recursal/Fanatic-Fandom huggingface dataset:
Igron Peak

Near the Thera Mountains, but far into Drassfell Forest the swampland grows ever more treacherous. The trees grow less, and deeper in reeking pools of water become undrinkable. A thin, foul mist gives even the sunlight a sickly green hue. In the middle of this barren landscape stands a tall, solitary peak upon which sits a crumbling ruin.

This was once a beautiful Elven castle with towers of emerald hue and a warm glow, but ever since the Fall of Sylvanion the splendid colors have faded, the walls have crumbled and only gloomy arches remain. However, it has since been occupied by another tenant. Torug, the Black Death, has taken up residence in the derilict place. The walls are slick from where his slimy scales have rubbed against them, and the pools surrounding the ruin have become corrupted and caustic from his breath. Many adventurers and brave knights have come to the castle to rid the land of the foul dragon, but none have succeeded as of yet. Now only their bones lie in the acid pits surrounding his Lair.
Saviors of Shimmervale

The *Saviors of Shimmervale* are an adventuring group that was formed in 863 AA and continues to battle against a menace of Un-dead that is threatening the Eastlands.

## Members

* Halifax, Hill-Dwarf Druid of the Order of Caelareth
* Lithian Norvyre, High Elf Sorcerer
* Phundala "Fana" Galdorin, Forest Gnome Rogue
* Vall Homeseeker Balor, Goliath Barbarian/Fighter

### Former Members

* Jelana Angelorde, Human Bard

* Jibon de Chevrolet, Human Warlock (deceased)

## History

### Humble Beginnings

The *Saviors* met up by happenstance. Vall and Halifax had been traveling together when they arrived in Oaksby in the month Goldmoon of 863 AA. There they met Lithian, a free-lance tinkerer and Jelana, a traveling entertainer. They banded together when Damon Donegal entered the tavern where they were staying, closely followed by a pair of zombies. They did battle with the Un-dead, and agreed to help Damon free Donegal Quarry of more of these creatures. In the quarry they found a dark object, that would prove a lead to a much bigger adventure...

### A Meeting with Destiny

Lithian and Vall agreed to travel with Halifax to a meeting of his Order, while Jelana stayed behind to seek her luck elsewhere. On the road to Shimmervale Forest they rescued a traveling enchanter, Harper, who was being harassed by evil goblins, and they met Fana, a curious gnome who was interested by them and agreed to travel with them.

In the Forest they all attended a meeting of the Order of Caelereth, and discussed growing troubles, strange visions and the Un-dead, which apparently were also rising in the northern Mountains of Madness. Our adventurers agreed to find out what this Necromantic Beacon was about, and to possibly stop whatever or whoever it was that was responsible for them.

In Dunric they found out much, and it was here that they decided to name themselves the Saviors of Shimmervale, after the place where their quest together had truly begun.
Jerazhul

A small, thin figure is posing as a wealthy nobleman from a far-away land, all the while scheming with the lowlifes of the city. It might astound the nobility and common folk of Dunric of what is going on beneath their noses, but his true deception is far greater.

Jerazhul is in fact a powerful Undead. He is a Deathlock lieutenant of Azrexius the Hollow, a powerful necromancer in the Mountains of Madness who has recently begun his campaign to take over Eastern Aenín.

## Appearance

Jerazhul appears as a small, thin elf, very pale and dressed in dark blue and purple nobleman's robes. His hair is black and slicked back. His face is clean-shaven and sharp. He wears jewelry, bracelets and rings of some dark metal. He has a heavy iron cane that he seemingly walks with.

All of this is in fact a ruse, an illusion created by the deathlock to appear normal. His true form is that of an emaciated skeletal frame hung with deadly pale skin, the face a skeletal mask. His robes hang too wide for him, and his bracelets clink against his bones. His cane is in fact an arcane staff, used for his foul magic.

## Powers and Abilities

Jerazhul is a skilled magic user. He got gifted his powers by Azrexius, his patron. He also gained control of the Necromantic Beacons provided to him by the Necromancer, and is able to sense them wherever they are.

Jerazhul is also a skilled negotiator. He has many allies that help him. Apart from The Weave, who help him in exchange for coin (Jerazhul's currency is *very* outdated), he has a small group of loyal followers whom he promised a share of power once he gains control over the south. And he has control over several Ghouls, given to him by Azrexius.

## History

Jerazhul was once an Elven nobleman, who's history has been lost to time. What is known is that at one point he pledged his loyalty to Azrexius of Eregis, the Wizard-King, in return for everlasting life. He became a Warlock, and when he eventually passed a Deathlock, completely subservient to his master.

In 863, he came to Dunric in the hopes of placing Necromantic Beacons in the area and throughout southern Aenín, including one at Oaksby, to fit the area for a larger invasion. He had the help of The Weave, using them as smugglers for these Beacons.
Princetown

Low stands the moon on the horizon as hundreds of people march in silent procession. Blazing torches light their trail all the way from Si-Tahna, as they mourn their fallen king. They are headed for Princetown, ancestral home of the Royal House. There the King will be buried, as have been his forebears, and as will be his successors.

