recursal/Fanatic-Fandom huggingface dataset:
Letter from Jigi

This correspondence is a letter from Jigi Dualheart, which reveals further details about Mardos Blackhand, a villain responsible for the catastrophe at Dun Vor and the Battle of Two Hills.

## The Letter

Ghanan,

After half a century, you don’t start with a “Hello. How are you doing, Jigi?” Nope! Instead you ask about some twat named Mardos Blackhand? I can’t believe you, Steelbeard! You're lucky I still owe you for that business in the mountains.

So, hate to burst your bubble, but there ain’t much info on him. But here and there I’ve been able to find the occasional tidbit of what he's doing or maybe he's responsible for. Most people tie him to artifact heists that have happened over the years, some even going back before the War of Three Hammers.

~~Who are you messing with?~~ Wait, I don’t wanna know.

But back to the the important bit. At these heists, things tend to get bloody. Ain’t uncommon for there to be no survivors once he's done. More often than not, all you’ll find is a crow sitting on a corpse, kinda like his calling card? I don’t know, but it's magical in nature, because in few days, they disintegrate into a nice pile of ashes.

There *is* one time someone managed to not get axed by this twat. A serving boy for some noble family managed to hide in the cupboards of the kitchen as Mardos came knocking. He had odd visions but nothing seemed to affect him too much. But he did hear the screaming of the other staff members; most were yelling about loved ones attacking them or were just yelling in gibberish about something called the Black Heart. He snuck out towards the end and managed to catch a glimpse of this Mardos fella. Scared the living daylights out of him and he passed out right then and there. Once he woke up everyone was dead except him. Once I tracked him down, I managed to even get him to give a description of the twat. Sent that along with the letter.

I’ll keep looking for more info, but be careful. This Mardos, who ever he is, ain’t one to be messed with lightly. Just keep yourself safe, you old fool.

Jigi
To-Do List

This page is merely a list of tasks, pages, and other such that this site requires. In no particular order:

1. Add pages for redlinks
2. Finish WIP pages
3. DM's Toolkit page
4. Useful links and addons page
5. Get some more art
	1. Especially character portraits
	2. Landscapes
	3. UPDATE THE OLD MAPS
	4. Location Maps
		1. Cinderwatch Village
		2. Bel Lonn
		3. Updated Pinehold
	5. *Try to replace the uncommissioned art as much as possible*
6. Carpball page
7. Make blogs and chat spaces more accessible
	1. Link page for blogs?
The Black Heart

The Steelbeards are an ancient clan, and have many terrible enemies. One in particular has been acting against them--seeking revenge or simply acting out of malice, it is not known. Driven out of Dun Vor once, made captive in several ways, and attacked in Ashfall itself, the dwarves are now preparing, with the help of the Order, to strike back and end this threat...

## Heroes of the Black Heart

* Sarah Bundy
* Neapolitan Butterchurn
* Maradynn Dawnshatter
* Daevanne Giltcastle
* Victoria Leinart
* Nobu'Undo
* Ghanan Steelbeard
* Ryniri Stormseer
* Sauldrik Thelenmore
Sherelandia

Self-portrait

Of all the strange residents of the Duchy of Ashfall, **Sherelandia** may well be the strangest. A dryad born from a stolen acorn, she suffered as no child should have to, before coming to live in peace with the people of Wesrill.

## Birth

All dryads are born from an acorn, and those acorns are jealously guarded by the druids of the Cenarion Circle on Kalimdor. However, it would seem that one of these precious acorns somehow came into the possession of a group of Horde raiders; it would seem they were unaware that of all their plunder, this single acorn was more priceless than all the rest combined.

On or around April 15, however, the captain of the ship--apparently a blood elf--spilled water on the acorn, which bloomed immediately into Sherelandia. Terrified by the sudden appearance of a massively powerful being in his cabin, it is believed he attacked her; and more terrified (being newborn), Sherelandia responded with the power of Nature, ripping the ship apart with roots and vines. She then struggled to the shore and fled inland blindly.

## Dryad's Refuge

She eventually ran out of stamina and adrenaline, and collapsed into slumber on the dusty grassland of Highplain County. When she awoke, she found herself surrounded by many of the tiny creatures of the area, and was overjoyed no longer to be alone. She then began to build a home for herself and her little friends.

Her power was greater than she knew, though, and her understanding of the world was non-existent. A small forest sprouted up around her, growing far too fast to be sustainable in the dusty, poor soil of Ashfall. Animals began to flock to her through her dryad magnetism, including all of the beasts of nearby Ashenlode.

This drew the attention of the Knights of Ashfall, who then investigated and discovered her presence. Concerned that she might be an enemy, and careful not to make her so, they met her in her Refuge, and with effort, convinced her that the carnivorous animals were going to starve to death, and the trees would dry up and die.

When it became clear that she could not survive on her own, Sir Peryn Crowson offered her refuge in his own benefice of Wesrill. This she gladly accepted, until more could be learned of her history from the wreckage of the ship.

