recursal/Fanatic-Fandom huggingface dataset:
The Princess of Sunset Skies

## Names, Titles, and Affiliations

No actual name given yet. The Princess gained the title at a younger age when the family shifted power around. There is a monarch in Galeez and the family members rule certain areas, one of which is called 'Sunset Skies’, in the very east of Galeez. The Princess is a better ruler than many.

## Appearance, Nationality, and Traits

Caramel skin, straight black hair in typical Galeezian colouring, especially long hair, and dark brown eyes. A pretty face yet very subtle and quiet as she hides feelings behind a clear face more than most of her people, but even the slightest smile radiates perfect beauty. Usually she wears very light makeup and always has her hair up and out of her face. Galeezian clothing is usually deemed inappropriate to Al'terrian standards, so when she is picture in the book, it is in something the reveals most of her arm and back, something simple, accented in gems or in  bright colours. This would be seen as modest at home and indeed, she is a rather modest person.

## Personality

The personality of the Princess is perhaps the most noticeable and was left for last to give you more perspective on her. Meeting her, the Princess is of calm and clear face, beautiful but not as warm as you might expect. She is very intelligent and inquisitive and will ask endless questions to the right person, but will otherwise hold her tongue. She is polite and kind in a public setting, but once you get to know her very well, she is much more bold and speaks very bluntly, but still in a quiet voice. Her smile is very slight and must be earned. She is also very thoroughly asexual. No interest, no ideas, doesn’t care, nothing. Very very very unusual for Galeezian.

## History

How the Princess came to be involved in the Resistance is clear, but how she was met is not. Somehow she knows Sam, which is how the contact was made (probably in the Letters). The Princess who has a heart for the poor and the young implored her people to aid the Al'terrians and so all the children in the Western peninsula were sheltered in Galeez for a period of time, fed and educated. Since then the Princess has made massive diplomatic efforts to better the welfare of those in need. She is seen as a bit of a political outcast among her people since there is a very strong divide between poor and middle class in Galeez.

It was she who arranged for so many children to be spared the wrath of the latest purge, by hiding them acrsos the border.

Her father came to bother and all his children inherited lands and titles.
Firedancer

A tom of Al'terrian blood, though rased in Septavia and therefore with a longer name no one could say. He offered international support for the resistance - a great miracle as Septavia rarely deals or interferes. Pale skin, golden red hair, but impossible long and straight. Three piercings in each ear and looking tall by all the clothing he wore, though shorter than Damien. He knows the North border well.
Al'terra (Gestures and Proxemics)

## Gestures and Proxemics

Greetings – The most common greeting between people, especially those first meeting each other is to press each other’s palms together and draw back the hands until the fingers (representing claws) lock - there is also a knee bend according to rank difference between the people in the greeting. If the people know each other, they merely lace fingers. If the pair is more acquainted, they press shoulders together in a hug. More intimate greetings include foreheads pressed together or brushing jaw along jaw. A greeting at a distance is the stronger hand upraised, all fingers curled and thumb slightly curled and drawn back as if to slash.

A yawn is followed by the phrase ‘fight onwards’, as you would say ‘bless you’ after a sneeze. Although few know its roots, it was believed a yawn expressed a war cry in the spiritual world and the phrase ‘fight onwards’ was an affirmation and encouragement.

While people keep their distance if unknown, there are comfortable distances nearer still to each other. In close contact, expected and otherwise appropriate contact can include shoulders brushes, not so much hand contact as just general but would be considered a 'High Contact' society in general. Perhaps surprisingly, a lot of direct eye contact is avoided, with long stares slightly off subject to be common.

Affection - A lot of affection is shown in reflection in cats - some people have the ability to purr which is felt a s a rumble in the chest, twisting and playing with the hair, longer than average forehead touches, and lighter massage. More intimate gestures include classic kissing, kissing of the neck, and light biting.

Rude gestures - Among rude gestures are sneers turned away (breaking eye contact) which is mildly offensive, hissing is used more by young people then old, a curled hand shaken a couple of times indicates uselessness,
Zod (Justice League Beyond)

**Zod** is the son of Lord Superman and Wonder Woman of the Justice Lords, created with Amazon and Kryptonian technology.

He was stolen by the Brainiac of the Beyond universe, and raised in the Phantom Zone by Kryptonian criminal Jax-Ur. He developed psychokinesis. Superman and the Justice League of the Beyond universe eventually retrieved him from the Phantom Zone. When the Justice Lords attacked their timeline, Wonder Woman seemed to want a relationship with her son.
Little Hill

Little Hill is a small farming hamlet to the east of Leilon. It's small population supports Leilon's economy with a wealth of agriculture and offers little in the way of services to travelers, however it is self governed by a town council consisting of 5 elected officials in a small town hall that lies next to the hamlets only well.

