recursal/Fanatic-Fandom huggingface dataset:
Griff Graham

Griff Graham is a blacksmith in Arcath, House Jackie. He has a son, Gus Graham, and had a wife, Amelia Graham. He is the youngest of four siblings, Cormac, Ryan, Brecc, and Ierne. His parents are Peig 'Peggy' and Oscar.

## Appearance

Tall and broad, with black and grey hair shorn short and stubble. Dark eyes.

## Personality

Gruff and stoic, emotions are not his strong point. He is more observant than he seems.

## History

Born to a large family on a horse ranch out in the Monaidh Plains. Came out muscular anyway from working with such large animals, but was more fascinated when the farrier came. To a young Griff, metal working was like magic.

He got an apprenticeship in Mulladún and a year in got a nasty burn which earned a visit to the apothecary, where he would meet his future wife, apothecary apprentice Amelia. They married and had Gus in 1590.

Amelia had unfortunately had always been a little more frail than average, more susceptible to colds and the like. Childbirth nearly took her, and when the First Great Famine rolled around, she struggled, making sure her five year old son and her hard working husband got enough to eat. Griff worried and tried to make sure she ate, which led to an increase of temper in the household, with Gus not knowing why. Amelia passed away in 1595 from a disease that wouldn’t have taken her normally, but stress and famine took it’s toll. To this day Griff blames himself, alternating that he pushed too hard or didn’t push enough to get her to look after herself.

He then had to raise his young son, which is dangerous to have in a forge, so taught him forge safety first and foremost. In 1599 he was asked to take on the refitting/equipping of the Guard, which was a massive honour, and a job that took him, Gus and a team of apprentices a full year to complete.

Since Gus left home to join the Guard, and later the Watch, Griff has become, lonely. He’s never truly gotten over the loss of his love and with his son off living the life he always wanted… it’s hard for him. He never told Gus about this though.

He mentored Ivy Paris from July 1603-Jan 1604. At the end of her time he had her forge something on her own, which began a rough knife. She still keeps it.

Everyone was asleep during the Overnight Defence, so no one knew until the next morning.
Remus Ambrose

Brother to Advisor Roman, Remus is the younger twin. They are not identical.

## Appearance

Light blonde hair than Roman, with a white streak which may or may not be dyed. Prefers green and silver to Roman's red and gold. Has blue eyes and while he wears a monocle, he doesn't actually need it. Instead of stubble, he carefully maintains a moustache.

## Family

His mother is Luna 'Sharp' Ambrose, his father Edgar 'Dignity' Ambrose.

## Skills

He has the same education as Roman, and has retained lot more of the science than Roman, mostly the more, disgusting or deadly things.

## Early Life

Twin brother of Roman, born 30 minutes apart with Remus being the younger. Roman was the favoured twin, the best at everything. While he played the hero, Remus played the villain.

When they were young, Remus truly admired Roman, but as they got older, adoration turned to resentment. No matter how hard Remus tried, he would always be compared to Roman, and he was never as good. All Roman had to do was toss his perfectly golden hair and smile and he’d get praise.

Still, Remus put up with it, since, while he wasn’t as good as his brother, he was better than anyone else! At least that was the rhetoric his parents spouted.

He began to distance himself from Roman, using twin maces as opposed to a sword and shield, fully embracing the villain aspect by growing a moustache, dressing in green while Roman in red, dying part of his hair white.

## Revolution

When Roman left to explore Tandeli, Remus left too, to everyone’s surprise. However, they went in opposite directions, and Remus fell in with Deceit and Anxiety. The whole thing amused him, and some part of him thought that maybe, just maybe he could play the hero for once. Stop a war and take down a corrupt monarch!

This did not come to pass.

Roman’s group was larger, better prepared and better resourced. Virgil left Deceit’s group and joined this one. Remus remained with Deceit out of stubborn refusal to have anything to do with his brother, and silently seethed as Roman’s group won. Because of course they did.

## Post Revolution

Deceit urged Remus to bide his time, and only in the last year has Remus resurfaced.

June 1614 he spread misinformation and slander about Head Advisor Thomas, causing his brother to ride out to deal with him.

He was mentioned in a casual Advisor get together in November 1614.

## Personality

Remus is unpredictable and generally creepy and shameless. He has loud, bombastic ideas that generally aren't pleasant and if they are even legal they most likely aren't moral. He thrives on attention and will do what he can to get it.
Estalta

Estalta is the regional capital of Tierra Mélgica, Tandeli. Estalta is quite far from the coast, just to the east of the Mente and on the sandy western border of the Calorona Desert.

The edges of the city vary between the hazel frame walls, mud baked bricks and the domed subterranean buildings of most of Tierra Mélgica, depending on if they are on the eastern desert side or not. As you get further into the city the buildings get taller and taller, you find more Waldren architecture, finally, you reach the centre and there is an astronomy tower that seems to touch the stars themselves if you were feeling poetic.

Logan is not concerned with the repainting of Waldren buildings, although some residents have done it. The white fits in fairly well with the buildings he’s going for, making sure there’s plenty of public libraries and a massive one next to the astronomy tower.