Princetown is the capital city of its namesake county, located on the edge of Drassfell Forest. It is neither the largest city nor the wealthiest, but it is rich in history and was of high importance in the shaping of the Kingdom Aenín.

 Location

Situated on the forest edge, the scenery is quite nice. The Road of Kings connects Princetown to the capital Si-Tahna.

## History

Back when the kingdom was new and not yet named Aenín, it spanned only from the forest to the nearest lake. Si-Tahna was nowhere near the sprawling metropolis it is now, but nothing more than a village bearing no name. It was Princetown that served as the capital. For many generations the Royal family had ruled the people with gentle hand from the low, stone brick castle. The city was named after the young princes that grew up among the townsfolk and brought smiles to the faces of toiling farmers.

But the kingdom grew and grew, and the nameless village on the lakeside became a more well-known center of trade. To cope with the growing changes the capital was moved, and a mighty palace was built to honor what would become a golden empire. However, some traditions never change. The burial mounds of the Royal House are still located outside of Princetown. Every time a member of the Royal family dies, a procession is held in their honor, and the remains are carried from the capital to the burial sites of old.

## Facilities

Mighty oaks shade the old palace that is the ancestral home of the Royal family. It is low, built from heavy stone bricks where ivy grows between. The city itself is not too big, but accommodates a healthy number of citizens. Before the palace is a courtyard, where still traditionally every year the Harvest Market is held.

Outside the city walls, not too far from the castle are the burial mounds of the Royal family. A small door in the outer walls connect the grave site to the palace.
Minstrel's Delight

Mistrel's Delight is an illicit substance in Aenín. It is a psychoactive, mild hallucinogenic drug used for recreational purposes. Appearing as a bright red/orange powder, it can be inhaled through the nose directly, or mixed in liquid and consumed. When consumed one experiences a party high, perceiving everything with intense brightness and feeling increases in energy, empathy and pleasure.

While illegal to sell or buy in most of Aenín due to its negative medical effects, including an addictive nature, it is still somewhat popular among nobles who like to attend parties. These nobles are willing to pay in back-alleyways or for discreet delivery, and small doses of the substance have a high value on the black market.
Jelana Angelorde

Jelana is a human Bard, originally from Belóna, but traveling all through Aenín. After arriving in Oaksby after her travels, she briefly joined a group of adventurers and freed Donegal Quarry from an incursion of Undead.

## Backstory

As told in her own words:

I never knew my parents. From a young age, an elderly couple who couldn’t have kids took me in as their own. Gale and Gloria Angelorde lived in a mansion in Belóna county where I was cared for very well. I always enjoyed going out in the streets of Meloran to watch the street performers, and loved singing and dancing along with them. My foster parents noticed this, and to my great delight they hired a teacher for me, Antonio. He was a firm but fair man. Although at the time I thought he did not have the “spirit”, I think I learned a lot from him (and maybe had a secret crush on him). And I still carry the flute he gave me.

One autumn, some years ago, my foster parents both passed away a few months apart. Having nothing new to learn and no other connections in the city, I left my hometown behind in favour of the open road. I had felt the touch of the heart, and was now searching for my one true love. I have been all across Aenín, wooing many a pretty face, and helping innocent souls (I mean, I do have a reputation). But, alas, I never stayed with one person for more than a week; they were not the one.

When I was in Gellarney Port, I spent an evening with an elven lady (Caelynn, I think it was). Trouble was, however, she already had a lover. (I mean, he wasn’t likely to join us, so… ) When he came back to find his girlfriend and me together, he was not amused. He chased me out of the city and threatened to tragically disfigure me if I ever came back or laid eyes on her again. So now I've ventured to Oaksby, wondering where my journey will take me next…
Alpheios

Alpheios is one of the Seven Isles in the Aegaic Ocean. It is the tip of the three islands know as the Triangle. Three days of sailing southward from Inachos will get you to Alpheios. This island, though smaller than its brother, houses more notable and wealthy citizens. Dubbed 'The Island of the Rich' by commoners, it is mostly a vacation destination for lords and ladies who wish to retire from everyday life for a while. Home to many resorts and mansions created by the wealthy, Alpheios attracts many of these people because of its natural wonders. A picnic by the Arcadia Waterfall can certainly be recommended.
Teglik Gnifflebeard

A small figure steps forward. Leaning on a wooden stick he shuffles into the light. Half as tall as the count, but four times as old, it seems. Blue and green robes hang about his frail physique. A white pointy beard curls forward underneath a big hearty smile. His face speaks of wisdom beyond years. The count leans down to bring his ear towards the bearded gnome. He smiles. "Thank you, adviser."

Small in stature, the adviser of the Count of Lirra is by no means diminutive. His long years of service speak of prosperity and wisdom for the land. Teglik Gnifflebeard is truly a sage.
Groth

Wooden bridges span across the river and the beginning lake, and on either side tall buildings of seasoned wood stand as proud as the many merchants that call Groth home. Dozens of boats are moored on the banks of the Anadurna, stuffed with all kinds of wares. Pelt traders from the wilds up North, loggers from the woods out East, fishermen from the lakes just West and nobles from the estates down South come here to buy, sell and trade everything. This is Groth, greatest trade center in all of the North, capital of Hedurna county.
Thera Mountain Range

A mountain range to the southeast of Aenín, just above the ocean and west of the great forest. They are named Thera.

