recursal/Fanatic-Fandom huggingface dataset:
Valikor Rivermane

Valikor was one of the original leaders of the Dread Cult. The Dread are a cult of Dragon worshipers in Terrinoth. They plotted to bring back the chief of the dragons: High Lord Margath, who they believed was not killed but instead imprisoned. The cult originated as a splinter sect of the Cult of Kellos, and operated from a secret lair in the crypts of Vynelvale. The modern form of the cult is a split which has different goals to the old order, wishing to enslave Margath rather than free him. For this reason, members of the original cult including Valikor and Lilith sealed away the most secret and important relics and knowledge of their order in the Chamber of Knowledge which was hidden away behind traps and riddles in the crypts.

To protect the Chamber, Valikor preserved himself with the dark art of Flesh Moulding. He rotted away for hundreds of years in that crypt before he was disturbed by a band of heroes including the Kellos priest Kristoph. He was finally defeated in that Chamber, and the heroes took the shard of Coravim that he guarded so stubbornly.

## References

1. Descent: Journeys in the Dark (Second Edition): Embers of Dread
Uthuk Berserker

Frothing with bloody frenzy, Uthuk berserkers hurl themselves into the press of combat, craving only to hack apart their foes. Touched by the demonic darkness of the Ru, these Uthuk warriors have given themselves over completely to mindless savagery. Forsaking the discipline of drill and formation, as well as armor and shield, scorning anything that might slow their headlong charge into the fray, they become depraved murderers in combat.

Berserkers all bear the distinctive Uthuk bone spurs that jut from their flesh, each horrid spike the result of Ynfernael corruption. These fearsome spurs can be deadly in the embrace of melee, where opponents are shredded simply by getting too close to a berserker’s thrashing form. For their actual weaponry, berserkers tend to favor the largest and most vicious items they can find, such as crude hook axes, sawtooth blades, or spiked hammers. In battle, these tools of war create a crimson mist around berserkers as they dispatch their adversaries as messily as possible.

Even when not in battle, berserkers carry an air of violence. Once Uthuk warriors become berserkers, they have embraced a destiny that can only end in their own bloody demise. Berserkers’ only desire is to charge screaming into the midst of the enemy and murder everything within reach until at last they themselves are cut down, to join their victims in a sea of gore.

The Uthuk Y'llan Berserkers become feral from infancy, battling the foul beasts of Ru Steppes just to survive. Tribesmen of the wastes comprise most of the warriors in the hordes of the Uthuk Y’llan, taking up whatever weapons they can find. In battle, the Berserkers are whipped into a frenzy by the witches of the Blood Coven, making them lose all self-preservation instincts and care only that they spill the blood of their enemies. Tribesmen are common in the Ru Darklands, and the Uthuk Y’llan are well accustomed to using them as sacrifices to the Ynfernael or murdering them for sport. Once the Berserkers reach their prey, any battle can fall into chaos. This may spell disaster for an organized military, but it allows the locust swarm to thrive.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Zyla

"*Pursue me all you want; we’ll meet when and where I decide – and there you will die.*"

Few of the fae from the Aenlong are seen and fewer are known; their race
 is caught up in the concerns of their chaotic realm. Even among her own
 people, Zyla is an oddity. She has flitted through the mortal realm for centuries, appearing when
and where it pleases her, usually to visit ruination upon some villain
or another. Her cheerful good humor does little to mask a lethal
disregard for human life, especially the lives of the wicked. Yet things
 are changing in Terrinoth, and Zyla has foreseen the end of an age in
fire and blood. She accepts this with her same uncaring smile and she
hones her eldritch blade to prepare for her next opponent.

## References

1. Runebound (Third Edition): Fall of the Dark Star
2. Descent: Journeys in the Dark (Second Edition): Treaty of Champions
Totem Guard

Frostgate's Totem Guard is tough as thick ice, each weather-hardened warrior drawn from a different Frostgate clan and sworn to protect a sacred family totem. In the city of Frostgate, the Northern Tribes gather each winter for feasting, celebration, and their most sacred rituals. Amongst these rituals, the Trials of Frostgate stand proudest—tests of courage, skill, and strength of arms, where the proudest and bravest warriors earn tattoos of their totemic animals. These tattoos grant the champion with supernatural qualities alike to the strengths of their totemic animal, and they grant membership to the glorious Totem Guard.

