in Northrend.
Frostweed

**Type:** Spiny Florette

**Location:** Frostfire Ridge, Shadowmoon Valley.

**Environment:** Found frequently in sheltered rocky outcropping or near icy and snowy rockfaces, or near glacier fed springs.

**Medical Uses:**

* Burn remedy; the sap when drained from the stalk and palpated is an excellent cooling agent and will take the heat out of flesh without damaging burned skin.
* Anti-inflammatory,
* Impromptu scalpel/small blade; the thorns, when boiled, harden and become incredibly sharp, strong enough to resist fragmenting and with a fine enough edge to cut through leather cleanly.

**Recreational Uses (if any):**

* Food; when boiled and diced as a leafy addition to vegetables.
Evergrove

**Overlords**
 **Population**
 **Affiliation**

To the northeastern reaches of the Dawnspire sits a place of unearthly beauty and splendor. Known as the Evergrove, this series of manses and romantic gardens trace grooves into the rolling hillside and oaken vales. It is a place of pleasure, culture, arts, and gallantry. The Evergrove serves as the seat of the noble House of Rosewind. It is a populous place, second only to the bustling city of Sundial Anchorage. The Evergrove is home to the finest of winemakers, craftsmen, and bards. All of Quel'Thalas knows of their lavish parties and the exclusivity of its guests.

## The Dreaming Gardens

House Rosewind makes its home within the extravagant halls and spires known as the Dreaming Gardens. The estate is a series of connected villas and hidden gardens locking in a maze of secrets and indulgences. The villas themselves are carved of sleek white marble, with sprawling vines reaching high on its ivory towers, and gilded fountains inlaid with a variety of gemstones punctuate the spread of the gardens.

Those permitted to live within the estate are almost exclusively the family of House Rosewind and minor retainers that see to the everyday. While those that visit might get the impression that hundreds of courtly nobles, knights, and mages dwell within its halls, they are merely guests whose welcome waxes and wanes upon their favor with the Blooms of the Evergrove. The lords and ladies of the Dreaming Gardens are fond of children, whose noble status is never a factor upon their invitation; a great deal of charity is given to those orphaned by the wars of Quel'Thalas.
Fade

The **Fade** is the thin, spiritual veil between the physical world and realm of the dead. Found within the Emberlight, the fade is was created by a curse cast upon the land by the Amani Trolls. This was done during the final hours of the elven conquest of the Emberlight. The fade makes it impossible for the souls of recently departed beings to cross into the spirit world to peace. Instead, it forces spirits to linger within the Fade. The fade is naturally corrosive and overtime will corrupt those spirits into malevolent beings. Most powerful spirits run the risk of becoming a Mandrake.
Dusk Priests

Dusk Priests are phenomenon found almost exclusively within the Priests of Belore. They are the product of rigorous training and rituals turning awry. The essence of the light priests is to shepherd lost and wandering souls into their final rest. They live within the thin veil of the spirit realm and the physical one. Dusk Priests, while realistically dwell within the same confines, embrace the darker parts of the human spirit.

One in one hundred Priests of Belore might walk the path of shadow. Dusk Priests are often looked upon with distrust as they seemingly embrace the worst of humanity. Within the Dusk Priests that darkness manifests into powerful shadow magic which is used to combat the many threats within the Emberlight. Most Dusk Priests, once identified for their talents, are taken to the Netherholde, the ancient fortress of House Netherstar, to be properly trained in the art. This rigid conditioning helps teach these wayward shadowmancers the finer parts of the art.

There seems to be some latent connection between Dusk Priests and the Mandrakes which plague the misty vales of the Emberlight. While the two seem to live within the same world of darkness, they are mortal enemies. Mandrake seek out and feast upon Dusk Priests’ umbra. Perhaps this is because the shadowmancers carry within them powerful magics, or perhaps it is the Dusk Priests alone that can spot the haunting possession of a mandrake on a mortal soul.
Dawnspire Citadel

**Overlords**
 **Population**
 **Affiliations**

The **Dawnspire Citadel** is a massive tower of ivory masonry in the heart of the thalassian province of the Dawnspire. It is the ancestral seat of House Truefeather and was built only a few years after the founding of Quel'Thalas. The castle itself stems from a single large tower adjoined by smaller buildings that are connected at the base. The castle can support a large garrison and is supported by a large force of artisans, masons, and other people of particular talent.