## Locations

These mountains form a solid spine through the southern landscape. Its tailbone extends into the seaside slopes of Odyssa, where they form a friendly horizon. To the west the evergreen expanse of Drassfell creeps up its sides, the mountains acting as a barrier between the trees and the grassy hills of Taurell on the east. The head of the mountain range is located south of the Great Green Road that connects the Eastlands to the western world. The northern peaks of the Thera mountain range are steep, shrouded in both mist and mystery. These airy peaks are home to a secluded monastery, the monastery of Bor-Shasa.
Drassfell County

In the middle of the land, the Drassfell County encompasses the bulk of Drassfell Forest. Numerous rivers and streams make the underground into a nasty swamp, where travellers may tread the treacherous ground carefully or drown. At its heart there stand trees as thick as the main road to the Royal Palace, and as tall as its towers.

## Government

Drassfell is one of the many counties of the Kingdom of Aenín, but a very special one. Special in the sense that it has no citizens. Drassfell is one of the largest counties of the Kingdom, but it is all woods. The ground is treacherous, and the Fae make even the air unsafe. That is the reason most woodland people live in towns and cities in bordering counties, such as Belóna, Princetown or Korgarok.

There is the random exception, though. Drassfell has a count, named Lord Tempus. He is an old man, who treats these woods like home. He is as odd as the land he lives in, and spends his days drinking tea he makes from plants around him. The King regards the woods as no use to him, but they are part of his Kingdom, so he had to appoint a count. Thus, the ancient hermit that already lived there got the titles of Count of Drassfell, Keeper of the Royal Timberlands. Oldron Tempus has no regard for these titles, and sees himself more of a self-appointed Guardian of the land rather than a lord instated by any monarch.
Evermist

Between the valleys of the Mountains of Madness ancient cities lie. Once Elven settlements of great beauty, now gloomy mazes of dark alleyways at best, and haunted ruins at worst. At its borders, at the foothills of the Mountains, small streaks of sunlight still pierce through the clouds. Once in the valleys between them, even that is lost. Thick clouds of shifting fog obscure the peripheral of any travelers, and it is reflected in the bleak eyes of the inhabitants. Townsfolk mill about aimlessly, only the unusually bold daring to hope for better a future.

## History

No written history of Evermist remains, only rumors and tales that are shrouded in as much fog as the land itself. They speak of the time of the Great Unity, where in a time filled with conquest and long deliberations a man approached the King out of nowhere. Count Bogdavich, he called himself. Where he came from no one knew, or for what purpose. He asked for nothing, only that he and the small lands he possessed may become part of the growing Kingdom.

Many years have passed since then, and the only thing that has changed is the King in Si-Tahna. From his home in Seleth Lune Count Bogdavich is ever vigilant, watching over the land from the balconies of Castle Rodenburg.
Crown's Guard

The Crown's Guard are the main militant force across all of Aenín, tasked with keeping the peace. They can be found as common towns guards all over, or accompanying travelers and merchants on the road. When there is war in Aenín, the Crown's Guard will form the bulk of the King's Army. Because Aenín is quite large, and it's government different per county, the appearance and skill of Crown's Guard everywhere can differ a bit.

### Eastern Aenín

In the Eastlands they are also called *Gardai*, and they wear mail with a green tunic underneath. A clasp formed as a crown on an oak leaf is their symbol. Captains wear verdant capes fastened with golden leaves, while a simple watch might wear a commom steel leaf pinned to his hauberk.

### Si-Tahna

The Crown's Guard of the City of a Thousand Towers are called the Dawnwarriors, and they act as the King's personal guard. They each wear a shining golden sun as their crest. Only the most elite of these warriors are tasked with guarding the Royal Palace.
The Keys

The Keys are a series of three islands in the Aegaic Ocean. Known for its rich variety of spices, it features many acres of plantations and a large, wealthy trading outpost. Rich merchants visit here often to come and trade. The Southern Federation has a somewhat large presence here.

## Geography

The Keys are located east of the Seven Isles of Thrai, about two days sailing from the most eastern Isle, Evrotas. It features three main islands, as well as several outcroppings of rock that jut out of the ocean. The shores here are rocky as well, and treacherous too close to land.

The top island is the largest of the three and has the most spice plantations. There are some housing estates of wealthy merchants here as well. South-west is a smaller island, and here sits a fortified trading outpost. It has a harbor that could accommodate several larger vessels, and wooden palissades to guard it from pirates. To the south of that is the last and smallest island. Here, in addition to the spice plantations, the people grow food and herd some cattle to provide food for the outpost.

## Trading Outpost

The trading outpost is about the size of a small town. It has a wall of thick wooden palissades around it, weathered by the salt air, to keep out pirates and others of ill-intent. Its harbor is somewhat large and could accommodate several larger vessels. It usually has at least one Southern Federation frigate docked there. The harbor, and the town itself, is guarded by Federation mercenaries.