## Personality

Sherelandia is a child. She has very little experience in the world, and only marginal control over her magic (thanks to a limiting spell placed on her by Neapolitan Butterchurn).

Due to her traumatic experience, when the person on whom she imprinted attempted to kill her, she is timid and tends to be very defensive. She is mistrustful of high and blood elves, and even those who vaguely resemble them.

But with the care of the villagers, who have grown past the fear of the unknown and now see past to the child she is, she is growing more confident, and even enjoys drawing pictures with pencils and crayons. She is proudest of her self-portrait, though she does draw a disproportionate number of pictures of Jimmy.
Dun Vor

**Dun Vor** is a territory of Khaz Modan, under the rule of the Council of Three Hammers and the Thane of Clan Steelbeard.

## Geography

Dun Vor lies in the mountains above the northeastern Wetlands, below the Twilight Highlands. It is a hilly plateau, thickly forested and cool year-round, despite the nearby swamp.

The plateau is embraced by the mountains, and at its center is the Izor Loch.

The city of Dun Vor itself, and Old Dun Vor (near the town of Digdur) are built back into the mountain caverns.

## Culture

After centuries of self induced near isolation following the War of Three Hammers and even somewhat before the dwarves of Clan Steelbeard can be best described as black sheep of Clan Bronzebeard.

After the war, Clan Steelbeard wasn’t in any shape to get involved in any conflict that may have followed due to serious lack of supplies.In the interest of keeping his clan safe from harm, Thane Jorvik Steelbeard put his clan in a state of near  isolation only sending out the occasional trader to gather supplies. For the next two centuries they stayed out of dwarven politics the best they could and focused on improving life in the valley.

As time went on in the valley an outsider might have noticed the changes that took place in the clan from the ever so strict Bronzebeard Clan they were to more of this black sheep of one they’ve become. Instead of the council doing most of the decision making more power was given to the thane and eventually their word carried more weight. Also instead of disputes being settled through some form of legal process disputes were instead settled by honor based dueling system where it perfectly normal for someone to call another out on the basis of defending their honor. They’ve developed their own holidays such as the Craft Festival and the Rosteg and truth be told they never celebrate Hallow’s End because they had never heard of it.

Something also worth noting they value their craftsmen to a point of being ludicrous. Without the need to be so devoted to military pursuits the dwarves of the valley practiced their crafts and became masters at them. Specifically masonry the Steelbeard's took to it like one does to breathing and became well known for their skills in the area and most can agree they are masters of this craft.

Through these sorts of things the Steelbeard’s drifted further and further away from being like most Bronzebeard Clans. For the most part whenever the rare occasion of an outsider entering the valley does occur they descriptions paint not as they expected when meeting dwarves. They’ve mainly been described as cold to outsiders but eventually they'll open up and are quite welcoming as long as you drink. Some descriptions paint them as almost barbaric in nature with their wild parties and their system of honor being not all what expected and some simply calling them very much an example of controlled chaos.
John Howlett

Szablon:Infobox/Postać
**John Howlett** – postać występująca w filmie X-Men Geneza: Wolverine. Jest on przybranym ojcem Wolverine'a.

## Biografia

### X-Men Geneza: Wolverine

John Howlett opiekował się swoim synem Jamesem, zanim został zastrzelony przez swojego byłego obrońcę, Thomasa Logana (który miał romans z żoną Johna Howletta). Jego śmierć spowodowała utajoną mutację Jamesa, którą James wkrótce zabił Thomasa, mszcząc się tym samym za śmierć Johna.

Przed śmiercią Logan ujawnił, że to nie John był ojcem Jamesa, ale Thomas Logan.
Cult of the New Day

The **Cult of the New Day** was an organization dedicated to defending Azeroth from the Burning Legion by destroying all sapient life on the face of the planet.

The recent incident known as Dark Dreams was instigated by the Cult for this purpose.

## History

Beletene Moongraze was a druid with particular gifts at shaping vegetation. His experiences in dealing with the Legion were vast and unpleasant, and he wondered for most of his life whether his own people were responsible for Sargeras' drawn attention and interest in Azeroth.

The Third War confirmed his insanity, and he began to breed a sort of tree he dubbed "Duskbreaker" trees. These would use energies drawn from the leylines of the world to activate the Emerald Dream and "press the reset button", merging the previous layers of the Dream into the Material Plane, destroying all sapient life on Azeroth and restoring it to previous iterations of Titan work.

Though, obviously, most druids and other night elves reacted with profound distaste to this, some few were drawn to the work for varying reasons. Despite efforts by Fandral Staghelm to deter their activity, they managed to bring several Duskbreakers to maturity, and prepared to act.

The Green Dragonflight attempted to destroy all of the Duskbreaker trees, but Beletene and his newly-formed cult managed to save one, which they took into hiding until 38 L.C.

This tree, called the Mother Tree, they planted in the Twilight Grove, and duped a volunteer force of Alliance citizens into planting the seeds for them at key points around Duskwood. However, upon discovering that this was a ploy, the adventurers went forth to destroy the saplings. The destruction of the saplings resulted in a magical backlash within the Grove, and caused the Mother Tree to merge with the druids there--killing the druids, and making the tree over into a semi-sapient monster.

