recursal/Fanatic-Fandom huggingface dataset:
Noctyr

Basically vampires. They roam the country roads of Thirshalon looking for prey. Once they drain a victim of its blood, the unfortunate orc (or human) will race out into the night and try to bite as many people or animals as it can find. In the morning they either become a fully fledged Noctyr or turn to dust with the sunrise.

A Vampire Lady encountered Oren, Eliam, and Votig the night after they arrived in Thirshalon. She gave them invaluable information about where to grow blood lotuses, then cut Oren's hand and tasted his blood. She fled on her wagon and afterwards discovered Minerva and Elise sleeping alone. She bit Minerva, who in turn bit Elise. Their curse waned when the sunlight activated the Aether in their blood, and they were left in control of themselves and only slightly inconvenienced by the sunlight, but their hunger for blood remained. This curse was fully lifted after they jumped into the wellspring in northern Thirshalon.
Samson

Minerva's dad. Raised Minerva in Tezef. He died attempting to track down Ish'an in Ushad, and was presumably head of the Lyriad chapter there. Described as an older man. He helped to found the Lyriad with Hiram, Linea, and Trelor. His wife was murdered by orcs 15 years before the game began. He fought with a battle-axe. Minerva once told a tale of his dislike of dwarven soup. He is protective of his daughter, only recently allowing her to fight without him at the game's start.
Destiny and Bailey Limited Edition (2016)

## Destiny and Bailey Pin

This pin was originally released in 2016 as part the Finding Dory Limited Edition (2016) set. This is one of 4 badges in the set. For more information about this series please visit the badge set page.

## Design

This badge is in the shape of the 2 Finding Dory characters, Destiny and Bailey. It is filled with grey and deep blue enamel and has gold effect edges.

## This Series

Other pins in this series include:

- Dory, Marlin and Nemo 1/4

- Hank and Dory 2/4

- 3 Otters 4/4
Ish'an

An Orcish lieutenant in Ushad. He was picked out by the Lyriad for having murdered five people within two weeks.

Samson made him his target, announcing that he was a candidate for "reeducation." Ish'an's crimes were murdering two people who interrupted his sleep, one who couldn't pay his debts, and two who attacked him to avenge some previous murders. Samson and Minerva wanted to show him what it meant to push around those less fortunate than him.

Samson blackmails the Children into joining this mission, telling them they will be left on the streets to be arrested if they don't help his cult. They go to the town square and attack several innocent unrelated orcs, hoping this will somehow lead them to the lieutenant.

The orcs fought back, defending themselves, one of them leaving to get Ish'an himself. Samson was killed in the fray. Ish'an was never heard of or from again, though Minerva has sworn revenge on him, despite him having nothing to do with her father's death.
Kunalchusi

The Maker's enemy. He appears in the guise of a gigantic flying serpent. He once had his own Skyglyph, but the Maker shattered it.

Aeons ago, the Maker sealed Kunalchusi away into a "prison of life." This prison took the form of a blood lotus seed, and it was left to be forgotten by time. However, in the present day, the wizard Adani Pender managed to acquire it, presumably mistaking it for a rare artifact. He left it alone in his tower with his apprentice, Oren.

Kunalchusi, from within the seed, spoke to Oren and convinced him to revive the seed using human blood. Oren first used his own blood, then collected the blood of others. The flower bloomed, and Kunalchusi compelled him to deliver the flower to Thirshalon for unknown reasons.

In Thirshalon, the flower was taken to a wellspring in the north. Herb was offered as a sacrifice by Oren, after his attempt to offer himself was interrupted, and his blood transformed the flower into a giant serpent made of plant materials. Kunalchusi thanked the Children for freeing him, and vowed to imprison the Maker instead.

He then traveled across the worlds to Iquai, where he attacked the town of Tezef instead of fighting the Maker at all.
The Council

The Council was a group of clerics who resided in Fallowfield. One major task that fell to the Councillors was the selection of The Holy Seat. In the past, Councillors were selected by the King or Queen, though now they are chosen by The Elyde Senate.

Nearly all Councillors throughout history were taken from the upper class of Iquai, and even then almost entirely from the titled Nobility and the Royal Family itself.

## Notable Councillors

### Sir Grimgi the Fool

After the Peaches scandal of the late 6800's, the council was left with seven open seats, and the Regent at the time- Queen Morgan- decided to host a contest in order to distract the public from the scandal and fill the seats more quickly. The task was simple: deliver a sculpture of ice from the bottom of Wasted Canyon in the skirts of The Valley to her feet. A true, naturally occurring sculpture, would never make it all the way to Siraj, she knew. The sculptures were tied to the crystalline aether of the canyon, and would easily melt in the heat of the valley once they lost this protection. This didn't stop Sir Grimgi. A simple Peer with a small estate in the rainy southlands, he was nobody of significance to the wellborn upperclass of Siraj, but he was used to the cheerful peasants of the village he owned treating him well. If he noticed the condescension, he didn't let it slip. Instead he bravely undertook his Queen's request, and set off to The Valley. Four times he returned to her with a bucket of water, insisting he had reached the bottom of the canyon. After this, her amusement finally turned to interest and she agreed to take the journey with him. For two months they traveled the length of Iquai with her entourage, and when the carriages could no longer go on she took to palanquins, dozing on a bed of silk and feathers while the brave Sir Grimgi tried to keep her spirits up from outside. Finally, they arrived at the dreaded Valley and were shocked when Sir Grimgi led them almost directly to a vast Canyon. He showed them the path he took to get down to the bottom, and there at the base were hundreds of ice Sculptures. Queen Morgan immediately declared that not only would he be a Councillor, he would be her husband. But he refused. Thus, he was forever after known as Sir Grimgi the Fool.