Its stonework reflects thalassian styles similar to other fortifications found within the Sunwell and Silvermoon City. Its walls are high, but the defenses primarily rely upon large warding crystals to block long range projectiles. These wards have limited effect however.

The Citadel has a large private quarters that hosts those of House Truefeather and a large forge named the Dawnforge. This forge supplies the Sunguard with excellent armor and weaponry.

## Exterior

Dawnspire Citadel sits upon a prime location of rolling grasslands and gentle wooded vales. Its height and majesty can be seen from miles away and in the morning light, the sun reflects off the marble, turning the stone to a rich shade of auburn. Being the founding structure in the province, its style was grand and themed after the ancient cities of Suramar of the old Kaldorei Empire. While primarily a fortress, the castle also is its own living city where artisans, servants, engineers, and its garrison can reside. While most of the population lives outside the castle's walls in the country, there is housing for a garrison up to ten thousand.

The defenses of the castle are formidable in the elven sense. Long slender towers give the defenders sight for miles making it difficult for approaching enemies to march unseen. It has several tall thick walls on which ramparts are guarded by archers and war machines. While many manses in Quel'Thalas are primarily warded with crystal, the Dawnspire relies on both physical defenses in addition to arcanic ones.

## Interior

The interior has been maintained with particular care to both serve as a symbol of status and relic of antiquity. Crafted in highborne style, it features thousands of slender pillars, natural light, domes, and circular spires. In the high reaches of the tower, bridges connecting the upper reaches of the fortress together.
Oakvale Warders

**Classes**
 **Location**

The **Warders of Oakvale** sit at a careful and bloody crossroads between arcanic magics and druidic magics. These hybrids have existed on the fringe of Highborne society since their founding in the groves of Ashenvale. Gifted with the ability to construct living homes, fortresses, and spires out of living wood, the Warders have accepted their position as a pariah of their society. When the Highborne left Kalimdor, the Oakvale Warders finally settled in a thick oaken forest which became known as the Oakvale.

Using their magics they crafted great halls of living wood and stone. The largest among them was the Oakhall, which was later conquered by House Silvermourn. Being forced from society once more, the warders retreated into caverns and burrows inside the wooded mountain passes. While physically their homes are small and damp caves, upon entrance the person is transported into a sprawling subterranean manse. Although they only allow chosen and worthy people to enter their great homes.

The Oakvale Warders have always had a strong affinity to the elemental ancients of Ashenvale, and in turn, they helped craft and grow them within Quel'Thalas. These powerful ancients defend their warder allies and in times of war march with them to defend their vales.

During the Edge of Night Campaign, it was revealed that the Oakvale Warders are guardians of a titan device known as the Engine of Dreamwardens, accompanied by a Titanic Watcher. The Warders most likely have been tasked with the protection and keeping of the device and it may explain the reasons why the Oakvale is significantly different than any other forest within Quel'Thalas.

## Physical Appearances

Oakvale Warders wear a mixture of cloth and leather which is imbued with arcane and drudic magics to amplify their spell casting. Some prefer more lavish garbs that are worn to court, others choose a more primal appearance. Overtime, Warders that dwell more in the druidic nature of their class will often adapt natural attributes of the forest. This can include talons, antlers, wings, feathers etc. The greatest extent of this amplification has yet to be seen.