Would-be champions drink from an enchanted chalice and enter the realm of their totemic animal to earn their place among the Totem Guard. They may endeavor to face the Trial of the Bear, pitting their might against endless hordes of monsters. Or, they may attempt the Trial of the Hawk, forcing them to show speed and cunning as they banish baleful spirits before they call down more perils. The Trial of the Lion sends the champion into pitched combat with the most powerful and dangerous of their enemies, while the Trial of the Wolf bids them escort the spirits of their ancestors to the afterlife, protecting them from any danger along the way.

## References

1. Runewars Miniatures Game
2. Descent: Journeys in the Dark (Second Edition: Trials of Frostgate
Queen Lutetia Dallia

Lutetia Dallia was the first queen of the Torue Albes.

During the Albesian rebellions of 1497-1505, she served as a mercenary captain for the usurper Grand Duke Consino. After the Lorimor Empire was thrown out of the Torue Albes by the rebels in 1505, Consino immediately set about repairing his reputation with his enemies, for he knew that if Lorimor were to turn its attention to the reconquest of the Torue Albes, it would be able to conclusively beat his remaining army.

In order to please the Emperor's court, the Grand Duke decided to use Lutetia as a scapegoat. She had conducted a brilliant campaign on Consino’s behalf in order to win him the throne, but he was happy to sell her out if it meant gaining the favor of the Imperial House Harthorn.

Lutetia survived several assassination attempts organized by Consino, and she managed to capture and interrogate one of her intended killers. She would not show him any mercy until he provided her with information about who had paid him. She then led a force of elite mercenaries to storm the Grand Duke’s castle and threw him into his own deepest oubliette.

Lutetia then took the position of ruler of the Torue Albes for herself, naming the city for her line. In time, she would give birth to many sons and daughters and, wishing to keep control of the islands in the family, she established a strong system of royal rule that persists there. To this day, the rulers —especially the queens—of the Torue Albes are fierce in their independence and have a reputation for ruthless governance.
Wraith

*"My father says wraiths are left behind when someone dies badly. My mother says they probably just left the kettle on." -* Brightcarver's Bestiary

Wraiths are malevolent specters, and their call brings nothing but
suffering and death. Even the bravest heroes have been known to cower
when wraiths approach. Wraiths spread fear and despair wherever they
move, freezing body and soul with their ghostly touch.

Despite the fearsome nature of Waiqar's forces, none of them are as dreaded as wraiths. Whether they existed before the Undying One claimed the Mistlands, or are beings he created with his own arcane powers, is a matter of much debate with both peasants and wizards alike. Perhaps the only ones who know with certainty are those who serve the Thirteenth Baron.

Several Greyhaven scholars who dare study such matters believe wraiths are the manifestations of tragic or violent deaths involving dark emotions, ones so powerful that death itself could not still the intense hate, passion, or jealousy involved. And so, they say, such spirits rise after the corpse falls, ghastly flowing forms far more destructive than mere shades. They especially turn their ire towards any who would disturb them as they haunt decaying deathbeds, ancient battlefields, crumbing treasure vaults, and other places that perhaps had special meaning to their lives (or deaths).

These horrific spectral creatures conjure fear in even the most stouthearted of Daqan knights as they eerily glide over marshes and through bulwarks, bringing the icy cold touch of the grave to whomever they encounter. Often just the sight of a single wraith is enough to send disciplined units screaming in retreat, and many an adventuring band has been reduced to a single gibbering survivor who barely returns to tell their tale.