The champions of Duskwood--and now, the world--gathered at the Grove and attacked the tree boldly, with the aid of Bessara. The Mother Tree was destroyed, along with the extreme majority of Cultists.

However, some few cultists were not in Duskwood at the time of the Incident, and are still at large. They have sworn vengeance for the loss of their leader...
Heart of Dominion

The **Heart of Dominion** is an artifact that was recovered from the remains of Edial Redblade following the Dead Hand Protocol campaign.  Its purpose and power are unknown.

## Description

The Heart of Dominion is blue gemstone of heretofore unknown composition; it does not currently have a name in the lapidary community. It is approximately the size of an adult human heart, and tendrils of titansteel form a "setting", which in turn is apparently meant to anchor to something.

The Heart of Dominion pulses with cold, about once per second. It does not otherwise appear to have any passive effects.

## History

The Heart of Dominion was recovered by the coalition force after the explosive demise of Edial Redblade. Its residence in his body, during his various empowerment procedures, have caused it to imbibe some of the magics he used, recrystallizing it in new forms.

Given its inherently magical nature, it was delivered to the Kirin Tor in Dalaran for safekeeping and study.
Tournament of Ages

The **Tournament of Ages** is an annual event, a collaborative effort between the Alliance and Horde to continue the legacy of the Argent Crusade. All comers from around the world are welcome to partake in its many, many events, so long as they come in relative peace.

## The Tournament

*See also the Tournament of Ages website.*

The Tournament is a tremendous event, consisting of a wide variety of competitions--and opportunities to excel. ((Follow the links to see the official rules!))

### Booths

During the festivities, different organizations and companies open booths, offering anything from food and merchandise to fun games.

### Dueling

It would not be a tournament without combat! Two contests exist for solo dueling, by different traditional rules ((D20 and PvP)), and divided by disciplines and styles of fighting ((class)).

For the less formal, more fluid version ((D20)), the pairings are divided into the following categories:

* *Rancor*: Demon Hunters, Death Knights, Rogues, and Warlocks.
* *Vigor*:  Warriors, Hunters, Shamans, and Druids.
* *Will*: Paladins, Mages, Monks, and Priests.

### Jousting

Another staple of traditional tournaments, jousting is a form of mounted dueling performed with lances and specially trained horses. Unlike in the days of old, the field is open to all who know their way around this equipment.

### Arenas

A modern entertainment makes its way into the Tournament: team combat. Teams of three will take up arms against one another, and the team with the last man standing wins!

### Racing

Around and around the Tournament Grounds, these contestants will go over two days! A contest of skill, to see who is the best horseman in Azeroth!

### Pet Battles

Strength can also be found in leadership. Who can lead their pets to victory?

### Hearthstone

Entertainment between battles and tactical thinking combine in the ever-popular card game, Hearthstone. Bring your best deck, and may the best win!

### The Sword in the Skull

The tournament organizers were baffled to discover a sword, buried in a skull, near the Tournament Grounds. Every day, take a chance to draw it and win it!

### World of Conquest

Recreate the battles of the Third War, using a unique magical war-table set!  Would your decisions have changed the outcome?

## Past Participation

Events of 38 L.C. (2017)

Events of 39 L.C. (2018)
Dead Reckoning

**Dead Reckoning** describes the Order of Ashfall's ongoing quest to bring a dozen rogue death knights to justice. This is primarily the task of Sir Marcus Kaspin, and carried on for months.

## History

Sir Marcus witnessed thirteen death knights invading a town, rounding up all the men, women and children. First they killed the children in front of their parents, then they killed the wives. The men they left alive, forced to slaughter their risen loved ones as the death knights raised them to torment them. Finally, the entire village was made over into the undead...

Justice would swiftly catch up with them; the leader Marcus slew, taking his helmet as a token, and destroyed his deathcharger as well.

## Part One: July 27 (event)

Sir Marcus sent word to Lord Auromere that he had pinpointed the location of one of the twelve--a Vanessa Handslicer. She was in the Redridge Mountains. A team from the Knights of Ashfall arrived in Lakeshire to find the town well locked down, and a note bidding them follow Sir Marcus to Stonewatch Keep.

The path to Stonewatch was fraught with peril, and the heroes fought and defeated many enslaved undead. At one point, the sky began to rain blood, indicating that Vanessa was not working alone.

However, when they arrived within the Keep, they found Vanessa alone, tormenting Sir Marcus. She was swiftly defeated, and Sir Marcus freed--but the other death knights remained at large, for now.

### **The Heroes**

* Neapolitan Q. Butterchurn
* Peryn Crowson
* Sir Marcus Kaspin

## Part Two: September 28 (event)

The Knights of Ashfall arrived at Dun Modr on reports of a death knight they had been hunting. Mitchell Elderson had appeared on the Thandol Span, and when challenged to identify himself, killed a group of mountaineers and taken refuge in an alcove below the bridge.

