recursal/Fanatic-Fandom huggingface dataset:
Baroness Harriet

Some decades ago, Baroness Harriet the Willful was a simple carpenter. When the baroness of that time abruptly abdicated, though, the barony of Frest was thrown into chaos that affected the peasantry most of all. Harriet ended this by uniting her fellow peasants against the bickering nobles and assuming leadership.

## The Rebellion

Baronial politics have ever been the plague of Terrinoth, not least because it seems few barons can resist delighting in a good scandal—especially if it concerns their rivals. Such was the case when Baroness Georgiana Delacroux of Frest abdicated her position in 1827 to marry the orc chieftain Lazra the Huntress. Since the baroness had no children and she had failed to name an heir before her departure, soon her various relatives vied to control the barony.

The other barons treated the situation as a great sport, backing one noble then the other in a conflict that ranged between court politics and occasional clashes between groups of loyal supporters. But their amusement waned when a local carpenter named Harriet Laurel grew tired of the constant fighting and led a rebellion of Frest’s peasants and merchants.

The rebellion quickly grew in strength, and Harriet proved a capable leader and commander. Before the neighboring baronies could muster their levies, Harriet had eliminated most of Georgiana’s legitimate claimants to Frest and taken control of the barony’s major towns. She and her generals ruled under siege for fourteen years, repulsing all attempts by the other barons to put down this “peasant uprising.”

Eventually, the barons relented and treated with Harriet at Archaut. Under the neutral eyes of the Warden of the Citadel, they agreed that she should be granted title and domain of Frest. Harriet became Baroness Harriet the Willful, and though the other barons resent her common heritage, none can argue that she has not ruled Frest justly in these recent years.

## The Willful Baroness

Since her appointment as baroness by the will of the people, Harriet has ruled magnanimously from Aerendor Keep. The other barons did not take Harriet's rise to power well, and went to war with Frest. The war raged for years until she was finally accepted as a member of the Council of Thirteen— mostly due to the fact the war wasn't going well for the other barons. Even today, the barons fear that their own people might follow in the footsteps of Frest. As Harriet ages and there is talk of succession, the other barons discuss the matter once more. Some fear that should Harriet’s daughter succeed her and establishes a line, legitimizing her rule and nobility, other commoners may follow this precedent and seek to ennoble themselves, or even remove the barons from power. Still, the barons know that to move openly against Harriet risks another war, or worse—inciting revolt among the peasants of other baronies.
Dwarven Dragon Hunter

The Dwarven Dragon Hunters are hostile, rage-filled, proselytizing zealots who give every aspect of their lives to the hunt of their ancestral foes. They train endlessly in a specialized style of combat most effectively suited to ending the lives of dragons wherever they can be found, then make pilgrimages to places that report sightings of the beasts. Typically, when Dragon Hunters leave the Dunwarr Mountains, they aggressively try to enlist anyone whom they see as having the makings of an adventurer to join their quest. Refusal results in a barrage of harsh and belittling insults at best, for Dragon Hunters tend to take a dim view of anyone who doesn’t hate dragons as enthusiastically as they do. In some cases, they have even taken their blade to anyone seen as “Dargeth Moni,” or “friend of filth-lizards.”
Devis

In the days of Terrinoth’s troubled past, the mad sorcerer Devis sought to create a race of utterly loyal and terrible minions that would serve him without question. His experiments created terrifying monsters called the Ferrox that ravaged the realm until a band of heroes destroyed them and their dark master. With a forbidden rite, the heroes bound Devis’s evil knowledge within their own minds, becoming the order of the Stewards. For years, Terrinoth was spared the depredations of these monsters, but now an ancient evil rises to oppose the heroes and unveil the secret they have long protected.

## References

1. Descent: Journeys in the Dark (Second Edition): Stewards of the Secret
Quin’tar Shymaex

While all seek vengeance against Terrinoth and its allies, some Uthuk nightseers have their own goals, such as dispatching their rivals or bringing the tribes together under a single leader. The nightseer Quin’tar Shymaex, who dreams of larger things than mere conquest of the Land of Steel, is perhaps one of the most infamous of these. Shymaex seeks to take his place among the Ynfernael Lords himself and transform all Uthuk into true demons, a goal that eluded even Llovar.
Dark Priest

Terrinoth has a long history of dark cults forming in the shadows. Though insular and misguided, they often wield deadly powers.

No mortal knows whether the dark priests are undead themselves, or are so twisted by prayers and rituals to dark gods (such as Zorek and Tarakhe) that they are no longer recognizable as living. It is only known that disease, curses, and hordes of undead follow a dark priest wherever his evil journeys may take him. Now, dark priests command a horde of undead that strives daily to breach the walls of Deephall.

## References

1. Descent: Journeys in the Dark (Second Edition): Guardians of Deephall
2. Heroes of Terrinoth
Dwarf Ancestral Spirit

The Dwarves of Dunwarr hold that the valiant Dwarves who bravely gave their lives defending their ancestral homes against the dragons have never ended their battle, even in death. Many ballads tell of the brave spirits who still roam the Molten Heath, seeking vengeance against the dragons and others who stole their lands. One day, the Dwarves know, they will reclaim their ancestral home, and perhaps only then will these spirits allow themselves to rest.
Augur Grisom

"*An endless sea of possibility lies in what is yet to come. Even a tiny glimpse will drive most mad.*"

An individual claiming knowledge of the future is rarely well received, especially not amongst the serious-minded Dunwarr Dwarves. Realizing this and even having received visions confirming such a truth, the prophet known as Augur Grisom departed the mountains long ago. With decades of wandering, he has made a life in helping others, often before they’re aware of requiring it.