### Description

As you leave the eastern gate of Leilon, you pass through a small farming community. Chickens, pigs and a few dogs run about while children play in the street and farmers toil in the fields around. Passing by a small notice board you see the name of the community: "Little Hill". The notice board itself has no interesting notices in place, except for a reminder that any sightings of dragons, giants or marauding warbands should immediately be reported to the "Lances of Leilon". This decree is signed by the "Town Council". You cannot find any immediate services for adventurers like yourself as all of the buildings seem to be humble farming homesteads with the exception of a modest log hall that stands next to a well near the center of this hamlet. Over the plain wooden double door is a sign that says "town meeting hall" in neatly painted red letters. The people of this community glance up at you, as you are a rather motley crew, but they do not question or heed your presence. You feel that they have seen a large manner of folk walk down this road (the High Road)

The town meeting hall door is locked at all times.
Al'terra (Bias)

## Common Biases

Common biases towards Galeezians are they are party-people, they are less intelligent and more wasteful. In reality, the culture of Galeez is a bit more 'YOLO' and it is culturally accepted to party and show off wealth, where intelligence is not at all as important. Their table manners are different, the food they eat is flashier, and although Al'terrians get along with Galeezians, the tensions are still there to those not versed in the different customs. Al'terrians are horrified that they value age over wisdom and mistreat their elderly.

Septavians, at least Southern Septavians for mwe never do see much of the North, are seen as aloof and and very much to be done. They are quiet contemplative people, so their knowledge and uncanning knowing that is nearly psychic is respected by the Al'terrians but they do move at a very slow speed. Children are seen, rarely, and never heard.

Perhaps the biggest bias against a nation is against the Nolvac (read Nulvey) who are a proud, stubborn people, much more in tune with each other, with the earth, and their own sorts of technology. Because this is seen as just so backwards and unlike the higher pursuit of Al'terrian knowledge, the bias comes across of the Vey being stupid, ignorant, with incorrect priorities. Men in this culture are more property than anything else, and while this isn't true, the bias is against these terrible Misandry.

There will be other biases but with not so many nations interacted with, these are the main ones

## Philosophy

One of Al'terra's greatest mysteries it eh eternal question fo what happens after they die, commonly believed to be 'NIne Lives' but unable to be disproven, an obsession

This has taken over Al'terras obsession with knowledge which currently, and has been for a long time now, **internal** however when the world was younger, the focus was on **external**. Likely the exploration by Dee will start to have the world wonder 'what is out there'? The maps denote nations, but we don't see them so are they correct?
Shrike Flintshire

Shrike Flintshire is a peer to William Red, sligtly younger than the original escapees. His past is a bit ambigious and he was sent out to Nulvey in his childhood, growing u their as an adult - like Olivia, he was Pride born and well trianed, on route to do incredible work in the Priide but was thrust out, but incredibly talented as a Fviya.

Whilst in Nulvey, he is incredibly good at what he does - being blue eyed, nearly white in hair, he is found to be a rare and phenomenal singer, learning all kinds of song and music inhanced magic. He also learns form them a forbiddens ort of magic called Canting, perhaps in revenge for not being allowed to be a Singer as he just isn't Vey

On his progression in Nulvey, he was given the classical silver piercings that go with the people, routinely blessed and encouraged by the people there - he went back and forth from the island to the golden gates of the Pride, haivng information there no one else did, speaking the language that others found impossible. Despite his fierce, bitter nature, he abhors war and the blood of it and has actively progressed to ensure that there is  no fighting.

When looking for  for teachers for the Academy, Shrike was asked as he is both talented and not altogether loved by the Pride. He took this as an oppurtunity to improve himself and gain status, while hating the bias that the students have against Nulvey. He no longer wears the silver, to stop the quesitsons and rumours, but the scars are easy to see and people have their own suspicions. He is undoubtably one of the most talented people in the school and while he does as Cromwell asks, is snide and unkind about it until Cromwell snaps (only once!)

I chose the name Shrike as it is a kind of bird that spears its prey on spiney thorns, which was quite a good picture, and he was inspired by David McNorris from Boomdown (played by Neal McDonough).
Al'terra (Stars)

## Stars

While stars are used mostly for readings, they are poorly studied light beacons. Some people in the Pride do study them but it is by no means considered an important project. Some readers use the stars in their work, while other story tellers use them to tell stories. They are considered beauty. Astronomy would not be a well funded science in Al'terra.

=== **Northern Hemisphere** The Ship Jahlmun The Filly The Sword Am Alashpen The Curse Danf The Needle and Thread The North Pin Kemp The Dew Star The Warrior The Wound The Gate The Western Wind The Board The Scholar Colt Star The Ears Many Voices The Bindings The Leaf The Northern Wind The Collar The Snake The Jay The Claws Prenalus The Silver Bowl The Setting Sun The Jumping Fish The Arrows Keptal The Eastern Wind Paw Prints The Dancer Elsment The Pendent The Flute Hren Twins The Fable Frev The Magician The Southern Wind Yentha Santhis Comet

**The Southern Hemisphere (Al'terra sees the Southern Hemisphere of Stars)** The bright southern star (easiest to identify) The Flame The Stallion The Glade Cluster Ebrius The River Annoch The Spire The Running Cat Forgetting Rent Souls Annoch The Drums Water Trap The Herd The Mist Fire Dragga The Broken Spine Servus The Hull The Tiger Nirura Fifteen Thorns The Eye The Memory Keep The Mountain Ridge Galere Kier The Crow and the Butterfly The Sash The Ladle Lekper The Dog star The Dancer The King Tensis Major Keppa The Feather The Staff The Cousins The Heron Vrent The Fangs \*Chet \*Jursh .
Al'terra (Business and Trade)