## Notable Oakvale Warders in the Sunguard

Sunward Cere'thien Blackwood; Greenseer

Dawnward Velianor Novastorm
Avada Emberfall

**Age**
 **Occupation**
Arcanobiologist
 **Affiliations**
Red Dragonflight
The Wyrmrest Accord
 **Family**
Catarina Gracewing Emberfall (mother, deceased)
Caliastrasza (mentor, mother figure, deceased)
Valkorastrasz (charge, brother figure)
Adrianal Novastorm (adoptive brother)
Velianor Novastorm (adoptive sister)
 **Allignment**
 **Status**
House of Emberfell

The
 Emberfells were once a prosperous artisan house from which blossomed many of Quel'thalas’s finest skilled tradesmen. They were some of the most diligent armor and weaponsmiths in the land with a resounding brand most noted in ceremonial and heirloom pieces many nobles would commission. Its prosperity waned with every war, for a merchant house, no matter how prestigious, could not be exempt from the draft. Faced with repeated tragedy, the name Emberfell became worth little more than the fine weapons it’s last remaining heir could forge. Today the last of the Emberfell legacy rests on the shoulders of twin brothers, Thordemar and Felo'thore Emberfell.

## **The Future of the Emberfell Artisanship**

While their father, Rhandelen, was the last true blacksmith of the family's strict techniques, in recent years after the fall, the remaining Emberfell brothers have since reunited and began collaborating under the Emberfell Artisanship name. Thordemar remains a lead forge technician while Felo'thore assists with glass fabrication, enchantment and heat control. Together, their small business operates to restore and refurbish antique technology, heirloom weaponry and regalia as well as simple around-the-house needs.

## **Notable Characters**

Rhandelen Emberfell (Father of last generation, deceased)

Thordemar Emberfell (remaining Artisan Blacksmith)

Felo'thore Emberfell (glassblower & enchanter)
Battle of the Dawnspire

The **Battle of the Dawnspire**, was the climatic end to the several month long Invasion of the Dawnspire which followed the Invasion of Zul'Aman. The battle was a tremendous undertaking, where the Cult of the Bleeding Eye brought their full force against the Dawnspire Citadel. The battle was ultimately ended when the corrupted valkyr Astrid Darkheart was slain by Cere'thien Blackwood. Despite the narrow victory, the battle cost the lives of thousands of sin'dorei warriors, drained the Dawnspire of its resources, and nearly crippled the thalassian regiment known as the Sunguard. The siege cost the lives of several prominent noble members of Quel'Thalas, their armies, and completely extinguished the House of Silvermourn.

## The Battle

As the Invasion of the Dawnspire entered into its second month, the thalassian armies were able to secure several important victories and were forcing the undead to make a more decisive action. The High Necromancer of the Bleeding Eye ordered his armies to bring their full weight against the citadel. Summoning his forces, the Archon Felthier Truefeather gathered his generals and prepared for the defenses. To the west, Andarion Sunstriker held with Solnis Silvermourn against the command of Ronald Royce and the Deathguard Lady Gravebane. To the north, Shanaal Sunblade held against an onslaught of undead rangers attempting to scale the wall. To the east, Lady Idrya Blacksun and Lord Izulde Netherstar defended from fallen armies raised from the destroyed Crimson Fleet. Finally, at the center and the gates itself, the Sunguard positioned themselves to weather the greatest part of the onslaught.

The battle came to a head as Akhlain, the High Necromancer of the Cult of the Bleeding Eye, unleashed Astrid Darkheart against the Sunguard defenders. The battle raged for hours until Astrid was defeated by a combined force of Dawnmenders under the command of the Warden-General Annekka Lightweaver. Stripped of the power from the corrupted valkyr, the undead forces crumbled under the weight of the combined armies of Quel'Thalas.

## Aftermath

While the battle was one of many, it was the first time the Sunguard was able to deal a decisive victory against the Cult of the Bleeding Eye and robbed them of several powerful necromancers. While the battle was a clear victory for the armies of Quel'Thalas, the necromatic convens were able to raise several powerful generals into undeath, including Finnistan Truefeather who became the new High General of the scourged forces. The Sunguard would be unable to continue any offensive campaigns against the cult for many months.
Leoc Blacksquall

**Lord Leoc Blacksquall**, is known as the High Kraken of the Cult of the Bloodied Squall and liege lord of Dawnbreaker Anchorage. Leoc is the current patriarch of the noble House of Blacksquall. He serves as both the political and religious head of the city-state and commands a powerful fleet of black warships. Known as a grim and ambitious man, Leoc has long resented his place as third within the power structure of the Emberlight.