## References

1. Descent: Journeys in the Dark (Second Edition): The Trollfens
Montague Cullen

Montague Cullen was the founder of the Dread Cult. He was well dressed with a billowing cloak and an intimidating disposition. His cloak was pinned in place with an upside-down Hand of Kellos.

The Dread are a cult of Dragon worshipers in Terrinoth. They plotted to bring back the chief of the dragons: High Lord Margath, who they believed was not killed but instead imprisoned. The cult originated as a splinter sect of the Cult of Kellos, and operated from a secret lair in the crypts of Vynelvale.

## Reference

1. Descent: Journeys in the Dark (Second Edition): Embers of Dread
Dame Corinne Varr

Dame Corinne Varr, a knight-captain of Pelgate Barony's army, fears that her barony
will soon be tested, and takes what preparations she can to prepare her
soldiers. Pelgate's Baroness Pryor grows old and has thus far ignored the dangers of the Ru Steppes. In frustration, Varr has begun to enlist aid from sellswords
and mercenary mages traveling through Pelgate’s lands.
Carnivorous Flora

There are many kinds of carnivorous flora in Zanaga, like the violet talon, which glows in the dark to lure its prey into its clutches; the traveler’s folly, which mimics cries for help; and the karko noose, which hangs down from trees to snatch up victims as they walk below. Those caught in the grip of these plants have but a short time to free themselves as paralytic toxins assail them.
Magic Staff

Most of the mages in Terrinoth prefer the trusty and reliable staff over other options. Whether carved from wood, forged from iron, or even wrought from bone, a staff signifies travel and distance. This link helps wizards increase the range at which they can cast spells. A staff also doubles as a handy walking stick for many an elderly mage on the road.
Naythen Torvic

Not all of Waiqar’s conquests have been by force; many beings have willingly sworn fealty over the years for wealth and power, no matter the cost to their souls. One of the most infamous was Lord Naythen Torvic of Bilehall, who betrayed his fellow lords one terrible night. Torvic and his lesser nobles became something horrid as the mists claimed their lands: vampiric creatures as undying as their new master.
Rodric

Sir Rodric the Strong was a warrior of legend who fought on the side of Terrinoth in the Dragon Wars during the Third Darkness. A fort was named for his honor in the Ashen Hills of the barony of Pelgate. Lord Hawthorne claims to be descended from Rodric, and does his best to live up to the name.

## References

1. Realms of Terrinoth
2. Runebound (Third Edition)
Kari Wraithstalker

*"We still have some daylight left and much work to do."*

Known as the Wraithstalker, Kari spends her days hunting the undead. She makes regular trips into the Mistlands to fell its foul denizens, returning at dusk to avoid being caught in the mists at night when her prey are strongest. Skeletons, spirits, you name it - she seems to have a knack for hunting and destroying them. If it ought to be dead, but isn't, you can bet she's found a way to remedy the error. It is said that the fiery hand of Kellos himself protects her. Some say her own hands burn with his fire when she strikes down the foul undead.
Giant Snake

The jungles of Zanaga host a great many types of snakes, and the larger they are the more deadly they become. Some seem to have no upper limit on their size, and tales speak of entire groups of adventurers swallowed up in fanged, cavernous maws. Snakes that have become riddled with the plague god’s influence, the scar serpents of the Darkwater spread the foul taint of Tarakhe through Zanaga.
Bloodguard Codex

The Bloodguard Codex is a heavy tome which holds all the secrets of the mysterious Bloodguard Order. The forces of good have been searching for this fabled book since the days of Talindon, in an effort to discover the aims and plans of the elusive order. It is defended by the huge Golem known as Axle.

## The Cursed Codex

A party of heroes awoke to find themselves in a cold, stone cell, the only light coming from a flickering sconce just beyond a corner. They'd been tracking members of the Bloodguard, who had a hidden stronghold somewhere in the wilds, when the cursed knights got the drop on them. On the bright side, they seemed to have found the stronghold.

The Bloodguard didn't search the heroes well enough, it seemed; they picked the lock on their cell doors and crept into the corridors. They were deep underground, and the further they went, the more it seemed like a mausoleum than a dungeon. Statues of warriors marked sarcophagi, dating back as long as the Bloodguard themselves.

They found their way out of the stronghold barred, stone doors held at every turn by some unfamiliar magic. The Bloodguard have many secrets and techniques that no one outside their order understands. In their search for an escape, the heroes came to a large chamber, filled with Bloodguard. They spied a tome at the feet of a towering statue of a warrior with a hammer, the Bloodguard's sigil cut deep into its cover. Resolving that it must be the Codex, and so must hold the secrets to their escape, the heroes charged forward to reach their prize.

Battling the dark knights for the book, the adventurers seized the Bloodguard Codex from the feet of the warrior statue. But then, the warrior came to life! They had awakened Axle, the golem guardian of the Bloodguard Codex. The monstrous statue joined the pursuit against the heroes, who had to fight off waves of knights and a giant golem now. Using the incantations hidden in the pages of the Codex, the adventurers dispelled the enchantments on the doors.

