recursal/Fanatic-Fandom huggingface dataset:
Draining Spider

Draining Spiders were created in the War of Ascendance by priests of Hlesmil. They were old foes of mortals who inhabited the tunnels below the Spiked Peaks. They lived in Male/Female pairs and would hunt together.

## Powers

Draining Spiders had both a physical and magical sexual dimorphism. The females were incredibly strong and unnaturally large. They could grow as much as six feet across. The males were slightly smaller and much weaker. Both genders had a lethargic aura around them. While in the aura their prey felt tired. Normal tasks took large amounts of energy. The male's aura had a much bigger reach than the female's aura. The male could also hunt with a tiring gaze. This gaze was magical in nature and therefore limited. Targets in focus of it would freeze up. The female spider couldn't use the tiring gaze but could shoot webs from her abdomen and use a frenetic bite. This bite was magical and caused the victim to go into a panic. Both of the spells of the monsters functioned off a type of innate magic. They could be recharged by consuming people. The favored form of attack by the spider was to grab its prey and drain it. The female's bite could heal her and the males bite could quickly recharge his magic. Though neither bite physically was that dangerous, they did add to the lethargy of the target.

## Life Cycle

Draining Spiders lived for around a century. They mated for life and hunted as a pair. When a Draining Spiders mated, they would find a nest somewhere below ground. From there they would hunt. Draining Spiders were known to eat any large animal, sucking both the blood and vigor from their prey. But their preferred food was humans. Draining Spiders reproduced about once a decade. They could have up to twenty offspring with most reaching maturity. This growth took about three years.

## Encounters

People in the Coal Quarter of Pruzer started going missing in Sharus of AeP 446. Though no one saw what took them, witnesses described a great feeling of lethargy and resignation. The Miners of the Quarter appealed to both The Curator and Orna Wellis for help. The two of them along with Skua, Jarin, Weyland, and Vella went into the old mines and slew the male/female pair that was living there. During the battle Skua almost passed out and Jarin was almost knocked unconscious and dragged away. But the group followed the Legionnaire's recommendation and lived.

## Legionnaire’s Recommendations

Members of the Legion of the Dancing Winds worked out a recommended attack strategy for facing off against Draining Spiders.

> *"Draining Spiders are most often encountered in Male/Female pairs. In this case attacking the Male first is key. He is both physically weaker and more magically dangerous than his counterpart. With the male out of the way, your mind should be made more clear of the Spider's lethargic aura. To combat this aura further carry a bottle of Soldier's Respite. This painful alchemic formula is made in Roadon. Though it may cause physical discomfort, it will clear your mind and leave you energized."*
>
>

## Appearances

**Campaigns**

1. The Hunters' Codex: Draining Spiders
Corp of Secrets

The Corp of Secrets mostly functioned as the internal affairs unit of the Roadani Military. It was composed of several thousand members spread out through the empire. They also worked as spies in foriegn countries however their activity in these places was often delegated to mercenaries. Until Yaerrus of AeP 446, they also had command of the War Archives in Hrai Kraedox.

## History

After the ascension of Grand General Prasus Ka, there was a period of relative peace. One of the few crises came at the Toallan border. It is believed that the Corp of Secrets carried out the assassination of a high ranking memeber of the West Merchants Association.

In the spring of AeP 446, the Corp of Secrets made a trade with Lord Keel. In exchange for the prisoner Jack, they received documents revealing there was an Iron Tempest Commando in Hrai Kraedox. They passed this information to the Hrai Guards and submitted a list of mercenaries to the Jarai who would potentially help find the spy. During the investigation, someone attempted to break into the War Archives. When the spy was finally caught, it was someone with access to the Archives. Because of this Commandant Mezzin Qolat of the Hrai Guards petitioned Prasus Ka for control of the Archives. It was taken from the Corp and given to the Guards. Regardless the Corp conducted the interrogation of Vreeli Szere, however they were unable to get her to talk after a week.

## Members

The members of the Corp of Secrets served with much less formality than most members of the Roadani Military. Some officers, including the one Oruc Chalishan met with to discuss Mezzin Qolat, didn’t even wear uniforms. Additionally many members of the Corp were not publicly known.

The Corp of Secrets also would hire outside mercenaries. Two such people were Al’Sys and Oruc Chalishan.

## Appearances

**Campaigns**

1. The Snake in the Sand Session One: The Poisoned Pit (Mentioned Only)
2. The Snake in the Sand Session Two: The Torch in the Storm
3. The Snake in the Sand Session Three: The Viper’s Head (Mentioned Only)

**Supplemental**

1. Snake in the Sand Auxiliary: Epilogue (Mentioned Only)
Quinta Yon-Suk

Quinta was a Knight from Maristoll who served as the Chief Knight of Carufell. In this position she was responsible for commanding the King's Soldiers. In Rallius of AeP 447 she was at the castle in Tarabrenth while the king was away. There she encountered a group of Nurmendemar trying to steal back one of their relics. Quinta lost a fight with Willa and Alekiai and was maimed.

## History

Quinta Yon-Suk was born on Maristoll before the province joined the Carufell Union. She trained to be a warrior. When Maristoll joined the Union in 423, she moved to Carufell and joined their military as a representative of her Province. Because she was a skilled commander and warrior, she became the Chief Knight.

