recursal/Fanatic-Fandom huggingface dataset:
Siren

On certain remote coasts and islets of Lorimor, haunting songs draw sailors to their doom, their boats and ships dashed on the rocks. The men and women who perish in the impact or drown swiftly are the fortunate ones, for those survivors who wash ashore or climb upon the rocks become living prey for the sirens—twisted creatures combining the features of humans and birds. The hypnotic song of these creatures is unique, with qualities of both birdsong and the most beautiful human voices. Few can resist the lure of the sirens’ song, and those who succumb find themselves compelled to seek its source, and helpless to defend themselves against the sirens’ attack.

Sirens are intelligent, but are completely without mercy or culture. These cannibalistic monsters see humans and other intelligent races as nothing more than food, yet they prefer to inflict as much misery as possible on their prey. Sirens are as spiteful as they are craven, quick to flee should their victims fight back, but equally quick to return when they believe their prey to be vulnerable once more. In some rare cases, sirens have been known to pursue victims who escape back to outposts of civilization.
Soulbound Sword

Necromancers can bind the spirits of fearsome warriors within cursed blades. These soulbound swords have a sinister appearance, with morbid detailing such as skull-shaped pommels and guards made from carved bone. The black blades are slightly iridescent, and if an observer watches closely, they may be able to discern the shifting ghost trapped within. Bearers of these swords are said to benefit from some of the skill of the warrior spirit they carry, and the blades’ merest touch often proves fatal. The grim reputation and appearance of Soulbound Swords also serves to inspire dread in their bearers’ foes. When using a soulbound sword, a weak-willed warrior may become possessed by the ghost entrapped in their blade.
Kul the Serpent

Along with Q’aro Fenn, Melinesh the Cruel and Terrible and Nashaia King’s Bane, Kul the Serpent was a leader of one of the contingents of Llovar's Host of Thorns during the First Darkness. He is otherwise known as the Viper, the greatest archer of the Uthuk. Even today, these names draw shudders when historians in Greyhaven discuss his story.

In the climactic Battle of the Locusts, Kul led the third Uthuk wave, concentrating on giving covering fire to his vanguard as they broke through to Timmorran’s position. Scything bone blades slashed at Timmorran, but King Triamlavar leapt before the charging Uthuk. While Triamlavar was distracted, Kul punched an envenomed arrow through the Elf king’s belly. Enraged, Halgir Son of Grom challenged Kul to face his axe. For his bravery, the Deeplord’s brains were pierced with a bodkin. Ashan the Elder then stepped up. Kul sent a barrage of shafts that perforated the Sunderman’s lungs. These three sacrifices were not in vain, though, for Kul’s efforts had exhausted him, and Timmorran survived the onslaught.

As the allied forces won the day, Kul retreated with the rest of the Uthuk Y'llan. His ultimate fate is not known. Today, he is the inspiration of the Uthuk Viper Legion, channeling his personification through the practice of Hgri'ech.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Rune of Confusion

*"Misdirection is easy enough even without a rune... but the rune is a nice touch." - Astarra*

Runes of Confusion are used by Runemasters to misdirect their enemies, sending them chasing ghosts or their own tails. Used on a large scale, entire illusionary armies may be conjured to confound an opposing force.
Hardell the Wizard

Hardell was a wizard tinkerer who was banished to the Torue Albes from his home in Terrinoth for the excessive destruction caused by his inventions. The exiled mage made his lonely way here, expecting nothing but an uneventful life. That was, until he accidentally discovered the plentiful raw materials under his feet. Soon he was smelting and forging items of metal and magic never before imagined. Word spread of his creations, especially to nearby Trelton, and similarly eccentric and outcast inventors eagerly crossed the Winnowing Straits to join him.

Soon, a series of forges and smelters rose up, and the city of Hardell (named to honor the wizard) was born. It is a place of destructive wonders, where the wizard’s genius is now recognized in full. His masterpiece is perhaps the Rune Cannon, an arcane weapon that magnified the strength of runic bolts a hundredfold, capable of blasting apart rock and heavy fortifications with ease.
Shadow Dragon

Some fragmented records from the Dragon Wars speak of dragons that shrouded themselves in darkness, emerging from the blackness only to kindle their flames. The idea of such a large enemy moving with such stealth and secrecy is obviously terrifying. Examples of known Shadow Dragons are Dragonlord Gryvorn and Tharn.

## References

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

The Flayed Kindred are an Uthuk tribe. They do not covet rulership of the Ru like the Gore Claws. Instead, they seek only to make themselves closer to the power of the Ynfernael realm. Their warriors purposely maim themselves, pouring demon blood into the wounds, so that they might be remade as more than mortal. Descended from Llovar’s inner circle, the witches and warlocks of the Flayed Kindred hold many of the keys left in the wake of their master’s demise, including those believed to open the gates to the Black Citadel. The quest for the Black Citadel remains a constant among the tribe; many of its witches and warlocks believe that if it can be found, Llovar himself might be returned to the world.
Sir Patric Murtagh

*"The Uthuk Y'llan have returned, and it falls to us to break them. The day we all feared has come. But put aside your fear now; this is not the place for it. Terrinoth is the land of steel. There is steel in your hands and steel in your hearts! We will not break before the Uthuk. We will cut them deep, and if our fate is to end in blood, it will be theirs as much as ours!"*

Earl of Greenbridge, Knight of the Citadel, and Castellan of Nordgard Castle, Sir Patric Murtagh led his men against the Uthuk Y'llan in brave defense of Terrinoth.