### Marco Betshmere

Marco's story is less known to most scholars, but the smallfolk of the northern fields know his story well. They speak of a clever and brash youth who was exiled for robbing a captain of the army. He spent years roving along the southern coast, from mountain to mountain, and they say he fathered 400 sons. He had made his home on a small island just off the coast, where few dare tread, and he had a stockpile of whiskey and food to last him a lifetime when he spotted the Dellos navy out in the distance. His skiff was faster, and after two days of straight sailing he made it to The Watchtower, tore up the stairs and informed the men. He helped them lead a defence against the sneak attack, and saved Iquai. He was called the Lord of the Seas, and was given full command over the Royal Navy.
Elves

### Appearance

Lithe and beautiful, with curved horns on their head and cloven hooves for feet.

### Population

Rare throughout the country, but an unknown amount resides in The Bramble

## Thirshalon

### Population

*Unknown*

Elves live primarily among the trees in the Bramble. They spend their days communing with nature and seeking perfection in both beauty and art. Elves believe that aesthetics are tied to nature and so never left the forest in the same way the dwarves did. Elves get along passably well with humans, but have little patience for dwarves, who they see as dirty menial labourers who are displeasing to the eye. Naturally, their worst barbs are reserved for the orcs.
The Northern Shore

The Northern Shore of Iquai is dotted with many fishing villages. The canal to Tezef allows these villages to prosper from trade with the rest of Iquai. The Farmlands grant the eastern villages access to textiles and varied food. The western villages must be wary of elves and monsters of the Bramble, though many areas are safe to build on. These villages are often built on small islands, with many docks allowing them to stay clear from the cursed forest's edge.
Asle Lenor

A large arena in eastern Thirshalon. It sits on the edge of a river, and is where the Thirshalonians host their yearly Judgment. There are many inns and motels nearby to house the people who come for Judgment, but there's not much of a town here.

Asle Lenor was destroyed after Votig was killed there.
Blood Arcana

A book Oren took from the Fallowfield library which teaches the art of Blood Magic. He studied it for several days after arriving in Thirshalon and mastered some spells, but the book was taken when he was arrested. It was presumably destroyed after Judgment.

The book was rare, Oren had never seen a copy or heard of this type of magic before finding it.
The Valley

An arid place where no life grows. Those in Iquai believe the land beyond the mountains to be cursed and often tell others to "go to the valley" as a mild curse.

### Prison

The people of the eastern side of the mountains use The Valley as a prison. They keep 10'x10' cells of iron-bars, with a small well and shelter. These cells are used to house single prisoners. They are kept here for days, weeks, but rarely longer than one month. By the end of the sentence the prisoners are miserable and repentant. This area has very few repeat offenders due to the effectiveness of their prisons.

### Ghosts

It is believed by some that the souls of the dead, particularly of those who are seen as 'unworthy' by The Maker, wind up here. Each night, ghosts prowl the desert trying to find people they recognise. They often speak to them kindly or simply stare, but others try to exact revenge if they feel they have been wronged. Some try to persuade the living to stay with them.

### Djinni

Wandering the desert there are occasionally djinni- powerful creatures who grant wishes and aid travelers. Often these djinn will make a request of the traveler in exchange for help. The requests vary wildly. Djinn are the subject of many myths and tales in the region, and many who travel to The Valley speak of them as though they are real.

### Foxes

Amongst the dunes of the desert are small sandy-coated foxes. They whisper to people, sitting just on the edge of a ridge. The whispers can only be heard clearly if you approach to investigate. It is said that anyone who hears will be compelled to visit the Fox's home, and may become trapped there as a servant until the fox tires of them.
Finding Dory Limited Edition Pin Set (2016)

## Finding Dory Limited Edition Pin Set

This Finding Dory pin set was originally released in 2016 as a 4 pin box set. It features 4 varieties of badges containing mainly character-only designs from the movie.

The listing on the Disney Store website read: 'Let these Finding Dory Limited Edition pins swim into your collection! A wonderful gift for any Finding Dory fan, this set comprises four pins, each featuring brilliant artwork of the unforgettable sea creatures.'

Featured pins are:

* Dory, Marvin and Nemo 1/4
* Hank and Dory 2/4
* Destiny and Bailey 3/4
* Three Otters 4/4

## Design

All pins have a character based designs of Dory, Nemo, Hank, Marlin, Destiny and Bailey. They all have a hard enamel filling and gold trim edging. The box set itself measured H20 x W18 x D3.5cm approx.

## Original Cost

The original price on the Disney Store was £50 for the complete box set, later being reduced to £35.
Trerbireich Vineyard

Located beside the town of Hadleigh, the Trerbireich Vineyard was founded in 7285 by Odette Oberle. While at first the vineyard sold their harvests, this changed shortly after Odette’s marriage when the on premise winery was built. The Oberle Estate Winery is very successful, and produces the finest wines for any occasion in all of Iquai.