In Rallius of AeP 447, the King of Carufell was away at his winter castle. Quinta was left at the main Castle in Tarabrenth. At this time a group of Nurmendemar infiltrated the castle to steal one of their relics that was possessed by the crown. Aided by the Winter's Hand, they were able to get inside. Quinta found two of the Nurmendemar disguised as Hand mercenaries. She did not realize they were frauds and took them to investigate the vault that was broken into. When they got to the vault she realized the deception but too late. Willa and Alekiai, the Nurmendemar, attacked. Aided by a Berserker's Brew, Willa was able to knock over Quinta. After a short scrap Willa took her axes and chopped into Quinta's ankles. The thieves fled leaving Quinta. The Chief Knight did not die but probably would not be able to fight again.

## Appearance

Quinta wore plate mail with spikes on the shoulders to match her sigil. She had a deep blue cape and carried a shield with her sigil. The sigil itself was a porcupine on a blue field next to a white star. Below in the Elder Tongue were the words just retribution, honorable kinship. The shield was lined with small spikes. Quinta had a confident stride, brown eyes and black hair.

## Relations

As the commander of the King's Soldiers, Quinta had a working relationship with the King.

## Powers

Quinta carried a long thin sword that was enchanted. Many stories spread about the type of enchantment but most rumors said it was Painful. Quinta also had technical fighting skill as well as a strong reputation among the upper echelons of Carufell.

## List of Appearances

**Campaigns**

1. Of Shields, Stories, and Hammers
Strongarm

Strongarm was a leader of the Burning Palm during the War of Lights. He was a dangerous martial fighter and very reserved. Kayn killed him during a prison break. He was a secondary antagonist in Cults of the North.

## History

Strongarm was a captain of the Burning Palm in AeP 441. He worked with Caid on many missions and though they were the same rank he often deferred judgement to the other man. Strongarm was involved in the rescue of the survivors from The Hearth. Later he was seen leading a charge against the Silver Circle during the battle at the river. He captured Thèandìl and brought her back to Hundred’s Keep. When she was broken out of prison he tried to stop Kayn. The two men fought and though Strongarm landed several devastating blows he lost the fight. He accepted his death at the hands of his rival. The funeral was a public affair and was used by Warren Kassett to rally people against the Circle. Strongarm is also suspected to have been directly involved in the kidnapping of child subjects for Kassett’s experiments. He may have been the one to kill Ingrid’s parents.

## Appearance

Strongarm was a huge man almost six and a half feet tall. He had close cut hair black hair and was almost unbelievably muscular. He wore plate armor and carried a stone axe. Like all members of the Burning Palm his hand was scarred by flame. It was suspected that he was part Poi’Mareath.

## Relations

Strongarm was a great friend of Caid. The two worked together on multiple missions. He was a trusted subordinate of Warren Kassett. Kayn and Strongarm had a rivalry. Strongarm at least, respected the other man greatly.

## Powers

Strongarm was an immensely strong individual. He was a fearsome fighter with his greataxe and was even able to beat Thèandìl in a fight.

## List of Appearances

1. Cults of the North Session 1: To Start Again
2. Cults of the North Session 4: The Battle at the River
3. Cults of the North Session 5: An Alliance of Theives
4. Cults of the North Session 6: In the Halls of Our Fathers (As a corpse)
5. Cults of the North Session 7: Last Bastion of the Light (Mentioned only)
White Badgers

White Badgers were a species of monster created by Nezeril’s cultists in the War of Nezeril. They mostly kept to the Wildlands but were known to travel North to Carufell on occasion. In the winter of AeP 447, they were common in the Union. The Badgers themselves had pure white fur, bone claws, and solid red eyes.

## Powers

These monsters were known to be larger than normal badgers, being approximately the size of a dog. This gave them increased strength, and their muscles were like iron. An aura of frost surrounded the badger blocking the view of attackers and slowing attacks. When struck, a Badger’s wound would freeze over healing it. This could only happen once. White Badgers were also expert tunnelers. They could move through snow almost undetectable, and unnaturally quick. The main weapon of the White Badger was its sharp claws. They could be used to slash deep wounds in their prey.

## Life Cycle

The lives of White Badgers are studied relatively well compared to most monsters. After the War of Nezeril, Legionnaires were able to determine they lived for almost twenty years. The badgers usually traveled in mating pairs. During the spring the pairs would retreat to their burrows and produce a litter of up to six. The cubs would be born in the summer and nurtured through fall. By winter at only four months of age, the litter would mature, find mates and hunt through the winter. White Badgers were omnivorous feeding of roots, carrion, and berries. Their preferred food though was meat, particularly small animals and humans.

## Encounters

In Rallius of AeP 447, a group of Nurmendemar found and killed two badgers in Carufell. The badgers left several deep injuries.

In Cainus of the same year a group of Winter’s Hand encountered two badgers in the midst of a blizzard. The badgers killed several of the Hand but were scared off after one died and the survivors fled to a cave. Valera was involved in both encounters.

Orna Wellis told Drashaaven she hated fighting against the white badgers.

## Legionnaire’s Recommendations

Members of the Legion of the Dancing Winds worked out a recommended attack strategy for facing off against a White Badger.