## Appearance

Leoc Blacksquall is a man whose experience in battle is worn plain and with glory. His body is riddled with scars won from ferocious battle. He is a tall and austere man of a grim complexion and stern deposition. As High Kraken, he wears about his brow a crown made from bones, plucked from the corpses of bleaklight hydras. His body is painted and inked with tattoos depicting his patron deity the Kraken, the aspect of Drakos which represents destruction.

He is tall and imposing, both of brawn and sleek whipcord like muscles that show his incredible speed and prowess. His body, normally draped in colors of black and deep navy. He wears a hydra skin cloak which reaches down to the floor.

In battle, Leoc is at home, and despite his healthy appetite for gore and glory, he is an effective commander holding both the loyalty and zealous devotion of his sailors. His twin daggers, Blight and Bloodwake, are always in hand, and his speed is an impressive display of hundreds of years of well honed combat prowess.
Brightwing Estate

**Overlords**
 **Lord**
 **Residents**
 **Affiliations**

Brightwing House (also called Brightwing Estate) is a partially ruined estate of stately houses located near the dead scar in Silvermoon City, on the western hills between the city and Sunstrider Isle. It was partially destroyed in the Scourge Invasion of Quel’Thalas. The house is in the process of being rebuilt by Reagent Lord In’daras Brightwing.

Being set above the surrounding coastal beaches, it commands excellent views.

## **History**

Six-hundred and eleven years before the Scourge Invasion, the estate came into ownership of the Brightwing family when Zin’themar, son of Galadon, married Elara, the daughter and heiress of House Morningbough. Her family had recently inherited mineral mines in southwestern Eversong Forest and the original estates of House of Brightwing were gifted to the people of southern Eversong.

Zin’themar built the estate with the ideals of his forefathers’ in mind, respect, integrity, hard work and protection. Instead of creating a grandiose city estate he constructed a series of smaller, lodge style buildings on his lands. He transformed them into establishments for work, education and dwellings for those loyal to his house.

After Zin’themar’s death, the house passed to Alaris Brightwing, first born son and heir, following the Scourge Invasion. Alaris owned the house in the aftermath, letting it fall to ruin, until he was struck by a curse combating the undead in the Ghostlands. The second born son of Zin’themar, In’daras, and twin brother of Alaris, took control of Brightwing Estate and the family title “Aegis Lord”.

Today In’daras works to find all who may connect themselves to Brightwing blood and reunify them under the house banner. Many lost quel’dorei and sin’dorei have flocked to his banner and now take up residence or work at Brightwing Estate.

## **Estate Buildings**

**Brightwing Manor:** This building was designed after the traditional elven ranger lodges. It is a three story building where the “Aegis Lord”, his immediate family, and the house retainers make their home.

**The Flaming Feather:** This building was roughly designed off the quel’dorei ranger lodges, but was elongated and transformed into an inn for the hard laborers that were most loyal to the house. It comfortably houses up to 9 families.

**Loyal Shields:** A two-story weapon and armor smithy and shop, with a single tower and observatory, built at the very heart of the estate.

**The Merchantry:** An interior exchange guild that works directly with, and retains loyalties to, House Brightwing. The same family of financier’s have been watching over and advising the wealth of House Brightwing since the time of Nyro, son of Zelthis.
Netherholde

**Overlords**
 **Population**
 **Affiliations**

The Netherholde is a series of spires and great halls found within the Inner Vale of the Emberlight. It is the ancestral home of the noble House of Netherstar. Built a hundred years after the founding of Quel'Thalas, the fortress has served as a great buffer from the amani threats to the south. It is a magical place which is situated upon the coursing leylines that surge throughout Azeroth.