Estalta is also home to the closest you’ll get to a university in Tandeli as of right now. Students come to learn astronomy, natural sciences, mathematics, engineering, and navigation primarily, although Logan is working to start having experts from other fields from across the kingdom start teaching. There are lecture halls being built, some finished, some not, and student dormitories.

## Location and History

Like Triti, Estalta is nowhere near a river. Instead, there is a lake, known as Espejo or the Mirror Lake. This lake has been formed because a basin dip in the earth near the desert that over hundreds of thousands of rainy seasons, the ground had absorbed so much water the basin itself began to fill up.

Naturally, this attracted people, and, Pre-Waldren, the lake was the centre of the city. It could be argued that if Tandeli hadn’t been part of Grancinco, this would have been the old capital.

Nowadays the lake is no longer the centre of the city, the city itself having moved around a bit. It still remains a scenic spot in the city and a part of its history.

## Features of Note

* The Observatory
* The Mirror Lake

## Guilds

* Estalta University

* The House of Crystal (secondary)
Dr. Picani

Dr Picani is a doctor operating out of the Puerta Casóm.

## Appearance

Young, olive skin, hair either dyed pastel pink or pastel blue, with a scarf or tie in the opposite colour. Wears in a brown lightweight doublet.

## Personality

Bouncy and enthusiastic, you genuinely wonder why this man isn't a storyteller or entertainer. He can be a little dense at times, but it's hard to tell if that's an act or not to get patients to open up.

## History

A young doctor, he only began practising in December 1609, but he's become quickly well known.

He is a doctor for maladies of the mind, which some of the more traditional doctors scoff at, however you can't deny the results. Many patients come to him and are initially put off by his methods, as he often relates back to stories and legends in helping people with their problems.

He is the most well known member of Cuidado
Cillian Finneen

Cillian Finneen is a travelling herbologist and botanist. He has made it his life goal to go see and document as many species in Tirónar as possible before he dies. He has spent 1612-the summer of 1614 in the Island League. He has a mutual romantic fondness for Marc Blathma, but given how much Cillain likes to travel, they have a hard time using the term 'partners' or 'boyfriends'.

When he is home in Duilintinn, he is officially a member of House Schneeplestein.

## Appearance

Sunbleached white hair and tanned skin with bright blue eyes. Cillian is often dressed in clothes necessary for the field, with a leaf pendant from Marc, and some ear piercings he got while abroad.

## Personality

Cillian has two mode normally; absorbed in his work, and talking in depth about it. He could talk for hours about flora he’s studied across the continent. He has a thick book with detailed diagrams and samples, with meticulous notes. He has smaller versions that refer to specific countries, habitats and biomes that he uses in the field, along with a notebook.

## History

When he was a young man with a passion for exotic plants, he met a man with equal passion for plants, although more for the local ones. They spent much of their time excitedly learning about their favourite plants, but while Marc was content in Duilintinn, Cillian wanted to see what the world had to offer when it came to different plants. It became easier once the kingdom was properly united, and he disappeared off across the continent.

The two researchers keep in touch and send each other gifts. Whenever Cillian is back in Duilintinn he makes a point to visit Marc. Despite the distance the two are still fond of each other, and when they retire they’ll probably retire to a boat on the river between Grancinco and Tandeli.
Glasbaile

Location of Glasbaile in Duilintinn by tumblr user @thewatchau

Glasbaile is a small village in House Marvin, sitting just where the incline meets the flat moors of the Draoidh Valley, parallel to Mulladún on the other side of the hills.

## Name Origin

Glasbaile roughly translates to “green home.”

## Agriculture and Economy

This is a small village that functions as a town centre to the farms surrounding it. With easy irrigation from the water flowing down the slopes into the Draoidh Valley, these farms use traditional hillside farming methods to provide local alternatives to the food imported from House Brody.

Their roadside location and willingness to trade food or shelter for an evening and morning of labor makes this village a godsend for travelers along House Marvin’s eastern road.

However, since most of House Marvin’s population density is clustered around Loch Glas and the western road, Glasbaile is not considered to be a region-wide source of local resources. Which is probably for the best; this is only a smallfarming village, after all.
Tierra Cateula

Redirect to:

* Tierra Catuela
Tierra Cateula is a region in Tandeli run by Advisor Virgil Pumice from Oscureloj.

## **Flag**

Storm clouds top half, multiple lightning strikes hitting the ground, greyish background and dark green bottom.

## **Location**

Far north of the country, north of the river Aliado. It's almost pressed into the top corner, with the mountains to the north and east, Ayuda Forest and river to the west, and the Aliado river to the south.

## **Major Landmarks**

### Man made

Miedo Bridge

Tunnels, predominately man and dwarf made

### Natural

Also the tunnels, as some parts are natural caves. Along the banks of the Ayuda and the Aliado the area is quite fertile.

## **Climate**

Despite being just on the other side of the mountains, the weather could not be more different to House Jameson of Duilintinn. It is often dry, if a little chilly right up in the mountains. During the summer rainy season the area gets more humid, which breaks when they get rain.

## **Culture**

Similar to Eticora, all are welcome, but love and community bonds are expressed differently. It’s a lot quieter, people keep to themselves more. Communities and support networks are smaller, but easily as strong.

