recursal/Fanatic-Fandom huggingface dataset:
Worn Knights

A group of mighty warriors who watch over the ruined city at the center of the sulfur springs. These silent warriors stalk the narrow alleys of the ruins, hunting any intruders with eyes blind to friend or foe. The Rag Men and the Knights at first appear to be the same group though people watching close will notice that the draped rags covering every inch of their skin is the only connection. The Knights ignore the Rag Men, only coming to their aid if they are attacked by man or beast, and in turn the Rag Men seem to ignore the existence of the Knights. Occasionally one of these silent sentinels breaks from it's pattern, though only while following the orders of their leader, and leaves the poisonous mist of the spring with him to journey forth in search of supplies or strange artifacts. All of the knights are easily recognizable by their ancient cylindrical helmets, though their armor differs wildly only sharing the trait of built up rust and damage caused from battle.
Loth

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## Description

A giant with skin so white it appears almost silver in the sunlight, a white mane that's almost blinding, and eyes almost silver but for a small vertical grey slit that glint gold at times, he is a solitary mercenary and hunter by craft who prefers clouds and snow to the sun, and is often seen gazing outwards blankly at the sky, confused at the lack of moons in this place. Those who pay close enough attention can see the madness in his eyes when he begins to giggle, often for no reason.

### Armor

Leather adorned with small articles of ornately crafted metal, typically

### Arms

Prefers a pair of long knives, but is equally proficient with a sword or axe.

## History

Born in the frozen lowlands of Zothique, Loth spent his early years completing whatever bounties arose no-one else would claim with his mother Tsi'Orra. As time went on, the hunt became more of a solitary one, with work being procured for him through means of a kind only to discuss through the absolutely unspeakable.

On their final hunt she again joined him, this time in the crypt of an ancient necromancer The Divine Council of Black Sand wished eliminated. Upon finding their quarry, a blinding flash and explosion occurred, and Loth awoke in this strange place surrounded by naught but the ashes and charred jewelry of his ancient mother.

Most often found these days in the company of Rhiann. Speaks often of how the God of his home, Nyarlathotep, would find it perfect a Vanyrr and one of the Divine should find themselves such close companions. Given a home at Moondance by Rhiann, he lives with a a handful of dedicated workers upon a clifftop above Rhiann and the Wild One's home with a plethora of tiny animals.

Still searching for a suitable resting place for Tsi'Orra, he carries her ashes in a large glass urn on his belt.

### Major Flaw/Flaws:

Prone to lose control immediately over a very personal view set regarding the dead and the respect they deserve after receiving their final gift. Fiercely protective of the friends he has made, with no regard for his own life.

### Minor Flaw/Flaws:

Comes across as confused conversationally often, especially in crowds, as his entire life was spent in the frozen deserts and forests and ruins of South Zothique with his now deceased Mother and her endless supply of contracts.

## Personality

A soft spoken giant who loves to laugh as much as he loves to hunt, be it beast or man, if the need or price is right.

### Beliefs

The Hunt, and the Sacred Vow of the Forgotten

### Quirks

Quick to giggle, very quiet typically. Often found wandering aimlessly through the wilderness. Still believes his father was a giant serpent with the horns of a great ram.
John Lockland

A Proud Roman Soldier

## Description

John is a Tall and strong, imposing man. Standing well over 6 feet tall he was a rarity among the Roman Legions. With Blue eyes, blonde hair, and a pale complexion, he was a rarity within his homeland. Being described as handsome once, is now scarred from 20 years of fighting.
Prefers Heavy Armor and a Shield

## History

John spent 20 years in the Roman Army before being captured by a hostile tribe. Born in Rome itself in the year 73 BC, spending his childhood with his family in Rome before moving to Spain at 15, where he joined the Legio X Equestris. He served with Caesar for the next 20 years, fighting at places like Alesia, the Battle of Dyrrhachium, and The siege of Alexandria, distinguishing himself for bravery. Sent on an expedition north John was captured by an unknown tribe, waking up in the Exiled lands.

### Major Flaw/Flaws:

Being a soldier or as long as he has in a fight he can be quite arrogant, and rushes headlong into things.

## Personality

John Lockland is a stoic individual, quite and reserved.

### Beliefs

John believes he died and has been sent to some sort of purgatory, but hopes if he proves himself Mars will save him.
Tieflings

Because they are Descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth,red eyes, small horns, the odor of brimstone, cloven feet, or just and unnatural aura of wrongness. Tielings are several generations removed from whatever creature infected their bloodline. They are similar to humans physically, though their skincolor can sometime have a reddish hue. Their hair and eyes are often the same as human counterparts but can also take one dark blue, red or purple hues. They tend to have an unsettling air about that and often retain physical characteristics derived from their fiendish ancestor such as horns and wings or a sulfurous odor. They have lifespans roughly 30-40 years longer than humans.

Often prone to strange urges and desires because of their unusual ancestry, tieflings grow up aware of being different and in many cased rejected. Some become bitter and embrace evil. Others however reject their evil tendencies and fight hard to make a good impact upon the lands. But it takes much discipline.

