recursal/Fanatic-Fandom huggingface dataset:
Pets

**WORK IN PROGRESS**

Pets! We all love them, right? This is a WILD wiki, you are REQUIRED to like pets. If you have any complaints, go ramble to Eco.

Anyways, where were we? Ah, pets. There are so many of them. Let's look into them, shall we?

## Dogs

Dogs. Everyone loves dogs! They're so happy and bouncy and adorable, no one could pass up a puppy.

Whether you are an artist, a musician, a writer, or an athelete, there is a dog out there for you. The number of breeds will vary among many dog 'clubs', as the American Kennel Club recognizes 202 breeds, The Kennel Club has 211 registered breeds, and the Fédération Cynologique Internationale recognizes 344 breeds.

The largest dogs are Great Danes, but everyone knows that. Did you know that the breed originated in Germany?

Or how about the smallest dog: the Russian Toy Terrier. The dogs are only nine inches tall as adults!

## Cats

Hmmm......dogs aren't your jam? Cats, perhaps? You don't have to be a crazy cat lady to love cats-they're such meme animals that you can love them without even owning one!

Cats can be really fluffy, or sometimes lovable, or just the coolest spies! Cats are always sneaking silently around, and you hardly notice they're there sometimes! It's really amazing how cats and be so sneaky without making a sound!

Fluffy cats! Don't we all love fluffy cats! Their fur is so soft and silky! And, it gets even better when they want you to pet them! The softness is almost to amazing to be true!

Meme Cats! I'm sure most of you have heard of Grumpy Cat? Or even if you just look up 'Funny Cats', it'll get you laughing in no time!

## Snakes

Perhaps mammals aren't your style? You want something with cold blood that won't shed fur all over you?

Snakes are perfect. All the sneakiness of cats, without the fur. They also feel so cool (and weird) to hold...

Some people are afraid of snakes. They can sometimes be creepy. The snakes you can get as pets most likely won't bite you, as they are raised in captivity and...uh, don't see some giant two legged thing as food.

But for actual feeding, you have to feed them mice, rats, crickets, or other bugs-it depends on the type of snake. Sometimes live, sometimes frozen (those poor mice). Snakes eat about once a week, so you only have to tough a dead animal once every seven days. You'll get used to it.

There are so many types of snakes too! Short or long, thin or girthy, plain or striped, they really are amazing.

## Photo Credits:

Cat Photo: ☀https://www.pinterest.com/pin/838091811877468840/

Dog Photo: ☀https://www.thelabradorsite.com/black-labrador/

Snake Photo: ☀http://www.vetico.com.au/article/four-good-non-venomous-pet-snake-choices-459

## Pet Gallery Photo Credits:

#1 (Assorted Pets): https://millbafs.com/pets/

#2 (Assorted Pets): https://medium.com/@dustinbilyk/https-medium-com-dustinbilyk-what-your-pet-says-about-you-ede707f6b1c4
Elder Mok

"*My message is not my own. Follow my instruction or fall where you stand... You've been warned.*"

Once a powerful spiritual leader of a western orc tribe, Mok was cast out of his home for reasons known only to a few. Soon after, he began his Long Wandering, a spiritual journey which has taken him far and wide, to lands rarely seen and even more rarely explored. Recently, he has traveled throughout the realm of Terrinoth in search of something of deep personal value. What that thing is, Mok will not say. In the late evening, one may come upon him gently tapping his tribal drum, chanting some sad orcish lay in a deep voice to the rising moon.

Gifted from birth by an unknown power, Spiritspeaker Mok has always been set apart.
His impressive size and intellect gave him a distinct advantage on the
battlefield and in the council tent, and he became an influential leader
 in his orc tribe early. He lost much of his favor, however, when he began
to spread a message of peace and reconciliation. His message was
despised and rejected, and Mok was cast out, but he still brings his
words to any who will listen.

"*The spirits are angry. I am angry too. When we get angry, people get hurt.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Oath of the Outcast
2. Runebound (Third Edition)
Prince Parren Penacor

Prince Parren was one of the two sons of King Falladir Penacor of Talindon. He perished with his father and brother during the First Darkness, ending the Penacor Dynasty.

When the Uthuk Y'llan marched on Talindon under the banner of Llovar Rutonu, King Falladir mustered his soldiers to face the foe, but they were comprehensively bested in open battle. A chief of the Uthuk named Nashaia struck King Falladir from his steed and was poised to dispatch him, but a desperate counterattack by Prince Parren forced the foe back long enough to rescue the king and carry him from the field. While King Falladir nursed his wounds, the tattered remnants of his army became merely a fugitive band of vagabonds, able to do little more than harass wayward and straggling units from Llovar’s horde.

In 487, the Uthuk Host of Thorns invaded Talindon, sweeping all before them. On the Ashen Field, the Host fell upon an army led by King Falladir and his sons. They fought valiantly. A blow from King Falladir’s sword nearly cleaved the head from Melinesh, while Prince Parren drove a lance through the heart of Nashaia. But Llovar had numbers, magic, and malice on his side, and by the end of the day, the three Penacors lay dead upon the field together with the soldiers who had pledged to follow their banner.
Gore Claws

The Gore Claws are the largest and most aggressive of the Uthuk tribes, their filed nails and crimson-stained hands marking them out among their kin. Descendants of the prophet Golreth, they keep the legends of Llovar and the Ynfernael masters alive. Centuries of secrets have been recorded by Gore Claw witches on piles of flayed skin. As the self-proclaimed inheritors of the Locust Swarm, the Gore Claw witches and warlocks strive to unite the tribes and use their mastery of demon magic to build armies, forge alliances, and further the revenge of their people.
Laurel of Bloodwood

"*Herald and reaper, my arrow calls your name; answer with silence and blood.*"

It was Laurel’s ancestors that soaked the barren plains of Di’zon with
the blood of 10,000 barbaric invaders. Returning the following morning,
the Elven defenders found saplings as red as scarlet had sprung up,
covering the entire expanse. Laurel is proud of her heritage: having
lived enough of her years in service to the clan, she now travels the world, displaying
the skill and cunning that belongs to a sister of Bloodwood.