## Trade

Main trading points that are international come through Carina or Etenim as both are on the inlit that serves Galeez and Septavia and thus quite a lot of trading is done within those towns, now cities that are of the most

There is an internal circuit consists of trade from the West out of Arx, a tiny town just north of the Lesser Shield that is called Drashin, the town at the mouth of the Russer channel called Adelan, Invidia, Novum, and the base of the Ralled Mountains sometimes called The Roots

The eastern most trade route runs from the streams of sojourn to Audentia, Consurgo, Tonitrus, Carmen, Procello, and sometimes ending in Septavia. Despite this route, it doesn't cross over to Nolvac despite seeing it.
Ordell 'Ori' Jude Dah'Rhin

Ordell Jude - two names chosen by  me because Ordell means new beginnings and I was looking for a name that means 'redemption' or 'rebirth' for the idea that he isn't his dad, not at all, while Jude is a call back to Judas and the betrayal of his father.

Ori is one of four kits, all brothers, all named Dah'Rhin which he keeps in close contact with. There are some fifty children of Austin, not that they know each other.

Ori is a reasonably gentle, equally as curious and a match to Dee's spirit.

He has the same golden eyes as his father and brothers, though he otherwise doens't look so similar. There is a wariness from Damien, though he rarely interacts with the boy, and makes a fantastic effort because blood means nothing. Dee, who doesn't know the story, has no other idea about any Dah'Rhin. She is told about this later on by her father.

I don't have a great mental picture of Ori, except he isn't his father and he's also not 'SCREWYOUDAD' either
Shendera MiHelen

## Names, Titles, and Affiliations

Of Stonewater of Vetish, arch priestess of the Lion and high priestess of the temples in the Cradle. Lady of the Lion.

## Appearance, Nationality, and Traits

Tabby hair and golden eyes. Beautiful.

Timethy remarks she is absolutely beautiful by Damien's standards. He didn't like her much at all.

## Personality

Formidable, exceptional speaker.
Not always as she was in her last year of life. SHe has always been religious, a perfectionist, harsh, well spoken, but maybe not as obsessively devout.
She has stepped on and opressed people to seek her fortune.
Can sing, which is exceptionally rare for Al'terra, but mostly to herself, at home, or to small children.

## History

As a young woman, she was clearly devour, praying daily, dancing, going through rituals - ascended the ranks naturally and is well known,

## Relationships

Has a bonded relationship with Sam, for business reasons.

## Education and Vocation

She became a priestess and perhaps she was the best choice at the time
Al'terra (Appearance)

## Appearance

Ideal beauty standards in Al'terra are complicated business. Humans are much plainer, arguably uglier than the original cat hybrid. While humans in purity may be cleverer, the DNA mix is stronger, better at remembering, physically in better shape, and more adept at magic, all goals of the apparently pure humans.

To this end, the ideal human is medium to pale skinned (sun of the sign), dark brown eyes, curly haired preferably solid brown (although there was a brief time that brief blue was a signifier of human), without mark, and standing taller than the average.

Males and females are similar in features, all things being equal, though the male is always the heftier and taller sex. Al'terians have a lean but not skinny build, somewhere between 5'0 and 6'2 and a graceful walk. With better than human sight, their eye colours can be either blue or green, then a range of gold to mid-brown. Skin colour ranges from creamy white (on the pink side) to slightly tanned beyond that. As decoration, some tattoos do exist but they are through belief, achievement, and association, not decoration. Piercings are completely abhorred due to their association with Nolvac - not that this makes jewellery uncommon! They've found other ways of wear in this, All people carry the fusion at DNA level, which manifests as certain traits between one and four, averaging at two. They include protruding teeth, whiskers, vertical pupil slits, claws, padded hands, voice (and sounds such as hissing, purring, growling), fur or hair with the consistency of fur, patterning along the skin (stripes, spots, etc), tail, amazing reflexes, dashing and sprinting speeds, agility above and beyond typical Al'terrians, impeccable smell and the nose to go with it, balance upon incredibly delicate structures, a lack of human speech, ears in cat framework with similar hearing.

People who don't mind traits certainly favour things that are also 'cute' or 'handsome' on regular house cats.

People who do mind have gone to certain measures to get rid of them. It's not unusual on the Pride to file down your death, have your claws pulled, cut and sewn in extra ears, makeup over skin markings and so on. Not everyone is quite so vain and while intelligence is valued among all else, flaunt their particular traits. This does limit people socially to a degree, when intelligence matters a little less than whom you know...

**Exotic traits**: Skin of a different colour, such as very pale, or a non-pink tone, or anything quite dark is exotic, unnaturally coloured hair, a prominent (noble0 nose), tattoos for beauty, pierings are all considered exotic
Al'terra (Humour)

## Humour

Typical Al'terrian humour is based on wit and wordplay, what might be called 'intelligent humour'. Double and triple word plays are common such as combining 'Put wool over other people's eyes' and 'eye of the beholder'. Since news is so easy to get hold of, jokes rotate around current topics of domestic or international news and tend to show in a social setting who 'keeps up' and who doesn't.

Mildly 'forbidden' humor revolves around domestic politics and making jokes at the expense of politicians and leaders. Sexual humour is private and taboo to be spoken of outside a pairing - it's treated with disgust.