Agile and fleet of foot, tieflings can be talented fighters that can combine martial skill with speed. If they sought power through the arcane arts, they tend to take the path of warlock. They can be slow to trust and at times can be rather hostile to other races.
The Lasselantan Veil

The **Lasselantan Veil** (also known as **The Primavera Nebulae**) is a Expansive collection of arcane and planar energy. The nebula is located in a orbit around the planet Belos that as it passes the planet subjects the planet to 3 months of Autumn. It is widely accepted that the Lasselantan Veil is comprised of the energies of the Feywild's Autumn energy seeping into the material plane. The Planet Rallathil is located within this Nebulae and as a result is locked in Eternal Autumn.
Almara Arcanium

The Almara Arcanium

## Overview

Located in the eastern highlands within the center of a caldera, the Arcanists of the Arcanium have built an academy of magic. Lessons and supplies are open to those willing to swear to Arcanium Oath and join the order. The compound has access to multiple halls dedicated to the various schools of magic, some private housing, and vendors of magical supplies for members of the Arcanium.

## Notable Residents

* Master Carra von Signus (NPC) - Arcanium Arcane Magic Master
* Master Trace (NPC) - Arcanium Air Magic Master
* Master Kite Hoshi (NPC) - Arcanium Fire Magic Master
* Master Corrin Deepwalker (NPC) - Arcanium Earth Magic Master
* Master Luxria (NPC) - Arcanium Water Magic Master
* Arcanist Tellarin Vellus (NPC) - Arcanium Recruiter
* Arcanist Mila the Just (NPC) - Arcanium Quest Giver
* Arcanist Jade (NPC) - Arcanium Flight Instructor
* Arcanist Fiontann Almaran
* Arcanist Louhsay Almaran
* Priestess Nilofar (NPC) - Priestess of Ineania, Quest Giver
* Champion Vida (NPC) - Priestess of Tharon, Quest Giver
* Farseer Dana (NPC) - Priest of Farallis, Quest Giver
Guinevere of Arimathea

## Description

Standing at an average height Guinevere has dark long hair, and striking blue eyes. She has an over all youthful looking face, though her serious expression and often more subdued attitude can make her seem a bit older. She seems to be very fit, and moves with some degree of grace. Her mode of speak implies she is of the upper class, with some degree of education.

### Armor

Usually not in armor, Guinevere wears simple dresses, skirts, and light padded "armor" when she does. She is often seen wearing various silver earrings and other pieces of jewelry along with a white fur cloak.

### Arms

Has an enchanted sword, but is not very good with it. She prefers not to fight and if she does would lean more on her magic then anything else.

## History

Before she came to this land Guinevere was a maid of honour to the Court of Albion. Where she was also the only female apprentice to The Myrddin the court Sorcerer and Advisor to the king.

### Skills

Alchemy, Magic (Air and Water), Research, Horse Back ridding, Sewing, Dancing, Singing, and plays the Lute.

### Major Flaw/Flaws:

Cursed (Currently Unknown!), and Superstitious

## Personality

Leaning more to serious, she is a deeply reflective and well spoken young woman. She tries hard to do what is right for the people who have chosen to live in the village besides the tower. She sees it as her duty to look after them, and any travelers whom might find their way to Greymist Village.

### Beliefs

Is a follower of the "Old Ways" and believes in the Gods and Spirits of her people. Though she is not deeply religious she does still keep to the holidays.

### Relationships

Queen Kyra--She sees in her someone whom she can trust and at times advise her. She hopes to someday call her friend.
Firefly Bay

The small city of Firefly Bay

***Gone but not Forgotten***

A city that has been founded in the South and where most find themselves when first entering the realm of Vanwamire. Governed by Lillianne Dreamseeker, the village is home to a tavern, an inn, crafting areas, a marketplace and a bank. A few homes are offered to be rented. A caravan is offered for travel to Ceva'esse and the Almara Arcanium but it is expensive. (The maproom is located here)
Aasimar

Aasimar are descendants of a divine ancestor somewhere in their lineage. They are usually of good alignment and tend to serve as champions of the gods, however some may choose to forge their own path. They possess an otherworldly beauty, with features that reveal their celestial heritage. They tend to stand taller than the average human and some have pupil-less pale white, gray or golden eyes.

As a general rule, aasimar are a charismatic race, possessing of a powerful allure with which most races could not compare. Some even may possess the wings of their celestial parent. Aasimar can also be quite perceptive, affording them a wisdom that others do not possess. They excel as holy warriors, paladins and clerics. Many often choose to walk the path of a healer. Because they are rare as a race, most are resigned to never meeting another of their bloodline. On the rare occasion that two may meet, there is often a strong bond formed, no matter the possible difference in lineage. They also tend to be drawn to other half bred races such as half-elves and half-orcs, though few will get along well with tieflings.

A Fallen Aasimar is one who has chosen to walk a path of evil. Some of the evil dieties take great delight in corrupting aasimars. The physical changes could mean a change in eye , halo or wing color. And many times the Fallen will suffer as the deity he or she once followed turns on them.
The Wild One

### Major Flaws

Uneducated.Unsocialized (lacks social norms).No spoken language (can be taught).