*“The main power of the White Badger is its ability to tunnel quickly and efficiently through snow. While beneath a snow bank, the badger is near impossible to strike. By leaping out of the snow, the badger can launch a devastating surprise attack. Bows and other ranged weapons are inefficient in such encounters as the badgers only surface from the snow when attacking. The best defense against such an attack is to remove the snow. This can be done with a day stone or a storm stone. Pushing the snow away or melting a circle around you will force the badger to fight unprotected. When attacking then, the first strike you should go for is on the flank to cripple the badger. If it can not run, it can not hide.”*

## Appearances

1. Of Shields, Stories, and Hammers
2. The Tale of Storms and Clay Session One: The Blizzard’s Bite
3. Call of the Father Session One: Evert Gate (Mentioned Only)
Yoseph Thelandir

Yoseph Thelandir was the heir to the last independent ruler of East Devlar. When Yoseph was still a kid, his family lost their barony in the Unification Crusades. They fled to the Wildlands. In AeP 446 Yoseph returned to Carufell to try and kill the king. He entered the tunnels in an attempt to find the king’s weakness but instead encountered the Crypt Keeper. Yoseph was killed but passed on his quest to Tarron Kesvin.

## History

Yoseph was born during the Unification Crusades. At the time his family was one of the last holdouts against the forces of Silvia MorCaiden. However in AeP 399 East Devlar fell. Silvia MorCaiden replaced his family with a new barony loyal to her. The Thelandirs fled to the Wildlands. However after taking over a tribe and ruling harshly for years, they were eventually chased out after his father tried to have some members executed. Yoseph returned to Carufell wielding the knife made for this grandfather. He was going to attempt to kill the king.

In AeP 446 he was hiding in Tarabrenth. Towards the end of the year he saw some of the city guards harassing a man. This man was Veldud and Yoseph saved him. It turned out Veldud had stolen a map of a part of the tunnels. Yoseph went with him and Zayn and Tarron into the tunnels. His great strength proved an asset. He also worked out a deal with a woman who lived there to take them to the part of the tunnels they needed to go. Yoseph hoped he would find a way to kill the king down here. His father had told him stories of the unnatural magics at work in the tunnels. Yoseph believed the king harvested this to make himself stronger. Instead Yoseph and the others found a temple of Nezeril and they found the Crypt Keeper. This beast of the Old God chased them through the crypts. It also caught Yoseph at a well but the large man jumped down and squeezed through a tunnel to escape. When he emerged from the underground pool, he found the tunnels had rearranged themselves. He also found the thing that hunted them. It chased him, Zayn, and Tarron. First it killed Zayn. When Yoseph and Tarron heard it running to catch them and found a small wall to squeeze through, Yoseph knew he wouldn’t make it. He pulled out his knife, handed it to Tarron and told him it’s name. He then told Tarron to take it and kill the king. Shortly after he was slain by the Crypt Keeper.

## Appearance

Yoseph was a giant. He stood at six feet and seven inches and was 300 pounds of muscle. He had golden hair and wore fine clothes. Yoseph always travelled with his dagger forged in honor of his grandfather Aslaf.

## Relations

Yoseph briefly worked with Zayn, Tarron, and Veldud. He was rather annoyed with Zayn. When the Crypt Keeper closed in on him, he had no choice but to trust Tarron with his knife and pass on the quest to kill the king of Carufell.

Yoseph was also a strong worshipper of Rallia.

## List of Appearances:

**Campaigns**

1. Crypts of Carufell
The Vault

Perhaps the most impressive creation of all mankind. The Vault is a giant fortress of stone and steel located just North of the Jarem Desert on the Roadani border and South of the Toallan city of Reskon. It is a circular fortress with a diameter of one mile with walls impassable by man and a garrison made of mortals from all the kingdoms. Humans built the vault without the help of the gods. It took forty years to finish and houses the six swords of power. Each one sharp and terrible, built to take out a particular god. The Vault is a completely sovereign and self sustaining citadel. It is presided over by the democratic council of the Dral’Kaar who rule the citadel with all authority. Servants of the gods are forbidden from entering. All those who wish for passage must apply for entrance. Here people live and die without ever leaving. The twenty four keys need to access each blade are spread through the world. Six are kept in The Vault. The rest are hidden everywhere and guarded by the secret members of the order.

## People

The Roadani general Zentin Pareer grew up in a town nearby called Vault's Shadow. The town prospered by providing a waypoint for people waiting to enter the Vault.

## Appearances

**Supplemental**

1. SitS Supplemental: Mezzin's Report (Mentioned Only)
Tanya Pareer

Tanya Pareer was a renowned artist in Roadon and the wife of Zentin Pareer. She was a painter who made abstract representations of historical events.

## History

At seventeen Tanya joined the Roadani Military. She served her four years. During that time she found she had a love for painting. Her art soon became famous in Roadon. Her style was somewhat new since she mostly worked in abstracts. Though her art never really caught on outside the Empire, it did make her lots of money within the empire. At some point she married Zentin Pareer and they had three children. Though they all followed their father and became officers, she was still proud of them

When Mezzin, Al’Sys, and Oruc came to talk to Zentin, she sat with him. The two supported each other and kept no secrets. She was even in the room when Oruc asked for it to be cleared.

## Appearance

Tanya was a distinguished woman. Like all Roadani she wore her sun amulet. She dressed a little more adventurous than Zentin wearing a dress in various shades of red.

## Relations

Tanya was the wife of General Zentin Pareer. They had a loving marriage and three children. Two of the children were officers and the last was training to be one.