A common joke you might hear around is 'I'll bet you an X on the King of three years' (of course the monarches don't usually last past 3 years) or 'How many books in the archive?" One more than last year - again a joke about the turnover of knoeldge in the kingdom. 'The joke is calling them the Pride' is not an uncommon remark when talking about the Pride.
Wormbgo

Pee-Paw

Satanael:Grandson

Jesus: Grandson

[On the CB]
Ah, breaker one-nine, this here's the Rubber Duck. You gotta copy on me, Pig Pen, c'mon? Ah, yeah, 10-4, Pig Pen, fer shure, fer shure. By golly, it's clean clear to Flag Town, c'mon. Yeah, that's a big 10-4 there, Pig Pen, yeah, we definitely got the front door, good buddy. Mercy sakes alive, looks like we got us a convoy

Was the dark of the moon on the sixth of June
In a Kenworth pullin' logs
Cab-over Pete with a reefer on
And a Jimmy haulin' hogs
We is headin' for bear on I-one-oh
'Bout a mile outta Shaky Town
I says, "Pig Pen, this here's the Rubber Duck.
"And I'm about to put the hammer down."

[Chorus]
Cause we got a little old Kickman
Rockin' through the night.
Yeah, we got a little old Kickman,
Ain't he a beautiful sight?
Come on and join our Kickman
Ain't nothin' gonna get in our way.
We gonna roll this truckin' Kickman
'Cross the U-S-A.
Kickman!

[On the CB]
Ah, breaker, Pig Pen, this here's the Duck. And, you wanna back off them hogs? Yeah, 10-4, 'bout five mile or so. Ten, roger. Them hogs is gettin' in-tense up here.

By the time we got into Tulsa Town,
We had eighty-five trucks in all.
But they's a roadblock up on the cloverleaf,
And them bears was wall-to-wall.
Yeah, them smokies is thick as bugs on a bumper;
They even had a bear in the air!
I says, "Callin' all trucks, this here's the Duck.
"We about to go a-huntin' bear."

[Chorus]

[On the CB]
Ah, you wanna give me a 10-9 on that, Pig Pen? Negatory, Pig Pen; you're still too close. Yeah, them hogs is startin' to close up my sinuses. Mercy sakes, you better back off another ten.

Well, we rolled up Interstate 44
Like a rocket sled on rails.
We tore up all of our swindle sheets,
And left 'em settin' on the scales.
By the time we hit that Chi-town,
Them bears was a-gettin' smart:
They'd brought up some reinforcements
From the Illinois National Guard.
There's armored cars, and tanks, and jeeps,
And rigs of ev'ry size.
Yeah, them chicken coops was full'a bears
And choppers filled the skies.
Well, we shot the line and we went for broke
With a thousand screamin' trucks
An' eleven long-haired Friends a' Jesus
In a chartreuse micra-bus.

[On the CB]
Ah, Rubber Duck to Sodbuster, come over. Yeah, 10-4, Sodbuster? Lissen, you wanna put that Microbus in behind that suicide jockey? Yeah, he's haulin' dynamite, and he needs all the help he can get.

Well, we laid a strip for the Jersey shore
And prepared to cross the line
I could see the bridge was lined with bears
But I didn't have a dog-goned dime.
I says, "Pig Pen, this here's the Rubber Duck.
"We just ain't a-gonna pay no toll."
So we crashed the gate doing ninety-eight
I says "Let them truckers roll, 10-4."

[Chorus]

Kickman! Ah, 10-4, Pig Pen, what's your twenty?
Kickman! OMAHA? Well, they oughta know what to do with them hogs out there fer shure. Well, mercy
Kickman! sakes, good buddy, we gonna back on outta here, so keep the bugs off your glass and the bears off your
Kickman! Tail. We'll catch you on the flip-flop. This here's the Rubber Duck on the side.
Kickman! We gone. 'Bye, 'bye~!
Elishivah Mairs

## Names, Titles, and Affiliations

Resistance, and Matron, in the North (in North Versa). Originally of green terrace on stone high, a village in Fvit.

## Appearance, Nationality, and Traits

A tall well built she-cat with shoulder length silver hair and green eyed, a plain stony face but a soft cotton personality underneath

## Personality

Leader of 27 - first known to Kite. Unflappable, kind, calm, a generous host, strong air  of maturity without much temper. SHe is functionally Jared's equal.
Fatalistic - doesn't think she will ever live very long with the world as it is

## History

Rescues countless children in the North by efforts of the former labourers.

## Relationships

Has a brother - not sure if blood or otherwise - Lord Mairs of Glenhollow of Flame Silver.
(Unnamed Headmistress Applicant)

A woman with orange, hungry eyes and round pupils. Soft grey hair despite her youth, wears four visible short blades, a slimmer than average frame. trained at Ollah Tier, having memorized the
making and use of all domestic and foreign weapons, I set to forming and wielding these weapons. By third tier, I was a first pick for Jin-Ti mentors and was taken by the well-known Sharlet Esster Soria Blim Kory Tussamor, kin of the jaguar, part of the Steel Edge, head of the Garrison Order, and azma in the Tormen. attended the college of the Sacred Nine under
this mentorship, becoming one of the best blade and eastern delegates
Jaze 'Second' Mahari

of Stonewall of Kelsota Priamry. Body guard and legal council to the Council, a whippy black and red haired thing, very sharp with a clear temper. She had been taken under by the Resistance in the North and was once Kite's Second (hence the name). Sam, once realizing who this was, wanted to meet her. Damien doesn't like her but it's agreed she's good at what she does. She is one that is pulled and mistaken for Kite to be burnt at the stake - she does die at the hands of the fire.
Bien-High

## Religion

Believe in peace and equality of nature that nothing ought to harm another, a very Buddhist like attitude.