Tierra Cateula’s people are quiet. People generally keep to themselves or in small groups when it comes to personal matters. They don’t need the whole world to know something needs sorting, just, their world.

With Tierra Catuela (although less likely because Advisor Virgil is still working on changes) you will learn the history of Tandeli very early on, the best way to fortify a settlement, how to remain calm, and wild animal behaviour. It is also here where you’re more likely to learn the older form of the Grancinco Spanish, as here are the tunnels that kept it safe and hidden from Waldren.

Their opinions on magic is almost unique in Tandeli. All mages are welcome. Anyone can learn or practice magic here, free of judgement as long as no one is getting hurt. Changelings are welcome, and actively sought out by a certain group of Mages, the idea being that a Changeling doesn’t wander, lost and alone, into danger.

Likely professions-Historian, mage, Guard, covert guard, writer, farmer.

## **Settlements**

Oscureloj

Magos Perdidos compound

## **Guilds**

The Farming Guild (secondary hub) Oscureloj

Navigation Hub (secondary hub) Oscureloj

Armed Forces (Plain Branch) Oscureloj

Magos Seguros Oscureloj

Magos Perdidos

The Tunnels/Geological Historians Oscureloj

Libros Antiguos Oscureloj

The Mountain Carvers Oscreloj

The Builder's Guild Oscureloj
The Winery

The Winery is Tandeli's guild for vineyards and winemakers. Barrel and cask makers can also join this guild, and farms that grow cork oaks can also be members, as the corks are used to stopper the bottles.

It used to come under the general farming umbrella when it was still Grancinco, but its own guild formed with Waldren’s Occupation.

The Winery has communal pressing facilities if a vineyard or farm does not have one of their own, and usage comes out of their guild fees. You still have to book a time slot to use it. Its main hub is in the northern part of Puerta Casóm.

Their hub is a Waldren style building with a bunch of grapes over the door. Cork oak wood was used for the stairs and frames. The outside is painted pastel purple.
Lara Mason

The youngest child of the Mason family, currently living with her family just north of Slinad, House Brody. Her parents are Aris Mason and Brian Mason, and her siblings are Dunla Mason, Rufus Mason, and Liam Mason.

## Appearance

Sandy blonde hair and bright blue eyes, physically stronger than her brother Liam. Lithe and agile.

## Personality

Active, adventurous. The word 'No' is a challenge.

## History

The youngest and ‘lucky’, being born long after the First Great Famine, growing up to be almost as tall as her brothers. The Second Great Famine began when she was around seven.

As the baby of the family, Lara was always an active and adventurous child. Getting her to do her chores was difficult unless a game could be made out of it. As she got older and the raids passed she would spend her time trying to explore the mountains near her home, disappearing for hours only to come back covered in scrapes and bruises. Desperately wants to explore the mountains and map them. Plans to join the Forester's Guild to get experience with exploring and mapping before going to the mountains and working with guides. How well this will go is anyone’s guess.

In June 1615 she plans to travel to Monacoil to the Forest District to learn to be a scout or a ranger

During the Overnight Defence Lara had little idea of what was happening. As far as she was concerned the dogs were inside and this was the greatest day ever! She didn't learn about what happened that night until many years later.
Christian Pulisic

## Descripción General

* Nombre: Christian Mate Pulisic
* Lugar de Nacimiento: Hershey, Pennsylvania - Estados Unidos
* Nacionalidad: Estados Unidos
* Edad: 23 años
* Posición: Extremo Derecho
* Club: Chelsea
* Selección: Estados Unidos

## Datos Estadisticos

* Partidos: 1
* Goles anotados: 1
* Premios a jugador de la Fecha: 0
* Premios a jugador de la Temporada: 0
Aris Mason

Aris Mason is the co-owner of the farm to the north of Slinad, House Brody. She is the wife of Brian Mason, and has four children: Dunla Mason, Rufus Mason, Liam Mason, and Lara Mason.

Her role on the farm these days leans more towards the business and accounting side.

## Appearance

Mousy brown hair, blue eyes, tall and slender, although used to be more bulky from helping with physical labour.

## Personality

Can be stern, but is usually more likely to dispense wisdom

## History

Aris’s family had been shepherds there for as long as any of them could remember, and when the Mason couple were looking for a farm, they pointed them in the direction of land north of theirs and charged them a little money to use the road on their land to go into town. They were furious when their eldest, Brian, was caught by Aris stealing crops, and strongly considered not letting them use the road. When their promises of it never happening again held true, they relaxed this, and forgave them.

Aris watched Brian grow into a more confident version of himself as he grew big enough to lift sheep and bold enough to work the market crowd, and she fell for him. She decided to instigate, and it took him a while to catch on. When they married in 1580 and took over their family’s farms they combined them into one. Aris had a much bigger family than Brian, and her younger brothers stayed on a while to help with the running of things until they were experienced enough to hire their own farm hands. Mason is Brian’s surname, Aris never liked hers.