The Latari Elves of the Bloodwood clan have a reputation as deadly archers and powerful warriors. Laurel is no exception. Trained from a young age in the hunt and the art of war, Laurel approaches every challenge with a tactician's mind and a warrior's resolve. Even so, she did not desire the life of a soldier. Much to the displeasure of the clan elders, she left the Bloodwood long ago, traveling the world in search of some meaningful cause to which she can devote her exceptional skills.

"*No matter what you hear, it was our bows that gave my home its name, not the autumn winds.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Oath of the Outcast
2. Runebound (Third Edition)
Tails Doll Curse

Tails Doll Curse is something that could summon the Tails Doll there are 3 ways to summon Tails Doll

### Bathroom Curse

The Bathroom curse is whete your in a dark bathroom playing Can you feel the sunshine backwards and living in the city backwards than a red light appears in front of the mirror

### Sonic R curse

The Sonic R curse is where you play tag mode as Tails Doll and you tag all four characters than TD comes out of your screen

### Drawing Curse

The Drawing Curse is where your drawing a picture of the Tails Doll
Loth K’har

The Loth K'har (or Loth Caara in the Elvish) are a nomadic people who once roamed the eastern Ru Steppes. They are likely to be the oldest human culture on Mennara. After the rise of the Uthuk Y'llan, most of the Loth K'har are now dead or warped into foul Ynfernael perversions. However there are a few pockets of Loth K'har still out there, most of them wandering the lands on the edge of the Aymhelin.

During good times, before the First Darkness, the Loth K’har roved the plains, searching for fresh grazing grounds for their animals and trading with the many settlements that ringed the wastes. In leaner times, they would turn into vicious raiders, falling on those same settlements for loot. Their shamans learned of a dream realm known as T’mara T’rusheen, and from it, they gleaned prophetic advice. The most skillful among these shamans formed a caste known as the nightseers. They were said to have been close to members of a distant Elven tribe who were so impressed by their talents that they called them the Loth Caara, Elven for “dream walkers.” From this term, the Loth K’har derive their name.
Jain Fairwood

"*Out here in the wilds, I protect those who have misjudged me.*"

Although Terrinoth has enjoyed comparative peace and prosperity since
the Dragon Wars, there are still a dozen small conflicts or wars every
year against foes both within and without her borders. Jain Fairwood
was an archer serving under Sir Garrick Whitmore when one of those small
 wars claimed the lives of Sir Garrick and every man under his
command... except Jain. Trapped deep within the Crimson Forest and
hunted by the Uthuk, it took Jain nearly six months to escape and return
 to civilization. Upon her return Jain was branded a deserter, and so
she turned about and vanished into the forest again. She dwells there
still, emerging from the wild lands only to discharge the duty she still
 feels to the common folk of Terrinoth.

*"Victory in the wilds isn't about columns and formations, but timing and motion."*

## References

1. Descent: Journeys in the Dark (Second Edition)
Crypt Dragon

*"All the teeth and claws of a dragon; all the stench of the undead. They like dark, enclosed places, like crypts, which seems a funny coincidence given their name." -* Brightcarver's Bestiary

While other dragons may hoard items for their great value or shining brilliance, crypt dragons are far more interested in items of great magic or fate. These powerful artifacts have been known to carry dreadful curses and terrorize settlements near the tombs and graveyards where these beasts build their hoards.

## References

1. Descent: Journeys in the Dark (Second Edition): Guardians of Deephall
2. Heroes of Terrinoth
Freja Bjornhart

Dunwarr Chief Alchemist Freja Bjornhart and her husband, Master Artificer Stron, oversee the Duldor Deeps. The two Dwarves fell in love after decades of working closely together, though their relationship was taboo from the very beginning. The Artificers' Guild feared that Stron’s loyalty to his wife would weaken their dominant position, and the Alchemists' League saw Freja’s love for her husband as essentially fraternizing with the enemy. Both received stern admonishments to avoid the other, which the Bjornharts dutifully acknowledged and immediately ignored. In the years since, neither organization has been willing to acknowledge that Freja and Stron’s marriage is what has kept the Duldor Deeps running relatively smoothly. Instead, the Guild and League have taken to vehemently arguing over which organization the couple’s eventual children will join.
Chief Lukosh

Lukosh was an Orc Chief who led the Broken Plains tribes into an alliance with Llovar Rutonu and the Uthuk Y'llan during the First Darkness.

The Uthuk Y’llan already comprised a fearsome host of warriors, fueled by Ynfernael energies and filled with a desire to pillage foreign lands and destroy any resistance. Yet, while these warriors were terrible, Llovar could not have brought war to Talindon without the help of allies who swore themselves to his cause. The Orcs of the Broken Plains were the first to pledge allegiance to the Locust Lord, their bellicose Chief Lukosh seeking any opportunity for violence.