The Knights carried out a plan to drive him out from the room: invade from three doorways, forcing him out through the fourth and into the waiting armaments of the rest of the party. Encircled and beset, Elderson used life-draining abilities to fight them and sustain himself--though these proved grossly inadequate. He was slain, and his crumbling body fell from the bridge into the inlet.

Upon searching the alcove where he had sheltered, the Knights discovered a letter detailing something about Edial Redblade exercising control over other death knights, including Harold Nelson, another rogue Ebon the Knights were sworn to pursue.

Upon discovering this, Jeremaias published a notice of a Town Hall meeting to gather information.

*See also Dead Hand Protocol.*

### **The Heroes**

* Neapolitan Butterchurn
* Camilla Carlyle
* Peryn Crowson
* Marcus Kaspin
* Graevus Kelborn
* Ghanan Steelbeard
* Sauldrik Thelenmore
* Tayluur Welch
* Falaeth Woodbreeze

## The Guilty

* Commander Swordshatter
* Beranus Bradshaw
* Freddy Frost
* Mitchell Elderson (terminated)
* Geral Grimblade
* Shawn Gutripper
* Vanessa Handslicer (terminated)
* Jeffery Lightbane
* George Malice
* Harold Nelson (terminated)
* John Plagueson
* Donald Whisp
Claiming a Mount

When people think of a knight, they think not only of a noble-hearted, courageous fellow in armor, but primarily of him *riding to the rescue*. Rightly so, for the knight is an expert in mounted combat.

The Order of Ashfall requires that every knight have at least one mount suitable to cavalry engagements, and the role in combat he or she plays--but we are aware that many of our candidates and squires may not have had a chance to build a stable or acquire a special mount. Armsmen who do not own their own mounts are typically issued a horse, but that horse belongs to Lord Jeremaias; a knight must have his own.

As such, we have elected to make the acquisition and training of a mount a part of the squire's journey toward knighthood.

## The Capture

At the beginning of his apprenticeship, the squire and his knight--and a select number of companions--travel to a place where the sort of mount he wants resides in the wild. The animal is then split from its herd, or otherwise driven into the open, and the capture begins.

While one would prefer it otherwise, sometimes one must subdue an animal by force, and the higher and more independent the animal's spirit, the more force must be applied. The squire and his companions engage the animal in combat until it submits, and then carry it back to the Order's nearest outpost.

## Training

After a time to recover, the mount then becomes the squire's full responsibility. Throughout the rest of his apprenticeship, the squire will tame and gentle the mount, learn how to ride and care for it, and teach it to fight as a companion rather than as a wild animal. This also serves to symbolize the squire's own growth.

## Past Mounts Tamed

* Stalwart
* Ripper

## OOC Details

Though we are a Stormwind-based guild, and knights are typically depicted as riding horses, we wish to allow our guild members to build the legend of their characters in unique and creative ways. That being the case, we permit a variety of mounts to be used.

The following table reflects the general categories of mounts you can choose to perform the feat of Claiming Your Mount:

You may choose any reasonable model within those categories. If you would like to have your character use a mount type not listed here, you can certainly ask Jeremaias! However, certain mounts are very unlikely be approved:

* Mounts with visible wings
* Undead mounts (such as Invincible, death knight mounts)
* Demon mounts (such as the dreadsteed of Xoroth or Illidari felstalker)
* Discs, flying carpets, flying machines
* Oversized mounts (such as mammoths, gronnlings, shredders and golems)
* Motorcycles

The reason for these exclusions is that a mount must be suitable for cavalry combat, and must not require unholy power to tame or maintain them.

You can most certainly ride any mount when you are OOC, and almost any mount (except the unholy ones) when you are off duty. This is merely a matter of your character reasonably being able to participate in mounted combat according to our style. More mounts may be approved over time.
Intervention

**Intervention** was a mission to follow up on evidence of a remnant of the Veiled Hand operating during the Dark Dreams Incident.

## History

Shortly after the Legion's initial invasion during the summer of 37 L.C., the disgruntled people of Darkshire were approached by Legion agents. Long believing themselves ignored by the King of Stormwind, the Ebonlockes and many of the leading citizens of the town eagerly took up this offer, and slaughtered almost all who resisted.

The Uncrowned moved to quell this uprising, but the town was left desolated, and remnants of the Veiled Hand cult fled into the forest to hide, and plot their revenge.

During the Dark Dreams Incident, it was discovered that someone was tampering with local wildlife, creating a bear that could teleport. Its head was returned to town for examination and investigation; scrying established that the bear originated in the northwest of the region.

The Order of Ashfall, who had remained until the Heart of Dreams could be transported to Westfall, went forth to locate the responsible party.

## The Battle

The Order arrived in the evening of June 8, and discovered a makeshift laboratory. Various animals from around the area had been caged, branded, and infected with different diseases and fel energies, and had to be put down.

However, when one large wolf was slain, it let out a call, and other wolves--probably members of its pack--arrived to protect their own. At the same time, the Cultist responsible for this corruption arrived, and attempted to defend his laboratory.

The Cultist was slain, and the animals mercifully dealt with.