Early on the couple shared the labour and business side, but after their first child, Aris drifted towards the more academic side and generally looked after the health of the household. She likes to weave in her free time. She was also surprised to learn the farm brownie started to include the north farm, but, naturally, did not mention it.

During the First Great Famine, Aris began to use her weaving to add extra income. It didn't always work, not everyone was buying pretty things, but it was of some help.

During the raids between 1604-1608 Aris was the main medic on the farm, and continued this role in subsequent raids.

During the Overnight Defence Aris helped Rufus and two farm hands bring the dogs inside as the farm was under attack from two creatures. She along with Rufus, Brian and Dunla stood guard in the house with the sheep dogs, although thankfully the creatures did not get in.
The First Attempt on the King's Life

On October 31, 1590, Mage Antonius Septimus (better known as The Enemy) attempted to kill King Sean in his castle within Cordoire, Duilintinn. This was The Enemy's first overt act of betrayal against King Sean and ended his time as a member of the court.

## Timeline of Events

After the titling of Lord Jackie, Lord Marvin, and Lord Schneeplestein, The Enemy had spent years simmering with rage as he was snubbed for a noble title again and again. To add insult to injury, no noble lords were appointed in April 1590, ending any hope The Enemy might have had for receiving his long-overdue title. Enraged, he began to plot his revenge.

The Enemy's anger did not go unnoticed by the rest of the court. Theories about why King Sean had not given the mage a title were a popular topic for the rumor mill, and the resulting drama was considered prime entertainment among bored government officials. As a result, any signs that The Enemy had finally snapped and was plotting to betray the king went almost completely overlooked amidst all of the gossip. Those who did notice were often too curious to intervene, completely underestimating how far The Enemy would go to get the power he felt he deserved.

On the night of Hallows' Eve, when magic both good and evil are strongest, The Enemy used his strange, otherworldly powers to take control of the king's body as a puppet, attempting to force him to slit his own throat and proclaim Antonius as the true ruler of the land.

This only partially succeeded. Overwhelmed by his own power, The Enemy was able to temporarily puppet King Sean's body, but as he slit the king's throat, the unnatural connection between the two souls caused The Enemy to perform a similar action upon his own body without realizing. He still gave the speech, but was forced to release the king's body and flee the castle without dealing the killing blow.

Even so, the horrible power that held King Sean under The Enemy's control and the nasty cut to the neck left the king close to death. By some miracle, Lord Schneeplestein was in Cordoire at the time, and with the help of his doctors, he was able to save the king's life.

## Significance

Unfortunately, the attack left King Sean with a strange illness, which plagues him with narcolepsy and psychotic episodes. We now know that this "illness" is likely a severe form of the Influence Curse.

Meanwhile, The Enemy fled across Duilintinn into the Western Forest, where he recovered from the failed attack and began delving deeper into his dark powers.  It is during this time that whatever magic or infection that afflicts his throat wound would have taken hold, preventing it from healing. For whatever reason, The Enemy never sought to remedy this issue and, to our knowledge, bleeds from his throat to this day.

While The Enemy's feud with the king continued to ferment from now until October 1592, he had no plans to attack the people of Duilintinn at this point. After destroying the king and every lord who received a title before himself, The Enemy probably hoped to seize the kingdom for his own.
Bally Cappaghowen

Map of Bally Cappaghowen by tumblr user @shamrockace

Bally Cappaghowen's location in relation to Duilintinn as a whole (old map) by tumblr user @shamrockace

### Location

House Jameson, Duilintinn

Bally Cappaghowen is a large town in House Jameson, Duilintinn, located in the western half of the Southern Mountains, about halfway between Noefrach and the borders of the Western Forest.

## Name Origin

Bally Cappaghowen means “town of tillage river” or “riverside farming town.”

## Layout

Bally Cappaghowen is primarily a farming town, with an orchard, vineyard, and several fields for raising parsnips, barley, onions, rye, peas, potatoes, radishes, carrots, oats, geese, sheep, goats, and chickens, all very common crops for the region.

Some of the town’s most prominent features include a tower for hired members of the Guard Coalition, a large town hall, an amphitheater, a local place of worship, a large manor house on a hill, and several shops. The town is surrounded by a handful of small, unnamed rivers merging north towards Loch Glas, with a densely wooded region on one of the western banks. On Wednesdays, a flea market takes place near the town green.

## Trivia

* Bally Cappaghowen was created by tumblr user @shamrockace
* Bally Cappaghowen is the home of Pan Mellis Empanda

* A map of Bally Cappaghowen by @shamrockace​. Note that the map is oriented according to the river’s flow, with north on the bottom and south on the top.
The Navegator's Guild

The Navigator’s Guild is an old guild in Tandeli, with its main hub in the north-east side of Cristal, a secondary hub in Oscureloj, and a tertiary hub in Puerto Casóm. It covers astronomers, rangers, explorers, message runners and, of course, navigators.

They also cover the various mounts of the country, predominately camels and donkeys, but also horses for message runners.

The hub in Oscureloj mostly deals with rangers and explorers, since they are close to the Ayuda Forest and the mountains. Puerto Casóm’s hub is mostly a contact point for navigators on ships.