The Keys are made rich by the spice industry, and it features mostly establishments that cater to the more wealthy purchaser. Most common goods could be found here, but at an up-scale price because of the remote nature of the outpost. The town also has a small church with a steeple, and one tavern; the Cinnamon & Sugar.
Ash Malhotra

Gwendolin

Dr. Ashwin "Ash" Malhotra behauptet, er wurde von unserem botanischen Team durch die strategische Anwendung von "meiner Gitarre und einem besonders nervtötenden Lied" nominiert. Weitere Nachfragen haben wir nicht gewagt. Malhoras Fachwissen, wenn es um terrestrische und Exo-Botanik von Mars und Europa geht, macht ihn jedenfalls zum idealen Betreuer möglicher botanischer Entdeckungen, die wir auf Alpha Centauri zu finden hoffen.

*"Ich habe meinem Mann gesagt, dass IASA mich ins All schießen will. Ich habe ihn noch nie so glücklich gesehen."*
Amir Nasheem al-Harrake al-Ankodim

Amir Nasheem al-Harrake al-Ankodim, *Sultan of the Dune Seas, Malik el-Danqishif, Lord Potentate of Chara-el, Benign Governor of Sal-Ihirah, Master of the Sands, Ruler of the Desert Lands, His Eminence,* is the ruler of the vast lands to the south of Aenín. Her sits on top his pillowed seat in the Sapphire Palace in the center of Sal-Ihirah.

 History

## Personal Information

### Appearance

Amir Nasheem appears as a human man in his late forties. His skin is the same shade of brown that is prominent in all the southern lands. A black, carefully groomed beard adorns his chin. He is not a tall man, reaching only a height of 1.54 meters. However, what he lacks in length, he makes up for in girth. His belly accounts for quite a bit of his overall physique, result of many years of a wealthy and worry-free life.

He is garbed in the most splendor you have ever seen. A tall turban of green and purple, trimmed with actual gold rests atop his head. His robes are a display of color, flowing across his chest and over the cushions of the throne he sits on, making the sultan appear somewhat taller than he is. His pantaloons are wavy and broad, made of the finest silks. His shining slippers, curved at the tip, are polished to the extreme. Clearly they have never stepped outside of the palace.

### Personality

The Sultan has grown up in luxury, and it is all he knows. Servants everywhere, soft pillows and cushions, and all the food he wants, such is the way in the Sapphire Palace.

### Powers and Abilities

Amir Nasheem is not an adventurer. He would rather rely on advisers and servants to aid him. His strengths lie not in the physique, and not even in the magical. His power comes from the realm he leads, and the politic aptitude of a leader.

## Bonds

### King Thanebrand II

Since the Great Unity was signed, the lands south of the Anadurna are part of Aenín. Thus, the Sultan of the Dune Seas owns his allegiance to the King in Si-Tahna. Often Amir Nasheem mutters and complains to his advisers of the time of his great-great-grandfather, who still had absolute power in his realm.

### Grand Vizier

The Grand Vizier is the Sultan's most trusted adviser. He stands by his pillowed seat, aiding the sultan in all matters, internal or else.
Phundala Galdorin

## Fana

Zataro, older brother

Ollia, older sister

Findelar, older brother

Allina Calonar Fana Galdorin Janali Lendoren Phundala Ruherit Ventaloria, more commonly known by the name Phundala Galdorin, or Fana, is a Gnome Rogue and member of smuggling organization The Weave. After traveling to Shimmervale Forest to meet new and interesting people, she joined up with a group of adventurers, who later became known as the Saviors of Shimmervale.

You shouldn’t be afraid of her, as she does not want to scare you. She just wants to meet you, learn from you and share a meal.

## Backstory

Fana grew up in a community of Forest Gnomes in Drassfell Forest as the second daughter of Dalor and Minu, and younger sister of Zataro, Ollia and Findelar. But after 25 years of living in the same community she felt that she was missing something. She wanted something new, but just didn’t know where to go to find it, certainly not in her community. She went to ask some of the others, and they knew of the feeling she expressed and told her to go roam the world for a couple of years. Fana foolishly decided that rations for a few days would be enough for the journey.

These rations quickly disappeared and Fana had to find another way feed herself. Luckily she found a village quite quickly and joined some farmers in their meal. She didn’t realise they didn’t know she was with them, and when they figured out where that missing stool went Fana was chased out.

Over the years she managed to survive by having other people “share” their gold and rations with her. Over the first year she collected multiple nice looking items that she didn’t know what to do with, and they seemed too nice to just throw away. Luckily she found someone in Galvia who could help her. Guladuran is a Drow, who in addition to teaching Fana about cities, introduced her to The Weave.