While the Uthuk formed the vanguard of the Ynfernael forces, the Orcs under Lukosh mainly served as raiding parties. This suited the orcs well, as they were accustomed to hit and run plundering.

At the Battle of the Burning Hills, Timmorran baited an army of Orcs into attacking their strong, elevated position, leading to a conclusive victory in which Timmorran struck down Chief Lukosh with his magic. Timmorran considered Orcs violent brutes, but he sensed that they had little love for the Ynfernael. He reckoned that the only reason Llovar could rely on his Orc allies was because of Lukosh’s bloodthirsty brand of personal loyalty. Sure enough, the Orcs soon began to desert the Ynfernael cause and by 486 Llovar would no longer be able to call upon a single Orcish regiment.
Roganna the Shade

"*Keep perfectly still. It may look small, but that creature is aggressive, and its bite fatal.*"

Finding a Latari Elf skilled in the ways of wilderness isn’t a difficult task, but even among her kin, few could claim Roganna’s skill. As a reclusive sort at home in any portion of forest, plains, or swamp, Roganna will live anywhere as long as it lies far removed from any irritants of civilized life. She prefers seclusion above all else, even avoiding her own people, and as the march of progress continues in the lands around, Roganna finds herself retreating deeper into the wilds.

## References

1. Descent: Journeys in the Dark (Second Edition): The Trollfens
Spire of Ruin

Near the place where Llovar began his fateful journey into the T’mara T’rusheen, early Uthuk Y’llan warlocks raised The Spire of Ruin to commemorate the birth of Uthuk demonic powers. The Spire was said to bless visions of greatness upon those who flayed themselves with its sharp stones. It was never found or destroyed during the scourging of the wastes, and its location is now a mystery. As the Uthuk reclaim their home, they search for the Spire, for the Sisters of Q’aro Fenn have pronounced its rediscovery a portent of their hoped-for revenge. Also seeking this gateway between worlds are powerful groups and individuals including warlock covens from the shadows of Daqan, necromancers searching for the secrets of true undeath, and even Djinni and dragons who see it as a way to restore their kind to glory.

Though many covet the power that this rift offers, reaching the Spire is an almost impossible task. Even the Uthuk tread with care, relying on the guidance of their strongest witches and warlocks when they travel in search of the cursed place. Demon winds bellow forth from the hole in reality, gusting out across the Darklands, and as travelers get closer, the land itself becomes tormented and twisted by its power. Valleys with teeth that tear at the earth, clouds that scream their hatred at the ground, and rivers that swerve from their beds to drown those on their banks are all possible. Monsters this close to the Spire are almost always possessed by demons, their bestial minds overwhelmed and consumed, leaving only the drive to hunt and kill. Creatures natural and unnatural mewl out their hunger as they rip themselves apart or tear at each other in an endless cycle of predatory violence.

The Spire of Ruin rises up from the ground like a spear thrust into the sky. At its tip, the rift into the T’mara T’rusheen—the spirit realm and the Ynfernael beyond—glimmers like a red star, hungrily sucking the surrounding air and the earth below into its gaping maw. From the gateway, it might be possible to travel between worlds—if one can fight one’s way past the hundreds of foes and horrors that nest in the Spire’s warren of tunnels and then climb to the great altar just beneath the rent. Legend has it that if one can cross the threshold and find an Ynfernael Lord, one can either offer it one’s oath, or kill it and gain power unimagined in return. Of course, these same legends warn that the rift is not just a door, but the first step on a path that can lead to any number of places, whether the twisting mirror worlds of the Ynfernael Lords and their burning keeps, the umbral depths where secrets forgotten by the living come to hide, or the sorcerous planes from which all magic springs and reality can be shaped with but a word.
Jaes the Exile

"*Courage and sacrifice mean nothing! We must overcome or die in shame.*"

The markings that brand Jaes bear dire warnings. No one is to offer the battlemage food, water, shelter, nor any other aid, punishable by death. Merchants may buy and sell goods with him but only at a distance. Jaes committed no crime to earn his fate. His elders once fought bravely in the Dragon Wars, but were nearly wiped out at a crucial time. Now, as a punishment for their failure, his tribe must bear the markings for all time.

"*The Dragon Wars almost destroyed my people. I will die before I let that happen again.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Crown of Destiny
Ravaella Lightfoot

"*Am I here? Am I over there? Or am I right behind you?*"

To the big folk, gnomes are hardly worthy of notice, never to be
respected and certainly never trusted. Ravaella Lightfoot saw no reason
to be stopped by this, managing to gain access to the University of Greyhaven.
Despite the efforts of the faculty and staff, she acquired many skills
in the mystic arts of Conjuration Sorcery. Now, she plies her trade to prove that gnomes can do
 anything the other races can, and do it better!

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Dragonlord Valyndra

The people of Rhynn certainly need no reminder of this dragonlord. Valyndra's lust for gold, fire, and general havoc is legendary, and she has made a habit of bringing ruin to any settlement or structure that is erected too close to her domain -- which seems to move around every century or so.

Some say that Valyndra was responsible for the first hybrid, earning her the title Wyrm Queen. Whether or not she had anything to do with the mysterious origins of the hybrids, she does display a motherly fondness for the wretched creatures, giving them places of honor in her hidden court. It is through these ruthless minions that Valyndra is able to constantly keep her coffers overflowing, for reasons unknown to the mortal mind.

