recursal/Fanatic-Fandom huggingface dataset:
Clan Donald

## Overview

Small but mighty, the Donald clan has little to boast, but what they do have going for them is age. Clan Donald is older than any other living Deurlen clan. Constantly migrating, and relying primarily on the land, and ever splitting and rejoining, they have never been considered a particularly great threat, nor have they ever been in one place long enough to suffer decimation. Clan Donald is known to be rather "strange."

It's tradition for mothers and fathers who have had fae encounters to tell these stories to their children, who, upon their parent's death, will begin to tell the stories as if they were their own. As a result, nearly every member of clan Donald has nearly infinite stories about fae which they tell night and day. The further back the story traces, the more exaggerated and inaccurate the story tends to be, though they do still paint a good general portrait of the creatures.

## History

Little is known of their history, which has mainly revolved around their fantastical stories of fae and exploration. It is said that their founder, Angus Ua’Dand, was cursed, leading him to open a mist gate and become haunted by a wendigo. The legitimacy of this claim is dubious, but it is how they explain away their frequent encounters with fae.

## Relationships

The Donald are viewed mostly neutrally, with some considering them charming or strange. The Donald themselves hold no clan to any impression and treat everyone with the same attitude, even if they've had poor experiences with them before.
The Wall of Granthelia

The Wall of Granthelia is a marvel of construction and engineering, spanning the entire City of Granthelia, Granthel, protecting its citizens from both the Undead hordes outside its walls and other threats that wish to do harm to the inhabitants and the city itself.

Constructed years after the first Alenthylian colony of Granthel was established in 3E 390 in order to protect from the swaths of Undead that plague the small island continent, the Wall of Granthelia was a sight to behold, massive towers jutting from the pristine stone walls towering over a hundred feet in certain sections of the city, those behind the walls became oblivious to the dangers lurking outside.

In recent times, the Wall expanding from the Highborn Gardens district has fallen into disuse, crumbling in certain sections only held together with makeshift supports supplied by the citizens of Granthel. While the massive structure is relatively safe from the dangers around the city itself, it is vulnerable in areas leading to issues of deliberate sabotage, such is the case during The War of Forsaken Faiths in which a portion of the wall was deliberately destroyed by an airship in 3E 1182, causing portions of the Cadaver district to overflow with the hordes of Undead.
Library

This is an ever expanding list of articles and books available widely to the denizens of Aevonhold. You may reference the information contained in these articles as IC information, if your character can read, of course.

* Excerpt - A Brief History of the Divines - Droch-rùnach
* The Book of the Sacred Light
* Guide to Alchemical Application
Nemician Plateau

## History

In older Barantine tradition, groups who sought to prove their strength or valor would be ordered to bring back the eye of an Ulyssian Opaleye Basilisk from the heights of this plateau. Few groups would return, and so over time and in Barantine style groups transitioned to other forms of bravery.

Today, the Plateau is used, rarely, for travel between towns. Some bounty hunters continue the traditions of old for riches and fame.

## Description

The Nemician Plateau is the largest plateau in Ulyssa. Located in southern Barantium, it can take several days on horseback to traverse. Vast savannas stretch across the plateau, and there are a large number of burrows within the expanse. A few paths fork their way up the plateau.

## Importance

The Nemician Plateau impedes trade between towns located along the Rus and other towns spread throughout Ulyssa. Notably, the Opal Burrows, home to the largest numbers of Ulyssian Opaleye Basilisk dragons, are here. While there are paths which run through the Plateau, many are discouraged from traveling by the terrain and the potential dangers.
Usurper

*The homewrecker of common wolf packs in Deurlyth.*

Usurpers are a rare species of canine that are found across Deurlyth. Their presence in the world is almost non-existent due to their incredibly small population. Not much is known about where they come from, only that they appear two or three times every few hundred years.

Usurpers have been researched only a few number of times throughout history. Never has one been captured, only studied in the wild from a distance. Their most prominent trait is their ability to merge common wolf packs. An Usurper will track down wolf packs and challenge the alpha. The alpha of a common wolf pack stands no match against an Usurper, the alpha quickly being defeated. With the pack's alpha out of the way, the Usurper assumes postion of the pack's alpha and merges the new pack with its own. The largest recorded number of packs an Usurper has merged is four, averaging sixty wolves. A more specfic trait of Usupers is their heightened senses, all of their abilities superior to a common wolf. Usurpers average from 3'3" feet to 3'7" feet tall. Their mouths are equipped with longer fanged teeth.

Never have two Usurper packs bumped heads. This is mostly due to the fact there have never been two seen during the same time period. When an Usurper dies, the pack turns on itself until only a few are left. Once the numbers have dwindled down to a regular pack, an alpha is appointed and the pack resumes life as usual.
Isles of Sinval

Located off the eastern coast of Auros lies the islands of Sinvayal, known throughout the world in common tongue as Sinval. Unreachable to all but the keenest explorers and traders who would dare brave her harsh waves that crash upon perilous rocks and wrestle with ruthless pirates that hunt the seas.