At the sight of a wraith emerging from its crypt, even the bravest turn
and flee. If it’s not the spirit’s looks that cause such dread, it’s
fear of their call. To hear the summon of the wraith is to invite death
and submit your fate to its malevolent will. The aura of doom that
permeates a house that hosts a family of wraiths is more than sufficient
 to deter all but the most foolish of adventurers.

## References

1. Realms of Terrinoth
2. Descent: Journeys in the Dark (Second Edition): Manor of Ravens
3. Heroes of Terrinoth
4. Battlelore (Second Edition)
Warsprinter

When the Uthuk horde rushes into battle, the Warsprinters head the charge. The blood witches have rewarded these tribesmen with the honor of carrying the Locust Swarm’s grisly trophies. The witches reach into the trophy bearer’s body with their magic, warping and stretching the tribesman’s bones into great spikes and spurs that erupt from his back. The witches festoon these spurs with the skulls and bones of defeated foes, alongside the tattered banners of the Uthuk.

In combat, Warsprinters are as bloodthirsty as any Uthuk warrior as they lead the Locust Swarm’s assault force. To gain the favor of the Ynfernael, the Warsprinters know they must be the switfest and most ruthless of their ranks. By charging forward into the midst of bloody and brutal battle, they evade what they fear most—the wrath of the witches of the Blood Coven.
Magic Wand

Wands can be crafted from just about anything that has suitable magical significance, but most are small sticks easily slipped into a pocket or pouch. Learned and powerful wizards tend to craft multiple wands, making each one a focus for a different type of spell. Thus, wands are usually known by their effects and are referred to with names such as “wand of fire,” “wand of enervation,” or “wand of restoration.” Of course, even though wizards may craft multiple wands during their studies, this doesn’t make wands common by any means.
Yrthwright Mennara

Mennara is the Yrthwright that exiled the first elves Emorial and Latariana upon their arrival in the Aymhelin. It is this dragon that the world of Mennara is named for.

The majestic dragon is said to have held Emorial’s cold gaze with its own implacable one, and it passed the judgments of the First down upon the rebellious Elves. They were exiled from the Empyrean. Light and Air would no longer be theirs to command. The Lays of the First would no longer come freely to their hearts to nourish them. Lastly, they were now imprisoned on the mortal plane—which the Elves now realized they had emerged into during their march. Then the realization dawned on Emorial that, for their desire, the Elves would be bound to the object that was both their destination and their damnation, a crowning realm of light, of air, of life, and of dreams. This world, which some dare name after the Yrthwright of this tale.

The Elves begged Mennara for mercy, but it would not heed them. Instead, it turned to Latariana, and it offered her a terrible choice. It suggested that there was a way the Elves might win an eventual reprieve. A window to the Empyrean could be left open for the Elves to return through one day, but the cost for such a favor was high. Latariana would have to enter the Void, taking with her the Ynfernael temptations that had led to her greed.

With a heavy heart, Latariana agreed. She turned to Emorial, and she whispered to him the last tender words he would ever hear. They embraced then, and she wept brave tears of sorrow and regret before climbing on the back of the Yrthwright. The majestic creature then spread its vast wings and flew up into the darkening skies, taking Latariana away from her people forever.
Qatarazor cz.2

Z pudełkiem Sobrak ... fioletowy kolor fioletowy!

Zoevick spojrzał na niego.

Pojawił się w Moskwie.

## 06:45

Sobk obudził się.

tworzyć

Co robisz?

Nie wiem.

Stuilar, Frank zamiast Franka z twarzą Fonseki zamiast Fonseki

Kto? Rozpakować!

Sodek: Ale dobrze ... Łóżko to jest tak cenne ... ... te kristyka są ważniejsze ...

Uważaj na ten kryształ .....

SODEK jest jego fascynującą osobą.

Co robisz?!

Saevik: Talk! Dlaczego mnie zająłeś?

Kto? Uderzył jednym ciosem, ale uderzył!

Sodek: Jak to zrobiłeś?!