They didn't stop moving, trying to counter their pursuers only as necessary. Though they were battered and bloody, their Bloodguard assailants became more so, and soon they had lost them. The heroes found a well-worn trail that led to a settlement. With the Bloodguard Codex in hand, they kept moving to bring that valuable information to the rest of Terrinoth.
Emperor Viason I

Of the so-called Elder Kings and other rulers of this age, it was the foppish Emperor Viason I of Lorimor alone who had survived the Third Darkness. He ruled Lorimor at the height of its power, through what many would later call the Imperial Golden Age. The Emperor's expansionist ambitions saw Lorimor establish colonies on the coastlines of the Torue Albes and other far-flung places. Fleets of trading vessels reached distant Ghom, and Lorimor began to foster close ties with the Caliphate of Al-Kalim.

Viason I was a beloved monarch, and he took advantage of his celebrity through self-indulgent hedonism. While he never grew fat or gouty, he was to go down in history as one of the world’s most fecund monarchs, and within a generation, his extended family made for a complex web of interwoven aristocracy. Palace intrigues and arguments over inheritance became a feature of Lorimor politics.
Nightseer

The most powerful of the Uthuk witches and warlocks are known as nightseers. Though not part of the Blood Coven, these immensely skilled sorcerers are the true leaders of the Uthuk tribes. Their influence stretches out across the Ru Darklands, reaching wherever the blades of the Uthuk draw blood. Nightseers are skilled in dreamwalking, a discipline of the original Loth K’har peoples, and have preserved this ancient tradition across the centuries. Adept in battle, gifted with supernatural longevity and resilience, and able to control the minds of those around them, few dare stand against them.

Hierarchy among the nightseers is based upon the favor of the Ynfernael Lords; these witches and warlocks must constantly prove their right to lead, often through torture and murder. The greatest of their number become the mortal representatives of Ynfernael Lords such as Vel’tar Demonblood, and the interests of their masters often become their own.

While all seek vengeance against Terrinoth and its allies, some nightseers have their own goals, such as dispatching their rivals or bringing the tribes together under a single leader. The nightseer Quin’tar Shymaex, who dreams of larger things than mere conquest of the Land of Steel, is perhaps one of the most infamous of these. Shymaex seeks to take his place among the Ynfernael Lords himself and transform all Uthuk into true demons, a goal that eluded even Llovar.
Maegan Cyndewin

Those who have seen the power of Lady Maegan Cyndewin’s sorcery and the
influence she wields as consort to King Aeoneth would never guess at her
humble birth. Sired by a mysterious Elven father and a human mother far
beyond the boughs of the Aymhelin, blood and birthplace both marked
Maegan an outsider. Maegan’s father belonged to the Daewyl tribe, the
ancient enemy of the Latari, and her mother was a child of the Loth
Caara, a human tribe with ancient ties to the Elves. Her parents’ brief
union was the fruit of prophecy: they had both seen a vision that any
child born to them would be destined to one day rule the Elven people
from the white throne of Caelcira.

Although the high court of the Latari is known for its subtle intrigues and deadly plots, few know the danger that Maegan Cyndewin faces while treading the line between blasphemy and redemption. Despite the sins of her ancestors, Maegan has proven herself to be a loyal ally of the Latari, willing to lay down her own life for the Elves without hesitation. In her quest to discover the truth of her heritage, Maegan traveled the realm, learning from masters of both martial and arcane arts. The storm sorceress’s diverse training has equipped her with devastating strength and skills.

Even her most ardent detractors cannot deny Maegan’s might in battle.
Using her incredible talent for sorcery and aided by the power of her enchanted talisman called
Malcorne’s Bequest, Lady Cyndewin is a terrible sight to behold on the
field of battle. She can call down powerful storms, raging winds, and
burning rain on her foes with pinpoint accuracy. Few sorcerers can hope
to stand up to her in single combat, making her would-be assassins
resort to more subtle means to end what they see as a Daewyl threat.

## References

1. Runewars Miniatures Game: Maegan Cyndewin Hero Expansion
Brother Ayden

**Brother Ayden** of Vynelvale is a disciple of Kellos. His investigations into the darker subject of demonology have provided the Daqan Lords with valuable insights into combating Uthuk Magic.

According to his works, demons and other Ynfernael abominations were manifested through dark rituals performed in secret by warlocks, likely involving blood sacrifice. The more cunning demons could wield powerful sorcery of their own, while the chaos lords acted as siege weapons or assault forces to break through defenses. In battle, these demons were rare but nigh invincible, and they inspired terror in any who gazed upon their horrible forms.
Krutzbeck

"*Hit 'em hard. If they're still standing, hit 'em again--harder.*"

Krutzbeck the Dwarf loves to fight, a simple truth that he and his friends accepted long ago. From the distinct odor of sweat mixed with blood to the chaos and uncertainty that follows an ill-timed strike, Krutzbeck lives to exchange blows with those larger than himself. While his love of collecting battle scars may alarm his companions, as long as there’s an enemy whose head needs parting from their shoulders, Krutzbeck is a worthwhile ally.