As commander of the most significant Daqan stronghold on the Ru border, Murtagh was a strong supporter of Captain Alcaran, referring to him as 'The Wise Knight'. Patric Murtagh could see the movements in the east and knew that a war was coming. He sent multiple warnings by messenger to the Citadel of Archaut, echoing Alcaran's call to action in defense of Terrinoth. But his warnings were largely ignored by the barons, who were too preoccupied with their own politicking.

When the Uthuk Y'llan finally crossed the border and attacked Nordguard Castle, Sir Patric sent one last letter to the Citadel. He had at his command only a few handfuls of the Citadel Guard, a detachment of bowmen from the Crimson Forest, and those ancient Rune Golems prepared by the wiser ancestors of Terrinoth against the day they were needed. Murtagh called the golems to life and went to battle. With his life and sword he hoped to buy the peoples of Terrinoth enough time to prepare for war.
Chaos Lord

The Ynfernael Lords, also known as Chaos Lords for their love of disorder and destruction, are the closest things to gods in Uthuk Y'llan society. They were the demonic beings which made contact with Llovar all those years ago, plunging the Ru Steppes into darkness forevermore.

Worshiped as much as they are feared by the Ru tribesmen, the Chaos Lords demand sacrifices of blood in return for their demonic powers. Whether they need this blood in order to grow in power or if they just enjoy watching the suffering of mortals is unknown. What is known is that once one has the favor of an Ynfernael Lord, one can reach incredible new heights of dark magic, at the cost of being constantly hounded by their nightmarish liege all through their waking life and their dreams. The Chaos Lords are never satisfied and always demand more from their acolytes and followers. The Blood Sisters, Nightseers and Uthuk Warlocks are always struggling amongst themselves to gain the favor of one Chaos Lord or another. This often results in many foul deeds being committed by the sorcerers against their own kin, much to the Chaos Lord's amusement.

Chaos Lords dwell in their own twisting mirror worlds and burning keeps, the umbral depths where secrets forgotten by the living come to hide. These worlds exist as pockets in the Ynfernael from which the demon legions are watched over. Among demons, there is no authority except that which is enforced by brutality, and so it follows that the Chaos Lords are by far the greatest authority in the Ynfernael. Many Demon Lords call a Chaos Lord their master, and use their own terrible powers and influence to spread that of their liege.

In extremely rare instances, Ynfernael Lords have been known to travel to Mennara and materialize in the physical plane. This only happens when a warlock has gained an exceptional level of favor with their patron Chaos Lord by committing the most horrendously blasphemous acts that even most Uthuk would shudder at. Further, in order for such a concentration of power as a Chaos Lord to pass into Mennara, the veil itself must be teared open. This is no easy feat, but there exist places in the Darklands where such rifts have been summoned, and fearful adventurers often see the burning eyes of the Chaos Lords waiting for them on the other side.

Once summoned, this monstrous demon looms over the battlefield, spreading terror and dismay wherever it treads. Its many tongues lick up the blood spilled from its merciless slaughter as it laughs a wicked laugh that chills all who hear it to the bone. Their role on the battlefield is often as a siege weapon. Taking down a Chaos Lord is a feat that entire armies have failed at, its massive size and supernatural strength allowing it to dismiss spears like one would a splinter. Few ever survive a sighting.

## References

1. Battlelore (Second Edition)
2. Realms of Terrinoth
Nordros

Some temples of Kellos teach that the undead are the agents of Nordros the Cold, the ruler of winter who is antithetical to the primary aspects of Kellos. According to their accounts, Kellos had a twin brother named Nordros, whose jealousy of Kellos led him to fall to Waiqar's dark promises. When Nordros joined the Betrayer, he unlocked a terrible power within himself: a mastery over the chill of death. As the twin flames of justice and hope flicker and dim, Nordros' power grows. Only when Nordros is defeated, the temple faithful hold, will Kellos return and winter will be forever banished from the realms.

The Weik of Isheim say that Nordros long predates Waiqar, and came down from the north at the dawn of the world, blizzards roaring at his heels. They say that the doughty warriors of Isheim kept him at bay, but each year when the sun grows weak, he returns. The Weik and the cult of Kellos both believe that if Nordros is not kept in check, he will finally gain dominion over the realms and see the entire world encased in ice.

The worship of Nordros is almost unheard of in Terrinoth, with only a few pockets in the Howling Giant Hills and Blind Muir Forest. In these areas, some still bring sacrifices to Nordros to keep him appeased and beseech him to spare them from his wrath. A few ambitious individuals in Strangehaven pledge themselves to Nordros and gain dominion over cold and death. Some even count on their resolve to use the magic of ice and death without succumbing to the god's will. The inhabitants of cities like Vynelvale and Dawnsmoor actively persecute any who openly follow Nordros, and the cult of Kellos continues to petition the Citadel to ban the worship of Nordros outright.
Chaos Beast

Horrible creatures that were old before mankind ever existed, chaos
beasts slumber in isolated temples and caverns. Once awakened for
combat, they can change their shape and attacks in an instant to deal
with any situation. Anyone who defeats one of
the more powerful chaos beasts is sure to be stricken with a powerful
curse.