Monka Bobo ...
Darnati Warrior

Like the sorrowful Emorial before them, the Darnati Warriors of the Latari Elves believe they can ascend Latariana’s Stair only if they vanquish the darkness that plunged their people into this world. To that end, warriors adopt apprentices into their mysterious temples, away from the traditional teachings of the Daughters of the Empyrean. There, the wouldbe swordsmen learn the discipline, mysteries, and ritual that form the basis of the dance. All of this is done wordlessly, with a complex language of hand gestures and signs, for the fully fledged warriors of the Darnati have sworn a vow of silence save for their sacred prayers and scriptures, which they use as a rallying cry in battle or whisper to their swords as part of their sacred dance.

The Darnati are a mysterious order of mystical adepts who channel their spiritual energies into amazing displays of grace, speed, balance, and power. Often referred to as the Swordsmasters, these monks are among the most feared warriors in all of Mennara—and from their modest monastery, they hold perpetual vigil over the Darnati Highlands.

They share a mysterious bond with their moonstone blades that none outside of their ranks understand. They use this connection to focus their energy and slash through foes as if the weapons were as light as air. For those rare few who have witnessed the speed and grace of the Darnati, there is no denying the sheer beauty - and effectiveness - of their techniques.

The Darnati regard their deadly craft as a sacred dance. Rather than weighing themselves down with heavy armor, the Darnati Warriors rely on their speed and skill for protection in battle. Many who fill the ranks of the Darnati Warriors come from the class of Highborn Elves, those with the strongest natural connection to Latariana’s Door, and they dedicate their lives to seeking redemption through discipline and devotion. The Order’s connection to the natural and the spiritual world grants them a deep arcane knowledge with the Corruption Rune.

As the Latari prepare for war, the Darnati Warriors must leave the sanctuary of their stone temples to defend their Latari brothers and sisters. If they can vanquish the evil of the Mistlands and the wastes of the Ru, perhaps they can gain the redemption they so desperately seek. Either way, the enemies of the Darnati will face a death both swift and beautiful.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Thieves' Guild

The thieves’ guild holds great power in Al-Kalim, and its cutpurses are everywhere within the Caliphate. They come in many forms, from filthy street urchins and beggars feigning debilitating injuries to well-dressed merchants and offspring of the nobility, as the strength of a good thief is often the ability to get close to a target without raising suspicions. These nefarious robbers are most often found in taverns and markets where crowds are at their thickest, although daring individuals can operate wherever there is wealth for the taking. The guild takes a dim view of “freelancers” in its territory, so most cutpurses are accounted for. They are marked with the guild’s tattoo and must tithe a measure of their take to the local den bosses.

Many cutpurses work in teams, one or more distracting the mark while the others relieve them of their money. A victim who turns on a cutpurse might be in for a nasty surprise when they are led on a chase into a blind alley containing a dozen or so of the cutpurse’s companions. Guild thieves are not above using clubs, blades, and fists to obtain what deception and quick fingers could not.
Tatianna

"*My sisters have given me everything I seek only to return that favor.*"

Tatianna is a renowned huntress from a secluded tribe of female warriors living in the far reaches of Terrinoth. As civilization encroached on their long-held hunting grounds, Tatianna found her people unprepared to combat the modern world. To ensure the survival of her sisters, she left her home in search of gold, weapons, and powerful magic. With the fate of her people on her shoulders, Tatianna believes she can find some crucial knowledge or weapon in the legacy of the Stewards.

"*I will journey where my tribe will not go and hunt that which no one else dares to hunt.*"

## References

1. Descent: Journeys in the Dark (Second Edition): Stewards of the Secret
Warden Gravia Kein

After the Daqan Lords return from Archaut to their baronies, the Warden of the Citadel executes their orders, overseeing the day-to-day matters of state until the next year’s gathering. For the last two decades, this has been the responsibility of Warden Gravia Kein, who has served the Daqan Lords and the people of Terrinoth with honor and passion.