The castle features many accommodations both lavish and practical. It reflects the styles of the Highborne of old, and boasts architecture unique to the high elven styles. It is a place of great learning, powerful ambitions, and courtly intrigue. Its overlords, know the importance of reputation and the Netherholde is often host to the Festival of Masks, a magical ceremony which honors the fallen spirits of the Emberlight.

Also found within its halls resides one of the few schools of Blood Mages in all of Quel'Thalas. Specializing in pyromancy, these formidable magisters are the magical backbone to the great House of Netherstar. To add balance, it also holds the Dragonhawk Shrine of Spellbreakers, which use an unique style adapted by its patrons. Truly, there are few greater places in all of southern Quel'thalas.
Dor'Surma

The former Highborne realm of **Dor'Surma**, was a minor kaldorei settlement located in the Argent province of Light's Glory. During the Winter of Woe, Dor'Surma came under siege by the Cult of the Bleeding Eye which ultimately destroyed the city forcing the Highborne of the Awakened Mind to flee. Dor'Surma was founded on a large crossing of ley-lines, which allowed the Highborne there to live both in the physical world and then a magical manifestation within the ley itself. The Sunguard, under the commander Grand-Arcanist Azriah Thelryn assisted in the exodus of the Highborne to the island nation of Zin'Avavashi in the South Sea.
Nuellen Swiftstrike

Nuellen Swiftstrike is a Ranger-Captain in the service of the Farstriders, commander of one of Quel'Thalas' aerial platoons. Her thirst for exploration and foreign culture has led her to Ambassadorial positions, either to train ranged troops, or simply aid her service for those she has been assigned to. She is known to have aided many campaigns led by Horde groups, the Cenarion Circle and their offshoot factions, The Argent Crusade in Icecrown, and Vol'jin's Rebellion against Garrosh Hellscream.

Currently, she maintains equal responsibilities to both her position within the Farstriders, a Dawnward with the ranks of The Sunguard's Pathfinders after having given her oath to serve the militia in the service of defending Quel'Thalas and her people, as well as a newly appointed Druid of Aessina who has requested she work to renew forests that have been corrupted by undeath or other unnatural phenomena.

## Description

First impressions of meeting this Farstrider will often leave a person with the phrase "A Well-Organized Mess" in mind. Very dark brown hair, though clean, looks unruly and ruffled on most occasions and a small pair of dark antlers stand through at the crown of her head. Special events would give cause for a more well-groomed look and jewelry linked through the prongs of the antlers. Skin is lightly tanned and marred by various scars at different points of her body, including a cross-shaped scar over her right eye. Wheras most Blood Elves are known for their fel green eyes, Nuellen's own hues are an unusual mix of Jade and Teal, emanating the influences of Nature magic as opposed to Fel. Upon her right ear are three gold earrings with small, blue mana gems that seem to be left inert and unusable.

Her frame stands at a maximum 5'6" though she lacks a stereotypical elven build, seeming more to blend in as a human barmaid with curves that hide strong muscles at her shoulders, back, and legs.((TBC))
High King of Quel'Thalas

The **High King of Quel'Thalas**, is the highest ranking position within the Thalassian Government and is the highest authority in the Thalassian Peerage. It has only been held within the line of elven kings of House of Sunstrider. High King Anasterian Sunstrider, was the last High King of Quel'Thalas. His son, Prince Kael'thas Sunstrider chose not to continue on the title and as such the position remains unfilled. Now over watching the vacant throne Regent-Lord Lor'themar Theron oversees the Thalassian State.