Valyndra's lair is a place of legend, where all the treasures of Rhynn seem to end up. Many adventurers have dedicated their lives to finding and raiding the Wyrm Queen's chambers. Alas, the only ones that returned refuse to say much on the matter.

## References

1. Descent: Journeys in the Dark (Second Edition): Lair of the Wyrm
Nara the Fang

"*Take your lessons from the wind: swift and constant striking as a howling gale.*"

Nara the Fang emerged from the darkness one night, a masked avenger
driving bandits and rogues away from a loose collection of country
villages. Suspicious and grateful in turns, the inhabitants of these
settlements have made the mysterious orc a heated topic of gossip. They swear she can
leap from rooftop to rooftop as she dispenses violent justice against
the transgressor. Her true identity is frequently debated. The only hint
 comes from Nara’s namesake – her own missing fang. Now, the newly
forged alliance between ogres and trolls threatens the villages that
Nara has sworn to protect. She’ll do whatever it takes to destroy these
monsters and safeguard her people.

"*I leap, I attack, I stab, I kill!*"

## References

1. Descent: Journeys in the Dark (Second Edition): Visions of Dawn
Dezra the Vile

"*Very few people understand my abilities. I prefer it that way.*"

A deep fascination and aptitude with the darker magics of hexing has made Dezra a bit
of an outsider all her life, but this has never bothered her. Her
mannerisms and habit of staring at people as if visually dissecting them
 provided her with the title of "Vile," and her odd tendencies have
often led townsfolk to forcefully request her departure. This also
hasn't bothered her. For Dezra, discovering the secrets of flesh and
magic has always been more important than the petty trappings of polite
society, and no force in the world will keep her from satisfying this
morbid curiosity.

## References

1. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
Obscene

When Llovar first revealed the truth of the Ynfernael to the Loth K’har, he gifted them a small taste of what it meant to be a demon. The power of the dark realm twisted the tribesmen into something more than human—something unnatural. Their skin hardened into a thick hide split with spikes, their muscles toughened with demonic strength, and their eyes glowed red with the glory of the Ynfernael.

The Uthuk Y’llan accepted these gifts, and some grasped for more power with a hunger unlike anything seen before. The Ynfernael fed their desires, but at a terrible cost. These chosen few can tap into incredible power, but only as long as they feed constantly. Now, as Terrinoth goes to war, the ground shakes with the approach of these Obscenes: grotesquely swollen tribesmen wielding massive clubs and the momentum of their dreadful bulk.
After their first binge on the power of the Ynfernael, the Obscenes were filled with an insatiable emptiness. They proceeded to ravage the land, feeding endlessly until their bodies became huge and bloated. It would seem difficult for the Obscenes to charge into battle, but their hunger motivates them to monstrous feats. In battle, the Obscenes are a horror, paralyzing soldiers with the tainted, blight-filled spittle that drips from their jaws, then devouring enemies whole or ripping larger opponents apart with oversized bone scythes until they are bite-sized morsels.

Obscenes are reviled by their enemies, both for their shocking appetite for the offal of the battlefield and for the ghastly ichor they bleed when wounded. Their Ynfernael Blood allows them to endure what would be poison to others and potentially even turn it to their advantage. Most Uthuk warlords are cautious of adding these grotesque warriors to their ranks. The hunger that burns within them can never be sated, and Obscenes tend to look at their comrades and even their superiors with starving gazes. However, with such power emanating from a single source, it is easy to see why some Uthuk commaders are willing to overlook the screams and sounds of ripping flesh that occasionally arise in the middle of the night from the direction of an Obscene’s tent.
Leoric of the Book

## Introduction

"*If my years of study have taught me anything, it is that I am worthy of the knowledge I possess.*"

After one too many heated arguments with the Provost, the Runemaster Professor Leoric of the University of Greyhaven was invited to go on an “extended sabbatical.” As an adventurer, Leoric's constant references to his scholarly texts quickly earned him the sobriquet “of the Book.” Leoric's sabbatical continues as the former professor applies his magical knowledge in the field and seeks out long-forgotten knowledge and wisdom.

## Personality

Leoric masterfully absorbs information, and is always ready to present a well-reasoned argument. He takes great offense at any disparagement of his magical ability or scholarly expertise. He values his magical expertise and knowledge above all. Leoric’s greatest fear is that the scholarly community will forget his contributions to magical research.

## References

1. Descent: Journeys in the Dark (Second Edition)
2. Realms of Terrinoth
Oathsworn Cavalry

Few sounds strike more fear into an enemy of the Daqan Lords than the thundering hooves of a column of armored destriers. Each mount is bred and trained for war. Each rider is a lifelong professional warrior or avowed knight, sworn to a baron's or Free City's service until the rider's final breath. Rider and mount work together on the battlefield in perfect synergy, charging into combat and crushing the enemy in a wave of steel.

Maintaining the skills of cavalry warfare requires constant practice in and out of the saddle. Terrinoth's ages-old system of tournaments evolved out of this practical need, and from the eternal desire of young warriors to win renown. Baronies and Free Cities alike hold dazzling tournaments bedecked in the banners and courtesy of chivalry. Those who compete may earn coveted positions of service with great lords or military orders, such as the Knights of the Greatwood. The Citadel's own Tournament of Valor is the oldest and most revered in Terrinoth, and its champions earn the notice of the Citadel Guard and are invited to become companions in its order of famed knights.