### Minor Flaws

No reading/writing ability.Slow to trust.Easily frustrated.

## Description

**Height:** Around 8'

**Weight:** 240lbs

**Build:** Lean, muscular, currently a bit emaciated.

**Hair/Eye Color:** Dark Brown

**Features:** Multitude of varying scars. Evidence of shackles and lashing.

**Demeanor:** Stoic/Predatory

### Armor

Unaccustomed to armors. Subject to change.

### Major Flaw/Flaws:

Entirely uneducated, unsocialized, lacks social norms (moderately feral), no spoken language.

### Minor Flaw/Flaws:

No reading/writing ability, no sense of 'personal space', curious to a fault, untrusting, easily frustrated.

## Personality

**Likes:** Heights, quiet places, the sun, the sea, fruits, learning.

**Dislikes:** Loud individuals, drunken/rowdy crowds, humid or damp places, tight spaces, being restrained.

**Positive Traits:** Pragmatic, just, observant, loyal and protective.

### Quirks

* Has quite the 'childlike wisdom'.
* Incredibly attuned to natural forces.
* Native to the Savage Wilds.

### Relationships

(general relationships with other characters)
Character Sheet

The following is a Character Sheet template for users to copy for their own character pages.

## Page Creation Instructions:

Below is a sample of our character sheet. To create a new page go to the top right of the page to select the page icon "Add New Page." Write your page title then click next. At the top page where it says "Visual Editor" click the drop down and select "Source Editing." Then you can cut and paste the following source code from the sample character sheet.

```
{{Infobox_character
}}
{{Consent Sheet
==Description==
(In progress)
===Armor===
(types of armor typically used)
===Arms===
(types of weapons typically used)
==History==
(In progress)
===Skills===
(what is the character skilled at?)
===Major Flaw/Flaws:===
(what are the character's major flaw/flaws)
===Minor Flaw/Flaws:===
(what are the character's minor flaw/flaws)
==Personality==
(what is the character's personality)
===Beliefs===
(what are the character's beliefs)
===Quirks===
(any quirks)
===Relationships===
(general relationships with other characters)
[[Category:Characters]]

```
Below is what the above source code will look like after you hit the 'save' button.

x

x

## Consent Sheet

### Major Flaw/Flaws:

(what are the character's major flaw/flaws)

### Minor Flaw/Flaws:

(what are the character's minor flaw/flaws)

### Relationships

(general relationships with other characters)
Topaz-Ranger's Ramblings 2

*He confuses me, but if I am honest, the subtle nuances between male and female were always a mystery to me. It is why I ended up in the position I find myself now. But it is rather ironic that as I sat cursing myself for my foolishness and my boldness, even as I cursed him his stubborness and rude behavior, he was out somewhere thinking of me and finding a gift that would touch me so.*

*As I looked at the necklace, the workmanship of it and the topaz set within, it struck me that this was the first gift of jewlery I had recieved from another. I had a few pieces of my mother's that I was wearing when I was forced through the portal. But this was the first given to me by another. Even Tabor in his contrived courtship did not offer jewelry or anything other than plants or flowers.*

*It was a thoughtful gift and the note with it explained a little. He was not a man of words. At first I was doubtful. Was this out of pity? A kind heart seeking to at least try and heal the hurt I knew I did not hide well? But I do not think it so. The tone struck as sincere and the gift showed...thought, effort, sentiment.*

*I cannot fault anyone for not being comfortable with words. I am literate. I speak well, write well. But I cannot claim that I am comfortable with words when I have watched many twist words, use words as weapons, or lie so boldly with honest expression. In truth, a dislike of words is wise. But it does make it hard to try and know another without them.*

*So, I am now on to my next problem to solve. How to forge a connection, a friendship, a relationship by actions rather than words? And though his note spoke of his admiration, is companionship something he seeks? I crave my own solitude at times, then I wish contact with others. But a male used to his solitude may not feel the same. And I do not wish to force something uncomfortable on anyone.*

*And here I go in circles again. I too must frustrate the hells out of many. Which means that a measure of patience is due the male when he is maddeningly distant while gazing at me as if he is trying to figure me out.*
Kingdom of Thorns Wiki

**Welcome to the Kingdom of Thorns Wiki!**

Welcome to realm of Lomar.

Perhaps you are a local seeking to help rebuild these lands since Dark Wars. Perhaps you are someone from Vanwamire seeking refuge and mourning what was lost. Perhaps you are from another realm seeking adventure and wealth. Regardless, your journey will be your own. Will you end up as servant or monarch? Hero or villain? The choices is yours.

## Important articles

Server RulesServer Lore

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Faetouched

The Faetouched shifters are the result of a union between elf or human and a full-blooded fae. The magic blood of the fae can remain powerful even after many generations. Faetouched beings often find themselves drawn to nature and to mischief. They can be playful and sometimes frivolous, much like their fae ancestors. They often possess an ethereal beauty with vividly colored eyes or hair. Their ears may be pointed. They tend to be longer lived than humans and appear far more delicate.