During her travels I have met many new and interesting people, I’ve met Hill Dwarves, Humans, Halflings and Drow. Another friend she's made is Iona, a human logcutter from Gellarney Port. She told me of another race that I’ve not yet met, she called them ‘Wood Elves’, she also said that the closest place to find them would be in Shimmervale Forest. So, Fana set off on her journey to find new things.
Becka Bones

Becka Bones was a wizard and buccaneer during the Golden Age of Sorcery. A great inventor and scholar, she left her mark on Aenín, and particularly the Aegaic Ocean in more ways than one.

## History

Born as Rebecka to a wealthy family in the human Republic of Illion, little is known of Becka Bones' life before she took to sea. She made a name for herself plundering every town on the Coast of Wonders, and even upriver along the Anadurna. Soon she had amassed a vast amount of wealth and was known as the 'Queen of the Aegaic'. She was part of (and rumored to be the leader of) the Coalition of the Brethren that took Scamandros Isle, and later settled on that island with her treasure. It was during this time that she wrote a number of treatises on Magick and Marauding and created some of her more well-known artefacts.

Of her death preciously little is known. Some say she was murdered in her sleep by a rival privateer, others claim she never died and lives on in a demi-plane of her own creation. The only thing known by scholars today is that at a certain point in Becka Bones disappears from the history books.

## Ship

Becka was well-known as a wizard as well as a pirate, and her ship reflected this. The *Indigo Aurora* was a shining display of her craft and cunning. Adorned in gold and amethyst she was called the 'Jewel of the Sea' by some. She had a high aftcastle and tall forecastle, and her bowhead was a golden phoenix. Her hull was armored with magic, allowing for magnificent gold decorations upon her purpleheart boards. She was said to be able to control the winds, and always run before a gale at the command of her captain.

Becka created many wondrous items, and the Arcane Cannons aboard her were armaments of her own design. They could shoot lightning and fire, and their likes aren't in the world today.

## Legacy

Much knowledge from the Golden Age of Sorcery has been lost. Pieces remain, including some of Becka's works, but no one has been able to recreate her designs. The magic objects she created appear from time to time, wondrous items and artefacts, but they are quite rare.

No one knows what happened to her castle and treasure. They are doubted to still exist, but no one has ever made a claim of finding her hoard, or even a remnant thereof. Of her ship similarly few is known, but it is a popular opinion among sailors that before she died, Becka transformed the *Indigo Aurora* into one of the famed Bones' Bottled Boats. The validity of these claims is debated by scholars.

## Notes

A/N: Becka's name was inspired by an artwork by artist Bob Kehl
Hobo Wizard

The Hobo Wizard is a strange and elusive person? creature? thing? Yeah, let's go with that. He shows up randomly to harass adventurers as they are traveling on important business and tries to sell his weird wares.

## Appearance

A typical appearance of the Hobo Wizard consist of him jumping out of nearby bushes, out of a previously thought-empty closet or locked chest, or just out of a spontaneously formed cloud of smoke. Immediately after he will threateningly wave a wand that looks like a stick, a rubber ducky, a banana, or a similarly comedic implement in front of him and shout in a gruff voice: "You wanna buy a [...] ?"

The Hobo Wizard's face is always obscured by a big beard and bushy eyebrows, as well as the brim of a humongous wizard's hat, the point of which is very long, thin and crooked like the Hobo Wizard himself. The beard, which also covers most of his upper torso, is very thick and often has broken twigs and leaves still sticking in it. His frame is that of a frail old man that a light breeze could blow over. The only clothes he wears are an artistic and carefully placed leaf to cover the unmentionables, and a very long overcoat, like a trenchcoat, which he wears over everything and in which he stores his weird wares.

## Hobo Wizard's Discount Wares

The Hobo Wizard is always looking to sell the strange objects he carries with him, claiming they are having a sale and will offer a discount. Items include, among others:

* Hobo Wizard's Discount Wand of Magic Missile (which he often waves in front of him in a threatening fashion)
* Hobo Wizard's Handgun (which shoots an actual arcane hand)
* Bananaphone (which can be used to communicate, but could also be contacted by telemarketing)
* Hobo Wizard's Discount Healing Potion (which is a standard healing potion, but is so nasty it often leads to barfing the entire potion back up with no effect)

He will sell all these items for the same exact price.

## Author's Note

The Hobo Wizard was inspired by several characters: a particular character drawing in JoCat's Crap Guide to D&D series (from the wizard episode), as well as the Extortionist Hobo character from Door Monster.
Konstantyn Bogdavich

Count Konstantyn Bogdavich. A man whose past is shrouded in as much fog as the land he lives in. Rumors speak of the time of the Great Unity, where in a time filled with conquest and long deliberations a man approached the King out of nowhere. Count Bogdavich, he called himself. Where he came from no one knew, or for what purpose. He asked for nothing, only that he and the small lands he possessed may become part of the growing Kingdom. Many years have passed since then, and the only thing that has changed is the King in Si-Tahna.

## History

Once a nobleman from a small city whose name has long been forgotten, his lust for power only grew, until at last he made a pact with the Dark Powers. Now he continues to rule over his domain in the Mountains of Madness, neither living nor dead.