## Landmarks

### Oberle Estate Winery

The winery produces the finest varietal wine in Iquai, focusing on Merlot, Pinot Noir, and Riesling. The most basic of their wine, aged a mere 10 months in oak barrels, is sold at taverns and inns across the country. The winery also produces a premium Vintner's Reserve, aged for 3 years before opening it to the public, though it can only be bought from the Oberle Estate Wine shop in Siraj, or the Crimson Stem in Hadleigh. The finest wine it produces, however, is unavailable to be purchased, and is made in honor of the Oberle successors, and is only available at events hosted for or by them.

The winery is also open to tours, and sees frequent visits from the well-to-do of Siraj, for the low cost 10 gold per 60 minutes. The tour takes them through the winemaking process, and at the end allows a tasting of the Vintner's Reserve, paired with fine local cheese and breads from Hadleigh. It's also a much demanded wedding venue for the ladies of Iquai.
On the Removal of Curfef

A book that Oren read while at Fallowfield. He was trying to learn how to remove the abilities The Wellspring gave to Votig at his request.

> *The book Oren read indicates that curses often follow some sort of elemental affinity and mixing a potion using reagents that match the affinity of the curse can sometimes soothe it and mitigate its effects.*
>
>

> *Assuming that the curse is Earthen in nature, Oren looks for materials that are imbued with the essence of the ground. He gathers a variety of seeds and some vine cuttings which he assumes grew close to the ground.*
>
>
Eliam's Lute

A lute Eliam conned from a beggar.

He still can not play it; he practices sometimes, but not enough to be able to do more than some simple songs. When called upon to play music, he just sings instead.

The lute was confiscated by the orcs that arrested them before the Judgment. It was never seen again.

Oren found him a new lute in the inn they raided after flooding the arena.
Aether

Magic energy. In its pure form it looks like liquid but isn't wet. It destroys organic material when touched. It doesn't harm The Children. Is found in The Wellspring.

## The Child of Aether

The Children of Destiny are each given an element, and one of these is Aether. This child can manipulate the strings of aether which flow through all of the world and tie to each living creature. This affords the child many unique abilities such as disconnecting a mage from their magic, stopping time, and disabling magical traps.

## See Also

* Eliam Westmonte
* Morton
Glyphs

Glyphs are strange runic symbols which are used to teleport. They are often hidden until triggered. They usually appear when a special item is brought near them. The Lyriad uses a series of glyphs all over Sylvatir to provide short-ranged teleportation. In the Fallowfield library The Children encounter a special glyph that takes them to Thirshalon.

### Known Glyphs

* In a stall within a barn in Ushad, leading to The Lyriad's Ushad hideout.
* In the Ushad Lyriad's hideout, leading to an alley in Ushad near a town square.
* Across the same Ushad town square, leading back to the Ushad Lyriad's hideout.
* In the wine cellar of a Saloria bar, leading to The Wellspring.
* In the corner of the Fallowfield library, leading to Thirshalon.
Marcus

Marcus is the Child of Fire of Thirshalon. His full name is Marcus Bannon. He and Morton were trained to fight and use their Child powers by Lord Parath before touching the wellspring. He was killed by Oren during an escape from the prison of Ariglodo.

## Personality

He is relatively immature, but trains and tries to keep up with the others. He is easily distracted by women. Herb considers him somewhat of an oaf after he accidentally sets the forest on fire.

## Skills

In battle, he fights with a lance.

He is able to summon fire and shoot fireballs at enemies.
Votig

"*Once ya was a selfish, pathetic waste of a dwarf. Now yer that, but yer drunk, too. How useless can ya be?*"
—Marblearm
**Votig Kegbringer** is a 146 dwarven male who was born in the town of Marblebrook. The only son of innkeeper Meryn, he spent most of his early years helping out with chores and duties of that life. One day, though, Votig was stopping a relatively normal bar brawl, and his skill at taking blows to the head took notice of an ambitious scout for an underground fighting league. Votig jumped headlong into this new profession, and took the league by storm. For close to a decade he fought, and had amassed no small amount of fame and fortune from the growing sport. He even met the girl of his dreams - Sivia - who had been a longtime fan of his. After one last championship match on the anniversary of his debut, he announced his retirement. What wealth he had after his lavish wedding was immediately invested into his mother's inn, and there the family began their new and improved life.

Of course, his peaceful life was destined to be interrupted. Many years after his retirement, a young up and comer named Bassoic Marblearm was following closely in his footsteps. Deciding the only way to stop being compared to Votig, Bassoic challenged the older dwarf to a final match. At first, Votig declined, citing his many years out of the sport, but Marblearm wouldn't be deterred. Finally, his old recruiter came to him with a plan. He'd rig the bets, and Votig would lose - and be rich. He agreed.

The flaw in the plan, however, was that Votig was no great actor. An obvious loss led to great shame, and the elders of Marblebrook decided on his punishment: exile, until he restored his honor. With barely a goodbye to his wife and newborn daughter Keja, he set off into the world, eventually arriving in Ushad and meeting the other Children of Destiny.

## Personality

A kind, sensible man. Votig was the voice of reason for The Children before his death. He took charge of his younger comrades and devoted himself to their protection, often staying up through the whole night to keep watch.