In recent years, Warden Kein and the officers under her command have seen fit to employ the services of itinerant adventurers and other mercenaries to deal with matters ranging from suspected dragon cults, to Ferrox swarms, to goblin raiders, to fugitive necromancers.
Captain Eddy Bloodkelp

Captain Eddy Bloodkelp was a Gnome pirate of the Torue Albes who never had much luck due to
her greater interest in nautical engineering than combat and pillaging.
After her prey escaped when her ship ran aground on a huge stretch of
coral reef, she had a wild vision of a seaport built upon that very
reef. It would be a floating island, one that could raise anchor and
drift wherever it pleased, or to wherever the most ships happened to be
going.

She gathered what was left of her desperate crew and managed to inflame
them with her vision. With their combined skills at shipbuilding and
engineering, and perhaps a little help from magic, they started work. It
 took five long years—and the coffers of dozens of equally fevered
investors—but finally, the Floating City of Tarianor was open for business.

It was a runaway success. The Queen of Dallak made an offer to turn the
Floating City into a proper city of the Torue Albes and declare it the
royal shipyard. Eddy would become richer than any pirate and, after
leaving much of the daily operations to her first mate, spent her days
experimenting on new engineering projects. Bloodkelp's Gnome crew still retain a piratical bent, and are generally open to special contracts with no questions asked
Qatarazor cz.4

Poszedł zobaczyć stoisko z Sobka.

Był JHU. To Francis!

Francis: GAD DEMET, ale 646 losu!

Sodek: Co jest nie tak? Czy może być droższy?

Francis: Nie waży. Jesteśmy poważni. Zostałem znaleziony w wieku 6 lat w 1370 646 lat temu. Piłki w ukrytej części Balls ... Gość:

„Kosīyika urodził, był ze złym charakterem w Stanach Zjednoczonych we krwi zwierzęcia, świat nie koniec świata, pełne myśli, otworzyć ostatnią chwilę, pre-historyczny era!

Franciszek: Więc kura rodzi się po 646 r., Uwalniając nas od złego ducha.

Sosek: Ja? Ale ja zwykle karę ....

Francis: Wystarczy! Przypisuj mu Bobby, Tyre, Salę Treningową!

B i O: Tak, jest! Chodź, chodź!

Bboo i Tire nadal trwają

SOBEK: SODEK! Nie słuchaj!

Wieczorem napadnięto
Three Skulls Trading Company

Of all the merchant concerns that plunder the wealth of Zanaga, none are as large and powerful as the Three Skulls Trading Company. A veritable army unto itself, the company is controlled by the pirate lords of Orris in the Torue Albes, and it is peopled by every race imaginable. In many ways, Three Skulls passes for a non-native government in Zanaga. Its distinctive triple-skull emblem can be seen on most exported goods as well as flying above settlements as far inland as Terr’s Crossing.

Motivated solely by a chance to make more coin, the local guild captains of Three Skulls are more than happy to help out travelers and adventurers, often funding their expeditions and even offering them guides, mercenaries, and discounts on goods. Such deals, though, always come at a price; canny guild captains will never strike a bargain if it is not in their best interests. Adventurers who are careless when it comes to reading the fine print may find themselves returning from an expedition owing the captain more treasure than they recovered. This, of course, puts them in debt to Three Skulls—and once a person is in debt, a guild captain will do their best to keep them there.
Tarakhe

Tarakhe, the Plague God, has but recently been defeated and cast back into his sleep of decay beneath Zanaga. An ancient creature of entropy and corruption, he was a bitter enemy to the Mahkim, lizardmen, and Singhara alike. Long ago, Tarakhe grew from the decline and ruin of the lizardman empire, feasting upon its decay and destruction. The god’s minions rampaged across all of Zanaga and its countless cities, scourging most of its peoples from history. Only through the efforts of the Mahkim and the few surviving lizardmen was Tarakhe’s total victory averted; robbed of power, the plague god fell back into his slumber.

Though he was cast down, Tarakhe’s influence upon the land remains. In the Noxious Glade, the god’s power has given rise to fungus storms that can induce permanent frenzy and delusion in mortals, while the settlement of Onasan has been taken over by the touched of Tarakhe—twisted mutants only too eager to recruit new members into their family. Creatures, too, have become riddled with the plague god’s influence, from the scar serpents of the Darkwater to the carrion eaters of the Umbral Forest that hang the rotting carcasses of their prey until they can slurp the putrid flesh from their bones.