They have a contract with the Cloth Maker’s guild for saddles and the like. There is a contract with Estalta University to use the university’s observatory and for the making of instruments.

They often get the nickname of ‘Star Gazers’.

Like most buildings in the Calorona Desert, the main hub is one story with a domed roof. However, the middle of the dome is entirely made of glass, with openers and a drape along the entire length of it, so it doesn’t get too hot during the day. This is essentially a covered courtyard, the idea being that you can lie on your back and stargaze. The surrounded walls are just that, walls. The rest of the guild hub is underground.

The secondary hub is a deep green colour, similar to colour of the Farming Guild hub in Oscureloj. However, this guild has forest iconography and is located in the western edge of the city for access to Ayuda Forest and the mountains.

The tertiary hub is a small, unremarkable pastel green building on the docks of Puerto Casóm.
Bubble Snail

The Bubble Snail is a magical gastropod native to the Western Forest of Duilintinn.

This is a subspecies of snail with no mundane variants. While mundane snails can be found all over the world, this specific, magical species of grasshopper is only found in the Western Forest.

## Behavior

Amphibious, but prefers spending time crawling around the bottom of streams and creek beds in the Western Forest.

While amphibious mundane snails have evolved different types of lungs/gills to be able to take advantage of a wide variety of habitats, the bubble snail magically holds air within their shell, which they can use to breathe underwater. This is thought to be a magical property of the shell itself, not a conscious ability that the snail can activate at will.

## Alchemical Components

### Mundane

I don’t know, what do people use snails for normally? Besides eating them if you speak a language with too many vowels, obviously.

### Magical Uses

The shell of a bubble snail, when ground up and combined with other ingredients into a thick solution, can be applied to containers to make them both waterproof and airtight. This has a wide variety of uses, from food preservation to pseudo-scuba-tanks\*, but unfortunately, bubble snails can be difficult to find. Even if you’re brave enough to go splashing in creeks in the Western Forest, you’ve got about as much chance of finding these bad boys as you do finding a shiny Pokemon in the wild.

*\*So yeah, technically, we can have people breathe underwater now. Sorta. Yes, being able to bottle air would allow you to take breaths from these containers, just like air bubbles in underwater levels of video games. However, these containers would be very small and only contain a single-use (until you refill it), because all of the air would escape out of the container once you’ve broken the seal. Is that a feasible way to breathe underwater for long periods of time? I guess it depends on how long you can hold your breath.*
The Crafters Guild

The Crafters Guild is an old guild of Tandeli, with the main hub in Triti’s city centre, and has a partnership with the Teatro. The guild covers smiths of various disciplines, carpenters, clockmakers, candlestick makers, and potters to name a few. There is some overlap with the Builder’s Guild when it comes to carpenters; the carpenters of the Craft Guild are more focused on the internal parts of the house, while in the Builder’s Guild it’s scaffolding and frames. So a carpenter would join the guild that agrees with their preferred line of woodworking.

Smiths meanwhile can work for the Armed Forces, under the stipulation that they are not members of the Armed Forces.

They mostly built their own hub building, with assistance from the Builder’s Guild. It’s a solid, practical building, with little bits of decoration. The window frames and the eaves have swirls and patterns. Inside there’s the usual admin stuff, as well as rooms to show off of some of your work, to show off what you’re proud of, and look good to potential employers/commissioners.
Mirror Lake

Otherwise known as *Espejo*

In eastern Estalta, Tandeli is a lake composed entirely of rainwater from hundreds of thousands of years of rainy seasons, which soaked into the ground to the point where it began to settle into and fill a natural basin.

Given the nature of this lake, it is entirely possible for the lake to completely dry up during a particularly dry rainy season. It has been recorded happening in Estalta’s history.

The lake is
not large, and the area around is unusually fertile and rich with waterfowl and bird species. It is a rare green spot in the otherwise dry, desert area, and the ground is a bit soft, not that that stopped early Estalta from building around it.

Due to the high groundwater level, there are a number of wells around the lake, and any buildings that have subterranean floors have to have measures to stop the lower levels flooding.

It is called Mirror Lake because on still nights the lake perfectly reflects the sky above.

In recent years Advisor Logan has been requesting to try pumping the groundwater in some manner to both develop the technology and try to increase the amount of water available to the citizens since the lake level can vary and a particularly bad rainy season could lower it dramatically, if temporally. Head Advisor Thomas gave a tentative green light, so that new science that might come of this, but if it ever became detrimental to the permanent water level, Logan was to stop.
Duil Religion

Duilintinn does not have a single official religion. To them, religion is just like any other institution where one might find their place in the world (i.e. guild, occupation, family, crew, etc.) and doesn’t have any political weight beyond that fact.

## Places of Worship

Religious structures like temples, churches, mosques, etc. are community-led, not government built. If you have a large population of a certain religious/spiritual belief in your town, they will probably have built some sort of structure for their religious services/practices.

A belief system with fewer followers will likely only have a small shrine, or perhaps meet in a place that is also used for other things (community center, someone’s home, etc).

Sometimes, multiple religious groups will collaborate to build a shared space for people of any religion to use in peace. The Watch has applied this idea to its outposts and garrisons, which each feature a quiet, open space that anyone can use to practice their beliefs.