Unfortunately he was a troubled man due to his guilt and shame over what happened in Marblebrook, and this led to him rejecting his role as one of The Children and trying to remove the powers that the Maker had given him. He often argued with people he met and started several fights. His determination and anger at his situation may have led to his decision to stay in the arena for Judgment.

## Notes

* Possibly an alcoholic
* Hates elves
* Had Heather craft him a belt using a horn he acquired from a rhino he killed
* Carried a picture of his wife and daughter with him
* Can cook dwarven stout soup, his mother's recipe
* Tamed a giant lizard in Saloria, naming him Chompy.
Sarina

Sarina is the Child of Water of Thirshalon. Her full name is Sarina Lillia. She was decapitated by Gwendolyn during an escape from the prison of Ariglodo.

## Personality

She is quick to anger and be flustered, and the other Children of Thirshalon seem to enjoy teasing her. She is extremely flirty; however, she has never slept with anyone. It seems to be an act to get people off guard; otherwise, she is focused and businesslike.

## Skills

Her weapon of choice is unknown.

She is able to draw moisture from the air and plants around her and use it in battle.
Odette

Odette was the mastermind behind the creation and management of the Trerbireich Winery and ultimately the improvement to the town of Hadleigh. Once simply the wife of Warren Trerbireich, a poor farm owner, she helped discover the excellent growth of certain strains of wine grapes in what had before been lackluster production rates of typical crops. After Warren's untimely death she married Jacob Oberle, a young entrepreneur from Siraj whose smart investing helped grow the winery into the behemoth it is now.
Hadleigh

Hadleigh is a town in the south of Iquai, near Siraj. Once a small farming town, it is now destination spot to the wealthy and home to the famous Trerbireich Winery.The Crimson Stem, an exquisite mansion-like inn, is the crown jewel of the town, and holds frequent tours of the nearby winery. Most shops cater to this theme, consisting of highly skilled glass-blowers, chocolatiers, and cheesemakers.
The Western Mountains

Beyond The Bramble, to the western side of Iquai, there is a vast mountain range separating Iquai from Trillia. In the highest snowy peaks there are many strange creatures of myth, but few humans have traveled here to investigate. There are several passes, but the roads are run-down due to both countries refusal to interact with each other. Only Dwarves and the odd adventurer really use them now.

The Western Dwarves live in several cities and towns throughout the mountains, and are constantly skirmishing with the Elves that live in The Bramble nearby. These Dwarves are very resistant to the Rorgh and the Elyde wanting to control them, and many Dwarven settlements are orc-free. Still, the Dwarves must trade with Humans occasionally and therefore must respect their rules- and their taxes.
Anna's Family

### Juliet d’Marc.

45 years old. An experienced farmer and organizer, she spends all of her time keeping her 9 children in line and tending to their meager olive farm.

### Arthur d’Marc.

46 years old. A rugged outdoorsman with calloused hands and a strong build. Quiet and solid as a brick. Works from dawn til dusk almost daily.

### Children

* Marco (M, 24)
* Alys (F, 23)
* Daniella and Dilea (F, 21, Twins)
* Anna (F, 19)
* Adam (M, 18)
* Cinya (F, 17)
* Maria (F, 15)
* Thomas (M, 12)

Other than Anna, all of the d'Marc children still live in Tilnea, mostly working on the olive farm or in the village.
Botany

A book found in the library within Adani Pender's tower outside of Westbridge. Oren tore out the page about Blood Lotuses and brought it with him when he left.

> *"Blood Lotus: an ancient type of blossoming flower that uses fresh blood, not water, to grow. Blood Lotuses grow best when placed in pools of blood rather than when planted in soil. The petals of the Blood Lotus have a variety of magical purposes, and as such the lotus, though rare, is highly sought after.*
>
>

> *Blood Lotuses were exceptionally common in Thirshalon, but were nearly completely wiped out with the Maker's Reckoning. They are not native to Sylvatir."*
>
>
Glenhaven

A small town about two day's travel from Ushad, built along the river. The town trades mostly in ores and gems mined and brought in from the nearby mountains, and has a number of blacksmiths and jewelers. The Westmonte family once owned the land the town was built on, but publicly renounced their titles and claims upon declaring full support of the Elyde. Currently, the town is run by an elected mayor, with elections being held every 5 years.

For several years, there were rumors that despite their quick cooperation with the Elyde, the youngest Westmonte son was treating the townspeople like a tyrannical noble of old. People assumed that eventually the Rorgh would step in and get justice before things got out of hand, but the son was sent away before things went that far.

## Inhabitants

### Rolan Westmonte

The current head of the Westmonte family. He previously lived in Ushad, where his company was based, but moved back to his childhood home five years ago upon retirement. No one from their family has tried to run for mayor, for fear of being seen as trying to reclaim the power they once had.

## Landmarks

### Reynard's Inn

A small inn that hosts travelers on their way to or from the mountains and its surrounding outposts. The inn mostly sees adventurers and miners hoping to find their fortunes in the mountains to the east.