Many faetouched have the innate ability to cast small illusions. This can go as far as changing their appearance to shifting into small animals such as a cat or a fox. Most often the faetouched find their path as magic users of some sort, be it as a druid, witch or sorcerer. But many can also turn to the path of a ranger or healer.

They can be good or evil, most leaning to neutral. But they are almost always chaotic and mischievous. Those who lean to the light are simply good natured pranksters. Those who lean to the left can be far more malicious.

On rare occasions (DM approved only) some may even have wings but sadly unable to fly as the wings are too delicate to support their weight.
Fiontann Almaran

## Description

Fiontann Almaran is the younger brother of Louhsay Almaran and an Arcanist in service with the Almara Arcanium who acts as their primary troubleshooter and master-at-arms.

### Armor

Fiontann wears a variety of clothing and armor depending on the exact circumstances he is in. Most in the colors of the Almara Arcanium of Red, black, and copper.

### Arms

Fiontann typically uses a variety of weapons and magic depending on the situation, being skilled with both one-handed sword, shield, and the katana, as well as different offensive magics channels both naturally and via focus. Of those weapons, the most noteworthy is the katana he bears, an enchanted war katana made of an unusually dark, nigh indestructible metal named Lineage that he inherited from his father.

## History

Born the youngest child of three, Fiontann was the odd one out of the family in that he took much more to physical activity and martial studies than the purer magical talents of his older twin siblings. Despite that, he still developed sorcery at the age of five as is typical for those of the Almaran bloodline and trained extensively in its mastery.

He grew up mostly in the mystical elven realm of Rian of his home plane, though some of his later years and training were with his father in the Empire of Varana as that land rebuilt after cataclysmic war. In this time, he was one of the first people to undergo the new Arcanist training of the Almara Arcanium and earning the title Arcanist along with his elder siblings. Afterwards he was selected by his father to accompany his sister in founding an annex of the Arcanium on a new world when he was contacted by the Black Roses, and tasked with handling security, troubleshooting whatever issues came up, and some basic introductory teaching, especially of the meditative sword forms that are a hallmark of Almaran Sorcery.

## Skills

Fiontann is well practiced with both blade and spell, with little preference for either, willing to switch to whichever is most effective in a given moment. He has studied magic, though not as extensively as his elder sister or dedicated mages, and while well versed in his homeland's lore and history, he's paid little attention to that of other lands. That said he still has room to grow in both areas, not being a true master of either spellcraft or swordplay, but a reasonable journeyman of both.

## Personality

Fiontann tries to be friendly and congenial but is irreverent especially in the face of what he sees as unearned pride or arrogant lectures by those that think they are betters. He also tends towards impulsive in the moment decision making rather than careful consideration, which often leads him too simply say what is on his mind rather than holding back. That said, he is driven to protect and held others wherever he can, and considers it his responsibility to ensure dark magics are reigned in and the people protected from such predation.
Ulthain's Calling

## Lorem Ipsum

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

#### **Factions**

* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **Etymology**

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Rauva

## Description

A pale 5'8" Drow female that appears relatively young and bears an unblemished complexion. She has red eyes like most of her race and white hair. She possesses a somewhat lithe build, though still maintains a fair amount of muscle. Her voice is on the lower range of mezzo-soprano. She often keeps her skin coated with a light sheen of oil to protect herself from the rays of the sun.

### Armor

Wears an unorganized assortment of armor, mostly a mixture of pieces of plate with leather connecting various sections. Relatively lightly armored aside from where her plates are situated, which is mainly around her limbs. Almost always wears a hood when on the surface.

### Arms

Primarily skilled in the use of dark magics, daggers and bows. Occasionally uses a sword and axe as she is skilled in dual-weapon fighting.

### Skills

A fledgling practitioner of dark arts, she occasionally dabbles in blood magic. Well-versed in close-quarters fighting with dual weapons such as daggers or a sword and axe. Also incredibly acrobatic due to her figure and build.

### Major Flaw/Flaws:

She craves power and control, therefore running into conflicts with a good portion of individuals. She also seems to exude a rather cruel or intimidating demeanor from her mannerisms towards most others who interact with her.

### Minor Flaw/Flaws:

She possesses an extreme dislike of most other races not native to her place of origin, though she can occasionally make slight exceptions to individuals that prove their worth in some way. She can also can be rather obsessive with something if a specific criteria is met.

## Personality

Cruel and dismissive for the most part, especially when in the company of strangers and newcomers. Occasionally can be a bit more lively when with allies or those serving under her, if any. She is unaccustomed to life on the surface or most other races and thus can be confused on certain customs and nuances at times.

### Beliefs

A strong, past dedication to Lolth. As a result of shifting locations, maintains an interest in the worship of Derketo.
Volunteer People's Army of Prakhmir

“I heard my country calling, away across the sea.”

???