These ancient monstrosities originated eons ago when life existed
 in a much more primal form. They may seem to mindlessly mimic what they
 see, but in truth, they are plotting and manipulative. The chaos
beasts’ mastery of arcane energies rivals even the most powerful
wizards.

## References

1. Descent: Journeys in the Dark (Second Edition): Crown of Destiny
Set

Lies and mystery surround Set the Deceiver, the nagas’ serpent god. Legend has it that Set is the first of the nagas, a huge snake man as tall as the highest jungle trees. A survivor of the catastrophe that brought down the lizardman empire, Set works from the shadows, helping his children in Zanaga reclaim their birthright and growing strong upon their offerings. The nagas believe Set will one day be strong enough to slither out into the world from his hiding place and, one by one, devour the other gods of Zanaga.

Naga priestesses are the leaders of the naga serpent cults and blessed with the power of their Primal God, Set. The coils of their long, snakelike lower bodies constantly shift in pattern and color, while their slit eyes bore into the minds of any being foolish enough to meet their gaze. Even the sternest warrior might become hypnotized by a priestess and powerless as she moves to sink her venomous fangs into their throat. If the priestess chooses, she can even turn her enemies against each other, the weak-minded so enraptured by the naga that they throw themselves at anyone who might bring her harm.
Fall On Me

"**Fall On Me**" is a song performed by Andrea Bocelli and Matteo Bocelli from *Parker*.

## Lyrics

I thought sooner or later

The lights up above

Will come down in circles and guide me to love

But I don't know what's right for me

I cannot see straight

I've been here too long and I don't want to wait for it

Fly like a cannonball, straight to my soul

Tear me to pieces

And make me feel whole

I'm willing to fight for it and carry this weight

But with every step

I keep questioning what it's true

Fall on me

With open arms

Fall on me

From where you are

Fall on me

With all your light

With all your light

With all your light

Presto una luce ti illuminerà

Seguila sempre, guidarti saprà

Tu non arrenderti, attento a non perderti

E il tuo passato avrà senso per te

Vorrei che credessi in te stesso, ma sì

In ogni passo che muoverai qui

È un viaggio infinito

Sorriderò se

Nel tempo che fugge mi porti con te

Fall on me

Ascoltami

Fall on me

Abbracciami

Fall on me

Finché vorrai

Finché vorrai

Finché vorrai

Finché vorrai

I close my eyes

And I'm seeing you everywhere

I step outside

It's like I'm breathing you in the air

I can feel you're there

Fall on me

Ascoltami

Fall on me

Abbracciami

Fall on me

With all your light

With all your light

With all your light
Baron Echard

Though Baron Echard rules Telor barony, Countess Sela’s stewardship of the wealthy Jenda's Harbor has granted her greater influence throughout Terrinoth and beyond. This is of no small frustration to Echard, who grows bitter as he frets away his days in the crumbling halls of Grandor’s Hold. Sela, meanwhile, continues to cultivate relationships with earls and barons from across Terrinoth, merchants and princes from across the sea, and even the Empress of Lorimor.
Pollux

The Artificers of Pollux do not seem to work miracles in the same way as the disciples of Kellos. They are not famed for praying and performing miracles. Instead, they work their magic through feats of engineering, studying enchantments alongside more mundane skills such as carpentry or blacksmithing. The holy sites of Pollux are workshops and forges, where artifacts with powerful magical properties are researched and constructed. The sacred writings of Pollux are treatises on natural elements and recipes for rare reagents. A prayer to Pollux is a call for inspiration and ingenuity to craft the seemingly impossible.

No one knows who Pollux was, or what they did in life. There are no stories of great deeds or heroic adventures that accompany the name. Instead, Pollux comes from a series of treatises and diagrams discovered by artificers during the time of the Elder Kings. Each described some wondrous construction or artifact, or provided the formula for some alchemical creation or magical reagent. Each was written on thin sheets of steel, and signed with the name “Pollux.”  Those artificers who followed Pollux's instructions claimed the designs must have been inspired by the divine, and each treatise quickly came to be treated as a holy relic.

Artificers are regarded with both affection and suspicion by the people of Terrinoth. On one hand, the followers of Pollux have produced a number of revered artifacts used in civic works and military operations. They created the stalwart Ironforged to combat the evil magic-users stalking the underbelly of Nerekhall. Through these deeds and more, the Artificers of Pollux show their devotion and demonstrate the power that belief in their god can offer.

Yet the devout keep their formulae close, and they share their knowledge only with those who swear themselves to secrecy. Those jealous of their achievements, especially some of the Runemasters of Greyhaven, have spread unsavory rumors about the source of the artificers' wonders. The Artificers of Pollux are quick to decry such claims as unfounded slander; they insist that they have a responsibility to ensure Pollux's legacy doesn't end up in the wrong hands.
Keldarim

Keldarim was a great sorcerer and hero of the War of the Shadow Tear. Malcorne had used the power of the Ynfetaar, the corrupted Star of Latariana also called the Shadow Tear, to summon forth an army from the Ynfernael and ravage the elven tribes.