### Smithy

A forge that creates weapons, horseshoes, and other metalworked items. Glenhaven has easy access to metals and gems from the mines in the nearby mountain, though the quality of work produced here is considered subpar compared to the dwarven smithies found in smaller towns around the mountain. However, the work is good enough for adventurers looking to arm themselves on the cheap before they go east.
Heather

A leatherworker from Saloria. Elise's older sister. She made Votig's Belt.

She has blonde hair and blue eyes.

Elise originally ran away from home to be with her crush, Oren. Heather told her not to travel with the Children, who attempted to both drug and hit on Heather, and demonstrated in front of her that they were objectively bad people. Elise ignored her, however, and ran away from home, traveling with the others to Fallowfield. She lied and told them she was 19, so they would be more willing to accept her, but they saw through her lies and tried to keep her safe from the horrors and prisons they would face on their journey.

Heather searched for her beloved sister night and day, reporting the Children to the orc police as kidnappers. However, both the Children and Elise were never found, and presumed dead after Fallowfield's complete destruction. Heather, mourning the loss of her last remaining family, left Ushad and traveled away to make a new life for herself, free from the unhappy memories of her family.

Elise, after returning from Thirshalon, deeply regrets lying and running away from home. Instead of coming clean, however, she continues to lie to the other Children, telling them that she's visiting her sister. Secretly, she attempts to make contact with the orcs, to sell out the other Children and buy herself immunity for the party's numerous crimes.
Questions

Unanswered Questions, which cannot be asked nor answered until after the campaign is finished.

## Setting Stuff

* Why did the wellspring eat Kunalchusi's flower, IC? Did that affect him at all?
* What exactly did Votig breaking the wellspring do? We know it weakened magic but like... did we weaken the Maker or something?
* What is greater magic and why is linea so scared of it
* Why did the wellspring push votig in ic
* Why did the orcs bother making samson a zombie? was it just to fuck with minerva
* Why did prilla have a glyph to thirshalon
* Why did she willingly send us to the hellhole of thirshalon
* Is merchant chan okay? did he make it home to his husband and children at their puppy orphanage so he could successfully retire
* Is Ranakir immortal?
* Ranakir was super vague about "going home." is he from Iquai? is he an immortal glyph hopper??
* Why was the vampire afraid of Oren? why did she want him to bring Kunalchusi to the spring where he'd be released?
* What happened to oren and eliam's testing orbs
* What did killing the fake children do? did it affect Sylvatir at all, beyond dimming the Skyglyph?
* Why does the Skyglyph correspond to the opposite world's children?
* The fake children had training and shit. 2 of them had been trained since childhood by the fakepope. how did he know they were the children?
* What makes the wellspring aether unique? bath aether hurt minerva, but well aether doesnt. id assume it was just a mix of every element, but is that not right? if we had a bath with all 5 elements, would that make real wellspring aether?
* Why did Linea take the aether vial? what did she do with it?
* What did Kunalchusi mean, he would trap Karoru by shattering her glyph? explain to me the cosmology. did Choozy once have his own Skyglyph and set of children?
* He said the children getting gifts was an accident, and its the maker's power falling to earth and hitting random people. is that true, or was he lying?
* The fakepope also had his own glyph to Sylvatir. did he know that's what it was?
* Are there good orcs? are orcs capable of not being ultraviolent dickheads in Sylvatir?
* Did Cerena work for the Lyriad? was she making chemical weapons for them before Minerva was born?
* The fake children knew they were children before they hopped in a wellspring. how???

## Character Motivations

* Why did Hiram try to poison Minerva tho
* Why did Heather let Elise travel with some guys who tried to roofie her lmao
* Why did Minerva smile like a crazy person when Votig got pushed into the well
Thirshalon: The Ancient Scourge

A book that Oren stole from the Fallowfield Library right before leaving for Thirshalon. It is very old and has a lot of information on Thirshalon, although some of it appears to be outdated.

## Biomes

Oren flips through the book and identifies a chapter on biomes. He sees towering mountains and never ending forests. He sees massive white lands that he doesn't recognize as being a thing, and a diagram that looks somewhat similar to the place you are in now, captioned with the word "swampland."

## Swampland

"The swampland of Thirshalon is situated on a chain of islands that fill the widest sections of the Wandering Beck. Travelers are advised not to find themselves caught in the swampland at night, as most of the predators that live in the region are nocturnal, and there is no safe place to set up camp."

## Skyglyph

No page in the book shows an inverted skyglyph; in fact; all the pages show the skyglyph as you have always seen it.

## Map

The book labels this map as "Thirshalon." You notice it references the "Wandering Beck" that was listed in the earlier entry, and you see a series of swampland islands in the middle of it.

## Wellspring

"The Five Wellsprings are a legend spoken of by the ancient peoples of Thirshalon. They were purported to be created by the Maker as a means by which to regulate the flow of aether through the world. They have never been discovered, but the devout believe them to be somewhere in the world, signs of the Maker's blessings unto our people."

## Foothills

"The foothills are the most northerly of all biomes in Thirshalon. They are uninhabited, as their altitude leads to unforgiving temperature and weather conditions. The treeline ends south of the foothills; everything north is barren, rocky, and dead."

## Ariglodo

"Ariglodo is the northernmost city in Thirshalon. It provides much of the wood needed for the other cities though its proximity to both the Foothills and the Wandering Beck. It is the coldest city owing to its proximity to the mountains."
The Wellspring

A fountain of a magical energy, called Aether. There are many wellsprings, they each provide magic to the world and other benefits. When The Children of Destiny step into a wellspring, they disappear for a few seconds and come back with a flash of light. It shows them a vision and grants them new abilities.