In the revolution that installed the current government of Prakhmir, there were some loyalists to the Tsar that either slipped through the net of the Hetmanate’s army or managed to hold their ground against the revolutionary forces, taking cover in the most difficult places on the planet to reach. These forces represent those remnants, clinging to the edges of the planet and waiting eagerly for their time to strike that they may retake their country for the family of the Tsar that survived the initial revolution. Though they control next to nothing other than one minor city in the incredibly arctic northern hemisphere of the city, they have defended it fiercely and have cells throughout the wilderness of the rest of the planet. They accept any recruits that may join them, though doing so generally makes one an enemy of the rest of the sphere. The VPA is disorganized at the moment, and it is unknown whether they actually protect a viable claimant to the burned throne. Despite this, they cling to life where none can spare the resources to pry them out, as the mountainous terrain and vast wastes constitute an immense challenge logistically for any revolutionary army that dares try to capture their city. Grizzled through years of war and hardened by patriotism for the country they have lost, the VPA is known for fanaticism rivaling the most staunch supporters of the Hetmanate, as well as skilled guerilla tactics.
Aidema Fallenor

## Description

Aidema is the most standard dwarf you can find. Drinking problems wrapped in with a small body and loud voice and that's Aidema in one sentence. Aidema is the most nicest and care free guys that he knows (which is barely anyone) and beyond his tough exterior is a fragile man inside. His body is built like a beast, showing pure strength through his bulging muscles that he gained from wielding his hammer to craft his wares. His red locks and down tail line his head along with his Dwarfen markings placed long ago and kept by Aidema to remind himself of who he truly is.

### Armor

Aidema wears a variety of armor, mainly the armor that actually fits his body type but he is rarely found in armor and more likely to be his hide forging clothes. Aidema usually works dark red or blue armor if he is ever found in any.

### Arms

Aidema is typically found with either his hammer or a double edged war axe. He has been known to wield bows but he has broken far too many to be counted.

## History

Aidema originally came from a normal family of Dwarves though he himself has forgotten over the years his own story but hear is the pieces of the jigsaw he remembers vaguely from 90 years ago. In his own words:

"Ninety years ago was one hell of a ride, I was born at that time i know much about that. I do not fully remember the years that followed soon after, around five years after is where my story starts, in my memory at the very least. I remember the small dull house my parents and I resided in, I shan't say where for I would be lying if I knew myself. It had some lovely views that even in my memory can never be truly recreated, every time the beauty fades in the void that is my mind. My father started to teach me at that time about the techniques of smithing and forgery, in fact he forged my very first hammer for me. Did I name it? Of course I did, it was....was um...I believe it was called demon after the Dema in my name.

### Major Flaw/Flaws:

(what are the character's major flaw/flaws)

### Minor Flaw/Flaws:

(what are the character's minor flaw/flaws)

### Relationships

(general relationships with other characters)
Ceva'esse

The Keep of Ceva'esse at dawn in the winter.

***Gone but Never Forgotten***

A city located in the lush Midlands before the Northern lands become the inhospitable lands of snow and ice, **Ceva'esse** is the seat of power for King Amres and Queen Kyra. The Elensars and the Black Roses carved out a peaceful kingdom of the midlands, drawing many artisans and craftsmen to the area. Trade and commerce has become common, importing coffee and spices while exporting wine and whiskey, medicinals and fine furnishings and instruments. King Amres and his general are known warriors and Queen Kyra is said to be a white witch and healer. She is also known to love music and poetry and will often host bardic circles and various festivals. Ceva'esse is home to many shops, a marketplace, a library, a small apothecary and hospital, a tavern and an inn. It is said that even a fae circle exists where Kyra and her coven teach those various ways to practice the craft.
Crow's Rest

Crow's Rest

Located in the far south-west of Lomar, Aranlyn Elensar chose what would be the seat of his power carefully. Upon discovering this war torn land in recovery, he chose to build a trade city. The chain of islands that he and Jessamine call home quickly became a thriving port city. Merchants are welcome. Trade is encouraged. The city is kept clean, was designed to be welcoming and open and was created to draw many to pass through or to stay. There is a tavern, serving food and drink selected by Jessamine herself. An inn is positioned right next door, small in regards to number of rooms but luxurious. The bath house bridges two of the islands, always open. And in the merchant district, three homes are available for rent.

But as clean and prosperous as the city appears, it is a city of many secrets. Smuggling, under-cover trades and even thievery can be part of the games played. The elf and his fey are known to pay for information, for artifacts and even for magical components. Those who work in the shadows speak of the rewards that can be gleaned if your skills are proven valuable to the couple. Some mercenaries and and even assassins have found themselves in a position of change, treated as trusted guards or advisors, at times even to their own bewilderment. Yet, they will not deny that they feel lucky to have attained such position and are now happy in their new calling.

The pirates of the area quickly learned, they would adapt or be forced out. Some have learned to work with the Elensars. Others have vowed to take back the seas. A few...a few have signed on in the city, taking up trade or finding ways to make themselves useful to the strange couple that established themselves here. The guards, those who have taken positions in running the city and many of the artisans found in Crow's Rest have become intensely loyal to Aranlyn and Jessamine, entrusting their secrets with them and keeping the secrets that the couple chooses to share. They freely speak that they are treated very well, that their contributions are valued and that they are encouraged to innovate and to bring information or ideas to the couple.