## List of Appearances

**Campaigns**

1. The Snake in the Sand Session Three: The Viper’s Head
Vince Carter

Vince Carter was the West Merchants Association representative in Tanner’s Vale. In AeP 445 he put a bounty on the monster that was attacking the town.

## History

Vince Carter was born in Veleso to a well off family. At a young age he impressed his tutors and was hired to work as WMA staff at seventeen. He worked hard and was seemingly ready for a promotion after a few years. However before he was promoted, the Regent Administrator visited the office in Veleso. While the Regent was in the office, Vince spilled soup on him. He never got his promotion and was instead sent to the tiny town of Tanner’s Vale. Vince worked there for a few years hoping to fall back into the good graces of the WMA. In AeP 445 he had to put a bounty on a monster that was attacking the town and it’s farms. Vince found it hard to deal with all the people who came to claim the bounty.

## Appearance

Vince had messy brown hair and a scruffy, untrimmed beard. He was the best dressed resident of Tanner’s Vale but his shirt only had four colors.

## List of Appearances

**Campaigns**

1. The Hunters’ Codex: The Melting Stag
Karabour

Karabour is a large Island in the Northeast of Southern Isles. It is considered one of the major islands.

## Overview

Karabour is the most Northwestern island placed right above the Crags of Creykeit. It is known for its three great internal lakes. Only two are true lakes. The third is a bay with a narrow gap to the sea. Many settlements lie on the coast of this bay but most avoid the true lakes. They are said to be dangerous and haunted. The waters of the lakes are hot and give off steam. Man-eating fish swim these great lakes competing with alligators for game. Islands lie in the center but are shrouded in shadow even during the brightest days. Karabour is known for having one of the only shipyards in the Isles. It is crewed and defended all by residents of Karabour. The culture here is one of hardwork and reverence of the island itself. It is lush with fruit and wild pigs. The people here wear loose clothes of brown and green and blue. They wear stone jewelry and carry many weapons. But not all is good on land. Karabour is also known for giant serpents which slither through the canopy and the floor below. Nearly forty feet long these beasts are not actually monsters but natural on the island. They have razor sharp teeth and a constricting grip. Monsters too live here. Great eagles of Ghendar with talons and feathers as tough as steel. However they avoid the grounds.

## Ancient Reliquary

The Southern lake of Karabour contained an ancient crypt made by a priest of Ghendar, on one of it’s islands. The lake itself was inhabited by an injured siren. The island of the Reliquary was covered in dark trees which gave off shadows. Nothing lived here not even insects. However the bones of several people and animals were deposited here having been picked clean by the Siren. The door to the crypt was made of rusted iron. The crypt contained a mural of Ghendar and two people enchanted with white wings. It also contained a scroll hidden in the mural, several bars of iron, several ancient weapons, and a map of Piyla with an x indicating the location of some treasure. The scroll and map were written in an ancient dialect of the Elder Tongue.

## Events

In Sharus of AeP 446, Janie Kerias followed her True Compass to the reliquary. She was accompanied by Jack, J’Kar, Daxian, Sylvie, Genna, and Palo. The group was accosted by several eagles of Ghendar who mauled Genna forcing her to turn back. The rest of the group crossed the lake just barely turning the siren away. They found the reliquary and returned to their ship.

## List of Appearances

**Campaigns**

1. Silver Mists and Bloody Tides Session 2: A Dead God Walks These Jungles
2. Silver Mists and Bloody Tides Session 3: Echoes of the Ancients

**Supplemental**

1. SMBT Supplemental: J’Kar’s Reflections
Anthem of the Hand

The Anthem of the Hand was the offical song of the mercenary group the Winter's Hand in Carufell. Jessie sang this song after helping to retake Curaheim. She changed the last verse.

## Lyrics

*The Winter's Hand, the fist of snow*

*The force of cold, the winds that blow*

*A group of might, a host of force*

*A band of blades, hails from the North*

*The Winter's Hand, the palm of ice*

*The blizzard's bite, the weak man's vice*

*Of sword and shield, of strength and steel*

*For blood and gold, we'll make a deal*

*The Winter's hand, the grip of frost*

*The icy death, the sunshine's lost*

*To frozen war, to battles bold*

*To those with coin, our blades are sold*

--

### Jessie's Alternate Last Verse

*The Winter's hand, the grip of frost*

*The icy death, the sunshine's lost*

*In frozen war, in battles bold*

*We’re always there, beneath the cold*
Caid

Caid was a captain of the Burning Palm in AeP 441. He was a proficient sorcerer and charismatic leader. He died in the last fight of the War of Lights. Caid was a secondary antagonist in Cults of the North.

## History

Caid joined the Burning Palm at some point before AeP 441. He was known to command their ship and expeditionary force. In all his known expeditions he worked closely with Strongarm. As captain he rescued several people from the sinking Hearth which was attacked by the Silver Circle. He let several of them off the ship on land and brought the remaining survivors to Agnoor and later to Hundred’s Keep. Several days later he was seen leading an attack on the Silver Circle at a river. The battle was a major success and lead to the capture of the enemy’s leader Thèandìl. He brought her and several other captives back to Hundred’s Keep. Four days after that he was involved in the battle at the Palm’s citadel. He was given the job of protecting Warren Kassett and the enchanted children. He had a personal vendetta against Kayn who had killed his friend Strongarm. In that fight against him, Caid was cursed by Tal which lead to his death.