## Known Religions

The canon of The Watch AU has been intentionally vague about the specifics of religion and how they may or may not parallel real-world faith systems. This is because the meta rules of The Watch AU allow for Watchers of any cultural background (which includes religion), even those that might not perfectly fit the fantasy context.

While no specific religions have been named, it’s been implied that there are at least religions analogous to Christianity (referenced in Minor Holidays) and Islam (prayer mats are listed among the items kept in Fort Stiofán’s Oratory Tower), though this list is far from exclusive.
Frozen Wastes

Map of the Frozen Wastes by tumblr user @thewatchau

The Frozen Wastes is a continent in the southernmost pole of the Mortal Realm.

## History

The Frozen Wastes were probably first discovered by ships from the continent of Iontassia soon after the year 1000, when Waldren first stumbled upon the continent of Tirónar and immediately began profiting off of it. Nations of Iontassia, particularly the Iontassian Union, were seeking similar power during this time, and would likely have been inspired to send ships to “discover” new lands as well after Waldren’s success. This led to the discovery and attempted annexation of the Frozen Wastes. However, with little knowledge of how to survive in such a desolate tundra, everyone sent to colonize the Frozen Wastes from Iontassia died before any meaningful foothold was established. Soon afterwards, the Iontassian Union gave up on turning the Frozen Wastes into a source of power and, to save face, began pretending that they had never tried to do so in the first place.

To date, no one has attempted to reach the Frozen Wastes since the Iontassian Union’s failed takeover. In the nearly six centuries since that time, the waters around the Frozen Wastes have grown more dangerous to traverse, mostly due to increased amounts of ice and storms due to natural climate change.

## Geography

Despite the name, the Frozen Wastes are not entirely barren. The continent is divided into two concentric circles with different ecosystems; the interior polar desert and the coastal tundra.

The central region (furthest south, directly atop the southern pole of the Mortal Realm) is a polar desert, consisting almost entirely of ice sheets, ice caps, and ice fields. The few areas that aren’t covered in a layer of permanent ice are still largely barren, due to the lack of flowing water needed to sustain the vast majority of flora and fauna.

The coastal regions of the Frozen Wastes are slightly more hospitable in comparison, featuring a tundra ecosystem that is based upon real-world Antarctic tundra. Instead of ice fields, this region has rocky soil that is able to support plant life, which mostly consists of lichens, mosses, and algae. This allows for some hardy fauna to survive in the region as well, particularly migrating birds and aquatic species. The temperature typically rises just above freezing during the summer months, which typically lasts from November to February, but still drops significantly during the winter.

## Culture

We have no idea how much magic is in this ecosystem, nor whether there are any sentient beings or Fae Folk living somewhere on this icy continent.
Addragh Hall

## Traits and other info

Addragh aims to do her best in everything she does, especially if it’s for someone else. She can go a little overboard and over-complicate things sometimes in an attempt to do things right the first time, but she’ll give almost anything a decent try (and ask for help, if needed) before saying that she can’t do it.

Addragh tends to have a bit of a spotty memory. For example, you could tell her that she has to be somewhere at a specific time the day before she has to be there and she won’t remember that, but she will remember a random comment you made a month ago. This also causes her to be a bit disorganised at times, leaving something that she needed behind or having to throw something in at the last minute.

When making decisions, Addragh tries to find as much related information as possible and use that as well as taking into account how that decision will affect herself and others to come to a final conclusion. She wants to be absolutely sure that what she’s doing is the correct or best option for the situation.

She does her best to be realistic but tends to err on the side of caution, especially in social situations. Even the slightest things, like being even a bit late to something or talking to people she sees as being ‘above’ her, cause her to start feeling stressed. This means that she generally keeps to herself. If she hears something that she finds odd or interesting happening, however, she will start paying attention to whatever it is in some way, whether watching the event, attempting to eavesdrop or anything else.

If she hasn’t been completely absorbed in what she’s doing to the point where you have to call her name at least twice to get her to pay attention to you, Addragh has trouble focusing on what she’s doing in loud and/or busy environments because of the sheer amount of things going on at any one time. She also has trouble hearing properly in very loud environments.

She currently is not an official Watcher but does help out around Fort Conchur for 3-4 days every month.
Amelia Graham

Amelia was an apothecary in Arcath, wife to Griff Graham and mother to Gus Graham. She died in 1595.

## Appearance

Dark hair in a messy bun and blue eyes, usually in blue or green blouses.

## Personality

Amelia has been described as a gentle but stable force, who loved her family and her work.

## History

Gus’s mother and Griff’s wife. She was born in Mulladún, and became an apothecary apprentice while still living at home. She met Griff when he sustained a nasty burn from work and the rest, as they say, is history. They married young, and had no regrets with that.

Amelia had always been a frail individual however, and easily became ill, which is why she went the apothecary route, so she could look after herself when she did fall ill. She gave birth to Gus in 1590, which nearly killed her, and it could be argued that she never truly recovered.

When the First Great Famine hit the family struggled to keep enough food on the table. Gus was growing boy, Griff needed the energy for work, and Amelia was already weak. She came to the conclusion however that she needed the food the least, which caused tension within the family and regular arguments with Griff as he tried to make sure she ate.