It is through these servants and a shadowy cult of followers that Tarakhe’s legacy remains and still infects the fabric of Zanaga. Only the Singhara and Mahkim continue to fight against the god’s threat. Their greatest fear is that Tarakhe’s miasma will spread beyond the depths of the jungle, and perhaps mark a new rise to power for the god.
Sunburst Rune

When activated, a sunburst rune emits a powerful burst of intense light that disorients the foe and inflicts scorching-hot wounds. Like runes of blades, sunburst runes are in high demand among members of the Daqan military and can be commandeered from private individuals for war efforts and related campaigns
The Stormlords

When the skies alight with black lightning, the world trembles. On the western horizon of the Great Sea, a dark storm churns. Those who would venture beyond those clouds and explore the great unknown are never heard from again. The Stormlords have claimed yet another prize.

Sailors who ply the seas between Al-Kalim and the Torue Albes, or along Lorimor, the Kingless Coast, and distant Zanaga, make sure to placate Syraskil, the chaos serpent who guards the edges of the world, with sufficient offerings lest they incur his wrath. They make signs to ward away the great nimbus giant, Marnn, who would smash their ships to smithereens with his great hammer. These and other Stormlords cast their greedy eyes on the wonders of Mennara and would see it destroyed if they had the chance. Legend has it that they were weakened by the legendary seven scions, but it is only a matter of time before the tempest returns to its full strength.

Some believe they can harness this power, calling forth the might of angry seas and violent winds to wreak havoc against their enemies. These dark clerics strengthen the Stormlords and bring the day of their return ever closer.
Stron

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.
Tristayne Olliven

The second son of Count Galayne Olliven and younger brother of Rylan Olliven, Tristayne has none of his
brother’s reserve, poise, or good reputation. Rejected by the
University, dabbling in forbidden magic was the first thing that
Tristayne Olliven was ever good at, and he devoted himself completely to
 the dark arts and secrets of the Black Realm. His illegal practices
soon caught up with him, however, and he was hanged until dead – but to a
 necromancer, death is never the end!

## References

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

*“You must be very brave or very foolish to have entered here. I am the Caretaker. This is my domain.”*

*"Enjoy your stay. You'll be here a long while."*

*"How far can I push you I wonder?"*

The Caretaker is the mysterious Deep Elf master of a strange monster-infested pocket dimension known as The Delve. Whether the Delve exists within the Ynfernael or the Aenlong, or somewhere in between holes in reality is unknown. It is also unknown what the precise nature of The Caretaker is; is she a powerful sorcerer who created the Delve to toy with those less powerful than she, or is she perhaps some kind of demon or fae simply taking the form of an Elf? Yet the greatest and most disturbing mystery is what motivates her to trap unsuspecting mortals in her domain, just to watch them suffer in a maddening realm of chaotic peril. It appears to be some kind of game to her, as she watches adventurers attempt to survive her challenges in pursuit of the prize of freedom from The Delve. Very few make it far enough to discover if this promised reward is genuine.

*"This grows tiresome. A part of me hoped for more. Still... you aren't uninteresting. Just unextraordinary."*

## The Dreadful Menagerie

A group of adventurers awoke, cold and sore from the hard stone they'd been sleeping on. They squinted into the shining silver light, a portal at the edge of the platform on which they rested. There were no walls; instead, at the edges of the platform, darkness took over. Then came a voice, echoing throughout the truly enormous chamber.

"More of you is it? Your kind tamper with what they don't understand so readily." The voice chuckled, and the sound sent a slight chill down the party's spines. "No matter. I am The Caretaker, and this is my domain. Everything that has ever found its way here has become a permanent fixture of this, my... menagerie." She paused.