[WIP] Isles of Sinval Geography
Voël

## Overview

Voel is a gigantic loaf of Ulyssian and Zahvwan meat, standing at roughly 7'2" with opportunity to grow even taller. While he is a fairly dim-witted, hulking, oblivious ball of dumb, Voel can provide great insight to certain things.

## Background

Born to a Ulyssian slaver, and a slave, Voel spent the greater part of his life in oblivion. To put it bluntly, he was quite dumb.

## Known Associates

### Friends

Viride and Stoïsynse

Drel'Vika (Girlfriend)

Callax Albre

Isibeal Brennan

Redloon

Dakaria Onuson

Amaryllis Windseeker (Deceased)

Miss Pel

Ozan Bakhiir

Julina

Drel'Kara

Percy Mieli

Vitalia Albre

Daisuke Fujiawara

#### Acquaintances

Din Windseeker

Justin Windseeker

Deidre Gramville

### Enemies

Jack (Dickwofe)

Countess Celestia Vincent (Deceased, thankfully)

That dude who stuffed wolfsbane in his face

The musketeers (Deceased)

## Personality

### Likes

* Men
* Woman
* Meat
* Birds
* Dark Chocolate

### Dislikes

* Ferals
* 'Lone Wolves'
* Paladins

### Quirks

* Voel has a very thick way of speaking, leaving out most T and D sounds, and slurring S's.
* He can't read or write.
* Always eats, and will never turn down any meal. Meat or not, he'll eat it without a problem.
* Has a better smile than Vitalia and Callax
Marie Duvall

Artist

## Overview

Marie Duvall was an Alenthylian artist hailing from the Capital Lands. At the peak of her career she produced many paintings and depictions of the Sacred Light through art, designed many stained glass windows for Churches of the Sacred Light across the world and was even commissioned by the Pontiff of Alenthyl to design a mural for him.

Her pieces focused on the themes of good and evil and their correspondence with light and dark. In most of her pieces, the Sacred Light was depicted as a large orb of light, much like the sun and to counter this and represent evil and sin was a similar orb of darkness. Many of her pieces were split in two, with one side being dark and one side being light, most notably the piece *Lux's Companion* which presents both the dark and light side although the dark seeps into the light side. In most of these split pieces, the light side would show figures in prayer or worship, together with their families and unburdened. However, on the dark side, figures would be shown to be followed by small, strange creatures, people were alone, poor and unhappy.

Pieces like this were generally loved by members of the Church and used as a warning for sinners in the religious communities of what would become of them if they were to continue living sinful and hedonistic lifestyles.

However, Duvall's arguably most famous piece, titled *"The Merchant"* does not follow this same structure of a defined seperation but rather blends the two into one image of two men in shadow with their backs to the viewer, facing and attempting to pay a lone woman who stands in light. Its meaning has been a topic of debate for many years in the community but the most agreed on is how unaware the community is of the corruption hidden behind the supposed purity of their religion.

While Duvall still presumably lives, she has not been seen in years. While she has not officially produced any new artwork since she has been in hiding, graffiti has been seen around several major settlements within Alenthyl of images of light and dark orbs, much like Duvall's style, which some presume to have been made by Duvall herself.
Lion Mane

Also known as: Chancelian Hibiscus, Sunray Blossom

## Appearance

A delicate but large single, ruffly yellow-orange flower with a white center. A few strains of the flower can delve into reds or grow hairs along the length of the steam, leaves, and flower.

## Notes

The flower is most commonly found in the Chancelia or along the rivers of Sies. An impressive amount are found in the Saeravi Gardens in Maelri. Various gardens across Ulyssa have bred the flower to produce slight variations in color. The haired variety are also bred and can exist in colder temperatures.
Saeravi Gardens

## History

Built as recently as 3E 1134, the Saeravi Gardens were commissioned by family Saeravi, an influential family of merchants with a permanent seat on the Siecian Greater Council.

## Description

Also known as the “Paradise Garden”, the garden is located in northern Maelri. A public site, just outside the gates to the family’s manor, it rests atop a hill overlooking the sea. It consists primarily of four long channels of water going in all cardinal directions in a courtyard of arched walls with greenery. The area features elaborate and shaded seating areas, several parks for rest, plants imported from across Aevonhold, and the chimes of birdsong.

## Importance

The Gardens do not only provide a form of relaxation for Maelri, but displays the wealth of the Saeravi family to the lower classes and, more importantly, regional rivals in Alhambara. The Saeravi family employed hundreds of artisans of various crafts, and continues to hire a dozen gardeners and artisans to maintain the Gardens.
Western Suns

## Overview

The Western Suns specialize in obtaining slaves from the Western Kingdoms. Consisting mostly of Ulyssians and Rune’Daathians, the slave business is one subset of their illegal trade, which includes drugs and weapon smuggling. They are infamous for getting around naval blockades.

The manner in which they obtain slaves is strategic and cautious, often taking due measures to cover tracks, planting false evidence, and coinciding events to naturalize the disappearances. They regularly hire mercenaries to quash rivals and even lobby naval militaries in these countries to hunt competitors. Due to the large proportion of Western slaves these groups acquire and their high demand among Ulyssian manors and retreats, the gold earned covers these precautions adequately. The Western Suns are even known to change the name of their organization to shift and break ties, as when slave dealings in Novania went poorly.