## Appearance

Tall people, nearly gigantic, between 6'0 and 7'5 with very dark to black skin and dark eyes, hair pulled back into a high pony tail of many braids and very gentle, slow moving always with a thoughtful expression.
Al'terra (Pets)

## Pets

What makes a good Al’terrian pet? Well certainly the correct answer would be a cat. Apologies to the dog-lovers: Al’terra is a thoroughly feline species. Since thousands of years ago, cats had ruled the Al’terra psyche. Common cats make pets for most residences and wander the streets. It used to be a religious gesture to feed cats in the street or at altars. Cats wander the streets, the docks, the hills, in all shapes and sizes. Tigers, panthers, cheetahs, leopards, and lions are all common figures near temples and especially in the major cities. It’s less common phenomena to own a large cat, but not heard of. Even despite what is believed about religion, cats are still treated with great amounts of respect. No dog species are found within Al’terra or Galeez, including canine species such as wolves or coyotes. They were killed about the same time as the rise of the feline tenancies. Sometimes species of birds are kept for song or pleasure, but more often for their feather and down qualities. Livestock that is kept is not considered any sort of pet but includes cows, goat, and horse species
Jareth the Goblin King

## Jareth

Yes yes

Hailing from a land not known in the current multiverses, Jareth is an eight-thousand and twenty seven eons old dildo collector and tax evader. His trademark is a piping hot spoon he uses to melt mozzarella and burn the eyes of his enemies and that one asshole who stole his newspaper. He was the Egyptian Ambassador for the Suez Crisis Peace Negotiation, mostly due to his adroit abilities to play a pretty gosh darn mean saxophone solo. This decision however would lead to heartache, as he one night went on a Shirley Temple bender and urinated in the Sacred Chocolate Fountain. This lead to The Great Consumption of 1956, the catastrophic event which lead to Earth-M007's assimilation with it's moon. He was severely sorry and pleaded for forgiveness, but before his sins could be rectified and Jareth hanged, Rubber Johnny came to his aid and acted as an attorney for his trial. Years later in a state of fugue, he met his future Lover, after years of courting he proposed and they were wed.
Al'terra (Infrastructure)

## Infrastructure

One of the biggest problems faced by Al'terra is adequate disposal of waste - this is done, at least in modern times, by waste water being drained back into the cities clay pipes. At local reservoirs, the liquid is treated with algae, bacteria, and chlorine and slowly let flow back towards the bay. Before this reaches the ocean, solids and byproducts are skimmed from the additives, dried thoroughly, and used as a fuel while mostly clean water is put back into the bay. In other places (not Tantus), the water is returned to a river when possible - lakes are not ideal places for this to occur. In general, Tantus doens't really have any trash besides compost. All forms of recycling are just common place, and follow a reuse when possible policy which is quite easy to maintain.

All toilets are public facilitie, not seaprate by gendered, but washing (showers? baths? sinks) are personal to a home. Toilets are cleaned and mainted as part of tasking.

A lot of Al'terra technology is stuck in the 18th century (https://www.explainthatstuff.com/timeline.html)- past the invention of the wheel and gunpowder is just being harnassed but no guns, no automation, less metal than you mighr expect. A lot of this has been aided by research or magical invention to help things along.

Time is considered a piece of infrastructure, a time piece kept at all temples and at regular intervals in the city, measured by the hour and clibrated to each other routinely. This is often cried, sometimes as a task. People don't carry a timepiece aorund them, but modifications on sundials, hours glasses, and candle counting are all timed to the Santillium cry.

Energy has come from harnassing tides, the muscles of people, chemical, steam which has come from various fossil fuels

Agriculture - farming is done almost Amish - in teams and groups, contributing to a large rotation of plants. Fields often share space with other species and are not as European clear cut, not even rice padding carved out but more interlaced. It is not uncommon to do a farming Task, but those who know waht they're doing are just as respected a any craftsmen - labour is used, though primtive automation exists.
Al'terra (Flora and Fauna)

Besides the regular sorts of animals, there are some sorts of fantastical animals, the one that the books focus on is the Phoenix.

For uniquely fantastical creatures, see the Mythos

For plants, see Religion and Medicine

Animals we know exist in Al'terra

Dragga - winged spidder, tend to travel in swarms

Horses - domesticated only, used for transport

Large cats - wild and domestic, all the existing Lions and Tigers, though many are domestic and living in cities

Sabrins - hunchbank grizzly bear like predator with saber tooth cat type head, solitary, rare

Black-eyed mischeif - huge, literally giant, racoon creatures that live near the ocean, solitary, shy, fish eating

Brushtail 'Squiggle' - very small, squirrel like creature, can use tools in the same way as apes, very much clever but small creatures

Rondin - 5 eyed cats, small, lazy, some versions of two tails, bluer in colour, can have a surprisingly herbivore diet.