*"The road ahead is long and filled with skulls to crack."*

## References

1. Descent: Journeys in the Dark (Second Edition): Treaty of Champions
Blood Ape

Found in the densest jungles in the most forgotten corners of the world (having originated in Zanaga), blood apes can be differentiated from their gentler cousins by their savage disposition, extraordinary leaping ability, and their taste for human flesh. The most fearsome blood apes are called "Crimsonbacks", due to the red stripe of fur that grows down their backs. Crimsonbacks fly into a savage fury when wounded, so it is best to defeat them quickly when confronted by them. Zanagans believe that Blood Apes are the servants of Gor-Bor-Gor the Monkey God, and so reckless warriors revere the creatures as a symbol of strength.

## References

1. Descent: Journeys in the Dark (Second Edition): Stewards of the Secret
2. Realms of Terrinoth
Axle

Axle is the strongest known golem. It is in the possession of the Bloodguard, who keep it deep within their hide out in the Bloodguard Tomb. The mysterious order has bound Axle by blood to defend their secret Bloodguard Codex. If the arcane book is disturbed, Axle awakens and relentlessly pursues the would-be thief until death. The huge golem's enchanted hammer and rune-inscribed armor make it a formidable foe for even the seasoned tomb raider.
Arvel Worldwalker

"*My quest remains unsatisfied - the search for a problem to which I am not the answer!*"

Arvel's mother was a Worldwalker, as was her mother before her. In fact, Arvel belongs to a heritage that extends further back than can be recalled. Filled with a wanderlust that even the nomadic tribes of the north consider extreme, Worldwalkers like Arvel leave their homeland when they are very young, eager to explore the world as no others can. Each generation builds upon the experiences of the last: ever changing, ever growing.

"*This land is harsh and terrible, I grant you. But I have seen as harsh before and lived.*"

## References

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

A soulstone rune is an object of dread, for it has within it the power to leech away life-energies. A bearer of such a shard soon acquires a dark reputation, though Lord Roland of Kell is still remembered for his brave use of one in the Dragon Wars. When the shard is active, the bearer can focus their will on a visible target. That foe grows increasingly weak, while any aches and injuries suffered by the bearer are assuaged. These runes work too gradually to make for effective weapons, but in time, a bearer could even be brought from near death to full wellness, at the likely cost of the life of their chosen target.
Naga

Ancient enemies of the lizardmen, the nagas of Zanaga spent centuries hiding in the shadows from their hated cousins. On the day the old empire fell, they rose up, giving thanks to their snake god and seeking to claim what was theirs. Since that time, the halfsnake, half-humanoid nagas have grown strong in Zanaga. Under the guidance of the Priestesses of Set, they constantly fight the remnants of the lizardmen, hoping to exterminate them once and for all. Even though the nagas are opposed by the Mahkim, many former lizardman temples are now nests of naga power.

Among these temples are Omaga the Obsidian Sunrise, whose gleaming corridors echo to the screams of Set’s sacrifices, and Jatok, the Water Temple, a sunken tomb into which all of Zanaga’s rivers eventually flow. Treacherous and cunning, nagas often manipulate explorers into finding ancient lizardman artifacts for them, or wiping out Mahkim villages that stand in their way. Some such pawns might be lucky enough to escape with their lives, but many others are coaxed into the jungle depths to fill the belly of the serpent god, Set.

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

Deep within ancient fortresses and hidden monuments throughout Terrinoth, massive stone guardians stand silent sentry. They are the golems, unknown to all but the barons and the Runemasters of Greyhaven. No one knows when they were crafted or by whom, but they lay in wait until, in times of need, the sorcerers of Terrinoth use ancient rites to awaken the Golems from their slumber. When a golem is awakened, bright energy glows through the arcane channels in its surface and the giant strides forth like a mighty rampart given the will and strength to fight. The rune golems glow with an inner light, the sign of the rune-magic's animating power. The energy's hue reflects the properties of the shard used to awaken the golem. Elemental runes may also impart some of their nature to the golem's temperament: aggression for fire, stoicism for ice, or cleverness for lightning.

Once fully empowered, these rocky titans are nearly unmatched in their ferocity and raw strength, scything their massive blades through infantry and cavalry with ease. Full battlefield formations of rune golems are incredibly rare, but they are devastating in the extreme. These rune golems will stop at nothing to destroy the enemies that threaten the Daqan, and then return to their hidden slumber until called upon again.

   Unlike the Ironbound, rune golems are not automata, but appear to be semi-sentient beings with memories and the potential to develop personalities. As their name implies, all rune golems are kept alive with one or more runebound shards. It is the shard that seems to determine their attributes; shards marked with a rune of fire, it is said, make for golems that are quick to leap into combat and can project flame.

The Barony of Kell inherited the legendary Rune Golems from ages long past to defend the quiet land of Terrinoth. The sleeping behemoths have kept a patient watch over the Realm, awaiting the day when the people would again call for them, and they would rise to their defense once more. Now after centuries of peace, evil stirs in the Ru Darklands. Rumor of deathly hosts emerging from the cold mists to the northwest and grotesque warbands gathering in the unforgiving east lend such reports a dire urgency. The time has come to awaken the mighty golems and stand against the coming storm...

### Siege Golems

The Siege Golem, an immense, four-legged, artillery-carrying Rune Golem, serves the Daqan armies as a mobile siege machine. These lumbering behemoths have mounted ballistae or catapults with a single rider.