The common-born cavaliers who server the Free Cities are no less noteworthy. The illustrious Riders of Riverwatch are not only scouts, but are often equipped and fight as light cavalry when the needs of war demand. No matter where a cavalry unit's riders hail from, they carry within them the most honored traditions of King Daqan.
High Priestess Ancela

High Priestess Ancela is the spiritual leader of the Starlight Council of the Latari Elves. In Lithelin, between the palace and the walls are swaths of verdant lands
interspersed with pure, spring-fed ponds, wild-growing wheat, and
panon-fruit trees delicately transplanted from the surrounding forests.
Though originally created as groves for the Forest Guardians,
 who lend aid in defense of Caelcira, these vales have become the
spiritual hub of Lithelin. They are now home to a dizzying array of
shrines, prayer gardens, and temples dedicated to the Path of the Stars,
 which are maintained by High Priestess Ancela, and sanctums for the Wealdworkers and Dreamweavers.
Aishalan Finnan

Aishalan Finnan oversees the legendary Latari Yeron Riders. To protect against raids and incursions, the Elves of the Aymhelin turned the Thalian glades into the base of operations for the Yeron Riders, a legendary flying cavalry unit that is among the most elite group of warriors to be found anywhere in Mennara. Saddled upon incredibly rare flying horses known as the Yeron, they keep watch for threats near and far. When not patrolling, the Yeron and their riders are able to live in relative peace and prosperity, enjoying the beauty of their environs.
Shiverfang

The Caves of Shiverfang, perhaps the most well-known of the evil lairs in the Ru Steppes, have a fell reputation that even the Uthuk have learned to respect. They are the abode of a mutilated dragon left behind during the Third Darkness. Shiverfang lost its wings and now crawls amid the gloom of its vast lair, bursting forth from the ground to feast on prey or drag it back into its den for later. Countless treasures are scattered about the dragon’s corpse-filled caves, mired among the remains of great heroes and strewn atop the moldering bodies of blood witches and Ynfernael creatures.
Ley Lines

Ley lines, or dragon lines, are ancient magnetic lines traced across the surface of Mennara in intricate patterns. They are believed by Greyhaven to be echoes of the magic the Yrthwrights used to craft the Firma Dracem in the Mythic Ages. A concentrated and learned mage may tap into such energies and be protected by them, or channel them into great magical power, enhancing their spells. Geomancers can manipulate the Ley Lines by pulling the magnetic force into new patterns with Summon Stones.

## References

1. Heroes of Terrinoth
2. Descent: Journeys in the Dark (Second Edition): Lair of the Wyrm
Llander Lokander

Llander was a Loth K'har tribesman, father of Timmorran Lokander and the elder brother of Llovar Rutonu Lokander. The people of the Lokanders' tribe were noted among the Loth K’har for their ability to survive even in the far-eastern wastes, where little grows and deep volcanic vents usher poisonous fumes from the world’s depths. Llander's family was noted in the tribe for producing many renowned nightseers and chiefs, and he had shown quality as a raider and forager despite his tender years.

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

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

The vicious Bol’Goreth rampages through the wildlands at the edge of the Valdari Marsh, and those left in his wake babble terrifying tales of destruction. However, dark rumors hint at something more sinister behind the simple-minded brutality: something horrific that threatens to spill out across the realm.

Trolls
 are not typically known for their fondness of water, so what brings the
 dim-witted brute Bol’Goreth out of mountain and cave dwellings into the
 endless damp of a swamp is an important question.

Bol’Goreth himself holds no infamy in regards to deeds done,
farmhouses flattened, livestock devoured, or anything the like. He
displays nothing outside of normal troll behavior, save perhaps being a
bit more brutish and a bit less intelligent, if such a thing is
possible.

Why Bol’Goreth has come to the marsh and what purpose is served
in his dealings with the locals is unknown. Could his scheming be the
first signs of intelligence in the dull creature, or is he a servant of
some other, much more clever foe?

## References

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

Despite the fear and awe that any tyrant inspires, there always seems to be one general, one advisor, to whom the offer of power means nothing. They serve not because they wish to, but because they have been forced to. Kyndrithul is one such figure, a powerful vampire and current leader of House Dalibor. Though Castle Dalibor is somewhat less powerful than Bilehall, the apparent subservience it displays belies its strength. Kyndrithul is at heart an experimenter, a genius who has spent centuries mastering the various magical disciplines needed to create the perfect Reanimated servant.

The favorite saying of Kyndrithul, ever the pragmatist, is that all things have their use. Any heroes unfortunate enough to be taken prisoner in Castle Dalibor soon find themselves in Kyndrithul’s laboratory, and the vampire exults in figuring out new ways to mold living flesh with necromancy.

Lord of house Dalibor, Kyndrithul’s influence has waned in recent
years, deferring to the leadership of the other vampire lords. Most
assume that Kyndrithul has slipped into a position of subservience, but
the older politicians remember the shrewd words of Kyndrithul’s father:
“a lord’s foes face his watchful eye and ready sword, while his servants
 stand behind him in treacherous silence.”

Yet Kyndrithul’s silence is no indication of betrayal, but of a
powerful sorcerer devoted to his latest study. The vampire has stirred
up suspicion, however, summoning the attention of the battalion that was
 sent to keep watch over the power-hungry lords of Bilehall. Lord Kyndrithul's most recent experiments might be his boldest yet, infusing living flesh with the dust of Waiqar’s own Deathborn Legion. Such a crime is punishable with a fate beyond death, something terrible enough to make even Kyndrithul tremble at the thought of discovery.