In the depths of darkness, however, a beacon of hope shone through. Glaciel Snowstar, son of the chieftain of the tenth tribe, the Nivalis, had witnessed firsthand the devastation of Malcorne’s assaults but refused to give in to despair. He rescued his father’s Tear and resolved to travel to the Yrthwrights’ own home, where he would ask the dragons for their guidance and help in defeating the corrupted Elven chieftain. Along the way, he gathered companions to his cause: High Priestess Celeneth of the Salish, the Feredel sorcerer Keldarim, Erenil the Swift of the Latari, and others. The extent of Glaciel’s adventures and the exploits of his companions have made their way into countless lays that are still sung in the verdant settlements of the Aymhelin.

The dragons, whom the First had tasked with preserving the world, seemed to anticipate Glaciel’s coming, but remained aloof even as he begged them for aid. They rebuffed Glaciel’s appeal—this was the Elves’ own doing, and the Elves would need to bear this burden. Yet the Nivalis lordling would not give up. When he refused to leave, the dragons explained that if they interceded in the Elves’ affairs, one day the tribes would be forced to pay a terrible price. Glaciel could not allow his people to suffer any longer, and accepted the dragon’s deal. Glaciel and his companions returned to rally their respective tribes with a flight of dragons at their back. On the Plains of Enfreil, they fought a final battle against Malcorne. In the world’s most desperate hour, their combined forces ultimately achieved victory and struck down the dark Elven lord.

The remaining Daewyl Elves retreated from the combined Elven and draconic forces, hoping to hide themselves away. The victors could not afford for the corruption to spread, so they hunted down their foes to burn them from the face of this world. Malcorne’s wretched tribe was nearly extinguished in the slaughter. Many worry that small enclaves of the Daewyl still lurk in the dark nooks of the world, but at least one group claims to have come back to the light. Now calling themselves the Deep Elves, they seek to atone for their sins by destroying demons in this realm—and in others beyond.
Leonx

Large sentient felines native to the Aymhelin, Elven warriors ride these beasts into battle and pierce through enemy lines with the force of a storm, using their lightning speed to evade counterblows and change their angles of attack with the swiftness of a gale. None exemplify the primal, wild nature of the Verdelam Elves more than the Leonx Riders.

Each half of a Leonx-Verdelam pair trusts the other with its life, and the bond a Leonx shares with its rider is akin to that of family. In battle, the Leonx and rider coordinate their movements as one, fusing Elven skill with the deadly instincts of one of Mennara’s most fearsome predators.

Many Elves see the nomadic Leonx Riders as little more than feral barbarians who have lost their connection to the teachings of Latariana and the Path of the Stars. Far from unthinking savages, the Free Hunters (as they were called in ancient days) saw their wild nature as a way to better attune themselves with the wild lands around them.
In time, they learned to temper their tremendous skill for hunting and combat with a deeper wisdom gained from their animal family. The mightiest killed only to survive, and the pack went to war only in defense of their own. Over time, songs were sung in Caelcira of lost Latari children rescued from the wild by strange, feral Elves, or even whole villages saved by Elven nomads who could speak the tongues of animals. Nevertheless, some of the most prominent leaders of the Latari noble houses wished to exile these “barbarians” from their sacred forest. Still shunned by the rest of Latari society, the Leonx Riders now keep mostly to themselves and their pack, only making contact with outsiders to offer aid.

In the centuries since the first Elf bonded with a Leonx, the Elves known as Free Hunters deepened their connection to the wild. They have embraced their own place in the natural world, believing there is wisdom to be learned from the cycles of the land and the beasts native to Mennara. The Leonx Riders have eschewed permanent settlements for a nomadic lifestyle and the freedom to roam and hunt as they please. While they typically choose to stay in the deepest or wildest parts of the forest, these riders are occasionally spotted near the fringes of larger Latari cities.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Ashan the Elder

Ashan was a Sayr-Savim elder and close friend of both Timmorran Lokander and the great Sunderman general Waiqar ibn Neshar al-Bagavad the Unconquered. Ashan met the young Timmorran after the boy fled to Al-Kalim from Uthuk assassins in Lorimor. Timmorran offered his services to the tribe of Ashan the Elder and grew to become an ever more potent magician and adventurer.

In the year 481, during the First Darkness, Timmorran persuaded Ashan the Elder to send forces to the defense of Talindon, reasoning that if Llovar could not be stopped there, he would bring war to Ghom in time. They arranged for an army of Sundermen to be assembled and a struck a deal with the fleet of Lorimor to sail them from Ghom to Lorimor and then up the Flametail River to join Falladir’s forces. The plan took a full year to come to fruition, and in 482, Timmorran reinforced the alliance against the Uthuk Y'llan.

In the Battle of the Locust, Ashan was the third sacrifice to Kul. After King Triamlavar was shot in the belly by the Serpent, and after a bodkin arrow punctured Halgir's skull, Ashan the Elder was hit with a barrage of shafts that perforated the Sunderman’s lungs. His sacrifice saved Timmorran from the Uthuk assault, allowing the mighty wizard to cast down Llovar Rutonu and end the First Darkness.