## Intervening Heroes

* Lord Jeremaias Auromere
* Sir Baelthane Anvilmar
* Neapolitan Butterchurn
* Peryn Crowson
* Sir Marcus Kaspin
* Alexander Soltum
Pirates Plundered

To assist a squire in his pursuit of knighthood, the Order of Ashfall traveled to Silithus to reclaim a set of stolen gems, to be used in the forging of a new weapon. The mission went off with objective success, but a moral dilemma arose due to its execution.

## The Planning

Baelthane Anvilmar came into possession of his father's journal, which contains designs for various weapons his father envisioned. As one of his Feats of Knighthood, he was determined to create one of those weapons. He selected a design for a sword that called for three gemstones, treasures stolen by the Blacksail Buccaneers some years ago.

The Blacksail were known to work the shores of Kalimdor, and word was sent out to allies in the Darnassus navy, requesting information. The Blacksail, at the time, were known to be at their base in Silithus, and in exchange for transport and intelligence, Darnassus requested that the Order destroy the base.

## The Execution

Rather than a frontal assault, the order's forces used deception to infiltrate the makeshift port. Alongside them came Mother Rosealynn Winchester. The participants mingled in their own ways, leaving explosive charges in strategic locations that, when triggered, would upend operations and potentially make the port useless.

However, things began to go wrong when Mother Rosealynn felt obligated to seduce the Blacksail captain in order to gain entry to their primary ship. At this point, Jeremaias Auromere ran out of tolerance for the deceptions, ordered the group to work openly, and retrieved Rosealynn before she could be degraded.

The group found their prize and made their exit without incident, and the explosives were detonated in accordance with the agreement with Darnassus.

## The Outcome

Jeremaias, ashamed and offended, instructed the assembled that a woman's virtue was not to be exchanged for personal gain, and that deception was not the proper way for a knight. He was left shaken and less sure of himself, which would take some time to recover.

Baelthane was now in possession of the gemstones. However, the lesson he learned from that night resulted in his rethinking the weapon's design--and his own approach. This introspection and humility made him perfectly suited for knighthood, which proceeded swiftly thereafter.
Goldrinn's Call

The Horde, emboldened by the destruction of Teldrassil and undeterred by their loss of the Undercity, began to solidify their hold over all of Kalimdor. The Order of Ashfall was called upon to help keep Mount Hyjal free, and one of their number would be tasked with a rather higher, more spiritual work...

## Background

The first assignment for the Order of Ashfall and the Ashfall Brigade comes a few weeks into the Azerite War. Mount Hyjal, once the sole territory of the night elves, and later the responsibility of all of the Cenarion Circle alike, is now threatened by the partisan forces of the Horde. The Circle's attention is directed to the healing of the planet alongside Magni Bronzebeard, and the Defenders of Hyjal badly diminished after the Legion's assault on Nordrassil two years ago; and so they call for assistance not to hand over control of the mountain, but to maintain its neutrality.

Of the Alliance's commanders available for the mission, it is determined that Marshal Jeremaias Auromere would be least likely to cause a diplomatic disaster by ambitiously claiming Mount Hyjal for the Alliance. And thus, the command is issued: Board the *Leviticar*, and travel as swiftly as possible to disrupt Horde operations and eject the offenders from the sacred mountain.

Meantime, Daevanne Giltcastle began to experience a recurring dream. Hunting alone, he encountered a great white wolf standing alone in a clearing; it stared at him, then howled in pain and fell over dead. The wolf's fall revealed a statue of a wolf, and an unvoiced urging to appear before the statue.

## Shrine Convention (September 6)

The Order personnel hit the ground running. After arriving at Nordrassil by a roundabout route, the druids of the Cenarion Circle laid out the situation. The Horde had overrun most of the mountain's slopes--though staying clear of Nordrassil--and most egregious of all, were preparing to perform some ritual at the Shrine of Goldrinn. This, Auromere decided, would be the Order's first target.

The team arrived in the night, and under cover of darkness, infiltrated the camp. Alexander Soltum disabled the goblin perimeter guard by a slumber spell, and Auromere slipped up behind another orc guard and slew him.

However, the lack of report from the goblin alerted the orcs in the shrine to the presence of enemies, and the team was forced to use main strength. Fortunately, they swiftly overpowered and defeated the orcs--and the goblin, awakening, fled.

At this time, as they began to clear away the shamanic items needed to conduct whatever ritual was planned, the spirit of Goldrinn appeared and spoke to Daevanne. The wolves of Winterspring were dying, and it concerned him greatly; in return for Goldrinn permitting them to use the now-restored safety of his shrine for a base of operations, Daevanne and the Order would travel to Winterspring and restore balance.

## Heroes of Mount Hyjal

* Neapolitan Butterchurn
* Peryn Crowson
* Maradynn Dawnshatter
* Daevanne Giltcastle
* Victoria Leinart
* Nobu'Undo
* Alexander Soltum
* Terrylie Steelbeard
Noblegarden

**Noblegarden** is a regular holiday that occurs at different points in the spring. It is generally celebrated with universal traditions, but the Duchy of Ashfall also uses it to celebrate the initial hard work of the farmers and builders after the conquest of County Redgold.