*ooc- note : The benches in the city are open to the public and all have various thralls upon them. The city is operated on a trust system, items left on benches and chests are public use with the understanding that people will replace what they use in time. We ask you think of the community and when you have extra, leave it for the next person who may be in need. There are many thespians with quests , selling, or buying items. There is a thespian who will take you to the loyalty area , a bank and a caravan stop. More quests may be added in time.*
Arina Almaran

Arina Almaran

## Description

Arina Almaran is a cousin of Fiontann Almaran and an Arcanist in service with the Almara Arcanium who acts as their primary caretaker of the gardens and animals. She assists her cousin with his troubleshooting.

### Armor

Arina typically wears leathers with various dagger sheathes either visible or hidden somewhere. She will wear scale if the need arises, but she prefers not to.

### Arms

She is skilled in the use of katana, staff, and war fans. She is not typically seen with a katana, however, she will reluctantly use it when the need so strikes.

### Relationships

Thanos - Her lynx familiar who she affectionately named after one of her mother's old friends from her adventuring days. He likes to hunt and eat and has quite a few opinions that she'd wish he kept to himself.

Falson Almaran II - One of her twin oldest cousins, she had a huge crush on him as she got old enough to have crushes. She was very sad when he disappeared, but does her best to believe Louhsay when she says that he isn't dead.

Louhsay Almaran - One of her twin oldest cousins, she was pretty close to Louhsay as they both came of age. They shared a lot of the same interests in reading material and Arina taught her how to play the lute and some songs.

Fiontann Almaran - Her cousin who she was the closest to growing up due to their age. They did pretty much everything together as kids but as adults they've gone slightly different paths until she joined him at the Almara Arcanium on Lomar.

Kyne il-Reus - Louhsay's soon to be husband, once all that (in Arina's opinion) pesky courting and stuff gets out of the way, she finds him very kind and interesting, even if he leaves feathers everywhere.

Seraphine - Fiontann's lady who Arina thinks is a very nice and good looking lady and looks forward to getting to know better.
DelMira Apacenya

Expanded Character Data 1 : Kiera / LunarMynx

https://docs.google.com/document/d/1ANQ7mO1oUJXDiW\_Ba6ylvZ1nk9t2ejInO6WzO\_Qmqj8/edit?usp=sharing

{{Consent Sheet
Character: DelMira Apacenya
Kiera Mirlan
Consent to Consensual ERP: Yes
Consent to Forced ERP: No
Consent to Collar/Ownership/Slavery: Discuss
Consent to Torture: No
Consent to Capture On Sight: Discuss, with reason.
Consent to PVP: Discuss, with reason.
Consent to Online Raiding: Discuss, with reason.
Consent to Dice Roll RP: Yes
Poisonous Ruins

Poisonous Ruins in the Sulfur Springs

Ancient ruins that lie in the center of the sulfur spring. Amongst the ancient toppled buildings lies a massive black stone embedded in the earth, destruction spread around it as if in an impact. Inhabiting the city are The Rag Men, strange folk clothed completely in rags, and the Worn Knights. The mist of the spring seems to glow an eerie blue and deep in the night the sounds of horrible, inhuman screams can be heard faintly over the din of the waterfalls. The Worn Knights make it clear that any who enter the ruins are unwelcome, their weapons may be rusted and chipped but they have not lost their death dealing ability. Any who enter the ruins do so at their own risk.
Louhsay Almaran

Louhsay Almaran

## Description

Louhsay Almaran is the elder sister of Fiontann Almaran and an Arcanist in service with the Almara Arcanium who acts as their primary caretaker of the gardens and animals. She assists her brother with his troubleshooting.

### Armor

She typically wears cloth or leathers as her armors, finding most metal armors to be clunky and uncomfortable. She has one set of metal armor she wears on occasion, but she prefers it a tad bespelled so it doesn't weigh as much.

### Arms

She is skilled in the use of katana and staff, though she favors the staff or spell.

### Relationships

Falson Almaran II - Twin brother who disappeared a few months prior to her coming to Vanwamire. All of the scrying of the most powerful mages of the Empire of Varana have been unable to locate him, but Louhsay is determined that he is still alive.

Fiontann Almaran - Younger brother with whom she works with at the Almara Arcanium.

Kyne il-Reus - Since first meeting him perched on the fence as she tended the garden at the Almara Arcanium on Vanwamire, she has grown to love him. They are in an approved courtship and he lives with her in the Arcanium now on Lomar.
Micaiah Dorrel

### Armor

Micaiah is typically seen wearing colorful silks and other expensive fabrics for day-to-day activities. However, in the case of hunting or battle, she is most often seen wearing light cloth or leather armors - favoring the ability to move quickly and freely over the added protection of heavy armor which she finds to be clunky and limiting.