The descendants of Ashan the Elder are active in the elite sorcerer class of the Collegiate Arcane. They adhere to strict traditions inherited from the culture of Ashan's ancient tribe.
Silhouette

"*Don't worry... I'll just be right around the corner.*"

In her work as a Shadow Walker assassin, Silhouette only killed at dawn. The sunset before the assassination, her victims received a scrap of paper bearing the image of her iconic blade. Many mistook this sigil as a last warning, a final opportunity to flee or make amends. But after a long night of futile flight or pleading, Silhouette materialized at daybreak, a dark figure shrouded in the brilliance of the rising sun. Though she sports a checkered past, she now turns her skills against the Dark Priests, eager to defend the innocent people of Deephall.

"*Shhh... This will only hurt for a moment.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Guardians of Deephall
Bradha the Shield

Bradha the Shield commands the garrison at the Mountain Gates of Dunwarr, and also inspects the caravans journeying up from Frostgate to barter with Thelgrim’s merchants. A grim and experienced veteran of several conflicts, she holds that her first and foremost duty is to the safety of her kingdom. Thus, the stubborn Dwarf is more than willing to bar entry to any suspicious characters, but she also pays well for any news of nearby threats.
Citadel Guard

The Citadel Guard is composed of some of the finest knights in Terrinoth, and their superior tactics and training give them an edge in combat.

Citadel Guards are the elite soldiers of the Daqan Lords military. In conflicts between barons they are neutral, serving the Council of Archaut rather than pledging allegiance to any one lord. This means the Guard is focused on repelling outside threats such as monsters of the wilds, the undead hordes of the Mistlands, or even the Locust Swarm itself.

### Citadel Lancers

The knight-captains of the Citadel Guard ride into battle as glorious heavy cavalry. Their elaborate multi-bladed polearms take great skill to master and unfailingly strike fear into the hearts of any enemies of Terrinoth. Lancers are often seen leading the soldiers of Daqan into battle when the baronies as a whole come under threat.

## References

1. Battlelore (Second Edition)
2. Battlelore (Second Edition): Hernfar Guardians
Daqan Battlemage

The powerful Greyhaven Battlemages are experts in battlefield spells trained in Terrinoth's center of magical knowledge.

To the outside world, the wizards of Greyhaven are a reclusive bunch, hiding away in their towers to augur the arcane truths of rune magic away from prying eyes. To those who have fought beside them, they are some of the mightiest allies one could ask for.

Those wizards with the aptitude and dedication to see combat are known as battlemages, and they are often deployed to support battalions of infantry and knights. Most are more than capable of defending themselves, however, with runic bolts of fire or lightning. Some can even channel rune magic into the ground, causing limbs of soil and stone to rise up and smash their enemies. For many adventurers, though, it is their knowledge that is most desired. Scholars of Greyhaven are privy to the mysteries concerning the runebound shards and how they came into the world, and they can offer much to those desiring to know more of the arcane.

Master wizards from the circles at Greyhaven and Nerekhall bolster the ranks of the Daqan Lords, wielding destructive power and an arsenal of runebound shards to devastate their foes. Whether it’s the power to move the earth or channel powerful energies, these wizards enhance the forces of Daqan with a magical edge.

These mighty wizards include the likes of the Geomancer, a turbulent force ready to destroy all that stands in the way of the Daqan Lords. With an Uncontrolled Geomancer on their side, the Daqan Lords can shatter the hordes of their enemies. However, the untamed powers of the Geomancer can’t be directed, and could damage friendlies, including its own unit.

There is also the Greyhaven Channeler, giving Daqan warriors unseen advantages by manipulating the flow of energy on the battlefield. The harnessing of mystical energies is a dangerous and mysterious task, but the Wizards who have mastered the art are deadly on the battlefield.

## References

1. Runewars Miniatures Game
2. Realms of Terrinoth
3. Battlelore (Second Edition)
Melinesh the Cruel

Melinesh was an Uthuk Y'llan Lieutenant during the First Darkness.

Llovar Rutonu, Lord of the Locusts, had split his Host of Thorns into several contingents, each led by a trusted lieutenant. Melinesh the Cruel and Terrible was one of them. Even today, that name draws shudders when historians in Greyhaven discuss the events.

In 487, the Host of Thorns invaded Talindon, sweeping all before them. On the Ashen Field, the Host fell upon an army led by King Falladir and his sons. They fought valiantly. A blow from King Falladir’s sword nearly cleaved the head from Melinesh but the Uthuk were ultimately victorious that day. The Penacor line was wiped out.

After the battle of the Ashen Field, Melinesh fades from history.
Baron Greigory

Baron Greigory is the ruler of the Daqan barony of Rhynn. An older man with a thick white mustache, Greigory projects an air of leisurely sophistication, at odds with the militant persona of his close ally, Baron Zachareth of Carthridge. The baron Rhynn's heraldry features a tree in honor of the Grandmother Tree in the Greatwood, a sacred symbol of the barony’s prosperity. Greigory is a peculiar man, commonly speaking in strange idioms. He considers himself quite the wealthy aristocrat and is rather proud of the fortune he has carved out for himself although some on the Council might call him a haughty fool who is less than deserving of his valuable seat. Magic and superstition annoy Greigory more than anything. His greatest ambition is to simply be left alone to sit in peace at his baronial seat, enjoying his hedonistic pleasures. Unfortunately for the lazy baron, this is a luxury afforded to few of Daqan's lords in these troubling times.