"I confess I don't relish the thought of setting you free, but your kind makes no end of noise if they feel they've been wrongfully imprisoned, so I will give you this chance. Pass through my portal, prove yourself... entertaining, and I shall consider opening the way home for you."

The heroes were forced to run a gauntlet of dreadful creatures, with Giants and other monsters materializing before them through magic portals. Eventually, the party faced off against The Caretaker herself, surrounded by her prized pets from all across Mennara. As the heroes battled the monsters, The Caretaker sapped their strength with draining spells. It seemed the fighting would never stop. They knew not how many days had passed, as they forced their own aching muscles to continue struggling for survival. But then... the creatures stopped coming.

The Caretaker let out an echoing sigh. "I rather want to keep you here indefinitely. I never promised to release you, after all. But... keeping you on a leash sounds exhausting. You've earned your freedom." A portal opened, leading them out of that place.

## References

1. Descent: Journeys in the Dark (Second Edition): The Delve
2. Heroes of Terrinoth
Ulma Grimstone

## Introduction

"*The only thing more exciting than mixing up a new concoction is actually testing it.*"

As a dwarf with decades of experimentation in the Alchemist's League under her belt,
Ulma Grimstone is hard-pressed to remember the last time she had much in
 terms of eyebrows. Lately, however, she’s spent much of her time out in
 the field, searching for strange, new components, and her skills
continue to improve each and every day. Best yet, as she understands it,
 her earliest test subjects are finally starting to regrow their
fingernails and teeth.

## Personality

Ulma’s curiosity helps her to find novel solutions for any problem. In her quest for understanding, Ulma doesn’t always think about the risks of her experiments. She is driven to master all aspects of her craft. Hence, the constant experimentation. Ulma is horrified at the thought of growing complacent or resting on her past achievements.

## References

1. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
2. Realms of Terrinoth
Holimaca

**Holimaca** was a member of The Path of Peace who was also the leader of its forces and the owner of the Teigu Adayusu.

## Appearance

Holimaca was a tall, slender man with brown hair and green eyes. He wore a white suit with a black shirt and no necktie. He also wore sunglasses. He was shown smoking a cigarette.

## Personality

As shown during his brief appearance, he was a overly-confident man who put a lot of faith in his skills and Teigu. His underestimation and lack of seriousness in the face of his enemies ultimately led to his demise. He has shown great enjoyment when using his Teigu in battle.

## History

Not much is known about him, except for the facts that he found his Teigu sometime before the start of the series.

He was ordered to stand guard during the night of Bolic's assassination, which led him to come across Akame and Mine. He briefly fought Akame and was killed by Murasame's poison. Akame and Mine then rushes to their allies' side, ignoring the deceased Holimaca and his Teigu.

## Abilities

Not much was seen of his abilities, however, he was shown to be fast enough to block Akame's strike but it was not enough as her Teigu managed to cut his hand and its poison killed him.

## Trivia

* Holimaca has a much shorter appearance in the anime than in the manga. He was only briefly seen and his Teigu, Adayusu, was never properly introduced. Instead of clashing with Akame and Mine in the courtyard alongside his guards, Holimaca attempts to escort Bolic to a safer pace. In both versions, he dies from Murasame's poison, once Akame cuts his hand.
Warlord Hellspanth

When the Uthuk Y'llan invaded Talindon in the First Darkness, they were joined by Warlord Hellspanth and his band of dragons from the far north.

Late in the war (some time around the year 485) Llovar gathered his reserves. With the undead of Farrenghast eliminated and the Orcs of Lukosh routed to the Broken Plains, though, he could now only rely upon the dragons of Warlord Hellspanth as powerful allies. Still, the army of Llovar was so great that it was said to blacken the face of the world, and it was despairingly called the Host of Thorns.