Despite the immense risk associated with these experiments, he nonetheless offers Waiqar aided passage through his lands and space to establish staging points for raids into Terrinoth. While Waiqar’s Deathborn generals look upon the vampire with disgust and suspicion, Kyndrithul knows that as long as he plays the part of a humble servant, he may yet reap the rewards of his secret work.

## References

1. Descent: Journeys in the Dark (Second Edition): Mists of Bilehall
2. Realms of Terrinoth
Lyssa

"*There is more knowledge in the squirming of my prey than in all your dusty tomes.*"

From her birth, Lyssa's Katjie clan called her half-breed, more human than
Catfolk. They barred her from the sacred rites and forbade her from
learning the wild magic. Undeterred, Lyssa taught herself the secrets of
 her ancestors; she learned how a crow's death warble could reveal a
hidden path and how an enemy's blood could improve her blade. Having
exhausted the depths of her clan's lore, she now wanders the land,
crafting her own collection of secrets.

Lyssa is most comfortable in the wilderness, away from the falsehoods of civilization. As she is half-human, half-katjie, it is in the wilds where her feral instincts are the strongest. She can track prey for days without sleeping, and no beast can match her speed on the plains.

*"My magic will hold them at bay. Then, we lead them to slaughter."*

## References

1. Descent: Journeys in the Dark (Second Edition): Bonds of the Wild
2. Runebound (Third Edition)
Orb of the Sky

There are many theories as to why Timmorran Lokander, the greatest magician Mennara has even known, set forth to create the most powerful magical artifact of his or any other age: the Orb of the Sky. Those who trusted him believed it would allow other mages to power their spells without needing to draw upon the Verto Magica, the great Turning that drives all motion and life. In the aftermath of the First Darkness, such an item would be invaluable in protecting Terrinoth from another horrific invasion from the world of demons. But Waiqar Sumarion viewed it with suspicion and jealousy, and to keep it from falling into the hands of evil, Timmorran was forced to shatter the Orb.

The resulting multitudes of crystalline fragments each contained more pure, solidified magic than had ever been seen before. These Stars of Timmorran would eventually become the runebound shards. Timmorran charged his apprentice with hiding them away for safekeeping… but such a secret could only be kept for so long.
Seven Sinners

The Haunters’ Wood, a petrified forest cloaked in eternal shadow, marks the resting place of the Seven Sinners, wizards of singular and cruel power driven from Daqan into the Ru by righteous citizens. Slain by their servants and buried in shallow graves, the wizards defied death, rising up as great and evil oaks. These sentient trees exude darkness, making the wood an ideal hunting ground for the Ru’s predators. Illusions of safe haven conjured by the Seven lure prey, including travelers, into the wood, where their spilled blood can feed the trees. The wealth of the Seven remains, too, tangled about their roots—just waiting for those skilled enough to traverse the midnight forest and battle its many monsters, and then the trees themselves.
Changeling

As the corruption that slumbers beneath Nerekhall stirs, it seems to
spread among the populace. Whether the changelings, as they are called,
are demonic creatures that duplicate and replace innocent civilians, or
those civilians are somehow transformed into these awful beings, is
unknown. Either way, something must be done before all of Nerekhall
falls under their sway.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Countess Ygraine Cunningham

Haverford County has a poor reputation across Allerfeldt for unfinished projects. The old Countess Ygraine Cunningham's reinforced training hall for battlemages remains one of the few successful endeavors in the history of the County, most only lost coin. Haverford is now ruled by Count Oszric Cunningham.
Cave Spider

*"Of all Terrinoth's greatest dangers, its giant arachnids are the absolute worst. The best way to deal with them is to set the surrounding area alight. It's the only way to be sure!"* - Brightcarver's Bestiary

Large, aggressive, and frequently hunting in packs, there are few monsters more dangerous than the venomous cave spiders of the Shadow Peaks. In recent years they have spread far beyond their usual territory, and some of the spiders now hunt with numerous sticky webs...

## References

1. Heroes of Terrinoth
2. Descent: Journeys in the Dark (Second Edition)
SEMINA (single)

## SEMINA

"**SEMINA**" (샘이나, *saemina*) is a song recorded by Gugudan's second sub-unit, Gugudan SEMINA. It was released on July 10, 2018 as the second track on their debut single album, SEMINA.

## Audio

### Spotify

* Song
* Instrumental

## Lyrics

* Korean
* Romanization
* English

## Korean

너는 질투 유발자
너 자꾸 그래봤자
그럴수록 니 마음은 다 들키는 거야
날 좋아하잖아 좋아하잖아
난 니 맘의 파일럿
좋은 말로 타일러
결국 니가 도착할 곳은 난 걸 알아
날 빙빙 돌지 마 빙빙 돌지 마

Day day thinking love
난 니 맘속 Ranking one
Mayday 날 봐줘
신호를 보내는 너
[나영/미나] 넌 내게 오잖아 내게 오잖아
Please, don't make me jealous

[나영/미나] 샘이나 샘이나 (No no no)
[나영/미나] 웃잖아 웃잖아 (왜 왜 왜)
딴 곳을 보는 너잖아 질투가 나잖아
그래 봐 그래 봐 예쁜 날 놓칠 걸
(I'm so jealous)

[나영/미나] 숨 가빠 너 나빠 이런 장난하지 마
[나영/미나] 오지 마 아니 와 헷갈려 나
네게 자꾸 끌리는 나는 뭘까
내게 뭘 한 거야 넌 뭘 한 거야?