The twin baronies of Rhynn and Carthridge lie on the northern outskirts of Terrinoth, far from the Free Cities. Baron Greigory often hosts his friend and ally, Baron Zachareth, at his seat in the city of Arhynn, and, over the years the two baronies have aided one another in times of both war and peace.

Rhynn’s politics are split between Baron Greigory’s inner circle and the many lesser nobles who have grown immensely wealthy from their lands’ proximity to the Carthmount silver mines. In many ways, the Baron of Rhynn rules as the greatest among equals, his authority more precarious than most barons.

## References

1. Descent: Journeys in the Dark (Second Edition)
2. Realms of Terrinoth
Rune of Blades

A rune of blades is almost always found with a specially made sword or knife. It is a simple and effective runebound shard that increases the potency of a bladed weapon by magically honing the edge. Like sunburst runes, runes of blades are in high demand among members of the Daqan military and can be commandeered from private individuals for war efforts and related campaigns. Some Dragonkin and other intelligent creatures have made use of the runes to retain the sharpness of their claws, though wooden edges and points are not affected by the runes.

Alcaran posseses a rune of blades which he has attached to a kitchen knife. When asked why, he jokes that it makes his food taste better.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Kennsir Dwarf

Though Dunwarr Dwarves live, fight, and often die in the tunnels beneath the mountains, the Kennsir Dwarves take fighting to horrifying levels of strategic brutality. They live for battle in the claustrophobic, fortified tunnels under the mountains—employing the unconventional, unpredictable strategies of guerrilla warriors. Whether they are tunneling deep behind invaders’ flanks, collapsing mine shafts, or choking their foes in noxious gasses from the Alchemists’ League, there are none better at tunnel fighting in all the world.
Beastman

Savage and vile, beastmen inhabited the darkness beneath Terrinoth even before the first hamlets of civilization sprouted across its plains. Base beyond the most feral of animals, they congregate only to hunt and feed. The larger the pack, the longer it has been since they last feasted on a fresh kill.

Beastmen are perhaps the most numerous of the many dangerous beings that can be found in the Broken Plains. While some Orcs may be unfriendly, they are intelligent beings who can be reasoned with. Beastmen, though, are always ready for combat—and even worse, are always hungry.

As the name suggests, beastmen are hybrids of human and animal. Most are carnivorous predators, with claws and fangs so powerful that they rarely need other weapons. Legends vary as to how they came to be, but most scholars agree they are not related to Catfolk, who are far more intelligent and sociable. One theory suggests that they are an earlier form of humanity, a halfway point in the Ynfernael mutation process that evolved the fauna of Mennara into the younger races in the early Mythic Ages.

## References

1. Descent: Journeys in the Dark (Second Edition): Oath of the Outcast
2. Realms of Terrinoth
Giant

*"If you've ever collided with an ogre rolling down a hill whilst holding a big rock, you know what its like to be struck by a Mountain Giant."* - Brightcarver's Bestiary

Few have seen these huge, lumbering creatures and lived to speak of it, for their raw strength is enough to crush entire bands of soldiers like lesser beings would swat away flies. Many are as old as the hills, with reclusive natures, and immediately see outsiders as enemies. Despite the relatively small sizes of its islands, much of the Torue Albes is still unexplored, and giants can still be discovered within enormous underground caverns or wading through deep marshes and lakes in search of prey.

Luckily, giants are relatively slow, though their long strides more than compensate. Cunning or magic are the weapons of choice when facing these immense foes, for attempting to match them in brute strength or common weaponry likely ends with a fresh gravestone to mark yet another adventurer’s death.

Similar to ogres, only larger and more powerful, giants are
devastating monsters that few heroes have ever faced. The greatest of
the giants can wipe out an entire band of heroes with a single swipe of
their great clubs.

As old and unyielding as the mountains themselves, giants are
unthinkably strong, possessing enough strength to easily cast several
opponents aside with a single strike. These ancient folk are intolerant
of outsiders and prone to solve problems by resorting to violence rather
 than reason.

## References

1. Descent: Journeys in the Dark (Second Edition): Crown of Destiny
2. Realms of Terrinoth
Lord Vorun'thul

Mindless monsters are not the only thing to emerge from the
terrifying Mistlands of Mennara. In hushed whispers, many speak of
ancient vampires, creeping from the mist to hunt those unlucky enough to
 find themselves on the edges of Waiqar's domain.

Lord Vorun was a renowned defender of the land and a knight of
unquestionable honor. When his liege swore allegiance to Waiqar the
Undying, Vorun was faced with a choice. Torn between his duty to
Terrinoth and his oath of fealty, Vorun chose to trust in the wisdom of
his master and continue his service despite his misgivings, and so the
lord of House Ammanas joined the other great nobles of Bilehall in a
fateful ritual that transformed them all into undead horrors. Upon
realizing the full truth of what he had done, Vorun was overcome with
shame and self-loathing, and he found himself unable to tolerate any
reminder of his lost honor. He turned upon the lesser nobles and
servitors of his house and hunted them down one by one, forcing them to
join him in service to Waiqar.