## History

*The great feast of Noblegarden has long been celebrated by the races of the Alliance and recently adopted by those of the Horde. On this joyous day, it is customary for the nobles and lords from each race to hide coins, candy, and the occasional treasures within special eggs painted to look like wildflowers. These eggs are then scattered around the major cities for the citizenry to find. From heroes to commoners, and everyone in between - the feast of Noblegarden is meant to bring communities together to share the joy of life and friendship.*

## The First Feast

In 38 L.C., the feast of Noblegarden came shortly after the first groundbreaking for crops and construction in Redgold County. Lord Jeremaias Auromere, keenly aware of his position as the local lord, held a small supper on April 23 for his order's armsmen and knights, and then ordered the traditional eggs hidden around Bel Lonn for all.

1. ↑ https://wow.gamepedia.com/Noblegarden
The Leviticar

The new version

The ***Airborne Vessel Leviticar*** is a formerly Legion battleship captured by the Order of Ashfall.

The original Legion ship was decommissioned, due to recently discovered information regarding the operation and integrity of these vessels, and its salvageable parts integrated into a new ship, also called the *Leviticar*.

## Construction and Armament

The *Leviticar* is a state-of-the art airship. Smaller than the average Alliance gunship, it serves primarily as a rapid transport for troops. Nonetheless, it packs an arsenal adequate to its own defense for random confrontations.

It is unique, in that it contains Legion and Army of the Light technology that was retrofitted into its design. It is therefore faster than average, and more stable in the air than most ships.

## History

The *Ered'katra* was a Legion ship ordered to Azeroth as a result of the Order of Ashfall's disruption of Invasion Point: Iniquity. It arrived at the Invasion Point after the death of the camp's commander, and its captain took charge.

Order forces infiltrated the camp, released the imprisoned observer, and as the observer imposed "punitive damages" on its former employers, Auromere led a strike team into the ship's interior to capture the bridge. They then used the ship's guns to clear the camp.

Renamed the *Leviticar*, the ship was piloted to Argus by the observer, under contract. However, it was fired upon, and heavily damaged, left unable to fly or teleport. By the end of the Order's mission on Argus, it was "able to fly or shoot, but not both", and remained on the planet for what repairs could be done.

It was during this inspection and repair process that it was discovered how these ships are held together: on the souls of helpless victims. Auromere immediately ordered the decommissioning of the *Leviticar*, with the intention of salvaging what technology could be ethically used; deathspeakers and other spiritualists have been in the process of extricating and healing the wounded souls before helping them on to the afterlife.

The *Leviticar* was carefully pulled apart, and its morally-acceptable technology preserved for use in a newly-designed flying vehicle.

## Construction and Armament - Original

The *Leviticar*, originally the *Ered'katra*, is a Legion battleship consistent with those used during the worldwide Invasion. Its hull is constructed of refined felsteel, and emits energies that are deleterious to uncorrupted flesh unless they are properly shielded.

The ship is equipped for travel through the Twisting Nether as well as terrestrial flight, though the netherwarp drive was damaged during the Order's mission to Argus. It boasts a full battery of bombardment guns and a forward cannon.
Earth's Hand

**Earth's Hand** is a circle of standing stones located in Seabreach County, west of the Willowswift River.

## History

The origins of the circle are unknown. The stones themselves display dwarven carvings and other workmanship, but there is no record of dwarf activity in the region within recorded history.

According to Isobel de Stopham, Earth's Hand was long believed to be a place where "strange rituals" were conducted.

Shortly after the lifting of the Siege of Pinehold, pirates who made their haven in Halimar, at the mouth of the river, were concerned that Pinehold would now look southward and discover them. They contracted with a troll shaman to create a diversion; said shaman conducted rituals alleged to raise the water elementals in the river, but were actually sacrifices so that he could consume the life force of the victims.

The circle has been cleansed of voodoo, and the remains of the victims given a proper burial not far away.
Ironwall Keep

As it was originally discovered

**Ironwall Keep** is currently the northern stronghold of Redgold County, straddling the Snowborn River where it enters from Emberwind County.

## Geography

Ironwall Keep is located on (or very near) the line between Counties Redgold and Emberwind. It sits low, between two rises, and fills the valley between, straddling the Snowborn River; with very little construction, it could come to control the flow of the river southward into Redgold and the Bay of Lonn.

Ironwall is typical of orcish architecture: massive iron spikes that serve no purpose but to intimidate, heavy walls that appear to be built on the principle of "more is better", few creature comforts and no grace. Before its gates, an entire forest has been sheared away--either to clear visibility, or to feed the massive fires that no longer burn here. But not even grass has grown back in this space; the ground is all dust, dry and sterile.

## History

*See also: Good Fences, Good Neighbors*

Ironwall Keep was constructed at some point after the destruction of the Kingdom of Stormwind; it is unknown whether it was initially built during the height of the Orcish Horde and updated, or constructed entirely by the Blackrock Clan and their Draenor allies.