The High King served as the executive arm of the Convocation of Silvermoon and carried out the will of the Thalassian Senate. They were responsible for leading the quel'dorei during times of war and was the chief diplomat. The High King had full command of the Royal Thalassian Army and all of its subbranches.
San'belore

San'belore is a large San'layn city south of the troll city of Zul'samdi and is home to Blood-Speaker Sarvthus Vadvayne, as well as many other San'layn and the priests of the dark temple of Blood-Queen Lana'thel that was erected there by the San'layn after settling the island. The city is shrouded in darkness and bad omens, because of the unholy temple. San'belore acts as the capital of the Crimson Deadwood, where the estate of Blood-Speaker Sarvthus Vadvayne is located. Sarvthus Vadvayne is a powerful Blood Knight and leader of the new San'layn ways. The temple of Blood-Queen Lana'thel acts as a gathering place for all San'layn in times of need.
Black Templar

The **Black Templar** are an elite unit of Scryer paladins, warriors, and mages under the command of Tyril Sunspear and Leariel Dawnstrike. Previously they were known as the Golden Templar and was comprised of powerful knights under the command of Aldonious Sunspear. After the Battle of Burning Vales, the Golden Templar was disbanded. Following the collapse of Quel'Thalas, Tyril Sunspear reformed the broken order of knights into the force it is today. Now serving as primarily a mercenary force, the Black Templar are employed by the thalassian regiment known as the Sunguard.
Nathar Netherstar

Nathar Netherstar was the previous lord of the Emberlight and upon his death he was succeeded by his son Izulde Netherstar. His reign, although brief compared to other lords of the southern thalassian province, was marked with a expansion of territory into the southern Amani Mountains bordering Zul’Gamni. He is also responsible for the creation of fifteen way fortresses located in the mountains to protect the Inner Vale of the Emberlight.

While he was not remembered particularly fondly, Nathar is respected as a shrewd politician and a decisive leader. While his choices always greatly favored his own household versus the province as a whole, he did greatly expand the prestige and renown of the often forgotten province.
Ban'Quel

Grassland Terrace
Ban'Quel is a small province of the Kingdom of Quel'thalas overun by the noble House of Ban'Zaram. Located within the peaks of the farmost Southern mountains that border the former lands of Lordaeron, the thriving area contains a multitude of towns and farmland build atop the natural and magically-created plateaus and terraces between the peaks.  However, the densest portion of the population dwell within the Ban'quel mountains themselves. The peaks are dotted with a multitude of spires, balconies and keeps, and are collectively known as the Ban'zaram Towers.

[WIP]
Ashley B's conversation with Tina

## Plot

Ashley comforts Morris about Lawson's video

## Cast

Ashley B: Amy

Tina: Kimberly

## Transcript

Ashley B.: Tina, can I speak to you?

Tina: Yes, Ashley Boulet.

Ashley B: I have to inform you that Morris is innocent.

Tina: Who is guilty?

Ashley B: Lawson is. Morris should've reported the video, called Lawson's parents or never picked up that mace.

Tina: I'm sorry, there isn't anything to set Morris free unless he calms down by writing an apology note to King Bob's troops, good day.
Everagos

*"My life, my heart, my will, for the Lady of Winter."*

 **Age**
 **Affiliation(s)**
 **Alignment**
 **Status**

The dedicated and aloof father to Cryalgosa's brood, Everagos is a strange dragon whose fierce appearance belies the steadfast personality of the wyrm. Born of a blue dragon not of Malygos' line, he is equal parts monstrous and wild in appearance, spiked and flashing with deep indigo. A survivor of early experiments of Neltharion (having been captured in the War of the Ancients and escaping shortly after), he appears more like the saurians of Un'goro in some ways than a true dragon... though this would best not be mentioned to his face, or that of his Lady.

The steady right hand of Cryalgosa, he is beloved and in return adores his Lady; there have never been any others for the pair, since they have joined their lives, and though her status remains higher than his, some would call the dragons Truemates rather than Lady and consort.

Everagos protects the ley caves of the roost, as well as his clutches, with vigor and ruthlessness. He is particularly close to his son Sychorigos, and his daughters Sianigosa and Eyragosa.
Bleaklight Hydras

**Bleaklight Hydras** are massive sea monsters of eight snapping heads who serve an instrumental purpose in the Cult of the Bloodied Squall. They live off the coasts of the Emberlight and Murkcrest Isles along the coastal shelf feeding off rays, sharks, and squid. Bloodied Squall priests capture Bleaklight Hydras and draing them of their toxic blood. There they use it in instrumental rituals and blood magic. While this practice is seen as babaric by the others within the Emberlight and beyond, the priests know the power within these creatures also runs in Drakos itself.