## Sylvatir's Wellsprings

One of Sylvatir's Wellsprings was located near Saloria, only a few hours inside The Bramble. When The Children of Destiny arrived, a strange haze closed in on them. All but Votig entered willingly and when he would not, the haze pushed him in, forcing him to accept the earth powers it granted. The Children were each shown a vision of all of their faces, including Elise, who they had not yet met. The Wellspring was then destroyed by Votig. When it was destroyed, healing magic and possibly other types of magic was disrupted for everyone but The Children. It also seems to have allowed the monsters of the The Bramble to leave its borders and attack the citizens of Iquai.

It is possible there are more Wellsprings in Sylvatir.

> "*Oren knows that some people of the forest subscribe to an ancient belief shared with the elves that there exist fonts of magic in the Bramble that take the form of fountains. Some people pray to these wellsprings and believe that they hold the monsters of the Bramble at bay. It is either seen as an old wives' tale or a spiritual belief depending on who you talk to. There are perhaps as few as three or four of them spread throughout the Bramble, but each was made naturally and discovered by the people of Sylvatir."*
>
>

## Thirshalon's Wellsprings

There are likely multiple wellsprings in Thirshalon as well, as the one seen in Intermission: The Children were in a forest. It called to Herb. A second Wellspring was found by The Children of Destiny in a cave located to the north of Ariglodo, in The Foothills. This cave has a large open skylight that allows visitors to see the clouds. Surrounding the wellspring is a pool of water, which was filled with red and purple lotus flowers. Oren destroyed these flowers. It was in this water that Kunalchusi was reborn. This wellspring showed The Children a vision of the glyph they may be able to use to return to Sylvatir, and due to The Holy Patriarch appearing in the vision they believe the glyph to be located in Ilemashi.

> *"The Five Wellsprings are a legend spoken of by the ancient peoples of Thirshalon. They were purported to be created by the Maker as a means by which to regulate the flow of aether through the world. They have never been discovered, but the devout believe them to be somewhere in the world, signs of the Maker's blessings unto our people."*
>
>

> --From Oren's book on Thirshalon
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Calendar

Sylvatir and Thirshalon use the same calendar.  There are four seasons, each lasting about 3 months.

## The Months

Tholary, Frayne, Silium, Alin, Lora, Jolice, Tholin, Alrai, Salea, Tolea, Nuvea, Laphone.

Each month is 30 days long.

## Holidays

* 1 Tholary – New Year. Gifts are given to family and loved ones; the goal is to offer something that a person can make use of for the whole following year.

* 21 Silium – Offerance. Planting time, when seeds, etc. are offered to the Maker in the hopes that they grow.
* 1 Tholin – Maker’s Day. Children gather in the evening to wait for the night sky and sketch the Skyglyph while offering prayers to the Maker; it’s said that if a comet passes through the Skyglyph when a child finishes their work, their year will be blessed.
* 11 Tolea – Blessingtide. Harvest and feasting.

## Annual Calendar

Important birthdays are marked grey.  Important holidays are marked blue.
Sylvatir

Sylvatir is the continent spared by The Maker in 0 AC. Iquai is a country that formed on the mainland, nestled between mountains on the west and The Valley on the east. The three countries in Sylvatir -- Iquai, Dallos, and Trillia -- are particularly isolationist, and so it is highly uncommon for citizenry within one country to know of events occuring in the others.

## History of Sylvatir

For ages, Sylvatir existed in the world in relative competetive harmory with its neighbour, Thirshalon. However, the Maker's War of 73 BC - 0 AC irreparably damaged relations between the two continents to the point where The Maker intervened, destroying Thirshalon entirely. From that moment forward, Sylvatir became the sole continent on the face of the planet.

Sylvatir would later split into three countries. The continent first split in half, creating the countries of Dallos and Trillia in 241 AC. Trillia would later split again in 412 AC when the province of Iquai separated into its own soverign state. Tensions between the countries were high, but the combination of mountain ranges separating the nations physically as well as a strong recollection of the last major war involving Sylvatir discouraged any legitimate aggressive action from being taken. The three countries eventually adhered to strict isolationism from each other.

## Ethnicities of Sylvatir

Sylvatir is home to a variety of races: humans, dwarves, elves, and orcs. However, not all of these races are treated equally, and respect and equal opportunities for members of a particular race may change from region to region or country to country.

## Climate in Sylvatir

Sylvatir contains an array of climactic regions despite its relatively small size. The continent features mountains, deserts, forests, taiga, swampland, grasslands, plains, beaches, and tropical biomes. However, not every country on Sylvatir possesses each biome.

### Iquai

Iquai contains a variety of biomes across its geographic landscape. The east of Iquai features a blazing desert beyond an impassible mountain range. The west is home to a massive forest that extends from the northern to the southern shore. The grasslands of the central plains host low laying grasses and very little tall vegetation, allowing for occasional strong windstorms blowing off the mountains. The southern peninsula is often rainy, as its proximity to the sea produces a wealth of precipitation year-round.