Birds - half of birds, especially small birds, have four sets of talons instead of 2. 3 most common birds you would see in Al'terra are 'met's which are are chubby, badly flying things that are marked with paint to note who they belong to - they are foodstuff, Hopping Sparrows that seem to jump a lot more than they actually fly (grey or black in appearance), and kite (red, black, or desert) all found in the country side signalling the death of something else.

Lowl - fist sized rabbit with wings - used in the same way as chickens generate lift but not hugely useful - long tails, travel in packs

Dembolt - with a buffalo built, double antlered creature - second antler come out of the jaw bones. Slow moving, in packs, goat sized but very solid
Country Template

History

Cities of Note

Geography and Climate

Resources

Industry

Trade

Economy and Currency

International Relations

War and Military

Current Government

Justice

Class Division

Education

Language

Holidays and Calendar

Religion

Relationships, Family, and Sexuality

Naming Conventions

Food

Fashion

Art and Culture

Dance

Recreation

Medicine

Magic

Appearance
Diamir 'Dee' Athol

## Names, Titles, and Affiliations

Born in the Gilded Arch of Willow, a few districts from where Nicki lived - Nicki never gave her a name but Athol

## Personality

Much more adventurous than either of her parents
Kite prdicted she will be a dreamer, a storyteller, a determined and sensitive woman. 'Perhaps she will end up being the very best of us."
In her free time, read stories, climbs spires, swims, hands out. Definently an extrovert. She is the one who reads up on the circle.
Gets into plenty of trouble at the Academy, doens't tell her dad.

## History

Dee is born into a time of turmult and chaos in Tantus, rescued by her biological father and hidden witha  lot of adults, as well as a lot of other rescued children under the city. When safety was again delcared in part by Kite and Tim,  she was brought out with her guadian Gregory, and mainly tutored from home.

At the tender age of 10, she was setnt to the Academy and she, like both parents, was Gifted She went through schooling there (all TBA at this point).

After her schooling, she wants to be a crazy adventurer, a hero like none other, and she does indeed head sailing, looking for the far corners of the earth, taking othe would-be heros with her. She finds some of the secrets of Septavia north, of Ferratera and the Menads etc. Part of her future from the school is what becames of the circle of 12, debunking myths and finding images and looking for the truth in religioun.

## Relationships

Diamir is the only child of Nicki MiAnna and Damien Athol.

Her school friends include Vitari Ambroshia (Valeshti? a proud, very intelligent, lacking in common sentiment and is often genuinely puzzled by ordianry things 'People really cook their food? Are you sure?'), a Dah'Rhin (Austin's son, one of many likely), Julianna iUleshta (long curly hair, mean but otherwise unremarkable, hates Dee but grows to be fierce friends, not the daughter of Olivia or Cyrus though she looks like it), and Pippa (the embodiment of Laura, had things worked out?).

Beetle - kid that raised and perhaps raised beetles as a child, a bit unorthodox but perfect photomemory. Kinda non-binary feeling?

Rellen is a sympathic, altogether too caring person who self-medicates to dull the care she has for others, not incredibly moral

Kit mates, good and strong sibling bond, both wildly ginger and river-cat

Rough and tumble combat, but also bookworm

Emotionally intelligent child, more so even than an adult

Most clever person in the school is hard working, quiet, very intelligent, and secretly weird - Dnaces more than you'd think? Near morbid hobbies? Amazing at the equivalent of electric guitar? She's so keen, there's no competition. What is her Gift? No idea if she even has one.

Very high sex drive girl, plays up her sexuality, not a whore, nor is she characterized by sexuality.

Strong boy/girl friendship (like Harry/Hermione). Soul-mates.

## Education and Vocation

Tells many excellent stories, including her leopard ancestors.

## Magic

She can, at some point, bring up corporeal pictures - magic, not powers. It's something Kite has never seen.
Jayella

First vessel of the Powers, barely 7 year old, light haled as the original and pure gift, she was a sable woman. Apparantly the Nine came down to bless her and it was in response to fviya tampering. She walked the shores of Aralann and the truth showing off great gifts. She lives in the reference of children and the whispers of the temples, but not statues. She lit an escape in Hesk, and fires through the Sun Valley to warm a cold winter.
28 (The Last Task)

At 28, those who failed their last chance were caught in the tunnel graveyard - this actually started as where some of the various groups in Tantus tried to tunnel to them but were crushed in the tunnel collapse - a spine is actually crushed there. This is where Kite is left. At 28, despite the fact no one wants to be there, the privileged supervisors there that have their own rank cannot kill any of the kids - for most this is a superstitious/religious reason (it ruins the nine lives, it damns them to hell, it rends their souls, it leaves them curse).They are even ordered to keep the kids alive, but one or two are sadistic enough to torture them - this is an internal conflict between the supervisors that just want to do their jobs and move on. The children are told they deserve to be there - for some its implied it is for crime. It is the last chance for some to get their adult recommendation. Their are adult groups trying to spring kids out of the last tasking but it is rarely successful and not well supported (or believed) - they dig tunnels that collapse, make escape plans, but supporters are put to death for thwarting the government). This is how Timethy knew about the last task and how to get there just not why they were there.
Although the Last Tasks are forbidden from killing children or any of their prisoners, they have devised methods of torture that have even driven some to commit suicide as a way out. The methods of torture have been shared between various camps - everything from racking to sleep deprivation to water torture. The idea of pairing - sometimes physically chaining - pairs together is not unique to 28 but adopted from elsewhere
All of the 10 camps hold between 150-500 children doing a variety of quarry, dye work, and smithing that is used as the emans of production in the North.