## Appearance

Caid was described as tall, slim and handsome. He was known to wear a red robe to signify his rank and golden jewelry. Like all members of the Burning Palm his right hand was scarred from flame. He also had sorcery tattoos covering his hands and parts of his face

## Relations

Caid was known to a good friend of Strongarm and sought revenge after he died. He was also a student and subordinate of Warren Kassett.

## Powers

He was first and foremost and inspiring leader. The men under his command followed Caid to their deaths. He was also a proficient magician who used day magic exclusively. He was able to use spells effectively in battle. The most powerful spell he cast was at the nighttime battle at the river, when he illuminated the whole battlefield for several minutes with light as bright as day.

## List of Appearances

1. Cults of the North Session 1: To Start Again
2. Cults of the North Session 4: The Battle at the River
3. Cults of the North Session 5: An Alliance of Theives
4. Cults of the North Session 7: Last Bastion of the Light
Miles

Miles was a water wizard who was involved in the events in the Crimson Casbah on Rallius 3 AeP 438. He helped sell a Roadani artifact to clear his debts then fled to the forest in Toalla.

## History

Miles studied water magic for many years racking up huge university debts. To clear them he decides to travel to Roadon to sell his water. He found his way to the Crimson Casbah and was attempting to leave when the fortress was shut down. He then left the visa office and found the Vixerahi along with Ben and Ford. Miles identified its worth from the magic inside. He helped sell it and received his cut which was enough to clear his debt. Upon the escape from the Casbah he bribed off the Toallan guards and cast a shadow spell over several Roadani guards. However he accidently blinded himself as well and had to be pulled to safety by Ford. After his escape he found cabbages in the woods and decided to switch to selling those instead of selling water.

## Appearance

Miles was an old man in AeP 438 who walked with the help of a staff. He used this to cast spells and would attach godstones to the top of it.

## Relations

Miles worked with Ford and Ben to sell the Vixerahi but split with them afterward.

## Powers

Miles was a competent magician who focused on water magic. He was especially good with that source but was known to cast other types of spells too.
Books of the Moth

The Books of the Moths are the canonical religious texts of Var’Tareen. It is assembled from many different works and commentaries on those works. The books are maintained by the Council of Scripture in Mordehall. It was originally compiled by the monk Arriallas Frin in YoW 782 during the War of Ascendance and remade by the Council in AeP 100. It has been added to several times since. Every decade an official commentary is inducted into the scripture.

## Outline

The Books of the Moth are divided into three parts each containing at least two books. They are made up of texts from many eras written in many styles.

### Part One: Introductions and Commentaries

This part is made up of commentary experts have made on divintity

1. Introductions: This "book" contains an introduction by the monk who originally compiled the books and an introduction by the Council of Scripture when they first updated the texts for the modern age. It is mere pages but still hold the title of the First Book.
2. The Commentaries: This book is split up between the other two parts. It contains one commentary written in every decade after AeP 100 as well as original commentaries by Frin from when she complied the script. The latter are limited to the original books.

### Part Two: The Old Gods

This part contains books written about the six mortal gods before their ascendance and their struggles with the old gods. It also contains one of the two primary sources from before the War of Ascendance.

1. Book of the Ancients: This section contains the only remaining written relic from the ancient era. It also contains several oral myths passed on to Frin
2. The Book of Rallia: This section contains The Coming of the Storm Queen which is a first person narration about the assault on Ghendar’s keep written by Remin the Bard, one of the other survivors. It also holds a story written several decades later by Remin's daughter.
3. The Book of Cainar
4. The Book of Ghuramor: This section contains a story about the defense of Threnarau during an assault by the Old Gods during the War of Ascendance.
5. The Book of Li-Shara
6. The Book of Selviir
7. The Book of Yaerrin: This section contains a story on the recapture of Cherak by Yaerrin and Doro Jarem shortly before the end of the War of Ascendance.

### Part Three: The Modern Era

1. The Tenets of Sovereignty: This section contains essays written by each god at the conclusion of the war to proclaim sovereignty of humans. It also establishes their orders and the Dral’Kaar.
2. The Legion's War: This section contains information on the War of Nezeril including a memoir by a Wind Knight who fought in the war.
3. Words of Cainar: This section contains an interview with the god after he moved into Spring Dale.
4. The Finding of Tarabrenth: This section contains the story of how Li-Shara’s explorers found the lost city in Carufell.

## Quotes from the Books

“Though the storms around us were tepid, the snows that month were as cold and deep as if we were in the far North. And they hid a great many horrors”

-From the Legion's War. Quoted By Alekiai before his fight with White Badgers, monsters from the War of Nezeril.
Полуночная пустыня

**Полуночная пустыня** - одно из мест (природных зон) на территории Зедии. Представляет из себя чёрную, выжженную пустыню.

Переход через пустыню крайне опасен, так что даже такие опытные путешественники как Рейла предпочитают тратить недели на обход. Всё дело даже не в невыносимой жаре, а в магических змеях-душекрадах. Ночью они вылезают из-под земли и начинают охотиться. Змеи высасывают души из путников и превращают последних в полуживые оболочки.

 Для защиты от монстров в глубокой древности был построен Оазис. Он окружён обелисками, создающими магический барьер, через который змеи не могут проникнуть. Внутри Оазиса густо цветёт растительность, а в самом центре расположен небольшой водоём.