As a result of the resounding defeat of the Black Iron Offensive during the Draenor War, the Blackrock Clan withdrew into the mountain in the Burning Steppes. The keep was no longer strategically significant, being relatively remote and policing nothing more than a hundred isolated humans, and it was abandoned. However, they left behind an inactive but accessible portal ring in the basement, which was overrun by giant spiders.

The Knights of Ashfall seized the abandoned keep, renamed it "Ironwall", and began to shore it up as part of Redgold County's defenses. The Blackrocks discovered this, and attempted twice to reclaim it themselves; both times, they were repelled.

## Currently

Ironwall Keep is now securely in the possession of the Kingdom of Stormwind, and serves as the northernmost stronghold in the controlled region. It is undergoing refurbishment, including the removal of the ornamental spikes, improvement of heating and forge technology, and reinforcement of its fixed gun battery.
Alistair's Rest

**Alistair's Rest** is a settlement established around a freshwater spring in a former ettin cave.

## History

During the Conquest of County Redgold, Order scouts encountered one of the ettins that roam the Flint Hills. Determined to protect their comrades, the scouts attacked and defeated the ettin.

Later, a party entered the cave to sift through the ettin's hoard, and discovered not only a spring of fresh, clean mineral water, but a scrollcase containing letters to Alistair de Stopham from his daughter.

The cave was named to honor the late baron's dedication and self-sacrifice.

## Currently

The spring has become a stop on the path to Seabreach County and beyond. As a result, a trading post, inn, and watering hole have built up nearby. The post is secured by a handful of armsmen.
Varian's Memorial Service

*This speech was delivered by Jeremaias Auromere at the first annual memorial for King Varian Wrynn. While others spoke of courage, battle, and revenge, Lord Auromere's speech had a different perspective...*

## The Speech

We’re here to honor the man who rebuilt Stormwind, whose legacy is the fair city in which we stand, whose life’s work was to defend his people.  Who here can say that his or her life hasn’t been touched by the works and words of King Varian Wrynn?

You’ve already heard from this honored assemblage of King Varian’s excellence--his strength, his courage, his determination--and how he directed those qualities toward the betterment of those around him, to the doing of justice, and the extending of mercy.

You’ve also heard of what he lost, what he suffered, what he endured.  You know he had every right to quail in despair, at any time.  Many of us would have done.

But we stand here today to remember a man who looked again and again into the face of oblivion, and still raised his fist in defiance every time.  He had hope that we could triumph.

He believed in a world where peace, not war, could be the norm.  He believed in a kingdom where prosperity and love could be the rule.  He believed in a son who would become a greater king than himself.

He believed.  He had hope.  That is his legacy, and he has given it to us.

And so, we must remember that when we hope, when we believe in ourselves and in one another, we take up the mantle of Varian Wrynn ourselves!  Let us honor him every moment by living out his dream!

The soldiers who valiantly charge into battle aren’t the only ones who can live that hope.  We can all do it.  When farmers sow their fields, when workmen ply their trade, when merchants sell their wares, they live that hope.

Do good works, live your life, and King Varian’s hope will be fulfilled.  Hope believes that victory can be had.  Hope believes in tomorrow.

This is the best legacy that a king can bequeath.  Let us work together, let us hope together, and these dark hours will pass!  Long live Stormwind!  Long live the Alliance!
Biocrystal

Biocrystals are exclusive to The Ark. The God-Tier entity of this crystal is Gatekeeper.

It is a combination of the Chaos, Void, and Telecrystal.

The crystal glows a crimson red, and grants Biomass manipulation, telekinesis, and dimensional portal manipulation.

It is considered the second-strongest crystal, tied with the Shade and Rift.

True Absorption is also one of its abilities.
Ashenlode

**Ashenlode** is the largest settlement in Highplain County. Lost, then reactivated, then lost again, it was finally claimed by the forces of Ashfall. It now serves as a significant source of income for the duchy, as its mine produces rather good-quality mithril.

## Geography

Ashenlode is located on the north side of the Burnished Mountains, northwest of Two Hills and southeast of Lake Willowswitch. It faces the Open Range.

## Features

Ashenlode's primary function, in the grand scheme of things, is mining. The nearby mine--also named "Ashenlode"--is rich in mithril, as well as precious black diamonds.

The mine is continuously expanding and developing, and as such, supports a fair-sized population of miners, their families, and the usual range of service providers. Mining operations also make use of beasts of burden, necessitating a large stable and several veterinary businesses.

1. The stables. Mostly serving oxen, but also horses and other beasts of burden, they also utilize space in the warehouses across the road.
2. The smithy. This produces and repairs mining tools, carts, and locks, as well as horseshoes and other sundries.
3. The mine office. Here, John Kibbe operates the mine, keeping things running smoothly and serving as a sort of mayor to the locals.
4. The residential district. The houses are neat, orderly, and uniform--almost as if mass-produced--but are weathertight and comfortable. Most of the miners live here with their families.
5. The marketplace.

## History

*See Highplain Drifters.*

(WIP)
Suuria

"The ~glorious~ Order of Ashfall!"