All of this culminated in her untimely death in 1595. She was buried in her herb garden.
The Mountain Carvers

The Mountain Carvers man the few quarries in Tandeli’s mountains and had a long history under the Waldren Occupation. However, after the First King of Tandeli came to power, they disbanded. It was mostly low funding, given that the First King was keen to trade with Grancinco and other nations. They were never a big guild to begin with, as Waldren found little use for them either, but were kept funded as a backup plan.

When Head Advisor Thomas came to power, the quarries were reopened and the Mountain Carvers returned.

As you might expect the guild covers stone masons and quarry workers.

They couldn’t reopen all of the quarries, as several of them had been retaken by nature and Thomas was loath to destroy that. The Mountain Carvers will never be a large guild, but every member is highly skilled and dedicated.

They have their main hub in the north of Oscureloj.The building was left in disrepair for a while, but was recently restored to it’s former glory. The outer walls look like someone just dropped a chunk of mountain into Oscureloj and carved out windows. Inside it looks like a normal building. It’s a bit of a game for passers-by to watch newcomers go in and immediately walk out again to check what just happened before going back.
Andrija Novakovich

## Descripción General

* Nombre: Andrija Novakovich
* Lugar de Nacimiento: Muskego, Wisconsin - Estados Unidos
* Nacionalidad: Estados Unidos
* Edad: 25 años
* Posición: Delantero Centro
* Club: Parma 1913 Calcio
* Selección: Estados Unidos

## Datos Estadisticos

* Partidos: 0
* Goles Anotados: 0
* Premios a Jugador de la Fecha: 0
* Premios a Jugador de la Temmporada: 0
Arcath

A map of Arcath, by tumblr user @theshapeshifter100

Arcath's location in relation to Mulladún (old map), by tumblr user @theshapeshifter100

### Location

House Jackie, Duilintinn

Arcath (formerly Aris Cathrach) is a large town in House Jackie, Duilintinn, along the road adjacent to the Agrona River, just south of House Jackie’s capital city of Mulladún. It is also the hometown of the Graham family.

## Name Origin

Arcath was formerly named Aris Cathrach, which roughly translates “overflow of the city,” referencing its relationship with Múlladun. Over time, its name was shortened to Arcath. Unintentionally, the shortened form can still be translated to a phrase in the old Feadhainn tongue as “our battle,” which is certainly appropriate considering how much the city’s trade relies on the Guard Coalition.

## Economy

Despite its proximity to Mulladún, Arcath isn’t positioned on the correct roads to see a lot of traffic to and from the city, except for travelers heading for the route across Loch Glas into the Draoidh Valley and House Marvin. Instead, the town’s large size comes from Mulladún itself. Aracth functions as almost a spillover from the nearby city, with traders and businesses who couldn’t make it in Mulladún (either due to space, not enough demand, or they weren’t good enough) setting up shop in the nearby Arcath.

Much of the trade coming in and out of Arcath comes from members of the Guard Coalition, who view the town as a vital stop on the way to and from their posts in southwest Duilintinn. Arcath’s blacksmiths, farriers, tanners, stables, and doctors provide these traveling Knights with efficient and affordable services. It’s not uncommon for Arcath to see a boost in trade in the summer, as members of the Guard get last-minute repairs on weapons and armor on their way to The Whetstone for their recertification. It’s also easy to get medical treatment in Arcath, especially for the burns that are extremely common between the hot sun of the Monaidh Plains and the general chaos within House Marvin. Finally, horses and cattle are bred in the grasslands surrounding Arcath to provide steeds, dried meat, and leather for the traveling Knights passing through.

## Architecture and Layout

Arcath’s buildings are mostly stone, though not all of it is built in the Feadhainn Era style of Mulladún and other nearby cities. Some ancient buildings in this old, circular style have been preserved, but most have fallen into disrepair over the years. The foundations and stones from these old buildings were used for the modern, rectangular buildings we see today, resulting in a mixture of architectural styles and building materials across Arcath.

The city has two major districts: The ‘Iron District,’ home to the smiths, tanners, and the like, and the adjacent ‘Business District,’ which as the name suggests holds other merchants and tradespeople. These two major districts are located right by the road so passing members of the Guard Coalition can easily drop by. Beyond the road, the town spreads southeast in a lazy sprawl, growing with Duilintinn itself as Mulladún runs out of space for any more people living within the city’s walls.
Dwelly

Location of Dwelly in Duilintinn by tumblr user @thewatchau

Dwelly is a small town in western House Jameson, Duilintinn, just a few miles away from the Western Forest. It’s most notable for being the hometown of Lord Jameson.

## Name Origin

The origin of the name “Dwelly” is unknown. It may refer to the common tongue word “Dwelling”.

## History

The town of Dwelly was originally founded in the early Interim Years, when the deforestation of the Monaidh and Costageal Plains started driving loggers west in hopes of harvesting lumber from the Western Forest. However, these loggers were unfamiliar with the mountainous terrain and extreme magic of the forest, both of which quickly doomed their efforts. Most left to find better luck elsewhere, and those who remained would become a rough, jaded farming community living off of the pumpkins, squash, and other crops that they could grow in an annual battle against both magical and mundane forces of nature. Like many communities in House Jameson, they also excelled in making candles.