Known Labourers at 28 in the first instance: Aaron Hajma, Alice, Bernard Valoir, Branden, Brandon, Cera (29), Chase, Drowder, Hawk, Heather, Holly, James, Key, Larksong Windwhisper, Lock, Lyla nathen, Pearl, Pyson, Rochelle, Storm (f), Storm (m), Trevir, Trevor

Known Supervisors of 28: Corian, Jordan (29), Lusidia, Tamoreth

Known Labourers (generally) in the second instance: Arion, Bracken, Caleb, Crest, Dawnfire, Draven, Elishivah Mairs, Keks, Lilta, Rupert Fare (i think?), Silver, Spencer, Thunder, Victoria
Andrew Loren

of King’s Peak of Three Towers Secondary of the Silver Mark, Lord of the Singed Tie, Member of the Council of Ravens, the Intellectual Ring, the Inquisition of Divine Realms, and Grandmaster of the
Tiered Board Tournament was a common-born King. He followed the sudden disappearance of Quinton and was fviya. Common born King.
Kevel

Becomes first Singer later on, a fantastic leader of music. Long curled hair, a silver loop through part of her ear, another silver mark on her eyebrow, nose, and lip. Shorter than Gregory, bright copper eyes. Her family unit consists of a group, with a clear father figure, an older woman, and several older children (Lemm older brother)
The Queen

The Queen is the  reigning female of the Pride and Al'terra, a position that lasts these days for about three years. Known Queens:

Victoria Silverfield

Cyrus Valeshti

Natasha - legal heir of Cyrus though she doesn't last even a day before challenge

Augusta - the official successor of Cyrus

Olivia - challenges and overcomes Augusta
Septavia (South)

### International Relations

Septavia doesn’t have the best relations with any of the other nations, but most of the time they are peaceful and don’t start the conflicts. At various times in history they’ve helped out Al’terra, less so Galeez and don’t even speak to Nolvac, but they tend to keep to themselves.

Septavia is actually a much larger country made of many provinces, but really doesn't like external company and thus only the most csouthern province 'kind of' deals with Al'terra and that part of the world.

### Current Government

The ‘ruler’ or representative of Septavia is the matriarch of Last Light, which is like a capital city. There is a rather peaceful system of equals that fulfill various tasks and the person who represents Septavia to the rest of the nations is not usually the actual leader. The internal politics are kept quiet and don’t involve battles of any kind.

### Language

There is a system of communication using sound at distance, but it’s not so much a language, Various dialects are spoken between groups and one person from every commune does speak common.

### Religion

No strictly religious beliefs, but they do believe in two lives (each life is the dream of the other) though they hold to good morals and doing good for other people.

### Food

It shouldn’t surprise you too much that (southern) Septavians are largely vegan. They grow all their own food within in the natural environment, unlike land-clearing for fields seen in most other countries. They eat a lot of greenery, herbs, and vegetables. Due to the nature of their raw, uncooked diet, they can live long lives but also fall prone to illnesses and have learned a lot about healing. Food is gathered and eaten communally, the young being provided for first, and the oldest last. It’s unclear if they do eat meat and under what circumstances.

There is a particular tea that balances the strength of black tea, the spice of chai, and the soothing qualities of green tea - called 'Nema'

### Fashion

All clothing is long and elegant, neither exclusively simple or complex but long lines have always been popular and white is worn a lot. Feathers often are involved in their clothing. They each carry a string of beads around their neck similar in nature to an Al’terrian or Galeezian chess board but serving a different purpose.

### Art and Culture

Strings of beads for the dealing of beads.

### Appearance

All thin people, tall between 5'9 to 6'8, all straight haired of any colour and often several colours on one strand. Their vision is superior in bright colours to black. Their skin is cream, not the usual pink but actual white, carrying both cat and bird traits though predominantly birds. They are delicate and slightly awkward to watch with no tattoos or piercings, except from their ears hang long straight earrings.

All clothing is long, elegant, neither exclusively simple or complex but the long lines have always been popular, and the colour white tends to dominate. Feathers occur in their clothing often.
Al'terra (Industry and Vocations)

## Industry and Vocations (Jobs)

Kal is a measure possibly of weight.  A wirn is a unit of distance, a ff. might be a unit of volume? Human required practises - Accountants, lawyers, researchers, both produces and processes practical, good quality pieces of material.

The most useless sort of education and jobs are athletes and musicians (mostly useless), as well as anyone who studies chess as a theory of game. Art itself is the 'Art History' degree of the world. People. if not by nature curious, are rather complacent with what they know. Children follow in the vocational footsteps of what's around them. There are choices, but if the child wants to become a weaver and sucks at it, they are not becoming a weaver.