## References

1. Runewars Miniatures Game
2. Realms of Terrinoth
Baron Rault

The baron of Trast rules from his seat at Castle Artrast in southern Terrinoth. Rault is a just man,
but quick to take offense at any perceived sleight to his honor.
Visitors do well not to insult his hospitality, even when circumstances
might better preclude proper etiquette. The barony's population (both
commoner and nobility) is split between two distinct opinions on the
Baron. One faction views Rault as a weak leader, too ready to acquiesce
to the demands of Latari and Lorimor envoys. Others, however, criticize
his heavy-handed approach to treating with the Latari Elves, arguing that his
unnecessary provocation risks war with the forest denizens.

As of late, Latari scouting parties have been spotted emerging from the northern
edges of the forest with greater frequency. While fearful peasants blame
 the Elves for a number of attacks on isolated farmsteads, belligerent
nobles rail against this encroachment on Trastian lands. Baron Rault can
 easily reject the fears of peasants, but cannot ignore aristocratic
saber-rattling when it arises.
Dorgan Hammerfist

Dorgan is the Master Scribe of the Dwarves. Beyond the maintaining of Dunwarr history and etching dragon runes into arms and armor, the runescribes are also charged with attempting to discover new runes or rediscover those lost with the destruction of the Karok Doum. None take this charge more seriously than Dorgan Hammerfist. In fact, it is said that he is seriously considering hiring a band of adventurers to travel to the Molten Heath and explore the ruins of the Dwarves’ ancestral cities in the hopes of finding some ancient runecraft.
Nashaia King's Bane

Nashaia was an Uthuk Y'llan chief who fought against Talindon during the First Darkness. She faced and bested King Falladir Penacor in open battle. Nashaia struck King Falladir from his steed and was poised to dispatch him, but a desperate counterattack by Prince Parren forced her back long enough to rescue the king and carry him from the field.

Nashaia was one of Llovar's trusted lieutenants who led a contingent of the Host of Thorns in the later years of the war, alongside Kul, Melinesh, and Q'aro Fenn.

In 487, the Host of Thorns invaded Talindon, sweeping all before them. On the Ashen Field, the Host fell upon an army led by King Falladir and his sons. They fought valiantly. It was in that battle that Prince Parren drove a lance through the heart of Nashaia, finally slaying the horrid creature.
Skarn

*“Odd things happen when a wizard dies. His memories and desires echo, and his might doesn’t just fade away, it seeps into the world around him. If Skarn is a product of a wizard’s death and can harness that power, I tremble to think what it may be capable of.”*

In the foothills near Greyhaven there sits a forgotten manor, the
haunted residence of the late high mage Ithyndrus. Antique trinkets and
artifacts lie within its ever-changing walls, but the ravens that watch
the manor are insufficient to discourage treasure hunters and bandits. A
 new guardian has awoken, and dark forces gather to his aid. Left
unchecked, the power and size of this creature will never stop
expanding. Its potential is limitless, and it must be stopped.

The creature seems to be made from pieces of the manor – ruined table legs and
 bits of statues, with kitchen utensils for fingers. The creature is
larger than yesterday. Tomorrow it will be larger still. No one knows it
 exists. No one is afraid of it yet. But nothing hides forever, and
Skarn only needs to grow.

Skarn’s origins lie shrouded in mystery. Some believe that he has
 always guarded the manor house, even before the death of the High Mage
that lived there. Others suggest that he was unintentionally created
from residual magic released by the wizard’s death. Still others would
say that the ravens created a new guardian after the passing of their
old master. Whether Skarn is a raging monster hungry for power or a
misunderstood soul devoted to a lonely cause, all agree that Skarn’s
potential stretches far beyond what can be allowed.

Years in the future, scholars will debate the nature and origin
of Skarn. Most believe he was unintentional, that when Ithyndrus died,
the unfinished construct absorbed part of his life force and magic.

Some contend that he has always been there, watching over the
manor even before the wizard arrived. Many who saw him claim it was the
ravens. Longing for their lost master, the ravens created another to
care for and guard them.

## References

1. Descent: Journeys in the Dark (Second Edition): Manor of Ravens
Baron Irehythe

Irehythe was a baron of the Council of Thirteen during the Second Darkness. Incensed by the news of Waiqar's betrayal which had been brought to the Council by Lumii Tamar, the young and impetuous Baron Irehythe seized the empty chair reserved for Waiqar at the Council table, intending to fling it from the hallway window. As he strained to lift the chair, he succumbed to a shrieking fit and fell to the floor, seized by searing pain and nightmarish visions before he passed away. He left no heirs and, as none of his subjects dared to brave a similar fate, his barony died with him.
Rala Lokander

Rala was a Loth K'har tribeswoman and the wife of Llander Lokander, who was the brother of the infamous Llovar Lokander.

On the Night of Summons, when Llovar used foul magics to infuse his people with Ynfernael powers Rala gave birth to a son. Nightseers hailed the child, prophesying that he would grow into a man of great import. Fearful of his brother’s increasing depravity, Llander and his family fled from the wastes to start life anew before they too became fresh victims of Llovar's blood-soaked predations.