## Sylvatirian Calendar

The months in Sylvatir are 30 days long, and in order are called

1. Tholary
2. Frayne
3. Silium
4. Alin
5. Lora
6. Jolice
7. Tholin
8. Alrai
9. Salea
10. Tolea
11. Nuvea
12. Laphone

For a list of events, see the Timeline.
Ariel Sea Worthy Glitter

## Sea Worthy

This pin was released in 2017 for trading in the Walt Disney World and Disneyland Paris resorts. It is classed as being part of the Disney Princess Pin Collection.

The listing on the Disney Store reads: 'This Ariel pin is as dazzling as sunlight on the ocean. Wearing an elegant green dress heavily accented with glitter, the Little Mermaid will make your Disney pin collection sparkle happily ever after.'

## Design

The pin features the character Ariel from the Little Mermaid in her land form in a green dress, and is filled with hard enamel with a green glitter detailing on the dress. The outline is coloured in gold effect outline. The back of the pin has the Disney logo.

## Original Cost

The cost of this pin on the US Disney Store was $8.99.
Erich

Erich is a 49 year old human male, and only son of Albrecht and Heidi Oberle. A dutiful and serious person, he knew even at an early age the magnitude of the legacy that he was carrying on. Shunning friendships in favor of education and experience, he began managing his own branch shop at the young age of 16. It was because of this shop, in fact, that he had his fateful meeting with the younger Vivienne; while out delivering an order, his suit was ruined as a carriage drove over a puddle.

While at first Erich was wary of her advances, soon she had made her way past his armor, and the two fell in love. And it was because of this love, and his daughter that was born shortly after their wedding, that he found himself at the hardest decision of his life. When the Elyde came to power, he desperately agreed to damning terms in order to save his family and his legacy, a contract that haunts him even now.

Gwendolyn's disappearance devastated Erich, and he now struggles in the day to day of running both sides of his family's business, while dreaming of the day that his daughter returns.
The Maker

The creator of Sylvatir and Thirshalon. Called Karoru by her enemy, Kunalchusi.

> *Ages ago, or so the stories tell, the Great Master of Creation brought forth the land, sea, and sky and formed it into a beautiful world of bounty and plenty.  The Maker, loving this world, breathed life into it, filling the waters and land with all forms of creatures.  For a while, the Maker was amused. Quickly, though, the Maker realized the beauty of the world would be improved a thousand-fold were it to be given to a race of thoughtful, loving creatures.  Thus, the Maker created man to rule the world, and for a time man ruled wisely.*
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## Mythology

The Maker is described as an omnipotent, omnicreational, and benevolent being who breathed life into the world and into mankind. Citizens of Sylvatir and Thirshalon believe that the spirit of the Maker exists in all people, just as their spirits are a small piece of the Maker. Thus, the Maker can be accurately described as male and female simultaneously, and can be referred to using "He" or "She" interchangably.

While the Maker is considered a benevolent and loving being, He nevertheless takes drastic actions to protect Her chosen people. When Sylvatir and Thirshalon went to war in 73 BC, legend tells that it was the Maker who ultimately ended the war by destroying one of the countries. Interestingly, the same legend exists in both Sylvatir and Thirshalon: that the Maker destroyed the other country.

## The Maker in Sylvatir

The Maker is worshipped in Sylvatir as the creator of the world, the creator of mankind, and as the deliverer that destroyed Thirshalon and saved the world from war. He is revered by the Divine Order of the Maker, based in Fallowfield, and the Elyde Senate claim Her divine will guides and authorizes their rule. It is common for the Maker's name to be invoked as a mealtime blessing, and the Church of Fallowfield encourages all citizens to visit their holy grounds once in their lifetimes to listen to a service with the Holy Seat.

## The Maker in Thirshalon

The Maker is worshipped in Thirshalon as the creator of the world, the creator of makind, and as the deliverer that destroyed Sylvatir and saved the world from war. He is revered by the Divine Order of the Maker, based in Ilemashi, and the Orothithos Syndicate claim Her divine will guides and authorizes their rule. It is common for the Maker's name to be invoked as a mealtime blessing, and the Church of Ilemashi encourages all citizens to visit their holy grounds once in their lifetimes to listen to a service with the Holy Patriarch.

Criminal activity in Thirshalon is almost uniformly punished through imprisonment at Asle Lenor for up to six months, whereupon the accused is made to fight in the Judgment to the death. Winning combatants are declared innocent of their crimes by having earned the Maker's favour in battle.
Intermission: The Holy Maker's Historia

*The Holy Maker’s Historia*, as recorded in the divine texts of Fallowfield

In the beginning, the MAKER created the skies and the lands. The skies were empty, blackened voids; the land, shapeless, barren clay. The MAKER shaped the skies with HIS hands, and molded the lands with HER feet, and this is why we reach to the heavens with our fingers, and walk upon the world with our feet. Next, the MAKER wished for others to see HIS work, so S HE bade the skies to shine forth with light and colour. HE created the sun and the stars and the moon to light HER planet and make visible all that HE had done, and this is why we work during the day and rest during the night.