## Галерея

Концепт-арт пустыниПустыня днёмПустыня ночьюОазисМагический барьерОазисСледы ИноходцаХищники пустыниИх жертва
Commodore March

Commodore March was the name of mysterious captain of The *Siren’s Heart*. He was born on the mainland and was known for killing anyone who crossed him and removing their tongues. He was one of the commanders in Iron Eye’s Final Battle and was on the winning side. After the battle as one of the two living Pirate Lords his influence was greatly increased.

## History

After moving to the Southern Isles, Commodore March quickly went on the captain his own ship. He soon had a big enough following that he was able to secure part of Crow’s Harbor for himself and his crews. March kept the smallest fleet but made sure everyone working for him was competent. He had a habit of executing crewmen who failed too much.

In Sharus of AeP 446, March met with Lord Keel and Nyshia Furrel. The Mordish lord was able to convince the two to rally their fleets and take on Curek the Iron Eye. The two Pirate Lords met the Kirinda’s Jewel and intercepted Curek’s fleet. In the resulting battle Commodore March claimed several more flags for the Siren’s Heart. Like all other ships he stopped to watch the battle between Jack and Iron Eye. With the death of Iron Eye, March became more powerful in the Isles.

## Appearance

The Commodore was a tall man who had short red hair with a trimmed beard. On his face he had a black tattoo of an octopus. Its tentacles stretched out grasping his face and the top of his head. He wore the coat of an Iron Tempest Commando although it was unknown if it used to be his or if he stole it. By the time of Iron Eye's Last Stand he had shaved his head.

## Siren’s Heart

The Siren’s Heart was the name of March’s flagship. It was said to be one of the fastest ships in the Southern Isles. It’s sigil was a eagle’s skull above a crossbones on a black banner.

## Relations

Commodore March had a tepid peace with Curek and Nyshia Furrel. This was broken by Lord Keel who convinced Nyshia and March to team up and fight Curek. After the battle he was closer with Captain Furrel but still distrusting of her.

In AeP 446 Leucy was working on the Razor Grey, a ship under his command. However the two didn’t meet until Iron Eye’s Final Battle at which point she was no longer working for him.

## Powers

Commodore March ruled his fleet through fear and sheer strength. He was a talented sword fighter who would often take challenges and win.

## List of Appearances

**Campaigns**

1. Silver Mists and Bloody Tides Session 5: As the Crow Flies (Mentioned Only)
2. Silver Mists and Bloody Tides Session 6: An Eye for An Eye (Mentioned Only)
3. Silver Mists and Bloody Tides Session 8: The Fury of the Isles

**Supplemental**

1. SMBT Supplemental: Catalog (Mentioned Only)
2. SMBT Supplemental: J’Kar’s Reflections (Mentioned Only)
Ритуал Ааравоса

**Ритуал Ааравоса** - сложный магический ритуал, проведённый между Ааравосом и Виреном, который позволил им установить связь между собой.

## Описание

Сначала каждый из участников ритуала вышил золотой нитью на бархатном куске ткани специальную руну. Затем Ааравос начертил эту руну в воздухе и прочитал заклинание (судя по цвету руны, это заклинание магии звёзд). После этого, оба мага завернули в ткань неизвестный камень и раскололи его. Пылинки из него насыпали в бокал с водой. Каждый принял получившийся напиток и пустил свою кровь в чашу. В итоге, чаши стали чем-то вроде портала, связывающего реальный мир и зазеркальный.

## Предназначение

Ааравос использовал чаши-порталы для того, чтобы переправить к Вирену гусеницу-фамильяра, которую он наколдовал. Это позволило Вирену общаться с эльфом и получать от него силы.
Jael Carttim

> *“Carrtim is a lifelong soldier of high ability but little motivation”*
>
>

> -Mezzin Qolat’s report on potential spies
>
>

Jael was a corporal in the Hrai Guards during the investigation of an Iron Tempest Commando. He was a key suspect but was ultimately cleared. He excelled as a soldier and easily found a place among Roadon’s most elite.

## History

Jael started his career in his home city of Tel’Mar. He excelled as a soldier and impressed his commanders. Carttim quickly became a corporal in the Corp of Tel’Mar. He was put up for promotion to sergeant many times but never passed. Jael didn’t mind because he didn’t have much ambition. After his four years were up, he stayed in the military for at least four extra years. Eventually he caught the eye of people in the capital and he was transferred to the Hrai Guards.

The time of his transfer to Hrai Kraedox was unfortunate for Jael. He transferred the same week an Iron Tempest Commando infiltrated the keep. Because of that he was suspected of being a spy. When someone attacked the keep, their physical description matched his. Mezzin Qolat and Al’Sys went to arrest him under suspicion of treason. However when Al’Sys stripped off Jael’s, sleeves he was cleared. The assailant had been burned by a cleric but Al’Sys found there was no burn Jael’s arm.

## Appearance

Jael was six feet tall and extremely muscular. He had light brown skin and was attractive.

## Relations

Mezin Qolat was the commander of Carttim. Jael looked up to Mezzin. Jael also had two siblings. One worked as an officer in Tel’Mar the other was a laborer.

## Powers

Carttim was an excellent soldier who was extremely adept with his spear. However he was a poor leader.