The Western Suns are indiscriminate with whom they abduct and will classify their slaves by color to designate what kind of role they will serve. "Red" means that the slave will go on to serve a fighting or combative role, such as arena-fighting or bodyguard services. "Green" indicates a "pleasure" role, at worst being sexual in nature. "Yellow" is reserved for soft labor, such as the role of a servant or sweat-shop worker, and "blue" for hard labor, such as brick-laying, cargo-loading, and rowing. Over the course of a year or two, the slaves are extensively trained to remove all hope and resistance (often, to the point of forgetting their past lives) and to better fulfill their new role based on their color.
Volvarian Broadwing

## Overview

Broadwings are iron-willed and belligerent with a strong lust for destruction. These are the most commonly encountered of dragons. They were once native to Volvar and had lived alongside Volvarian civilization since recorded history, but after the arcane rift crisis of 1164 caused most to flee to other, more inhabitable countries, most notably their neighbor Deurlyth.

The history of these dragons is tightly intertwined with the Volvarian people's use of dragon charms. Their ability to cause chaos has been augmented by ill-willed men wielding these charms. Such a case is the annihilation of the surface of Alenthyl in 3E 1150.

### Appearance

Well-armored, well-equipped and heavily built, Volvarian broadwings are immensely powerful and destructive. The dragons are distinguished by their charcoal black color and bright, near glowing eyes. Their scales are rough and in some cases, most especially in older specimens, it seems as though they’re made of obsidian. They smell strongly of sulfur, a testament to their uncommon environment.

Volvarian Broadwings are one of the largest species of dragon known to exist and can grow up to a maximum size of 80 ft long. Their wingspan can meet 170 ft and it can weigh up to 40,000 lbs. They have been known to live up to four hundred and fifty years.

### Behavior

Broadwings lay eggs in clutches of two to three which must be submerged in lava or magma during their incubation period. Their offspring must be particularly strong to break through the basalt that forms over the egg as it develops.  When a broadwing hatches their scales look very much like volcanic rock, both in color and in texture, though as it matures they quickly grow darker, in part to natural growth as well as ash that gathers on their hides, and charring that occurs over time.

A Broadwings diet relies mainly on large fauna like deer and elk, which they thoroughly char before eating. They have no qualms with stealing from farmers or even eating the farmers themselves, but their isolated habitat often eliminates that option.

Keeping up their body temperature is physically impossible without aid and so the broadwings are forced to return to beds of lava or magma on a regular basis. Because of this they can only be found living at sources of great heat, most often volcanic areas. Broadwings are also capable of spitting huge, searing balls of flame, leaving behind blankets of ash and molten rocks in their wake. Most interactions between man and Broadwings are devastating.
Samurgadh

## History

Historically, the island was the sight of a grand temple to the Eight’s Council, where many would go to receive enlightenment- a small jewel of Sies . Due to poor maintenance, one of the walls has collapsed, and its paintings and statues have been relocated or sold.

In the third era, following shortly after Peramul's secession from Ulyssa, the military occupied Samurgadh and reinforced the temple with stone fortifications. Its location gives Ulyssa a tactical advantage in observing naval movements or intercepting ships. Surrounding the main fortification are many tents resting against the many precipices.

## Description

Samurgadh is a rocky islet close to the coastal border between Sies and Peramul. The islet is said to have a castle’s shape, which two natural towers of rock and patches of greenery throughout the islet. The island is connected to the mainland by a series a peaks jutting from the water; a more modern addition features a stone bridge which goes between the peaks and uses them to buttress the bridge.

## Importance

Samurgadh serves as a military outpost to observe the naval movements of Peramul and intercept them.
Nubarum

## History

Nubarum was founded by Galus Kordum during Taurum's inter-regional conflicts at the time. The change erupted after an ideological split between two major figures in Taurum at the time: the use of slaves within Taurum's armies. The argument had no bearing on mercy to the slaves, but rather how Taurum's image and integrity would change as a consequence. Galus Kordum vehemently opposed the concept while another, Karus Vitran, embraced it.

Matters were settled in a combat to the death in typical Taurum fashion, but the battle that ensued was atypical. Legends and tales vary greatly around the battle. Some would say the battle went on for hours without a victor, making both sides call even. Another tale would suggest Karus defeated Galus, but spared the man out of respect.

What is known is that Galus walked away from Toch alive, taking those who shared his ideals and establishing the settlement that would become Nubarum. Nubarum has since become the second largest camp in Taurum, following military rule that has been unimpeded for all but 25 years during its lifetime.

## Geography

Nubarum offers many natural protections, contributing to its view as a natural fortress. It is much better defended than Toch, though remains more vulnerable from a resource standpoint due to its height from the ground. It rests on a small elevated plateau surrounded by hazardous rock and protruding boulders. Spires of carved rocks serve as lookout platforms and areas from which archers can defend. The path to Nubarum ascends so high that one may touch the clouds on days when they hang low, and it is from this that the name is derived.

## Government

The government of Nubarum is more "backwards" than many camps in Taurum in that it enforces stricter physical punishments for misbehavior or crime. Its hierarchy and behavior is like that of a military, promoting efficiency and correcting behavior on a more personal level over what Gallonese courts would prescribe.