The fugitives made for Lorimor, which was by now a burgeoning coastal empire with a reputation for cosmopolitan culture and schools of learning. Llovar regarded his brother’s abandonment as a dreadful betrayal, and he called for Ynfernael forces to curse the runaways. The effectiveness of such curses is not known, though Rala died of a lingering sickness on the road and Llander mysteriously vanished shortly before Timmorran, by now a boy of five, reached the gates of Lorimor far to the west.
Lord Hawthorne

"*None fall faster than they that flee.*"

Lord Hawthorne of Seragart is an accomplished warrior. He has fought in many battles and defeated many foes. Songs have been sung of his bravery, and the mention of his name conjures images of gallantry in the minds of the people. He is driven by a desire to live up to the deeds of Sir Rodric the Strong, a warrior of legend to whom Hawthorne claims to be related. He also searches for the elf-sword Coravim, the Brave Heart, a blade of renown with which Roland of Kell is said to of slain the Dragonlord Margath. While both may be fool's errands, they push Hawthorne ever onward into whatever peril awaits.

Years ago, Lord Hawthorne and his men lay under siege in his home of Seragart. When
they poured from the city gates in a final sortie, few expected victory.
 But the throng of barbarians fell beneath Lord Hawthorne’s blade,
leaving their sorcerous warlord scrambling to retreat. During the battle, Hawthorne uncovered the dark power behind the attacks: the renegade sorcerer Ankaur Maro. Through dark magic, the evil sorcerer escaped*.*The gallant lord pursued the rout and closed in on the dark mage, but only severed a
corner of his cloak. When Hawthorne was knighted for his bravery in the defense of Seragart, he vowed that never again would he allow a foe to escape his blade. He has never broken his oath, and now he has sworn to protect the city of Deephall or die in the attempt!

Now, as rumors spread that Ankaur Maro has descended from the Mistlands to threaten Terrinoth, Lord Hawthorne rides forth to confront the dark sorcerer and defeat him once and for all.

## References

1. Runebound (Third Edition)
2. Descent: Journeys in the Dark (Second Edition): Guardians of Deephall
3. Runewars Miniatures Game: Lord Hawthorne Hero Expansion
Manaan

The commune village of Selonish in the Aymhelin is overseen by Manaan, an ancient, wizened elf spiritspeaker with a level of power that is seen only a few times each century. The spiritspeakers and elementalists of Selonish share resources and support each other as they seek mastery of the wind, water, and spirits of the bay. Having long since given up the active pursuit of any additional mastery, Manaan now spends her days providing counsel to the village, guiding younger spiritspeakers, and helping to ensure that the ripples caused by the Whispering Forest don’t spread beyond the borders.
Kobold

Centuries ago, a sorcerer desperately in need of minions used magic to twist a race of beastmen to suit his own depraved purposes. He made them smaller so they could better work in tight spaces, slashed their intelligence so they would never revolt against him, made them genderless so they wouldn’t be distracted by mating instincts, and gave them the ability to reproduce asexually so they would always have large enough numbers for their tasks. He was an exceptionally powerful magician whose intellect was matched only by his lack of foresight.

The kobolds reproduced at an astonishing rate, and they soon overwhelmed the wizard, his stronghold, and the surrounding lands. The ability of the kobolds to asexually duplicate themselves within minutes, even while preoccupied with combat, is certainly a concerning sight. Luckily, being small and about as bright a particularly dim dog, they tend to fall prey to anything higher up on the food chain (which includes just about everything). Even so, they remain a blight on every corner of Mennara. Occasionally, a kobold may figure out how to construct simple traps, make rudimentary weapons, or even lead a group of their fellows in some semblance of tactics, at which point a pack of kobolds can go from nuisance to menace. They carry out raids on isolated villages or farms, hunting for fresh(ish) meat, shiny baubles, and small domesticated animals.

Packs of kobolds infest the Dunwarr Mountains, and the Dwarves view them as the rest of the world does—annoying, predatory vermin. One of the Rangers' and Warriors' Guilds’ more onerous duties is kobold extermination, which usually falls on the newest members.
Alys Raine

## Introduction

*"The thief and the lord are equal; the law calls them both to justice.*"

By her eighth birthday, Alys Raine had recited the entirety of the
Common Law of Daqan in one sitting and had already started her memorization of
the seven treaties devoted to it. Always preferring her studies to the
long hours of combat training, only her dream of one day becoming a
Marshal kept her going. Now, a rising star among her comrades, the name
Alys Raine drives fear into the hearts of the unjust throughout all of
Terrinoth.

## Personality

Alys has shown time and again that her devotion to the law gives her the courage to face any odds. Alys sees issues of justice and good in stark terms, and shows no tolerance for those who would break the law.

The will to deliver justice to those who defy the law of the Citadel drives Alys in all she does. Alys doesn’t fear pain or death, but the possibility of failing in her duties as a Marshal.

## References

1. Descent: Journeys in the Dark (Second Edition): Manor of Ravens
2. Realms of Terrinoth
Bandit

The only predator in all of Terrinoth that survives in every climate and culture. Bandits take because they want to, thrive when others fall, and their only regret is the amount of effort it requires. Unable to eradicate this unfortunate consequence of civilization, it is left to the heroes of each generation to once again hold these scoundrels in check.