Hey stop 항복해
오직 넌 나만의 Target
어서 빨리 Time to pick it up
한 눈 팔다간 놓칠 걸
[나영/미나] 또 빗나가잖아 빗나가잖아
Freeze, don't move, I got you

[세정/미나] 샘이나 샘이나 (No no no)
[세정/미나] 웃잖아 웃잖아 (왜 왜 왜)
딴 곳을 보는 너잖아 질투가 나잖아
그래 봐 그래 봐 너 그러다 그러다 너
[세정/미나] 탐이 나 탐이 나 (너 너 너)
날 밀고 당기는 너 Woo yeah
그러다 예쁜 날 놓칠 걸 Ooh

그 눈빛은 뭐야 뭐 그리 복잡해
Love is complex, love is complex
사랑은 늘 그래 정답이 없는
미로 속의 낯선 모험일까
Whoa whoa

[나영/미나] 샘이나 샘이나 (No no no)
[나영/미나] 안달 나 안달 나 (왜 왜 왜)
이런 기분이 색달라 더 갖고 싶게 해
[나영/세정] 이러다 이러다 나 넘어가 넘어가 난
탐이 나 탐이 나
현기증이 나는 너 Oh 너
이미 넌 내게 온 거잖아

결국 너는 내게 올 거잖아
Goblin

Goblins are a small, nimble race with sharp features and vile
dispositions. Often underestimated due to their small size, they are
 dangerous, if cowardly, fighters. Goblins are smelly, small, and only barely intelligent. On average, goblins in Terrinoth stand shorter than a Dwarf and are usually possessed of a cowardly personality, a valuable instinct in a place where death is usually quick and painful. Lacking any real sense of courage or tactics, goblins usually attack in packs, raiding and stealing what they can before being chased off by the local guard or an angry farmer with a pitchfork. Though it seems they should be easy to exterminate, goblins are quite difficult to completely root out from their caves and homes. Breeding and maturing quickly, they can rebuild their numbers in a matter of months.

In their willingness to steal anything and everything they find valuable (mostly food and shiny things), goblins are more of a resilient, destructive pest than anything. Still, they must not be underestimated, for though they are cowardly, they can also be turned into a semi-coherent fighting force by a leader who offers the correct motivation.

## Goblin Witchers

*"Goblins' reputation for stupidity isn't really fair. You only need to face the magic of a goblin witcher to see they can be smart when there are shinies on the line." -* Brightcarver's Bestiary

Few would consider goblins intelligent enough to utilize magic. However, there are indeed some of exceptional cleverness who have managed to not only discover their sorcerous abilities, but also harness them to a degree. Adventurers who come across witchers often take them for mere goblin leaders, but soon learn better when bolts of energy are hurled their way. Like all goblins, witchers are cowardly and avaricious, but with their access to dark magics they are able to brutally slay foes from which most of their kin would flee in terror.

None are certain of how the more-than-slightly dimwitted goblin creatures managed to
discover and utilize magic, but no one can question the result. Though
blunt, brutal, and undeniably evil, these goblin sorcerers have proven
themselves equal parts vicious and effective, possessing a power most
believe to be far beyond their intellect.

## Goblin Tribes

There are many goblin tribes. Most are small, shortlived, and insignificant. Here follows a list of the most important tribes, in no particular order:

* Til Kahrik, tribe of the Kanzi Plains
* Shalla Drazar, tribe of the Burningstone Mountains
* Kol Akek, tribe of the Frozen Spires
* Yylmch Zar, tribe of the Everdark
* Hann, tribe of the Isarki Ruins

## References

1. Realms of Terrinoth
2. Descent: Journeys in the Dark (Second Edition)
3. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
4. Descent: Journeys in the Dark (Second Edition): Rise of All Goblins
5. Heroes of Terrinoth
Bloodguard

The Knights of the Bloodguard are an old and mysterious order of evil warriors. Quite who these terrible warriors are and why they seem to appear throughout history is unclear. In the earliest days of Penacor rule, King Arcus had vanquished a band of reavers operating under such a name, and the murder of King Daqan has also been attributed to them, among other atrocities.

When King Daqan was killed on a diplomatic mission in 513, it was whispered that the Bloodguard Knights had been hired to waylay and murder the king by none other than Baron Ulon Heronglade. Led by Waiqar, the Council took resolute action: it had Castle Heronglade razed to the ground and the baron seized. Ulon Heronglade never stopped protesting his innocence, even as he dangled from a cage from the gates of Archaut and slowly starved to death.

The mysterious Bloodguard Knights also reappeared during the Third Darkness, lending their lances to the dragons’ cause. Whether the Bloodguard Knights who harried Terrinoth during the Third Darkness held anything more than name in common with the ancient order is not known. It is safe to say that they were committed to wickedness, equipped in the manner of elite heavy cavalry, and happy to fight for the reward of magic runes.

By 1029, the armies of the dragonlords were greatly diminished. Those cities of Terrinoth that had not been burned to the ground were now ringed with so many archers and artillery emplacements that no dragons dared approach them. The Bloodguard Knights at this time vanished as mysteriously as they had appeared.

The Bloodguard Order has reappeared and disappeared many times in recent history. Their activity in Terrinoth seems disparate and random, but there must be some cause behind their terrible evils. Perhaps the answers are written in the secret Bloodguard Codex.