In times of war, these massive sea beasts are used as living sea weapons, a practice similarly used by naga warriors. Bleaklight Hydras are not consumable due to the highly toxic nature of their blood and the sinewy muscles that are neigh impossibly to cut. Its said that consuming droplets of their blood can cause hallucinations.
Blacksun Gate

**Overlords**
 **Population**
 **Affiliations**

The Blacksun Gate is an ancient and magnificent fortification built between the Whitescar Mountains to the south and the Alumeni Mountains to the north. The fortress sits on a mountain pass that is ten miles in length, and is the largest fortification found within Southern Quel’Thalas. The gate has a reputation mythic reputation as it has remained unbreachable for almost five thousand years. The Blacksun Gate separates the less populous Outer Vale of the Emberlight, and the more populated Inner Vale and serves as the primary bulwark between the Emberlight and Zul'Gamni. Its purpose has been tested many times and the power of the gate has broken many raiding warbands of amani trolls. The fortress serves as the ancestral seat of the noble House of Blacksun, which constructed the fortification after the conquering of the Emberlight.

## Garrison

Housing almost seven thousand soldiers, the Blacksun Gate has a fulltime standing fighting force. All citizens within the dominion of House Blacksun are forced to serve compusolry service. Citizens have military service that lasts for twenty five years on and twenty five years off. The first expectation of military service begins when a citizen turns twenty five in age. There are no exemptions from military duty and those who attempt circumvent service are held in contempt. Those who attempt to dodge drafting are often executed. These long deployments have interesting impacts on the local populous. Population increases will often spike after the end of duty services where a both parents and children will often rejoin the wall’s garrison at the same time. House Blacksun traditionally does not export goods, services, or resources, but instead uses its elite fighting force to be the primary army in the region. There are only a few exceptions where House Blacksun has been engaged in military activities outside the Emberlight. They have both occurred recently in its cooperation between House Netherstar and the thalassian militia regiment of the Sunguard.

## Defenses

Standing at almost a hundred feet high and fifty feet thick, the inside the walls of the gate is a labyrinth of rooms, armories, barracks, and other accommodations to house such a large army. The gate also extends into the sheer rock face of both mountains where the Blacksun family makes their personal lodgings. All noble houses of the Emberlight pay a tribute of food and funds to support the gate’s upkeep which allows the soldiers to focus primarily upon their duty. Able to defend itself from a prolonged siege, the battlements are lined with numerous weapons used to defeat attackers. These include powerful ironclaw ballistae, trebucets, and a detachment of dragonhawk riders.
House of Ashelanar

The House of Ashelanar remains a small but influential seafaring house with operations across the eastern seaboard of Quel'thalas. For centuries, the Ashelanars not only provided a significant contribution to imported magic based resources, but also some of the kingdom's finest skilled swordsmen and women. Since the fall and the current head losing trade agreements, the house has fallen into the shadow of other larger coastal operations. The words of Undying Loyalty have been an important cornerstone to the integrity of the House since its founding 2,000 years ago. An Ashelanar never breaks a promise.

## **Current State of Affairs**

Stoneton Port continues to be the seat of the Sanguine Coast, a busy town centered on trade and excursion. While Lord Laedron Ashelanar has since stepped down from filling business roles in lieu of his remaining daughter taking charge of operations, the House continues to be deeply involved with the acquisition of rare artifacts and has since forged a strong partnership with the Silvermoon Reliquary.