### Law

Nubarum remained a city without slaves for over 700 years. In a more recent movement, to capitulate with competition in and outside of Taurum, the camp has allowed for domestic slaves. The town, nonetheless, still upholds its principles of not allowing slaves to do the fighting for them.

## Economy

Nubarum, like many of Taurum's settlements and camps, provides martial training to many. In addition, it is known for its mercenary services and blacksmithing.
Kasvava Rakkaus

## History

Established after the Rift Crisis of 1162 and the subsequent destruction of Volvar, Pelokas Mieli founded the town and guild of Kasvava Rakkaus for farmers. It is meant as a safe haven for farmers against threats and keep prices fair for farmers due to a lack of competition.

## Geography

Kasvava is located toward the center of the Deurlen mainland and a stone's throw north of Hearth. The land is fertile due to two rivers to the east and west of the town. The fertility is displayed in its multitude of flowers, fruit trees, and farmlands. The town also features many hills.

## Economy

Kasvava Rakkaus is the eponymous name of the farmer's guild which operates within its walls. It harvests a wide variety of crops and herds livestock. Each members specializes in one or more good, which are then sold non-competitively (among its members) at its stall in the marketplace of Hearth.
The Holy Church of Alenthyl

## Overview

The original semblance of religious organization created by Saint-King Alen Capewell in order to organize his holy conquest through the lands of old Alenthyl. The Holy Church of Alenthyl acted as an extension of the power that Saint-King Alen Capewell held at the beginning of the third era. The church was mainly a military organization for the short period of time that it existed and as the tales of Saint-King Alen Capewell's conquest spread over old Alenthyl, The Holy Church of Alenthyl was a name most feared.

The Holy Church of Alenthyl was disbanded at the time of Saint-King Alen Capewells death in 3E 17. The remaining forces within the church would later join the ranks of the Alenthylian Church of the Light. Some of the practices held by The Holy Church of Alenthyl would later be adopted by The Holy Templar of Alenthyl after its creation in 3E 389
House Winthrop

## History

House Winthrop rose to power in the political arena of the Highborn Gardens fairly late compared to other more venerable noble families. However their nascent rise can be attributed to an adept understanding of city works. Where most noble families ignore the enigmatic nature of their fantastical home atop the Highborn Gardens, the Winthrops have sent off its retainers and family members to colleges of engineering.

With a foundation of practically motivated intellectuals, they set out delving into the structural necessities of the Highborn Gardens. This curiosity has not come without cost, as the Winthrops are watched by Wrenne agents with close suspicion. Nevertheless, Winthrop engineers have been reinforcing and maintaining the structural integrity of the stonework juggernaut that is the Highborn Gardens since the dawn of their house. This skillset has proved them to be invaluable architects and civil engineers to the other houses as well. Thus, the Winthrops more or less earned their place in the mainstream noble society of the Highborn Gardens.

In more recent times, House Winthrop has become more surreptitious with its activities deep within the Highborn Gardens. Some rumors accuse them of plotting or cultist activity, others whisper of a great sabotage scheme. Nevertheless the closer allies of House Winthrop defend this as a greater interest in the structural strength of the Highborn Gardens. No matter what is true, nobody denied the increased amount of guards being sent into the maintenance tunnels and infrastructural warrens beneath the Highborn Gardens.

Despite all this, the Winthrops continue to expand their wealth and success, notably entering into recent alliances with the Hargraves. To this day, House Winthrop retains its fame as the finest architects and engineers of the Highborn Gardens, if not the entirety of Granthelia.
Crank (Noun)

*Crank (n.)*

Definition: Slang used to describe a person with a physical or emotional reliance on an engineered assistance mechanism (such as Automail). Generally used as a derogatory statement, intended to insult the subject's ailment or handicap.

Example sentences:

"Maybe if you hadn't tried to wrestle that bear you'd still have your leg, /and/ your dignity, you miserable *crank*."

"Why don't you take that arm off and fight me like a man you *crank*."
Ante-Copiae

## Overview

   The Ante-Copiae form the largest share of business within The Empire of Ulyssa, trading often among the Siecian ports. Their members consist exclusively of former members of Ulyssa’s federal and regional militaries. Highly disciplined and organized, they obtain slaves through incursions into neighboring territories and the invasion of overseas coasts. In part due to fiercer resistance, the Ante-Copiae also do mercenary work.

The slaves are disciplined harshly, and many of the slaves are sent either to work or to be trained in Ulyssa's slave armies.
Nabac Gecko

## Nabac Geckos

A desert variety Nabac Gecko in captivity.

 Description

These small reptilian creatures are inhabitants of various warm climate areas with varying amounts of rainfall. They are brightly colored reptiles with colors that often either serve as a warning to larger predators or as camouflage for hunting. While they are not large, they pack a potent punch.

Each variety of Nabac gecko boasts a powerful spit that is comprised of poison derived from the plants they consume. However, even though they consume plants, the use of these plants is to generate the toxins stored in their tail to attack small insects (sometimes small mammals if the geckos are in large numbers).