**Dame Suuria the Exuberant** is the Senechal for the Order's office in Stormwind City. She is a fast friend of Jeremaias Auromere, and determined to serve him as long as she is able and allowed.

She is also the knight in charge of Ferrous Hearth, in Redgold County.

## History

Suuria was born during the orc-driven genocide of her people. She and her older sister, Riyaa, were orphaned, and bounced here and there until they ended up in the orphanage of Shattrath City.

Riyaa found work as early as possible, but Suuria, being more headstrong and irresponsible, spent time sneaking out of the city and playing. When she was 12, however, this nearly led to a tragic ending: The arakkoa of Outland abducted her and her friends for use in their dark rituals, and held them captive.

It happened that Jeremaias Auromere was in the city at the time; the orphan matrons asked him for help finding the missing children. When he did, he visited terrible vengeance on the arakkoa, and brought every child back safely.

Riyaa, overwhelmed with gratitude, immediately pledged her service to Auromere; seeing that she was in need of stable employment and a better home than a dying fragment of a world, he gave her work in managing his business interests. The sisters moved to Stormwind City at once, and began to enjoy prosperity themselves.

Riyaa found a good marriage with Anchorite Saanen, a draenei who worked at the Cathedral, and began to think of a family. Suuria immediately offered to take her sister's place--but Auromere had other work for her. Rather than applying her to numbers and business, both of which had proven rather opaque to her, he asked her to contribute her cheerful and outgoing personality to recruiting armsmen for the Order of Ashfall.
Wesrill

Wesrill Manor, from the air

**Wesrill** is the name of both a village in Redgold County, and the benefice of Sir Peryn Crowson. Recently, it was the site of a battle between the Knights of Ashfall, and the personal forces belonging to the former knight whose lands these once were.

## Geography

Wesrill takes up a large portion of the northwestern corner of Redgold County. Lying at the foot of the mountains, its land is uneven and a bit rocky, but excellent for fruit production, especially such delicacies as blueberries and peaches. It is also currently the main producer of apples in the duchy.

The area is currently a little bereft of forest, but new growth has expanded exponentially, thanks to the talents of a young dryad.

## History

The village and lands around Wesrill were, historically, the lands belonging to House Vail. The First War changed this as it did all else in Ashfall, leaving the region depopulated. The current holder, Sir Bellac Vail, fled with those of his holdings he could.

After Reconstruction, Vail agitated, along with others, for resources to aid the duchy; however, these were denied as money was tight, and other debts were at risk of going unmet. While Baron Alistair de Stopham did not allow this to deter him, Vail waited for the promised assistance.

When the Stonemasons incited their riot over unpaid wages, Vail allowed his disappointment to make him sympathetic to their cause, and joined the Defias Brotherhood.

When the Defias were defeated in Westfall, Vail was named as a traitor, and his rank and holdings stripped. He went into hiding with a handful of Defias holdouts, and lurked on the fringes of Stormwind society and territories.

That is, until the Order of Ashfall began their work in the Duchy. Upon hearing that the land was finally being reclaimed, Vail determined to take his old place back. He assumed that the new lord of the region, Jeremaias Auromere, would be either too busy to notice him, or too inexperienced to defeat him.

He reckoned without the determination of the Knights as a whole, or Auromere caring for his people, however. The Order moved swiftly against him, freeing his prisoners, and defeating his hastily-assembled army. Vail's death ended his family's title to the land.

Wesrill was granted to Peryn Crowson upon his accolade.

## Currently

Wesrill is, like other parts of Ashfall, on notice that their militia may be called up for service in the Azerite War. To that purpose, they are training intensively for defense, and stand ready to travel to Two Hills for further preparation.

Apart from the abundant fruit crops, there is also a growing industry in dairy; the hills provide excellent graze for milk production.

Its orchards and fields are currently reaping the benefits of a growing dryad's education in nature magic.
House of Nobles

The Stormwind **House of Nobles**is the legislative body of the Kingdom of Stormwind. Per Wowpedia:

## Lore

*The **House of Nobles** form the bureaucracy of the Kingdom of Stormwind and is under the direction of the ruling family: House of Wrynn. King Anduin Wrynn currently occupies the throne and acts as the head of government. The House of Nobles is comprised of some of Stormwind's most powerful aristocratic bloodlines and positions in this governing body are typically inherited...*

*They wield considerable power in the city, but less amongst the Alliance as a whole. They are mostly royal advisors who have major influence over business and labor in town, since they own much of the land. Anduin's father, Varian, had learned not to let them push him around anymore, although it remains to be seen whether or not he will display his father's resolve.*

*The House of Nobles is the stated enemy of the Defias Brotherhood. But at least some of the nobles supported them back when they were the Stonemasons Guild.*

## OOC Information

The Knights of Ashfall guild is a Stormwind-based guild, and loyal to House Wrynn and the government of the kingdom. However, we do not currently operate under the authority of any organization that roleplays as the government of Stormwind.

Insofar as we need laws under which to operate, we use the Stormwind Courts of Law and Equity's laws.