## List of Appearances

**Campaigns**

1. The Snake in the Sand Session One: The Poisoned Pit (Mentioned Only)
2. The Snake in the Sand Session Two: The Torch in the Storm

**Supplemental**

1. SitS Supplemental: Mezzin's Report
Legionnaire’s Bestiary

The Legionnaire’s Bestiary is a short book packed with information on many of the monsters around Var’Tareen. It is large but by no means exhaustive. The Bestiary was created by the Legion of the Dancing Winds. In AeP 445 they were seeking to create a second edition.

## History

Since its creation, the Legion of the Dancing Winds has kept detailed notes on monsters and armies in Var’Tareen. Their notes on armies are kept as a closely guarded secret, but their notes on monsters were published in AeP 325. That became the first edition of the Legionnaire’s Bestiary. The first edition contained fifty entries with details about monsters and their diets, abilities, weaknesses, and locations. It was originally intended to be for the Legionnaires, but many members of the public desired copies. The Legion struck a deal with a company in Toalla. The company would provide the Legion with many free copies and also make copies of the book for distribution around Var’Tareen. Over the years several updates and new entries were added to the bestiary. In AeP 445 several Legionnaires including Orna Wellis were working to create a second edition.

## Notable Entries

The Melting Stag was not in the original edition. However it was intended to be added to the second edition.

White Badgers

## Notable Users

Orna Wellis

Doc McPriam had an old copy of the Bestiary. It was signed by many Legionnaires.

## Appearances

**Campaigns**

1. The Hunters’ Codex: The Melting Stag
Amma Telv

> *“I have come to find her to be capable and powerful”*
>
>

> -Taken from Mezzin Qolat’s Report on possible spies.
>
>

Cleric Amma Telv was a storm mage working in Hrai Kraedox. Although she was technically part of the Hrai Guards she reported to the Grand General’s Zavrii and not the Commandant. Cleric Telv was one of six suspects in the search for an undercover Iron Tempest Commando.

## History

According to Mezzin Qolat’s report on the suspects, Amma was born in Cherak to a family of priests. She moved around a lot in the Roadani Military before eventually joining the Hrai Guards. Due to the week she started working in the keep, she fell under suspicion of being a spy. She was a guard tower the night someone tried to break into the war archives. Although she was not investigated formally, her name was cleared of suspicion. At the time of the investigation she was on track to becoming a Zavrii.

## Relations

Telv had a formal relationship with Mezzin Qolat. Although he was the commander of the Hrai Guards, she did not have to report to him.

## Powers

By all accounts Amma Telv was a powerful storm mage.

## List of Appearances

**Campaign**

1. The Snake in the Sand Session One: The Poisoned Pit (Mentioned Only)
2. The Snake in the Sand Session Two: The Torch in the Storm (Mentioned Only)
3. The Snake in the Sand Session Three: The Viper's Head (Mentioned Only)

**Supplemental**

1. SitS Supplemental: Mezzin's Report
Hrai Guards

The Hrai Guards were the personal defenders of the Grand General and Hrai Kraedox. They were considered one of the most elite units in the Roadani Military. Members Hrai Guards wore special uniforms. The enlisted wore black robes with gold trim and the officer wore red robes with gold turbans and belts. Once someone joined the guard, they had to serve for three years.

## History

When Hrai Kraedox was built in AeP 232, a special unit was commissioned to protect it. The Hrai Guards were formed from the current Grand General’s personal unit. They expanded to five hundred and two soldiers. From then on, most of the elite soldiers of Roadon joined the Hrai Guards. For the next several hundred years they served with distinction. Several Grand Generals came from the ranks of the Hrai Guards. Their special golden uniforms earned respect through all Roadon. However in AeP 446, it was revealed that an Iron Tempest Commando had begun working in Hrai Kraedox. For this failure, Grand General Prasus Ka dismissed the current commandant in charge. She promoted Deputy Commandant Mezzin Qolat. At Twenty-Nine he became the youngest person to ever lead the Hrai Guards.

A month after his promotion, he led an investigation into who the spy was. While he worked, he let his deputy commandant take over command. However the Hrai Guards assisted him. Several soldiers went with him to a bar to investigate Seela Brax. They arrested several Toallan smugglers. In the keep they watched suspects and provided force for several arrests. Two members of the Hrai Guard were under investigation. They were Jael Carttim and Amma Telv. However they both proved to be innocent. Later the Hrai Guards secured the keep and General Zentin Pareer’s house. Mezzin Qolat arrested the spy with the help of Cleric Krin, and mercenaries Oruc Chalishan and Al’Sys.

Though the guards were strong, several of them were knocked unconscious by Iron Tempest Commandos. This proved Pareer’s hypothesis that the commandos were stronger than any individual Roadani soldier.  However for their ultimate success and for the failure of the Corp of Secrets, the Grand General gave command of the War Archives over to the Hrai Guards. They immediately changed the security protocols and brought on more members. For the first time since their creation, the Hrai Guards expanded in size.

## Members

### Officers

Commandant Mezzin Qolat

Deputy Commandant Tika Jalang

### Enlisted

Cleric Amma Telv

Corporal Jael Carttim

## Appearances

**Campaigns**

1. The Snake in the Sand Session One: The Poisoned Pit
2. The Snake in the Sand Session Two: The Torch in the Storm
3. The Snake in the Sand Session Three: The Viper’s Head

**Supplemental**

1. SitS Auxiliary: Mezzin’s Report
2. SitS Auxiliary: Epilogue
Enva Carriel

Enva was a Cleric of Constant Light stationed in Crow’s Harbor. She resided in the Temple of Li-Shara and would answer questions for anyone who went to meet with her.