The Nabac's tail is where it stores the potent poison it carries. After consuming a particular fruit or veggie, it harvests the poison to spit at prey. Should a predator attack it, it releases the tail, often killing the animal that eats it. This tail then grows back over the course of a week, but will not be of it's former size for up to a year.

## Diet

The Nabac gecko eats special fruits and plants that thrive in hot weather climates. These plants are then broken down and processed into toxins in the Nabac's body that are used to hunt small insects or mammals.

## Behavior

When not hunting for prey, the Nabac will often find a place to sun itself. This means either climbing high into the canopies of the jungle or lounging at the top of a sand dune in the desert.

Nabacs have been known to live in and around human settlements, eating small pests and rodents in a nearly symbiotic relationship with the much larger mammals, which they avoid. However, if the numbers become too high, humans commonly kill the geckos before they can kill live-stock (chickens, small pigs, birds, etc.)

Nabacs display a particular fear of humans, most likely because of their large size, and often avoid direct interaction. They will, however, accept small amounts of food from them and can be even kept as pets, though animals in captivity often live shortened lives. The reason for this is unclear.

## Myths

In early stories, the Nabac was once a powerful dragon who lorded over the humans of the deserts and the jungles. His immense size and power struck fear into the hearts of men until one day they tricked him into giving up his power. This power was too great for any man, and so ascended into the sky to become the sun. With his power gone and the sun high in the sky, the Nabac had new respect for it's beauty and decided to leave it there, merely basking in its glow.
Rollen

## Geography

The county of Rollen contains most of The Arbor’s shoreline, which is marked by rocky cliffs and outcroppings, though beaches are not too uncommon in the many bays, coves and inlets that perforate the coastline. Almost right on top of the rocks, the beginnings of the Arbor’s trademark dense vegetation can already been seen.

From tall grasses to colorful bushes to the plentiful trees the duchy is known for, the county of Rollen is just as difficult to travel through on foot as the rest of the region.

## People

In one of its southern coves sits the port of Thorne, a city composed mainly of white stone. A stark difference with the rest of the county, which has countless farmhouses and cottages made of lumber and thatch. This division between rich and poor is also seen in the people themselves, with the city folk being mainly wealthy nobles, traders and artisans while the countryside is populated by poor farmers and foresters not strictly affiliated with local lords or guilds.

Interestingly, the poor small folk of Rollen are known for their hospitality to travelers and the homeless, while the city folk of Thorne are infamous for their condemnation of these groups.

This is not the case within the ranks of the Rangers of Rollen though, where camaraderie and the desire to safeguard the county blur the distinction between rich and poor to a degree.

## Ruling Family

Rollen as a whole is watched over by House Fairweather, who claim to be descendants of the city of Thorne’s original settlers. The House has gained some infamy among peasants for caring little for anything that is not located within the walls of their precious city. However, caring deeply for their city has earned the Fairweathers the respect of the nobles below them, and this has played an important role in their longevity as Earls of the region.

In their time, House Fairweather has sworn fealty to a number of different Dukes, but have never expressed interest in taking the duchy for themselves as this would mean abandoning the city they have nourished. Instead, they maintain their position as Earls by marrying their daughters to sons of their liege lords.
Lacus Samonastrum

## History

The Lacus Samonastrum-- many refer to it more plainly as the "Samona"-- began as a humble and aloof monastery. Surrounding towns would offer excess crops to the monastery and offer humble volunteer work in exchange for favor among the Eight on behalf of the priesthood.

However, the lake saw an unexpected spike in activity when the imperial line recognized the lake's beauty some centuries ago. Today, the lake is the biggest tourist destination within Gallanon, and the lake is revered in the words of orators.

## Description

The Samona is the largest lake in Ulyssa. An island in the center of the lake features an ornate temple to the Eight's Council, surrounded by all manner of gardens and arched quartz and marble constructions in typical Gallonese fashion in architecture. The island is only accessible by boat.

The lake is surrounded by all number of retreats, manors, docks, singing houses, and places of pleasure. The largest of these manors, constructed in 3E 855, belongs to the imperial line.

## Importance

Samona is a famous vacation spot for the middle class and affluent alike. The lake is filled with boats-- small fishing boats and large seaworthy vessels alike-- which bring light, song, and performance at all hours of the day and night.

The island temple is famous for its celebration of holidays which glorify the Eight. Otherwise, there is little worship by visitors. A notable population of those in the priesthood reside on the island and receive generous donations from visitors.

Since the beginning of the construction of the new courtyard, the emperors have lived in the imperial manor along the lake and have, even, regularly received petitioners and foreign officials.
The Order of The Light's Whisper

Largely spread out faction dedicated to the destruction of all Dark entities. The Order was created in retalliation to the rise of dark creatures in Granthel. As the order was first created in Granthel, it houses many Granthelians, though the order accepts members from across greater Aevonhold.

The Light's Whisper was once rooted in the upholding of practices taught by preachers of The Light, but is now shrouded in the dark recesses of modern societies. The Light's Whisper has much influence throughout Aevonhold, though still a well kept secret from those outside of Granthel or Alenthyl.