## References

1. Descent: Journeys in the Dark (Second Edition): Manor of Ravens
Kethra A'laak

The cunning Kethra A’laak is one of the most talented and vicious sisters of the Blood Coven. Now that the Uthuk Y’llan join the battle for Terrinoth, the witch sees her chance to claim true power over not only the locust swarm, but the entire realm. In her ambition, she will happily sacrifice her allies if it means that her enemies will suffer from her dark magic. With the blessings of the Ynfernael upon her, Kethra is ready to soak the ground with blood for her demonic overlords.

As the Empyrean blesses all that is good and pure in magic, so the Ynfernael empowers that which is corrupt and dark. Such evil power is difficult to control, but deep in the Ru Darklands, many tribesmen of the Uthuk Y’llan offer themselves to the forces of the Ynfernael, destroying themselves in pursuit of power. But there are a select few among the accursed people who can bend this wicked magic to their will, including the witches of the Blood Coven and the most honored among their ranks, Kethra A’laak.

The witch is considered to be the most ruthless of the Blood Coven, and while her loyalty is sworn to her sisters, a dangerous ambition burns within her and she knows she is destined for more. Now, as the locust swarm of the Uthuk Y’llan goes to war, command over all of Terrinoth is within her reach. If she is truly loyal to anything, however, it is to her bonded Flesh Ripper, Hurokk, whom she summoned early in her mystic teachings by offering the souls of her rivals to the Ynfernael, along with her pledge of service to the demonic powers.

As the army of the Uthuk Y’llan sets its sights on Terrinoth, Kethra A’laak’s eyes are on the throne. For now, she plays the role of an obedient, if willful, sister of the Blood Coven, but Kethra knows her time will soon come. She shall settle for nothing less than absolute rule, and if she rules over a land of ash and smoke, so be it.

## References

1. Runewars Miniatures Game: Kethra A'laak Hero Expansion
King Aeoneth

Since the occupation of the Dragonlords was broken, King Aeoneth has ruled the Latari from Caelcira palace in the hidden city of Lithilin. King Aeoneth presides over the mightiest of the Elven nations and is the custodian of those Tears of Latariana left by the nations that were lost. At his side sits the controversial Maegan Cyndewin, a half-elven sorceress and the remaining soul with a rightful claim to the Shadow Tear, the Ynfetaar. Aeoneth has a strong reputation as a benevolent and well-loved ruler.

Amongst the charred cinders of the Lithelin Gate after the Third Darkness, Aeoneth had taken up his dead brother Aanir's crown. He set to work rallying an ancient and tired people driven to the brink of total destruction by the very creatures the First had named their wardens.

Though their kingdom and capital had been scorched, the Latari had not been razed, and King Aeoneth proved to be as wise and capable as his brother. Slowly and methodically he restored the Aymhelin, healing the wounds that Dragonlord Baalesh had wrought on his forest and his people. He tried to heal the rifts that had divided the Eolam and the Verdelam Elves, renewing their bonds as fellow members of the Latari Tribe. The Leonx Riders, once considered savages by their city-dwelling kin, earned names for themselves as couriers of important messages and hunters of any remaining dragon hybrids beneath the boughs of the Aymhelin.

In the early years of the 1600s, Aeoneth finally judged that it was time for his people to take interest in the outside world once more. At the urging of the sorcerer Maegan Cyndewin, he dispatched scouts into the lands of Terrinoth and beyond to see what had become of the other races.

Prince Faolan, protector of the northern borders and son of the late King Aanir, opposed this move vehemently. Nevertheless, the scouts rode forth to find the lands slowly rebuilding themselves. The scouts also established ties with those Elves who had emigrated to the Free Cities so long ago, and some even chose to settle with their cousins rather than return to the Aymhelin. Much of the Elves’ involvement (or as some might say, “interference”) in foreign affairs can be traced to this point in history.

Now, unnamed things stir once more at the borders of the Aymhelin. King Aeoneth has not forgotten the occupation of the Dragonlords and the shame of their exile from the Empyrean drives the Latari to oppose the Ynfernael in all things, and so the armies of the Latari Elves ride forth again. They will oppose the growing darkness, and in so doing expunge some portion of the shame of their fall, and perhaps prove themselves worthy to return to the Empyrean.

## References

1. Rune Age
2. Realms of Terrinoth
Night Howlers

The Uthuk tribe known as the Night Howlers holds territories close to the borderlands and is among the Uthuk’s most skilled raiding tribes. From the depths of Nyak Sutchra’aa, the Chasm of Eternal Night, they have perfected the art of night fighting—waging war in complete darkness—their skin and weapons coated with stygian dust. The Night Howlers attack with a chorus of war cries, and for their foes, it is as though the night itself has come alive to attack them. Prisoners taken back to the Chasm of Eternal Night can look forward to taking part in the tribe’s “training”: let loose in lightless dungeons, they must attempt to escape while the Uthuk hunt them down.
Queen's Guard

The Queen’s Guard of Torue Albes is capable of levying special taxes to bludgeon opponents of the queen into submission with economic penalties. In the rough world of the Torue Albes, money is well worth killing over, and the members of the Queen’s Guard rank as some of the most elite infantry in the region.
Q'aro Fenn

Q'aro Fenn was an Uthuk and one of Llovar Rutonu's lieutenants, chief of his assassins (Q’aro Fenn is thought not to be a name so much as a title that translates roughly as “demon-bone witch” in the language of Terrinoth. It certainly does seem appropriate.)