## Personal Traits

### Appearance

A carriage pulls up on the driveway of the castle. Four horses, black as the night, pull it, two by two. They are driven by a man clad in suit and top hat, his face pale and gaunt as the night. Behind him black panels with gold detail, and curtains of blood-red velvet shield the passengers from the outside world. The coachman opens the door, silent as the grave.

Out strides a man, tall and handsome. His figure is long and lithe, yet his chest looks powerfully built. He is clad in dark, elegant clothes. Black, with red accents, over a white frilly shirt. Long pale hair falls back over his black cape lined with red velvet. Piercing blue eyes belie nothing of their true, red, nature. Sharp features make his face, his cheekbones angled and his lips thin. Hiding behind them are the sharp fangs that reveal the true nature of the Count.

### Personality

Power. All of it. An unending hunger for power. That is what drives the Count. Not in lands or money, oh no. Power, real power, lies in the control of people. Making others do your bidding, that is power.

He thrives in his homeland, those dark and bleak valleys shrouded in thick mists. From the balconies of his Castle Rodenburg he watches all beneath him in his city of Seleth Lune. There he feels truly powerful, as he watches the souls of his subjects slowly be broken, corrupted by his foul presence.

Outside of Evermist, he always tries to gain new souls to conquer. Often he makes journeys to the courts of other nobles, where he then influences them and the others living there. He is also an honored guest at the Royal Palace. What horrors he has already wrought there...

### Powers and Abilities

The Dark Powers to which Count Bogdavich has made his pact are powerful. Other than extending his lifespan, they have granted him supernatural abilities. The Count's physical form is heightened, so he can perform incredible feats of strength and dexterity, and he can climb walls as if he were an insect. He can change this form at will to appear as a bat, or even as thin air. The Dark Powers even let him perform acts of magic and powerful spells.
Caradah

The sun shines ever bright and unforgiving over dunes, seas of sand. One would expect these parts to be inhabitable, but one would be mistaken. No small towns or nomadic tribes are here, indeed. But before Aenín's southern border, in the Valleys of Sand, stand the grandest cities known to man.

The Dune Seas of Caradah are named after their most heavily populated county. Caradah is the sprawling hub of city life of the desert. The largest of the Valleys of Sand lie within, and also the Sultan sits here on his pillowed throne. The many grand cities are the pride of the South, most notably Sal-Ihirah, the Desert Sapphire.
Seven Isles of Thrai

Dotted throughout the Aegaic Ocean are a series of jungle-covered isles. Seven of them, they form the county of Thrai. They are: Inachos, Alpheios, Eridanos, Xanthos, Evrotas, Gygas and Scamandros.

## Geography

The Isles were formed by intense tectonic activity eons ago, which has resulted in the formation of a series of ridgelines that jut out of the water. Years of geographic change later, these mountains are still the most prominent feature of the islands, though there are now flatter pieces of land as well.

Due to the warm tropical climate, dense jungles cover the inland of the Isles. They are home to many diverse species of animals, as well as darker things that thrive in these types of environments. Some say there are temples to a forgotten god, hidden deep within...

## Government

Thrai is one of the many counties of the Kingdom of Aenín. It is ruled from the capital city of Mykenai on Inachos Island. A mighty fort stands atop a hill just outside the city, able to withstand a massive naval assault. That is where the count sits, and where his office is located.

The count is Captain Briggman, a retired privateer captain, and High Admiral of the King's Navy. He rules both the land and the sea with iron fist. Once, he actively delivered justice from the muzzles of his cannons aboard the *King's Courage*, now he mainly sits behind his desk within the fort. Called 'the Scourge of the Sea' by some, he is every pirate's worst nightmare. In his glory days, he hunted down and sank many ships, nearly halving the entire pirate population all by his own. Now, whenever a person even remotely affiliated with piracy stands trial before him, the hangman already cracks his knuckles in eagerness.
Goblins

Goblins are a race of diminutive green humanoids, that live throughout Aenín. They are closely related to orcs.

## Tribes

Most goblins are wicked and cruel and live in primitive tribes, scavenging and stealing for food and valuables. These goblins sometimes have large ogres among their tribe serving as muscle, and they occasionally form alliances with bands of orcs.

### Tribe of the Hills

In Merryville county there roams a tribe of wicked goblins and ogres. They roam about the hills, capturing innocent travelers and claiming their belongings for themselves. In the month Goldleaf of 863 AA they captured Harper, a traveling enchanter, on the Shimmervale Road, in order to pillage his cart of magical items.

## City Goblins

There are also more civilized goblins, that live in the cities among other races. They might have rejected their former lives in wicked tribes, or they might have grown up among in cities and established their own line of kinsmen. Regardless, when unknown in an area city goblins are often mistrusted by the other races because of their green skin.

Examples of city goblins:

### Wyjlana

Goblin shopkeep of *The Cork and the Cauldron* in Ithildris, a potion shop she opened with Grumush, a near-sighted ogre, after they both escaped their old clan.

### Cragragg

Late goblin inventor of the Society of Rubixs from Taurunn. High-esteemed.