Lord Vorun’thul has had hundreds of years to prove his dedication to his dread master and hone his skills with every instrument of war, preparing himself to face almost any enemy. The few who survive battle with the infamous vampire lord recount the terrifying grace of a swordsmen who cleaves his enemies in two with a single blow. But the remnants of battles that leave no survivors tell a different tale, where courtly grace is abandoned for animalistic savagery. Gruesome remains, sundered armor, and nightmarish claw marks are the only witnesses to the horrors wrought by the cursed Lord of Bilehall's ferocious bat form.

## References

1. https://www.fantasyflightgames.com/en/news/2018/5/25/terror-from-beyond-the-mist/
2. https://www.fantasyflightgames.com/en/news/2018/8/6/divided-soul/
Golem

Magically constructed from stone and iron, golems are some of the most fearsome opponents an adventurer can face. Their rocky skin is nearly impenetrable, deflecting weapons that normally cleave through armor with ease, and golems laugh at poison, fire, and other methods commonly used to kill well-armored foes. The best-built golems have golden eyes and can easily ignore traps and spells designed to slow them down.

See also: Rune Golem

## References

Descent: Journeys in the Dark (Second Edition): Crusade of the Forgotten
Dimora

Creatures born of the Aenlong, the Dimora are believed to cross into the world as formless elementals. They then build themselves out of the earth, taking on the form of stony, vaguely mole-like creatures. They are constantly shifting in density and composition, perpetually shedding the soil of their bodies and replacing what’s lost with fresh loam from the ground beneath them.

The motivations for the Dimora to cross into this realm are generally unknown, as they rarely stray far from the rifts that allowed them entry, they refuse to communicate with any creatures except the Dwarves, and they seek no contact with the outside world. They aggressively defend the land around their rifts, however; pubs and taverns all across the world are filled with stories of travelers destroyed without warning for accidentally trespassing on land the Dimora have claimed as their own.
Runic Mending

All runebound shards have an innate, albeit hidden, ability to restore what once was. The dragon claw inscriptions of a rune all allude to the myths of creation that emanate throughout the song of the First. By tapping into this restorative aspect, the learned Runemaster can manipulate a Rune's meaning to shift the Turning itself, mending a damaged object. On a small scale, this may be a sword or a shield. But the most powerful Runemasters can even rebuild great castles or bridges.
Count Oszric Cunningham

Ruled by Count Oszric Cunningham and his much more responsible wife Elena Cunningham, Haverford County has a poor reputation across Allerfeldt. Though the Cunninghams have strong relationships with the other counties and their rulers (with many intermarriages to aid in the stability of Allerfeldt), over the generations they have become notorious for the new obsession each Cunningham brings to their thrown. Half-finished buildings dot the landscape, each the site where one count or countess began a grand project only to perish before its completion. Others exist only as ruins, the remains of spectacularly unsuccessful attempts at duplicating Lorimor Fire or fashioning new alchemical potions. While some have been productive, such as Countess Ygraine Cunningham's reinforced training hall for battlemages, most only lost coin. The county's finances grew so poor that Oszric was forced to take the wealthy merchant Elena as his wife to bolster the treasury.

Fortunately, the two have acted to reclaim many of the ruins, mines, and other lost regions from past years, and have funded dozens of excavations and masonry work. Unfortunately, these have uncovered hordes of goblins and other creatures that have taken residence in them over the generations. Having been disturbed, these foul beings are now threatening local villages.

Oszric is an eclectic collector of magical curiosities. His collection used to be curated by Reeda Wallis, before she became obsessed with the Bloodguard legends and began to dabble in dark magic.

## References

1. Realms of Terrinoth
2. Heroes of Terrinoth
Pathfinder Durik

## Introduction

"*The ways I know are dangerous, and I tread them carefully. I advise you to do the same..."*

From the earliest times in his life, Durik the orc has been far more comfortable
 in the wilderness than in any town or village. To him, nothing can beat
 soft grass underfoot and a cool breeze under a starry night sky. As
such, he’s proven himself time and again as a valuable tracker and
guide, easily able to find shelter and sustenance in the least
hospitable places, to discover a safe travel path in the darkest night,
and to defend himself and his charges against the deadly perils of the
wild.

## Personality

Durik is used to surviving by only his own skill and strength. Durik prefers the wilderness, and his ignorance of social customs sometimes leads to trouble. He prizes the freedom of nature and his independence from any magistrate or chieftain. Durik is highly superstitious, and more uncomfortable around magic of any kind than even most people.

## References

1. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
2. Realms of Terrinoth
Red Scorpion

"*Balance is the essence of success. To succeed, one must be balanced in all things.*"

Wandering but not lost. Solitary but never alone. Red Scorpion is enigmatic, polite and lethally dangerous. She dedicates her life to balance, both within herself and within the realm at large. Enemies of that balance soon learn to fear her agility and complete self-confidence.

## References

1. Runebound (Third Edition): The Gilded Blade
Blood Sister

Also known as bloodwitches, Blood Sisters are sorcerers of the Uthuk Y'llan for whom the cardinal fluids of the body are theirs to command. A Blood Sister can hear the blood of her enemies as it pumps through their veins and read the future by gazing into the crimson torrent of a fresh-made wound. With a gesture, she can spark a person’s heart aflame, setting their blood to boiling until it bursts forth from their screaming mouth.