## History

Cleric Carriel moved to Crow’s Harbor in AeP 431 and stayed until at least AeP 446. She worked as the Cleric for the city. In that job she would answer any questions people brought her about history. She also collected information on the politics and culture of the Southern Isles. Every month she would write up her observations twice. She would send one copy to the Acropolis of Roses and keep one copy for herself.

In Sharus of AeP 446 she met with Sylvie, Daxian, and Genna. She translated a scroll for them written in a lost dialect of the Elder Tongue. Enva swore secrecy and promised not to speak of the translation. She also lent a copy of that dictionary to Janie Kerias.

## Appearance

Enva did not get much rest at her job. She always had bags under her eyes and her long blonde hair was tangled. She had dark skin, wore spectacles, and wore an orange shirt as was typical of Clerics. She was often barefoot due to the submerged nature of the temple she worked at.

## Relations

Enva expressed a dislike for the pirate lords who ran Crow’s Harbor. However she didn’t want to act against them due to her work as a neutral Cleric. She was a devout follower of Yaerrin.

## Powers

It was unknown if Enva was a practicer of magic but it is highly plausible given her job. As a Cleric she had access to lots of rare knowledge, especially knowledge not easily found on the mainland.

## List of Appearances

1. Silver Mists and Bloody Tides Session 5: As the Crow Flies
Rayna

Rayna was a villager from Curaheim. She was rescued by the Winter’s Hand from a group of Drel’Mareath. Rayna and the other rescued villagers joined the Hand in working to liberate Curahiem from the rule of the Dawn Priest. She assisted both in battle, and as a medic.

## History

Rayna was born in Curaheim. She worked there as a medic for the lumber workers. In AeP 446 she watched as the Dawn Priest took over the town with a Drel’Mareath army. Rayna was forced to work with other lumberjacks to fell Northern Pine trees to help build weapons and siege tools for the Dawn Priest. Eventually Rayna and three other villagers were rescued from the Drel’Mareath by Jessie, Deryl, Tarron, Zonah, and Valera. Derly and Zonah were injured in the fight. Rayna thanked them and helped heal their wounds. She returned with the group to their basecamp and along with the other villagers, explained what had happened to Curaheim. She joined their effort to free her town. Rayna gave them as much information as she could about the Dawn Priest and her armies. This information included details about the Drel’Mareath, the Dawn Priest’s plans, and the location of a nearby coal mine that the Priest had taken over.

A few days later she joined their assault on the coal mines. Rayna had warned them that a Drel’Mareath witch was there. In the fight Rayna and the other villagers helped Zek and Deryl engage a group of Drel’Mareath pawns. Though the fight was won, a villager died. Rayna tried to save him but his injuries were too severe. After the fight, Rayna also helped Deryl care for Jessie, who was unconscious from her wounds.

Rayna was later reunited with her eight year old son. He had been used by followers of the Dawn Priest, as a hostage. Her son was rescued by the Winter’s Hand. Her son was then sent South with a hunter, to keep him safe. Rayna then helped plan the assault on Curaheim. She insisted the Behemoth was what was keeping the townsfolk placid. She joined the attack on Curaheim. In the fight she took out a few Pawns.

## Appearance

Rayna had a tough and weathered look that came from growing up in the fringes of Carufell. She was strong and had long brown hair. Her clothes were made of fur.

## Relations

Rayna came to respect the members of the Hand who rescued her. She is impressed with their skills, both with weapons and beyond. They came to respect her too for her tough nature and medical skills.

Rayna became the unofficial speaker for the villagers rescued by the Hand. The other survivors looked to her for reassurance and safety.

Rayna had a young son.

## Powers

Rayna was an accomplished medic. Though she was no doctor, she was very good at first aid. She also was able to fight with an axe.

## List of Appearances

**Campaigns**

1. The Tale of Storms and Clay Session Two: The Grip of Frost
2. The Tale of Storms and Clay Session Three: The Winds that Blow
3. The Tale of Storms and Clay Session Four: The Sunshine’s Lost
4. The Tale of Storms and Clay Session Five: The Force of Cold
5. The Tale of Storms and Clay Session Six: A Host of Force
6. The Tale of Storms and Clay Session Seven: In Frozen War
A fight! A fight!

A fight! A fight! is one of the most popular song among the Roadani. It is one of the first songs they learn in military training and often sung as a drinking song. The song derives its name from its first lines.

A particullarly rowdy version as sung by drunk soliders in a tavern as well as Oruc Chalishan, Krin Vash'Neer, Al'Sys, and Mezzin Qolat

## Lyrics

A fight A fight

To prove our might

A test A test,

We are the best

Both man and god

They will be awed

We carry on to war

Our spears are long

Our shields are strong

Our boots are worn

You’ll hear our horn

Our flags fly high

Though try and try

You can not beat Roadon

The war is on

We fight til dawn

We’re side to side

We stand with pride

Our songs are loud

We can’t be cowed

Roadani live for war!

## In Campaigns

On Yaerrus 28th AeP 446 a fast version of the song was sung by the customers of the Palm Street Ale and Tea House in Sar-Makashi. This was done in response to a new lieutenant buying everyone in there a drink to celebrate his graduation from the officer academy.