The MAKER saw what SHE had made and thought that it was not yet beautiful enough, and so created the waters. To keep the skies from being jealous of the water’s beauty, the MAKER commanded the water to seek the lowest spaces of the world, furthest from the sky that it could, and that is why water runs down. For a time, things were calm, but the MAKER is happiest when creating and when witnessing creation. HE made the plants next, tiny lives that would create and die but leave behind the seeds to create again. SHE smiled and blessed the plants, for they contained a tiny fragment of HIS power of endless creation, and that is why plants are found across Sylvatir.

And though the world progressed, it did not change. The plants grew, and died, and left behind what was needed to grow again, but each generation was always the same. The MAKER began to grow sad at seeing HER world existing in such stagnation. HE created animals to play and grow and hunt and live across the surface of the world, and that is why all life, from beasts to pets, are found from shore to shore of HER world, and contain some of HIS power of endless creation. Though the animals filled the MAKER’S heart with gladness, they did not bring forth the change that SHE had wanted. They created nothing. They grew and reproduced and died, and though they were mobile, they expressed HIS spirit poorly. SHE knew, then, what HE must do: SHE must create peoples who could act in HIS spirit on HER behalf.

The MAKER created the orcs, the elves, the dwarves, and the humans, and gave to them large quantities of HIS power of endless creation. They populated the face of Sylvatir and, using HER divine spirit, built across it. Towns, bridges, tools, art… everything HE gave to them, they used, and that is why it is the sentient races that build societies in the world.
Florence

Florence is the Child of Wind of Thirshalon. Her full name is Florence Ciara. She was killed by Oren during an escape from the prison of Ariglodo.

## Personality

She acts like the youngest of the group. She enjoys science, and will happily put aside bureaucratic work for the chance to experiment or learn something new. She is fastidious, requiring Herb to help her cut plants in a precise way, and she makes Marcus help her clean vials to make potions.

## Skills

She uses her potions to heal her allies in battle. Her weapon of choice is unknown.

She is able to summon wind to act as a barrier that can push back enemies.
Dwarves

## Dwarf

Dwarves have carved out living spaces among the mountains of Iquai, all along the western slope of the Valley mountain range, though some have traveled beyond the Bramble to live in the mountains in the far west. As dwarven culture expanded over the years, many dwarves extended their range as well and settled down in towns and hamlets throughout land typically inhabited by humans. As a result, dwarves and humans coexist peacefully, not the least of which owing to their shared affection for fine ales and beers. Dwarves have a difficult time trusting other races that do not live in the open peacefully, earning a hard day's keep. They see the elves as aristocratic blue bloods who can't earn an honest living in the dirt, and as such they have a difficult time tolerating them. Their disdain for elves, however, is nothing compared to their open hostility toward the orcs.
Iquai

Iquai is a country in Sylvatir, where the story began.

* A large mountain range to the east cuts off precipitation in a rain shadow effect, creating a large, arid desert known by inhabitants as The Valley.
* Most of Iquai's forests grow in the west, in a large north-south band known as The Bramble.
* The Central Plains in the middle are wide and open spaces, where wind flows freely owning to the lack of inhibiting structures.
* The southern shore of Iquai is typically home to its highest precipitation annually, as the sea effect causes frequent rain and fog near to the sea.

### Locations

Iquai is home to a variety of towns and hamlets where many of its citizens have taken up root.

* Siraj, Capitol of Iquai
* Ushad, the Breadbox
* Saloria, the Jewel
* Tezef, the Woodland
* Fallowfield, the Holy
* Glenhaven
* Marblebrook
* Westbridge
* Hadleigh
* Fystone

Many of the local geographical phenomena have also been named for ease of reference by inhabitants of the country.

* The Bramble
* Sages' River
* The Wither
* The Valley
* Hell's Mouth

Still others are fairy tales, whispered of only in myths and legends.

* The Wellspring

## Culture

Iquai is made up of four races: humans, dwarves, elves, and orcs. Relations between most races are friendly or passable, with few notable exceptions.
The Lyriad

A group that was formed by Hiram Roze to stop The Elyde Senate and The Rorgh from oppressing the people of Iquai. After Hiram's wife died the group became more militarized and started actively attacking orc police forces. Linea declared the group a cult and vowed to help Minerva guide the Lyriad to follow its true purpose of helping people.

The members of the Lyriad often use magical green stones to teleport to their hideouts. Special glyphs can be activated using these stones.

## Lyriad Members

* Hiram Roze, founder and leader of the entire Lyriad
* Trelor Hanbeck, founding member
* Linea, founding member
* Samson Cosette, founding member and leader of the Ushad chapter
* Minerva Cosette, Samson and Cerena's daughter
* Bartender
* Dick Guy

## Lyriad Supporters

* Cerena Cosette, Samson's wife, an apothecary
* Eliam Westmonte
* Oren Lane
* Elise Rayner
* Chef Cook
* Ushad Chef
Vivienne

Vivienne is a 44 year old human woman, and wife of Erich Oberle. Only daughter and youngest child of esteemed tailor and seamstress Jean and Stefani de la Fontaine, she met her future husband when he stopped by their store to get his suit tailored. Instantly recognizing who he was, Vivienne calculated a plan to win his heart - and after a couple years, succeeded. Gwendolyn was born just short of a year after their wedding.

A cold, manipulative woman who cared not for raising a child, Vivienne is nonetheless an excellent hostess, and enjoys nothing more than throwing parties and events with her new found access to wealth. She spends most of her time in the city of Siraj doing just that.