### Crajilk

Grandson of Cragragg, and now master artisan for the Society of Rubixs in Taurunn.
The Fae

The Fae, or the faeries as they are called in this tongue. They are a small, but powerful people. A single faery may be no taller than the hand of a maiden, but the colonies they live in often occupy the entirety of one Drassfell tree.

## Appearance

Fae appear to a mortal man as nothing more than a flickering light at the corner of their eye. Small purple, green, or orange specks that dart between the dark trees. Only the lucky will ever see the true nature of the faeries.

If you ever happen to see one up close, you will see a frail, feminine creature, no taller than the fair hand of a maiden. They dress little, and in the natural greens of the forest, using their environment to their every benefit. From their naked backs sprout a pair of thin membranes, comparable to butterfly wings, varying in height, width and color and making every faery unique.

## Behavior

Sure thing, flying is their preferred method of travel. They love playing in the forest, chasing one another through the twilight. When they happen upon any mortals, they also play their silly games with them. The faery will wait, then lighting their faeryfire to grab attention. Once the victim chases the lights, they dim again, only to appear a ways away. Then they watch and laugh thier naïve smiles at the confusion, as innocent travellers stray from the path and get hopelessly lost in the woods.

## Society

The Fae have organized themselves into multiple hives. Each folk, as one such hive is called, is ruled by a Monarch. They form a close community, each faery filling a specific role in their society. Their social status is determined by the grandeur of their wings. A lowly worker might only have the wings of a common house butterfly, while the Grand Monarch has the most beautiful of all Fae.

## Home-Trees

The faery Home-Trees are a sight to behold. Trees as thick as the main road to the Royal Palace, and as tall as its towers. These hives are arranged accordingly to Fae society. A single staircase winds its way around the center of the tree, every so often sprouting narrow pathways that branch off this main pillar. Wooden floors, still alive with the tree, divide the hive into multiple levels. The lower levels have many chambers with low doors, where only the worker faeries with small wings can pass. Each level you go up in the tree, you also go up a social level. The doors grow bigger, the hallways wider, and the decorations ever more splendid. At the very top, under a roof of twilight canopy, is the throne room.
Shamal

Shamal is a town on the river Tifrat, on the other side of the Golden Mountains from Hedina. Here small boats with large sails called *dhow* sail from the Bay of Habdulla, delivering goods that are then loaded onto camels and taken inland in long caravans.

Shamal is primarily a town of the Camel Riders, but some nobles also have estates here. One of these is Hasan el-Shahid, the grandfather of adventurer Zaïd el-Shahid.
Lithian Norvyre

## Lithian

Lithian Norvyre is an elf sorcerer and tinkerer of the Society of Rubixs. After traveling to Oaksby for a job for his Guild, he joined up with a group of adventurers, who later became known as the Saviors of Shimmervale.

He is, in fact, a High Elf of the descent of Sylvanion, although he himself does not know this.

## Backstory

Lithian learned at a young age (~20 years old) that he was quite different from others. Other Wood Elves looked at him like a foreigner, although he had lived in the same city as them for his whole life. His skin colour was lighter than that of most elves around his and his hair more like silver than black or brown. His father, Rynian Norvyre, told him that when he and his mother Arilynn returned from an expedition one day, had found him left alone near some ruins. They had been looking for stuff to use in some new kind of mechanical invention of theirs, for they were part of a rare enclave of The Society of Rubixs, the tinkerer’s guild, in the city of Taurunn.

They introduced Lithian to the tinkerer's guild as well, and here he met his (since then) good friend, goblin and teacher Cragragg. He taught him about the craft and his weird contraptions. During one of those days, he showed an invention using old magical crystals, retrieved from one of the ruin explorations. After coming into contact with it, Lithian received a weird dream/vision about some elven city in the mountains, which beckoned him to return, with Draconic letters spelling out “East”. He did not recognize anything from that city, but still felt a kind of familiarity with it. Since then, Lithian has felt some connection with sorcery. No other vision has occurred since then.

Cragragg passed away at the very high age of 65, for apparently living with elves did some good for him. He did not have many children and grandchildren, and most of them left to live in Warrict. Lithian does have some contact with a grandson of his, Crajilk, now 25 years old and also working for The Society in Taurunn.

Around the age of 95, his parents returned to the ruins to find the origin of his sorcery, but never returned.

Lithian, now age 106, was wandering around the land, slowly trying to get any kind of information concerning the ruins and his origin. He made his day by day living using his tinkerers knowledge, with the help of some small sorcery. The fact that sorcery is involved in his repairs and tinkering is something of a secret, as Lithian does not want to frighten anyone.

His latest assignment was to repair a one of a kind mechanical stonecutter in Donegal Quarry, a dwarven mining operation about an hour away from Oaksby. As a thank you, the owners paid a room at the Golden Goose inn for him, before he continued his journey.
Bones' Bottled Boat

A rare magic item, several of these were created a long time ago by the pirate-wizard Becka Bones.