The Sisters of the Blood Coven are the powerful and cruel priestesses of the Uthuk Y’llan: practitioners of blood magic, demon tamers, and ritual murderers. They draw strength by draining the blood of their enemies and allies alike, using the powerful life force to enhance their terrible sorceries. The blood rites of the Sisters are also used to whip Uthuk berserkers into a deranged battle-frenzy.

The witches of the Blood Coven lead the armies of the Uthuk Y’llan into battle with an unparalleled ruthlessness, using their power over the Ynfernael to bolster their forces through horrific rites. These hags are as cunning as they are bloodthirsty. They will never ride into a battle where they are at a disadvantage, even if it means they must inflict self-harm to strengthen the greater host of the locust swarm.

There are nuanced disciplines within the art of blood magic, and different Blood Sisters tend to specialize in one of these disciplines. There are the Bloodfire Witches, who can channel almost limitless Ynfernael energy through their own veins, self harming to unleash barrages of death and destruction upon the enemy. There are also the Blood Diviners, who sacrifice others to see into the future or seek some other wisdom from the Ynfernael. Psychosis Sirens distort the blood flow of their enemies' minds with fell screams, driving their foes to madness. Bonewitches manipulate skeletons, often while they are encased in living flesh; foes can find their limbs snapped like twigs, while allies can be hardened against harm, the witch thickening ribs and skulls to ward away blows

Hierarchy among the blood sisters is based upon the favor of the Ynfernael Lords; these witches must constantly prove their right to lead, often through torture and murder. The greatest of their number become the mortal representatives of Ynfernael Lords such as Eurth Kel’yr, the Mistress of Bones, and the interests of their masters often become their own.

## References

1. Battlelore (Second Edition): Warband of Scorn
2. Runewars Miniatures Game: Infantry Command Unit Expansion
3. Realms of Terrinoth
Minotaur

Minotaurs are a beast-like race that appears to be part man, part bull. They are a race rarely encountered, for they prefer a solitary
existence. Although they are a peaceful people when left alone, minotaurs will often violently defend themselves from human interference. This has a history in the mistreatment of minotaurs by humans who view them as no more than beasts. When angered, minotaurs can be incredibly fierce warriors.

## References

1. Descent: Journeys in the Dark (Second Edition): Shards of Everdark
Pirate

Pirates have a dual identity. On one hand, they are reviled as despoilers and scourges who prowl the waterways, little better than thieves and murderers. On the other hand, on their voyages, they often discover new lands to be exploited and rising threats to be repelled. Despite their wicked deeds, most also operate in an honorable fashion and offer better payments and a more democratic operation than official navies. Many pirates are consummate business people, inking deals to privateer or act as smugglers in exchange for amnesty. It’s a difficult balancing act, and those who cannot master it rarely remain alive for long.

In combat, pirates tend to favor flashy, quick styles learned in seaside taverns and outlaw towns rather than the formalized martial arts of mainland knights and soldiers. On a ship’s deck, one tumble over the side can turn even the lightest armor into a death sentence, so most go without. Trickery is also a staple of the pirate fighting style, and anything from smoke bombs to feigning wounds will be employed if it means an edge in a fight.
High Mage Quellen

"*I feed off the wisdom of others, even when it’s less filling than my own.*"

As Quellen’s dubious title implies, he is an elf that no longer
resides within the Aymhelin. The Latari don’t have such ranks within
their own arcane institutions, and certainly an elf as young as Quellen
would not have risen so high before even reaching his one hundredth year
 of service to King Aeoneth. Quellen’s mysterious link to the natural
world drove him to explore the outside world, far away from what he
would soon learn is referred to as the “Green Gate.”

Unlike many Latari, Quellen got on well with the other races
inhabiting Terrinoth. He enjoyed the naïvety of humans, the
craftsmanship of dwarves, the traditions of the orcs, and even the
eccentricities of the gnomes. For that reason, Quellen devotes his
unique powers of geomancy to protecting those that gave him his title.

## References

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

Kastra was the original Treasurer of the Dread Cult.

The Dread are a cult of Dragon worshipers in Terrinoth. They plotted to bring back the chief of the dragons: High Lord Margath, who they believed was not killed but instead imprisoned. The cult originated as a splinter sect of the Cult of Kellos, and operated from a secret lair in the crypts of Vynelvale. Judging by the tapestries in the crypt, Kastra was one of the cultists who split off and formed a new group which tried to control Margath instead of freeing him.

## References

1. Descent: Journeys in the Dark (Second Edition): Embers of Dread
Greathammer Hafnir Irontamer

The Firestone Furnace of Dunwarr is overseen by The Greathammer Hafnir Irontamer. Horrifically scarred and hairless, the committed Dwarf has had almost every inch of his stout body seared or burned in his labors. His level of ceaseless dedication is about more than just pride, however. Should the Furnace be left empty for too long, it could heat beyond its own melting point and collapse into the fiery magma below. Such a tragedy would have horrible ramifications for the Smiths' guild, and for the entire Dunwarr kingdom.