Any sort of poorly skilled or food processing job like a farmer are by far the most popular, just by sheer volume. In the city you would see these more as hostlers, messengers, anyone still doing a task job.
Fern Fellangrah

Oldest person in the Council, Our Lady of Kindness, wiser and more educated than most. Only person Damien will shut up and listen to - a flaxen haired woman, a long time teacher in primary and secondary education, sometime librarian and chronicler. She kept charge of the children in the underground, as well as being their well-being guidance.
Antuni Vorcur

## Names, Titles, and Affiliations

Master in the apprentice-master relationship with Timethy

## Appearance, Nationality, and Traits

Ocelot kin, a few years older than Timethy, prefering a single edged long blade as his weapon. Trim spotted ears, sable haired, pale as a birch tree. Timethy is taller than him

## Personality

Not quite as good in chess as Timethy, but much better in weapons, with intelligence to match. Easy-going laugh, and knows the value of not asking unnecessary facts. Adept at claw and blade.

Plenty of inside knowledge

He quite likes old museums in the Landingshores and goes there in common clothes when he can.

## History

After the events of the Battle, he gives up his rank and birth being Pride, to help the resistance.
A few years older than Timethy - he found him at the gates, not the usual arrogant and clever kid, but quiet, unassuming, with insane chess skills and a fawless photographic memory. He takes him, against the odd, thinking he is 'clever and good'

## Relationships

In his training of Timethy, learns the very barest sketch of Timethy's life and finds he works harder than the rest and doesn't complain for it.

## Board

Has a triangular board of slate and marble, heavier than expected
EsCoval

The nation of esCoval is an island greatly to the East of the rest of the mainland. A great many of their number have pink hair (unsure if this is natural or dyed) and they are perplexed at the fact Al'terra specifically is so wise, and yet not a democracy. esCoval rules in the style of free cities, with an otherwise hands off government that is elected, but lets the cities run themselves.

Citizens of esCoval pay to reside as citizens in the various cities and take pride in the city states they live in - there can also be limited forms of citizenship for those who perhaps have family elsewhere, or travel - less rights but still rights.
William Red

## Names, Titles, and Affiliations

Formally Owen Tempara of Chenza (which is in Nista) of Ostello, Lord of the White Spire, and the Resistance in the East.

## Appearance, Nationality, and Traits

Ginger haired. Fishing cat like and does not enjoy water at all.

## Education and Vocation

Worked as a financial aid in a tax office.

Volunteers to be their contact in Procella and Voluntas.

He wants to sail East, full of adventure!

## Location

Apparantly the White Spire is haunted, so he has it on the cheap but will give it away later.
Al'terra - Hub Page

Appearance

Art and Entertainment

Artifacts, Museums, and Archives

Athletics

Bias

Business and Trade

Calendar (including holidays and birthdays)

Chess (including how its read)

Class System (including Pride inner workings)

Dance

Diplomacy (International Relations and Military)

Domestic Life

Economy and Currency

Education

Fashion

Flora and Fauna

Food and Drink

Geography (Natural and Man-made)

Gestures and Proxemics

History

Industry and Vocations (including Jobs)

Infrastructure

Justice

Language - Al'terran and others

Literature

Livestock

Magic

Manners

Medicine and Health

Music

Myth, Lore, and Legend

Pets

Politics

Recreation

Relationships

Religion

Resources

Stars

Technology and Science

Tourism

Transportation (including Horses)
Spine of The World

## Overview

**The Spine of the World** was a mountain range stretching from the westernmost part of Faerûn south of Icewind Dale to the eastern edge of the Cold Wood where it joined up with the Ice Mountains, which stretched all the way to the Anauroch.[4]

## Description

As you look out over the battlefield, you realize that it should be night time. The sky is brightly light by several castings of sunlight throughout the valley below, casting bright light in every direction. It is clear that there is a powerful spellcaster in this fight. As your quarry runs towards the lodge, you see a woman wearing robes over white scale mail holding a long spear in one hand and a wand in the other, running towards the half dragon and wearer of purple you followed. As they near each other, you hear a booming female voice yell "GLAZHAEL". The huge white dragon that was above now takes a steep dive towards the trio and lands in the snow with an earth shaking crash, causing a small avalanche on a distant peak, speeding towards parts unknown. As the dragon stomps to the small group, light glinting off its pearly scales... its claws grip deep into the snow and ice with each step, breaking through the top layers of permafrost, cracking the landscape around it and leaving icy footsteps in its wake. It's deep blue eyes dart up the hill towards your party, before looking to the east while the group climbs onto its back.

The wurm spreads its wings

and with 3 flaps, takes flight, moving with tremendous speed to the east.

While the dragon flees with its allies, the frost giant swings his huge axe a few more times, utterly destroying part of the lodge and sending cultists and kobolds flying through the air. The remaining survivors flee towards a patch of trees behind the lodge while the giant turns his attention towards you....

perception check DC25

The giant charges towards you, you estimate he is only a few seconds from reaching you with his long stomping run.

As he arrives, he brings his axe down, his eyes glinting with rage... and he cleaves a rather large 4 armed creature straight in half as it leaps towards you from the right, out of a snowbank. As the creature lands with a bloody thud to the ground, thick red blood pouring its now parted torso, you note that it has exceptionally sharp teeth, a long nose and a very muscular build. Its white and green skin growing ever more pale by the instant as its eyes stare angrily at the giant for a few moments before loosing focus.