[It is also a D&D home-brew magic item]

## Description

A clear glass bottle contains a miniature ship on flowing water, seemingly running before a gale. The cork stopper is sealed with a blue-ish green sealing wax. While inside, the ship is immune to all damage, as well as to aging or weathering. Once the stopper is removed from the bottle, a burst of seawater is released, drenching everything nearby, and the ship will grow to its full size. If the bottle is opened in a space smaller than that of the ship, it instead magically explodes outwards, and the ship inside shatters and is reduced to splinters.

Various sizes of Bottled Boats exist. The largest contain entire warships while the smaller and more common contain only rowboats.
Emmett S.

Emmett S was a contestant on Big Brother 1!

Emmett placed towards the bottom for the first HOH competition but lucky for him he was not an initial nominee. However, after Raul was vetoed by Wakiza he was named the replacement nominee by Israel. He was then evicted by a vote of 5-4-2 against Andrew and Jalen.
Jr'myeh

Jr'myeh is a green Grung pirate and adventurer.

Pler’tnar, blue Grung caretaker

## Backstory

Jr'myeh was born to two red Grung and raised by his caretakers Ki’nar and Pler’tnar (blue Grung) on Penpahg D'Ahn. He was blamed by Na'too'mar (the gold Grung ruler of the island) after failing to look out for rain (it hadn't rained in a week). He was sent away from the island to go find a way to regulate the rainfalls on the island.

He went out on a small raft to go find where the rain came from, but was soon picked up by a small boat, the *Yellow Rainbow*. There he learned common from his teacher, Bran, a sailor-turned-pirate from Galvia. Additionally, he taught Jr'myeh patience, and to look out for the drunk sailors. As Bran was the ship's cook, he was responsible for the inventory of food and drink. From him Jr'myeh learned how to act drunk but still be capable of doing his normal duties. During the 3 years they’ve been together they’ve had their share of robberies, piracies and other issues. Howeverm their time together got tougher when the *Yellow Rainbow* was shipwrecked. During the wrecking Jr'myeh was in the crow's-nest with the captain’s spyglass, which he kept to return to Gerald Greensaw in case he ever sees him again.

This is how Jr'myeh and Bran ended up on the *Wind Raider*, Jr'myeh as lookout and Bran as cook. They have both only been on this ship for about 2 months and they’ve only been allowed to be here because Bran knows the captain, Antoinette Luxford, and managed to get us a job there. Over those years together the drunk master has taught Jr'myeh all he knows, and thus he’ll have to explore and learn more by trying.

Him and the other lookout on the *Raider*, Lidda, have a little bit of rivalry going on. They challenge each other to spot things in the ocean or on land the ship is passing. The current score is 64-57 in Jr'myeh's favor.
Eilistraee

Dancing underneath the moonlight you see her. Through the glade, underneath the willows, stepping lightly in the mist.

Eilistraee, the Dark Maiden, is the Drow goddess of beauty, song, dance, swordplay and the moon.

## Appearance

Eilistraee appears as a beautiful elven maiden, naked but for her long silvery hair that flows like moonlight around her. She mostly appears dancing, often with a slender longsword in her hand. It is said her beauty is beyond compare. She always appears from afar, only gracing a select few with her presence.
Gate of Narnmor

A crumbling ancient archway serves as the entrance to the ominous gloom of Drassfell Forest. Once the Gate of Narnmor granted access to the Elven lands, but now its enchantments ly dormant.

Where once the stone arch stood tall, now two pillars are all that remains. The left one is taller than the right, and some of the ancient runes can still be read upon it.
Walker

Walker is a contestant on MJF Big Brother 3!

After not voting in the week 3 eviction he received a penalty strike!

After not voting in the week 5 eviction he received his 2nd penalty strike!

Due to Walker surviving an eviction prior to the Final 10 he technically received a Golden Key despite the twist expiring minutes after he was saved in the Week 4 eviction!
Applegarden

Applegarden is a small town in the county of Taurell. It sits along the Great Green Road, where it disappears between the trees of Drassfell Forest. It is a merry old town, filled with busy taverns to welcome travelers to the Eastlands, or bid them a last farewell before they enter the mysterious woods.
Lakelands

To the West, you will find a stretched strip of land, a little hilly, but mostly flat, dotted with dozens of sparkling blue lakes. Coursing through the land is the glistening snake of the Anadurna, the giant river that connects the World.

## The Lakes

Five major Lakes are distinguishable, bigger than the rest.

### Aegos

First is Lake Aegos, closest to civilisation and on its shore sits the magnificent City of the Sunset.

### Bergunost

Southernmost of the five is Lake Bergunost, the Anadurna flowing South from its aquamarine waters.

### Edurna

Bordering these two is the giant Lake Edurna, nearly twice the size of the rest.

### Dragost

On the other side of it is Lake Dragost, the Northern Lake. Here the Anadurna connects, flowing down all the way from the Mountains of Madness and emptying its waters in the Lake.

### Corduros

The fifth Lake stands apart from the rest. Further to the west, surrounded by all kinds of smaller lakes, you can find Lake Corduros.

## Culture

These lands are sparsely inhabited. Most people live in the great City banking the lakes, but some prefer the country life. Flocks of sheep are herded on the grassy slopes between the lakes, and some boats roam the waters in search for fish, but there is not much else.