Like many communities in the Southern Mountains, poor road conditions through the foothills left the town very isolated from the rest of the Feadhainn Valley. They primarily focused on looking out for their own, rather than ascribing to any particular group identity or politics. This distinguished them from many other communities in the valley during the Interim years, which were caught up in a long power struggle after Waldren’s abandonment of the continent left power vacuums throughout the lowlands.

**Lord Jameson**

Lord Jameson was discovered as a young changeling in the woods of the Southern Mountains and raised in the town of Dwelly, where he eventually met and joined the members of the Quest for Duilintinn in October 1573.

## Trivia

* In the meta of the Watch AU, the name “Dwelly” is a reference to the Dwelly dictionary, a Scottish-Gaelic to English dictionary used by the author to inspire many of Duilintinn’s place names.
Dunla Mason

Dunla Mason is a weaver and cloth maker in Slinad, House Brody. Her parents are Aris Mason and Brian Mason, and she has three younger siblings; Rufus Mason, Liam Mason, and Lara Mason.

## Appearance

Sandy haired and blue eyed, with hair kept out of her eyes with a band or a tie, heart shaped face. Plain dress while working, will wear some of her own dyed wool products at the market.

## History

The eldest child of the Masons, learnt weaving, business and general household skills at her mother’s knee, finding them more interesting than most of the other farm work. Had a knack for weaving the wool her family produced and kept going. Got an apprenticeship in Cordoire with one of the Craftsmen's Guilds and set up shop in her home town of Slinad a few years later. Being a large market town there’s a lot of competition for Dunla, but she’s coping and staying afloat. She has apprentices of her own now.

She was at home for the First Great Famine and helping her mother with weaving for extra income.

During the Overnight Defence she was already working in Slinad, and walked from Slinad up to the family farm to spend the Winter Celebration there. She was followed and attacked by two creatures on the way up, gaining a gash on her leg. She met Rufus and the pair were chased up towards the farmhouse.

Dunla and Rufus checked that the windows were shut and bolted, and it was only then did anyone else realise that she was injured. She stayed with her father inside the house while Rufus, Aris and a couple of farmhands brought the dogs inside.

She spent the night on watch with Rufus, Aris and Brian, and the house was not breached.

Because of the attack and her injury, Dunla has the Influence Curse. It manifests mostly as a randomly blocked ear, which she will sometimes hear high pitched whining or a strange buzzing.
The Edge

The Edge (red) is the mountain range which forms the backbone of Tirónar and borders almost every single nation in the continent.

On the west side from north to south, it borders Lantraeth and Borrike, and it stops to branch off to form the Southern Mountains. Between the Edge and the Southern Mountains are Grancinco and Tandeli.

On the east side from north to south are Halennor, Haneul, Fasithe, and technically Duilintinn, on the other side of the Western Forest.

## Names

The people of Duilintinn call the mountain range beyond the Western Forest the Faobar Edge, or simply “The Edge”.  “Faobhar” literally means “Edge”, so it’s a bit redundant.

According to the stories, these mountains were the first to connect with the Fae Realm when magic first entered the Mortal Realm. It’s said that the line of peaks pierced the divide between worlds like the edge of a blade, hence the name.

Of course, the people of Duilintinn weren’t the only ones living around these mountains.

In the native language of Haneul, it’s called the Gyedan (계단), which means “steps,” since the plateau on the Haneulian side of the ridge sorta makes the whole landmass look like a pair of steps.

In the native language of Borrike, this range is called the Jättensbord, which roughly translates to “desk/table of giants,” in a highly exaggerated comparison to the height of the region’s other native sentient beings.

In the native language of Grancinco, The Edge is called Los Castillos Enanos, or “The Dwarven Castles” in the common tongue. It’s an apt name, since most dwarven cities are located below this central range.
Moonblood Grasshopper

The Moonblood Grasshopper is a type of magical bug native to the Western Forest of Duilintinn.

This is a subspecies of grasshopper with no mundane variants. While mundane grasshoppers can be found all over the world, this specific, magical species of grasshopper is only found in the Western Forest.

## Behavior

Prefers the high branches and magical environment of the Western Forest. Most likely territorial, with massive ranges of territory due to their large size, range of movement, and rarity.

## Alchemical Components

### Mundane

Blood is silver in color, and can be made into a rare and expensive dye/ink. If ingested, it can induce moderate to severe gastrointestinal discomfort and indigestion.

### Magical

The blood has magical properties that allow the grasshopper to fall slower and leap further, and retains these properties when extracted. When ingested, it allows the user to jump higher and fall slower until the effects wear off. However, this can have dramatic effects on the user’s ability to move normally, similar to the effects of low gravity environments. These negative effects can be canceled out by other ingredients, creating simple potions that, if the user drinks it or dunks their equipment in it, will impart the more positive effects for a short period of time. Useful for reducing the risks of various tasks in mountainous regions and construction workers.