## Alenthylian Sect of The Light's Whisper

The Light's Whisper is divided into few sects. These sects are governed by leaders throughout Aevonhold. After the creation of The Light's Whisper in Granthel to ward off Dark creatures and keep the city safe, The Light's Whisper spread to the reaches of Aevonhold, most notably to Alenthyl.

The Alenthylian sect of this order has its fair share of history as well, including it's interaction with The Holy Templar of Alenthyl and the Alenthylian sects terrible relationship to The Light's Whisper of Granthel. With a long history of communication and cooperation with the Granthelian Light's Whisper, Alenthyl's own sect began to criticize the way they handled Dark creatures.

The Granthelian sect operated in a more defensive manner, protecting settlements that had been attacked often as well as protecting The Wall. While this outlook retained within Granthel, though Alenthyl's own sect began to operate in a more offensive manner, seeking out Dark creatures, Werewolves and Dark mages throughout Aevonhold.

In the end, the ties to the Alenthylian sect of The Light's Whisper faded and it's current relationship is terrible at best, at times escalating to the point of attacking one another when in the same region.
Julina Aelium

## Overview

An Ulyssian lady who loves to dance, and also loves to sleep.

### Appearance

Julina is a woman with ponytailed dirty blonde hair. She stands at 5'4" with a slim but slightly muscular body from her dances. Her eyes are a bright blue.

## Background

She came to Deurlen to be free, but grew up.

## Known Associates

### Friends

* Drel'Kara
* Faris al'Rashid
* More people probably

### Family

* Jimmus Aelium Hiltus
* Livia Popium Hiltus

#### Acquaintances

* Everyone in the NIC
* Lots of people definatly

### Likes

* Money
* Sleep
* Hot guys

### Dislikes

* People ignoring her
* People ruining her bookkeeping
* Married people flirting with her

### Quirks

* Dances to the end of dance
* Text
* Text
The Token

The Token Company (commonly known as The Token) is a mercenary company based in Arnes Voren, Elterlein. The company operates through the enlistment of freelance contractors for one-time jobs and is a popular source of income in the southern regions of Elterlein. Established in 3E 1180 after the end of the Third Border War, a time of strife for the region.

Established to alleviate the pressures of the destabilized region on the relatively non-existent forces within Arnes Voren who had been dealing with the crumbling defenses of the southern borders, the company soon became a household name after only a few short years. Well respected by the Elten military for their efforts to help the strained forces, The Token were allowed to continue to operate throughout Elterlein after peace had returned to the region.

After a relatively short time, The Token began to spread its roots to other regions throughout Elterlein and eventually Northern Auros in certain regions of The Great Provinces and Ulyssa. Their reception in Southern Auros left much to be desired, leading to their complete removal from Rimal Al'ajdad by the Grand-Sultan of Rune'Daath in 3E 1191.
Talonmies Mieli

## Kieran Mieli

Kieran Mieli (age 6) sits in front of the piano.

### Appearance

His race is not apparent given his background, but he is small due to his age. His parents keep him tidy.

## Background

Kieran Mieli is a young teen grown among the fields and animals of Kasvava Rakkaus, a farming community north of Novania's capital of Hearth. His life is one of play and, at times, boredom, the latter of which can create trouble.

## Known Associates

### Pets

Moo-Moo - Cow

Thumper - Gray rabbit

Cocoa - Black corgi/lab mix

Kakka, Minui, and Tappaa - Mixed-breed kittens

Kiwi - Parrot

Ollie - Skunk

### Family

-Gramma

-Dad

-Aiti

-Äly

-Auntie Tuli

-Auntie Galya

-Uncle Khatoo

Auntie Parantaa -

Uncle Minulle -

### Friends

Thula -

Ella -

Eva -

Briggs -

Lievä -

## Personality

Kieran is curious-minded, free-spirited, and deft for his age. He is also gullible and naive.

### Likes

* Animals
* Family

### Dislikes

* Bad guys
* Loneliness

### Quirks

* He has over a dozen animal plushies with whom he regularly interacts and with whom he plays.
* His adventurous spirit, creativity, and longing for companionship outside and with animals often creates trouble.
* He believes he is a dragon.
Munir Lukata

Age
 Height

## Overview

Munir is a small Ulyssian child of undeterminable gender. They use they/them pronouns and keep their birth gender a closely guarded secret.

### Appearance

Munir has dark brown hair that they keep parted to the left, and two differently coloured eyes- one green, one brown. They're rather short for their age, being only four feet tall. They typically wear an old brown vest and a plain white shirt, and they actually own multiple similar white shirts. On special occasions, they're often seen in both masculine and feminine formalwear, varying by their mood. They have a monotone voice and rarely make eye contact with anyone.

## Background

Munir was born to Ayana Lukata, in Deurlyth. They never knew their father, and never really bothered to think about it. Someone bug me about putting more here later.

## Known Associates

### Likes

* Cats
* Drawing
* Text

### Dislikes

* Being misgendered
* Text
* Text

### Quirks

* Speaks in an odd way, with random pauses where pauses should not be
* Speaks in complete monotone
* Never makes eye contact, ever
* Munir is an **ISTJ, lawful neutral**, and a **Capricorn**.