## **Notable Members**

### **High Court**

Laedron Ashelanar (Current Leader, Father of Selea & Xelda)

Dedriah Ashelanar (Former Matriarch, Mother of Selea & Xelda, Deceased)

### **Denounced Nobility but Related**

Xelda Ashelanar (disowned daughter, Keeper of the Cove)

Magnus Ashelanar (Son of Xelda)

Kironea Ashelanar (Wife of Magnus)

Selea Ashelanar Emberfell (disowned daughter, deceased)
Brightquill Merchants

**Matriarch**
 **Economic Standing**
 **Specialization(s)**
Metalshaping/jewelcrafting
Avian husbandry
 **Seat of operations**
 **Number of Members**
2 (currently)

The Brightquill Merchants were a family-run partnership of artisans and tradespeople operating out of the west side of Silvermoon City.  Specializing in a number of areas of artistry, perhaps their most recognizable trait was that of their long caravan trains that regularly crossed the length and breadth of Quel'Thalas - and beyond, when borders were open.  Known for their skilled craftsmanship and the sheer variety of offered goods, the Brightquill family sigil was a common sight in the marketplaces of Quel'thalas for nearly three thousand years.

While their population was once fairly impressive, the Brightquill faced the same decimation as the rest of the Quel'dorei when Silvermoon was sacked by Arthas and his undead.  With the once great caravans camped directly in the path of the siege, and the artisans ill-prepared to defend or even react to such an attack, the Brightquill Merchants were all but obliterated in the span of a day.

## History

While the Brightquill Merchants were a minor mercantile powerhouse at the time of their demise, they started from nothing and were an embodiment of simple chance leading to great opportunity.

Aruenna Brightquill was the only child of poor miners with no name to speak of, who didn't even own the land they toiled on.  Through a series of events, happenstance, and sheer luck, Aruenna earned both her family name and a scrivenery apprenticeship within Silvermoon City itself.  Going from a poor worker to the 'big city' taught the young quel'dorei many harsh but vital lessons that would later serve her quite well - while her poor upbringing had also allowed her a number of otherwise impossible connections with the regular labours of the land.

Starting with just herself, and later adding on the skills and talents of her various husbands and their families, Aruenna slowly built up her name and it's reputation.  Her many children added to the pool of loyal talent, as did anyone that married into the family.

But simply artisanry was not enough.

Using her not inconsiderable social charm to reforge connections and make deals with farmers and suppliers in far-flung areas of Quel'thalas, the up-and-coming matriarch slowly built up a supply chain of goods and hawkstrider-drawn wagons - with herself at the helm.

## Lands

While the bulk of the family was and remained largely nomadic, living within the caravan wagons they traveled with and bartered from, a shop to serve as a 'home base' of sorts back in Silvermoon was required. Starting with only one shop, the family eventually bought up an entire undeveloped plot of land within western Silvermoon, the single shop expanding into five.

## Current Members

* Kalyanar Brightquill: direct heir and current family head | Scrivner
* Iiloridan Sunshard: secondary matrilineal heir | Tailor (operating under the Brightquill name)
Roland Luxford

**Age**
 **Place of Birth**
 **Title(s)**
 **Occupation:**
 **Affiliation(s)**
The Kingdom of Lordaeron
 **Faith**
 **Family**
 **Alignment**
 **Status**

**Roland Luxford** was a leader of the Cult of the Dawn, and served under the Dawn Bringer with his allies. The Right Hand of the Dawn Bringer, he was the military leader and the tactician of the cult during its terrorization of Quel’thalas.

# Description

A tall man of stocky build, Roland was impressive in or out of plate. Possessing grey-gold hair and sallow brown eyes, he was every inch the warrior of the Light he strove to be; imposing, arresting and larger than life.

# History

Formerly a Squire of the Silver Hand, he and his brother soon turned to the Tallerion Order in Northrend after their home fell. Rising in rank, he was bitterly disappointed when his brother’s adopted son, Tallerius, a High Elf, was chosen over himself as the next leader of their order. In a rage, he struck his ill brother and left the order dishonorably.

# Personality

Bitter, resentful and stubborn, Roland was the hammer and sword of the Dawn. He was slavishly loyal to the Dawn Bringer, and even in death, cursed the fel and its evil influence on his world.