## References

1. Realms of Terrinoth
2. Heroes of Terrinoth
Reeda Wallis

*"You won't interfere with our great work!"*

Reeda is a Dark Priest whose path to forbidden knowledge is painted red in the blood of many innocents. She used to be a curator of Oszric Cunningham's collection of curiosities, but she has turned to darker studies.

## A Foul Ritual

Count Oszric Cunningham offered a handsome reward to any adventurers who could find a solution to the spate of disappearances in Haverford. A party of heroes took up the quest, and their investigation quickly turned up a name: Reeda Wallis. She was once a curator of Oszric's extensive collection of eclectic curiosities, and, as of late, obsessed with the legends of the Bloodguard, a cryptic and dangerous order. The last people who saw her insisted that she was acting strangely and keeping ill company. With no better lead, the heroes headed into the ruins that pepper the landscape near Haverford, following Wallis' last known trail.

Their gamble was soon rewarded: hiding away from prying eyes, they found men and women in dark robes with arcane implements arrayed around them. What's more, they spotted the missing townsfolk, bound and arranged just so; a dark sacrificial ritual was clearly taking place.

The heroes fought through the cultists and their monster minions, freeing townsfolk from several ritual sites throughout the ruins. Reeda Wallis employed foul magics to waylay the party, attempting to slay them as part of the ritual. The ritual reached fever pitch and life began to drain from the captives and the heroes as Reeda and her followers intensified their spellcasting.

Yet through sheer force of will, the heroes managed to drive away the last of the cultists, leaving Reeda and her broken order fleeing into the wilderness. Whatever they'd been attempting, it failed. Their would-be sacrifices made it safely back to Haverford. Oszric all but forgot that he hired the adventurers, but Countess Elena made good on her husband's promise of payment.
Marshal

A Marshal of the Citadel is a master of both combat and
knowledge, bringing justice everywhere it is needed. In the field, they
serve as judge, jury, and executioner and exercise their duties with
passion and haste. Marshals wander the lands of Terrinoth maintaining the Common Law of Daqan. Most are baronial humans, although it is not completely unheard of for people of the Free Cities to take up the badge of order.

## References

1. Descent: Journeys in the Dark (Second Edition): Manor of Ravens
Gargan Mirklace

Many years ago, a mortal warlock named Gargan Mirklace almost plunged all
 of Nerekhall into the Black Realm, a portion of the Aenlong bordering
the Ynfernael. Adventurers under the aegis of the Citadel vanquished
Mirklace and saved the city, but Mirklace did not die. Trapped in the
dark realm between the world and the Ynfernael, his body warped and
twisted over the decades. More powerful than ever before, he now reaches
 out, ready to finish the task he began so many years ago.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Moakileki

The lizard god, Moakileki, is an ancient figure of legend believed to have caused the downfall of the great lizardman empire. A beast of entropic glory, Moakileki is worshipped only by hateful and evil beings who seek the death of the world. Some say the last act of the lizardmen’s potent spellcasters, the Crystal Seers, was to cage Moakileki, giving up their lives in the last days of their empire to entomb the god somewhere beneath the jungles of Zanaga. Heroes seeking out the fabled bejeweled skulls of the Crystal Council may find themselves on the path to Moakileki—and, if they are very unfortunate, perhaps even to the giant lizard’s final resting place.
Blood Harvester

The backbone of most Uthuk Y’llan armies are the Blood Harvesters, a vicious fighting force of Ru Tribesmen. They are agile warriors, fighting with their signature scythes on the front line. Though they wear very little armor, it is their clever dexterity that preserves them in toe to toe fights with the Citadel Guard or Darnati Warriors.

More than their dexterity, however, the Blood Harvesters draw on ancient Ynfernael rites of blood magic. Blood Sisters infuse the harvesters' blood with demonic energies that allow the collective to become stronger with the death of the individual. When a Blood Harvester falls, it releases this power into their comrades, granting them a boost of dark strength. It is a common tactic of Blood Harvesters to send one of their own forward into battle, flailing in a mad rage until they are cut down, just to grant much needed power to the rest of their unit.
Queen Riya Penacor

King Jerlon's capable queen, Riya, was celebrated at court for her intelligence and charm, and their infant sons, Farrengol and Farrendon, showed every sign of becoming fine princes of the Penacor line of the realm of Talindon.

Love tore the realm apart, however, as it is ever wont to do. By all accounts, Queen Riya and the king’s greatest friend and highest councilor, Rusticar Lorimor, had fallen deeply for each other, despite their respective vows to husband and throne. When the king learned of this, his priests and advisors begged him to show no clemency, warning him that to tolerate such a betrayal flew in the face of the will of the gods and made him weak in the eyes of his people. But King Jerlon still loved his queen, and he grew melancholic rather than wrathful. He annulled his marriage and forever banished Riya and Rusticar from the nascent kingdom.

A large group of the king’s subjects joined Rusticar and Riya in exile, a strange happenstance that leads some to wonder if there was more to the betrayal than mere love. King Jerlon seems to have had trouble commanding the loyalty of his subjects, and this speaks to a lack of charisma or other weakness of character. Whatever the truth, Rusticar was to prove a great leader and Riya at least his equal in all matters. Shortly after arriving on the shores of the western ocean, they founded a legacy of their own that rivaled anything the Penacor line produced. This is, of course, the Lorimor Empire.