### Arms

Although she is most commonly seen wielding magical staves in combat, Micaiah is also fairly skilled in hand-to-hand combat utilizing dual weapons.

### Major Flaw/Flaws:

(what are the character's major flaw/flaws)

### Minor Flaw/Flaws:

(what are the character's minor flaw/flaws)

### Relationships

(general relationships with other characters)
Reiner of Attre

Reiner in Older Armor

## Description

A taller man of a broader stature, with his longer reddish-brown hair kept up in a bun or tail, and his beard of varying length, not unkempt but not necessarily well-maintained. His complexion is very light, some wind-scarring present across his cheeks. His eyes are a bright amber with unnatural, feral qualities. A moderately deep and bit gravelly voice, he has little accent and seems to be decently well spoken.

### Armor

The monster hunter wears a very carefully and specifically crafted gambeson and brigandine. Mostly black or very dark brown leather, his armor covered every inch of him other than his head. Plated vambraces and fur boots along with a snow-white bear pelt collar covering his shoulders.

### Arms

Trained in using a multitude of weapons, he uses some steel-compound longsword with runes marked into it. On his left hip, he has a steel axe that he uses as a multitool. A skinning knife is present hidden away in a sheath somewhere, along with a pouch of explosives.

## History

All that is known of the man is that he is an self-proclaimed monster hunter from his lands. The rest seems to be vague unless inquired about personally.

### Skills

Being a skilled monster hunter, he is very skilled with swords, axes and various other weapons. Primarily using swords and axes, he also has special training in use of one handed crossbows. He has constructed many of his own explosives, traps and potions.

## Personality

While coming off initially to most as suspicious or skeptical, he is open-minded once he feels he can trust the individual to be honest. Taking the new world in stride, he analyzes each bit of it and tries to be aware that most things aren't as he is used to.

### Beliefs

Reiner has a philosophy of anything done for one person must be repaid by the other. Equal exchange. While not strictly adhering to it for small favors, this is the core of his beliefs. Beyond that, his beliefs have been otherwise unexplored by others and the general populace.

### Quirks

Does not seem to care much about the taste of food.
Asdis

Asdis

## Description

In days passed, her axe once held a high station and her name was carried past the lips of her native Northern peoples with an air of respect and honor. But those days are just that; passed. The weight of experience - good and bad - is clear on the wanderer's shoulders. These days her hands are spent living simply. Fishing, catching, hunting, walking, walking, walking... for no reason other than that her feet are still able. For the once-warrior, that in and of itself is perhaps as good a reason as any.

### Armor

Everyday: Heavy fabrics, light leathers.

Battle: Heavy leathers, light chain/plate.

### Arms

Hunting: Short bow.

Battle: War axe(s) or spear, round shield. Passable with a sword.

### Skills

Primary:

* Tactician: War strategy/battlefield leadership/war-and-peace-related politics.
* Warrior: Close quarters combat/battlefield resourcefulness/courage.

Secondary:

* Wanderer: Small hunting traps/fishing/animal skinning and cleaning/experienced equestrian.
* Survivor: Field medicine/emergency field treatment (non-magical).

Tertiary:

* Poet/Storyteller: She's quite the word-weaver and Skald, though she'll never admit it.
* Iron-Bellied: Like all Northmen. She could drink enough to bleed mead.

### Major Flaw/Flaws:

Proud to a fault and entirely dependent on northern honor. She believes that without it, one has little-to-no worth, including herself. Reticent. Weighed and plagued by past guilts. Magicless, human.

### Minor Flaw/Flaws:

A perfectionist or sometimes too dedicated or headstrong often to the point of self-detriment. Horrible at cooking. Often too simple for most people in terms of survival needs.

### Beliefs

Of Yggdrasil's many branches, magics seen and unseen. Norse-based.

### Quirks

Asdis is somewhat of a poet, though she'll never admit it.

### Relationships

Committed to another, whether he was brought here alongside her or not.
Zlatko

**"A land ripe with opportunities to obtain riches. I will make my mark on it."**

## Description

An elderly male standing at around 5'10" with dark brown eyes and long, greying hair. Donned in noble robes that have long faded in color, he is also adorned with a mishmash of rings and other jewelry along with a slight facial tattoo just above his full beard and moustache.

### Armor

Seems to wear nothing of the sort, merely some robes and simple clothing underneath.

### Arms

It is unknown what weapons he uses or is proficient in.

### Skills

Considering he mainly trades goods with folk, trading is an integral part of his life and one of his primary skills. Also understands some processes of enchanting items as well as basic alchemical remedies and poisons.

## Personality

Rather outward and eccentric towards any and all visitors, the man commonly bears an energetic demeanor towards others. Can become much more serious during matters of trading and business, perhaps even aggravated if haggled down for long enough. However, for the most part, he seems to be a somewhat unique tradesman.
622nd Strike Battalion

Das **622nd Strike Battalion** ist ein Battalion der Republik das von Jedi-General Amai Pearl und Commander Graves befehligt wird. Ihre Rüstungen sind weiß/hellblau lackiert.