## Other

### OOC Notes

Please refer to Munir with they/them pronouns in out of character and in emotes. Misgendering them in character is okay if that's what your character would do, but I'd appreciate it if you made an attempt to use the right pronouns when possible.
Evergreen Crossing

## History

Originally constructed as a small wooden fort in a vain attempt to defend against Saint-King Alen Capewell’s invading armies, the current iteration of Evergreen Keep is simply the last in a long line of castles that have shared its name and location. When Alen had conquered the Arbor, he and his men noted the excellent defensive position their adversary’s fort had stood on and implored the populace to construct a stone fortress in its place to serve as both a way to safeguard the mountain pass and to remind the locals of his victory.

The town did not come about until much later, only having been founded in the late Third Era. Inhospitable terrain and a lack of natural resources were the main causes of this, with many pioneers venturing further into the Arbor to settle. It was not until the discovery of iron and gold veins in the nearby hills by House Tucker that Evegreen Crossing rose to prominence, quickly growing to become Wood's Hall’s largest mining community.

## Geography

The town of Evergreen Crossing is located at one of the most strategic points in the Arbor, being situated at the confluence of two rivers that themselves are composed of many smaller tributary mountain streams originating from the Bastion mountain range. It is also the closest town to the Verdant Pass that links the Arbor to the rest of Alenthyl. On one of the Bastion’s foothills sits Evergreen Keep, its elevated position allowing the men stationed there to easily monitor any traffic travelling through the town.

## Government

Evergreen Crossing has traditionally never been ruled from within its own walls, but rather from the county’s seat of Evergreen Keep, a sturdy and rather imposing castle made of stone and wood beautifully intertwined with each other. The castle enjoys a clear view of both the Verdant Pass leading into the Bastion mountain range, as well as the town below, and serves as the residence for both the Earl’s family and various other minor nobles who own large tracts of wilderness around the town.

## Economy

Mining and trade form the bulk of Evergreen Crossing’s commerce sector, owing to the many mines dotting the surrounding landscape and its location at the very apex of the Arbor respectively.
Del'Thok

A young man who was son of Del’Gruk III and brother to Del’Drud.

Del’Thok arrived in the city of Novania under the influence of his father’s Dragoncharm which he had stolen before leaving Volvar. With the help of Juniper Beri, Del’Thok was able to escape the charm’s hold and live a normal life.

Del’Thok ventured to Volvar with the rest of the Alenthylians, befriended Ghal’Knox, and served as squire to Templar Holmgren. Del’Thok eventually died as a result of a plague created by the Dark King.
Lightpetal

## Appearance

A bright yellow flower. The flower has two to four unusually thick petals, two inches in length and one inch in width. It grows in small bunches, containing up to six of the flowers.

## Notes

Very uncommon. The Lightpetal flower is only found in a dozen places throughout Alenthyl . While it is difficult, Lightpetal can, and has been cultivated in similar climates within Aevonhold, though it has never produced its coveted flowers outside of its native range.

## Culinary

The flower's thick petals only steam and shrivel when cooked, and have an astoundingly bitter flavor. Eaten alone, the petals have little flavor and offer no nourishment.

## Arcane

The petals of the flower seem to have an effect on spell casting, reducing the effects of lesser magic within a foot of proximity to the caster.

The petals of the flower can be shaved and introduced to a wide array of alchemical concoctions, displaying a variety of effects related to inhibiting arcane energy.
Felix Festus Lucanus

## Overview

A polite Ulyssian man, Felix's large and imposing frame in no way matches his pleasent and amiable personality

### Appearance

250lbs of trained muscle, Felix fits the perfect description of a soldier. He has sharp, yet friendly features, his face covered in a clean and trimmed beard. His eyes are a dark shade of green, which compliment his slightly tanned skin.

## Background

Born into slavery, Felix was taken from birth to be trained as a soldier for the Ulyssian military. He spent thirty years of his life serving as infantry before he was able to buy his freedom and flee the country on a cargo ship to Novania.

## Known Associates

### Friends

* Galya Mieli
* Lieva

## Personality

Felix is extremely unsure of himself and will often deflect to someone near him to give their advice. He may not think himself just a tool of the military anymore, but the mindset that he is less than a person still remains.

### Likes

* Sweets
* Poetry
* Knitting

### Dislikes

* Ulyssians
* Alchohol
* Horse Riding

### Quirks

* He smells like pine.
* He will not ride an animal.
* He will comply with orders given, even by strangers.
Isibéal Nora Brennan

## Overview

Isibéal is young Alenthylian woman, and Warden of The Westmoor Watch.

### Appearance

Isibeal's skin is pale, offset by her dark hair, which she often keeps messily tied up. A large sigil for the spell 'ignite' is tattooed on her back in black ink. Her left eye is made of glass, its color slightly darker than her right and she has a light scar running up her neck and jaw from an unfortunate run in with a werewolf. Isibeal wears the uniform of The Watch.