The assassins of the Q’aro Fenn tracked Llovar's nephew, Timmorran, down in Lorimor and assailed him, but the wizard Sal Meringyr fought to save his apprentice, killing two of the assassins and sending the third into flight. The wizard paid dearly for his bravery and died of the wounds he received that day.

During the Uthuk Y'llan war on Talindon, Llovar had split the forces into several contingents, each led by a trusted lieutenant. The dreaded bone-witch Q’aro Fenn was one of these lieutenants. She marched with the Host of Thorns into the final battle of the war, The Battle of the Locusts. On learning that Kul the Serpent's initial assault had been repulsed, Llovar called for Dire, his demonic steed whose harness was bedecked with the heads of freshly-fallen lords. The Locust Master also called for Q’aro Fenn to join him with his remaining elite warriors. He acted quickly, trying to take advantage of the disorder around Timmorran’s position caused by Kul’s assault. This move would prove to be the death of Llovar, slain in a magical duel by Timmorran.

Some say that Q’aro Fenn rescued Llovar’s corpse from the crags and took it to a secret place far beyond the Ru. If such a thing occurred, the resting place of the Locust Master must be a venerated monument to all who seek to curry the favor of Ynfernael forces. It is also said, though, that one may find Llovar’s tomb if one can locate and follow the trail of Q’aro Fenn’s bitter tears. The ultimate fate of Q'aro Fenn is not known.
Lilith Vandenburg

Lilith was the original Chronicler of the Dread Cult. She was known as the secret flame, as she built a secret chamber to hide the most precious relics and knowledge of the order from a split which threatened to destroy the cult.

The Dread are a cult of Dragon worshipers in Terrinoth. They plotted to bring back the chief of the dragons: High Lord Margath, who they believed was not killed but instead imprisoned. The cult originated as a splinter sect of the Cult of Kellos, and operated from a secret lair in the crypts of Vynelvale.

## References

1. Descent: Journeys in the Dark (Second Edition): Embers of Dread
Mag Ugluk Urak

The Mag Ugluk Urak, which loosely translates into the “Great Beast Tribe,” remain the most nomadic of the modern Orcs. Conflicts with other Broken Plains tribes are simultaneously inevitable and unpredictable. It is a life almost completely lacking in comfort or security.

For most people, even for most Orcs, the challenges of that ever-moving existence would simply be too much—but not for the Mag Ugluk Urak. Because the Mag Ugluk Urak have the Gurak Tol. These huge, six-legged lizards are legendarily vicious, and young Orcs are sent to steal the eggs from the clutches of watchful brood mothers and raise them on their own. Having raised them since hatching, Lizard Riders form a emotional connection with their mounts that gives the pair unrivaled skills and adaptability when compared with mundane cavalry, and they are unquestionably among the most feared mounted warriors in the world.

Leading the Great Beast Tribe, and coordinating their efforts both for and against the surrounding Orc tribes, is the legendary rider Skorn; a one-armed, grey-haired Orc of few words that has the unnerving demeanor of an ambush predator. He is thoughtful, patient, and ruthless, though he is well known for believing that an Orc's word should carry the same weight as the bond with his Gurak Tol—so Skorn is considered one of the most honest and honorable mortals anyone could meet in the Broken Plains.

At Skorn's right hand stands Gorhta Tamer Uglar, the leader of the tribal council and Master of Obedience that oversees all of the various forms of beast training. Terse, humorless, and abusively insulting, Uglar is almost universally despised by the rest of the tribe—and if not for his amazing abilities in beast-taming he would have been murdered by his brethren decades ago.
Riah Waynheart

Master of the Waynheart Archives, Riah was a collector of esoteric tomes. His archives are full of long forgotten magical secrets and ancient histories that any modern scholar would kill for just a glimpse of. The archives were long ago lost and abandoned, but it is whispered that Riah Waynheart still haunts that many-leveled library.

## The High Ground

A party of adventurers, with the help of a dwarven archivist, discovered the long lost Waynheart Archives. They climbed the crumbling stairs up the multiple levels of the archives. At the top, a gallery allowed them to look down on the rows and rows of ancient tomes that held unimaginable secrets and arcane knowledge.

As the dwarven archivist stood in awe of the magnificent incunabula she had discovered, one of the adventurers was drawn to a heavy volume on a podium. They turn the cover aside, and the entire building shuddered. "We've tripped some kind of ward!" shouted the archivist. Creatures started to emerge from the shadows and attacked the heroes.

The adventurers repelled wave after wave of foes from the stairways, as swarms of assorted monsters climbed the ancient spirals of the archives. "Give me a little more time and I can restore the ward!" called the archivist as she consulted the archive's volumes for advice on how to do so.

An armored form lurched up the stairs toward the party, flanked by his minions. His eyes glowed green with fury. "My... collection..." he rasped. The undead body of Riah Waynheart had returned to defend his beloved library. Preserved with some unknown magic, Waynheart had the ability to regenerate himself even as he battled the heroes at the top of the stairs. As they fought the nigh unstoppable warrior, finally a blinding flash emanated from the dwarf's staff, and the tide of foes shrank away from it to retreat into the shadows.

The adventurers left in a hurry with a few important tomes chosen by the archivist, unsure of how long the ward would last.