## Bekannte Mitglieder

- Jedi-General Amai Pearl

- CC-12156 Graves

- CS-112890 Mengu

- CS-112900 Tracker

- CT-320929 Blades

- CT-401924 Banter

- CT-420863 Dire

- CT-473921 Torq

- CT-473922 Torg

- CT-555007 Dozer

- CT-578321 Vell

- CT-640912 Lyon

- CT-753121 Snoop
Cyndea Medrean

The Bow Maiden

## Description

Cyndea is a slim, toned woman with light skin. She stands around 5'6 and weights no more than 115 pounds. Her hair is a sun kissed blonde, almost white, as her eyes are as blue as the ocean tide.

### Major Flaw/Flaws:

Cyndea’s Weakness is also her strength. Her emotions as well as always haunted by her past. She is conflicting when it comes to her emotions to the point where she is tugged in two different directions causing her to be unstable at times. Any other known weaknesses are not known yet with the life she has lead there are sure to be more.

## Personality

Cyndea is vibrant, free-spirited, and incredibly impulsive, almost bordering on reckless. She is vengeful, ruthless, embittered, cold and calculating. Having turned against her closest friends and even her own family, Cyndea zealously pursues what she believes to be her rightful revenge as well as the downfall of her enemies, even those she once cared about. She is a highly isolated and darkened character who resembles her  grandfather far more than she cares to admit since she has suffered greatly on an emotional level and is unwilling to let go of past suffering.

​Additionally, Cyndea seeks to avenge her losses but ultimately fails to achieve satisfaction, which dooms her to be perpetually unhappy. In spite of her apparent callous antipathy, on rare occasions, Cyndea shows a sorrowful melancholy that she herself does not expect to feel. Despite her vindictive and unforgiving personality, Cyndea remains a powerful, arrogant, intelligent, overconfident, and ferociously determined individual. Her darker characteristics are largely the product of external influences while her truer nature was portrayed as one of immense compassion. This nature has arguably not disappeared due to the melancholy she sometimes shows and she does at times reveal a vulnerable side of herself.

### Relationships

(general relationships with other characters)
Сликар Буш

Сликар Буш(рођен Бушоград,11.мај 1955) је Бушијски сликар.

Сликар Буш у свој атеље слика

## Биографија

Сликар Буш је рођен 11.маја 1955.године у Бушограду.

Сликар Буш је почео да слика још у млађим годинама.Учио је од оца да слика.Сликару су се свидела дела Сликарка Регана па је и он хтео да постане једног дана сликар.Завршио је средњу и основну школу у Бушограду.Студирао је на сликарском универзитету у Бушограду 1966.године до 1969.године.Прво уметничко дело Сликара Буша је било *Ливада* сликана са темпером.Постао је популарни сликар 1971.године.Воли да слика политичаре,људе,портрете,кућне љубимце,природу итд.Има чак око 100 уметничких дела.Сликар је најпопуларнији сликар у Бушији,вероватно и шире.У главном слика воденим бојицама или тушем,али и понекад са темперима.Добио је многе награде.Био је сликар године 1972,1996 и 2009.године.Иде на разним промоцијама и на свакаквим изложбама.

## Уметничка дела

* *Председник Америке Ричард Никсон,*1972.године
* *Ливада*,1976.године
* *Картер председник*,1979.године
* *Вечера демократа,*1992.године
* *Кенеди у четири одела*,2000.године
* *Син и тата Буш*,2008.године
* *Џорџ Буш*,2014.године
* *Човек на планети Земљи*,2017.године
* *Пас у плавом*,2020.године

## Књиге

* Американски имигранти,1998.године
* Књига слика политичара,2017.године

## Награде

* 60 година сликар
* пола века сликар
* орден Сликарка Регана
* Сликар 4-0 година
* Сликар 3.5 године

## Референце

1. ↑ Насликао је две Ливаде,једна је насликана 1954.године,а ова када је постао дипломирани и верификовани сликар.
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## **City Description**

A Trade City named for the vast sea of Natron that bubbles up front from beneath the surface. The city's major industry is its near-monopoly on the harvest and processing on Natron for Alchemical use. Consequently, the city houses the largest Natron Medicinal spring which thanks to the Care of the Shrine Maidens of Tamaret has become a necessity when visiting the City.

## **Downtime Locations**

* **Magic Shops**
	+ The Iron Horde
* **Gambling House**s
	+ The Obelisk
	+ l'Orchidée du Sud
	+ Midnight’s Dice Parlor
	+ The Pycno Casino
* **Publick Houses/Inns**
	+ The Obelisk
	+ l'Orchidée du Sud
	+ The Maiden’s Rest
	+ The Garden’s Cradle Inn
* **Fighting Pits**
	+ None exist in this City of relaxation and healing, though looking for a fight will find participants.
* **Temples**
	+ Monastery of the Healing Scale
	+ The Altar of the Divine
* **Landmarks**
	+ Monastery of the Healing Scale
	+ The Desonet Natron Sea
	+ The Calcium Menagerie
	+ The Roiling Springs

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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