## Background

Her father, originally from Antonelle, was a member of The Royal Alenthylian Navy in Lordharbour, and her mother was an adept herbalist who owned a modest apothecary that often supplied the local garrisons in small amounts. At a young age her father died, his ship sunk by Granthelian mages in the war, and she was left to run the small shop with her mother, becoming rather capable with herbs herself. Nearing the age of 13 however, her mother fell ill and after a few months of rapidly declining health, she died as well. She was sent to live with her uncle and godfather Mark, in Novania. There her uncle began to teach her archery, which she showed an unnatural talent for from the beginning. She also became the student of a local healer, Galya, who taught her medicine and alchemy.

As soon as she turned 16 Isibéal joined the Novanian Royal Army and served in their ranks for six years, becoming an adept soldier and leader. She resigned under the rule of Viceroy Silas Capewell and formed a militia of her own under Tel'Grov, the Count of Westmoor, to act as their guarding force.

## Known Associates

### Family

* Alan Frederik Brennan [Father]

* Millicent Marie Jäger-Brennan [Mother] (Deceased)

* Markus Larry Jäger [Uncle]
* Elizabeth Sophia Albre [Daughter]

#### Friends

* Kanae
* Drel'Vika
* Vitalia Albre
* Asha Jain
* Ezalyn
* Tel'Grov
* Archer Wrenne

## Personality

Isibéal outwardly appears to be a spiteful, irritable person. However to those who know her well she is surprisingly devoted and compassionate and there is little she would not do for them.

### Likes

* Spicy Food

* Archery

* Potion Brewing

* Reading

### Misc.

* Left-handed..
* Cannot admit to being wrong even when shown proof of being wrong.
* Can’t sleep in total darkness, needs some kind of lighting.
* Is missing her left eye, and wears a glass one in its stead.
Irene Vasilissa

Irene is a tiny girl Alenthylian girl who is 5'4. She moved away from home and traveled for a while until she finally landed in Hearth, she is currently works as a lumberjack.

## Background

She lived with her parents until she was 18. {The rest is smudged too much to read}

## Known Associates

### Friends

Atuf LeVane. (He is super sweet teddy bear!)

#### Acquaintances

Kieran Mieli. (He is a sweet little kid)

Marauder. (He mugged her)

Tel'Grov. (He is a nice guy)

## Personality

Irene is very quiet and distant at first, she likes to avoid contact due to her being scared of how people will act towards her but once she learns you have no ill will she will slowly begin to warm up to you. If you show ill will she will attempt to cut all ties with you. Although if you are flirty with her she will get easily flustered, and if you are distant and quiet to her she will try to get to know you.

### Likes

* Staying busy
* Sweets
* Drawing/Any crafting

### Dislikes

* Becoming too flustered
* Getting overworked
* Being used

### Quirks

* Her cheeks are constantly pink, but if you make her flustered/angry they go red.
* Her eyes almost always say her trust emotions/intentions.
* She can sword fight.

## Other

### Theme Music

https://www.youtube.com/watch?v=S9DE9gpprXQ

### Item Claims

Has a sword from her father. The sword is called "Oblivion's Heart" the hilt is infused with dragon scales and iron but besides that it is a regular iron sword. (its a short sword)

### OOC Notes

-She did have a race change and a backstory change! .V. sorry!

-Also played by xWolfQueen
Servants of the Light

## Overview

Historically, whenever Deurlen followers of The Mortal Vow interacted with Alenthylian travelers, it was not uncommon to see a meeting of religious values. When stories of the mysterious Light and the tales of the enigmatic nature of the Deurlen Divines were told over campfires, it was seen that possibly, the nature of their worshiped ones was not all that distant.

It can still be seen in Deurlyth today, the old Alenthylian churches dotting the Deurlyth landscape, detailed with the depictions of certain Divines.
University of La Caleta

The study of potion brewing and alchemy is widely practiced in Peramul, and students of medicine are especially encouraged to pursue the art. The University of La Caleta (La Universidad de La Caleta) is a well renowned college in the city of La Caleta on Peramul's coast that specializes in the studies of medicine and alchemy.

Students of La Caleta wear long, thin white coats over their normal clothes as part of their uniform. Even after graduating, they will still wear the coat while working to show pride for their college and to identify themselves to others.
Holy Father’s Pine

Also known as: Isän Kuusen

## Appearance

Unlike the other plants of significance in Kotimaa, this tree actually blends in very well with the forests that thrive in the snowy landscape. The trees themselves look just like all the other pines in the forests. It has worth from the unique pine cones and pine nuts it grows.

Unlike the pine cones and pine nuts from the other trees, both from the Holy Father’s Pine are found to be either entirely white or transparent.

## Notes

There is a tradition with Holy Father's pine cones in which they are gathered for the crossing of souls celebration and burned in the fires that cook the meals. It gives off a light, sweet scent and can sometimes slightly affect the color of the fires. When this occurs many of the faith of Äiti ja Isä tend to believe it means a soul is interacting with the realm of the living.

## Culinary

The pine nuts grown on these trees are gathered with the pine cones to be cooked for the feasts of various different holidays and gatherings in Kotimaa. When cooked, the pine nuts turn a gold brown color, losing their transparency. They’re often baked into bread or eaten as a side dish and are believed to help young men grow strong.

The pine nuts have a mildly bitter flavor, but when cooked have a complex, almost dry sweetness to them.