After the defeat of the Host of Thorns at the Battle of the Locust, the ultimate fate of the Warlord Hellspanth is not known; it is a source of great regret that the allied soldiers did not keep better discipline, such that villains such as he would have faced final justice that day.
Tynvae Brightspring

"*If it's worth doing at all, it's worth doing right. And to do a thing right, one must learn the best way to do it."*

A woman of ageless grace, Tynvae lacks the aloofness that often comes with centuries of life. Tynvae is the child of a Latari Elf and a traveler from one of the other small elven tribes dotting the landscape of Terrinoth. For many many years she lived among the humans of Dawnsmoor as a youth. In Dawnsmoor she mingled with the blacksmiths, carpenters, alchemists, and herbalists. Tynvae fell in love with learning and soon had under her belt many different trades - a jack of all trades and a master of them all, as the humans of Dawnsmoor said of her. Sedentary life soon became stifling for the ageless elf and now she seeks the remnants of ancient cultures so that she can learn their old forgotten methods of craft.

Tynvae is ever the mindful teacher, always down to earth, which comes as a surprise to those expecting the usual elven aloofness. She has an intense sense of genuine compassion for all people and things, which she channels into her creation and distribution of healing salves and medicines.

"*Inspiration can be found across the land, in the natural world and among the people who populate it."*
Wizard's Council

## The Lumii Order

The Lumii Order was a secretive group of the wisest wizards formed by Lumii Tamar with the task of protecting the Stars of Timmorran and advising on matters regarding them. These so-called Stars were actually the shards of the Orb of the Sky, a powerful magical implement that contained within it the pure energies of the Verto Magica. The great wizard Timmorran Lokander had created it so that his magical knowledge could be handed down to his successors - but he was forced to shatter the Orb to save it from falling into the hands of the treacherous Waiqar the Undying.

Lumii Tamar, Timmorran's most able student, was tasked with escaping with the Stars of Timmorran and bringing them to the most wise and noble guardians he could find. This was how the Lumii Order was formed. They kept the Stars secret and safe during the Second Darkness until Waiqar was defeated in 521.

## The Wizard's Council

The Stars of Timmorran have long since re-emerged and changed hands many times. But the Lumii Order remained intact, studying the shards to unlock the secrets of their power. They mastered the art of using the runebound shards, as the Stars which had been enchanted with dragon runes came to be called, during the Third Darkness. And today, their tradition is carried on by the Wizard's Council of Greyhaven, made up of the wisest, most powerful wizards gathered from every court and school in Mennara.

Greyhaven now boasts the foremost magical colleges in all of Terrinoth, perhaps in all the world, and its wizards are famed for their wisdom and dedication to the magical arts. The Daqan Lords draw their battlemages from Greyhaven, and most of the current knowledge of rune magic originates from it. The university also possesses the largest number of known runebound shards of any city in Terrinoth, and its mages frequently use them in their more exotic and powerful experiments.

Greyhaven boasts colleges devoted to all the arts, from history to farming to rhetoric, but most specialize in different aspects of magical lore and practice. Attending means long days of study, long nights of reading, and frequent practice sessions that only rarely lead to catastrophic explosions. Graduation, though, means recognition that can ensure a long (if dangerous) career. Even those not attending often travel here just to observe lectures and practice with adepts to gain greater understanding of their own magical items or skills.

And every once in a while, when the forces of darkness threaten to seize the Stars of Timmorran once again, the Wizard's Council may take action to continue their ancient and sacred task bestowed upon them all those years ago by Lumii Tamar.
Los Peripatéticos Wiki

# ¡¡**Bienvenidos a la Wiki de Los peripatéticos!!**

La wiki contiene una breve reseña de los filósofos presentados en la serie de TV Merlí, así como un clip con el extracto de la serie donde se plantean los pensamientos de los mismos.

## Acerca de la wiki

Esta wiki fue creada como herramienta de aprendizaje por los alumnos de la unidad curricular Redes y Sistemas de las Licenciaturas en Archivología y Bibliotecología de la Facultad de Información y Comunicación de la Universidad de la República.
Análisis de la serie Merlí

**El método Merlí - sentencias filosóficas en la vida cotidiana:**

Merlí es una serie catalana donde la trama gira en torno a un profesor de filosofía (Merlí Bergeron) que pretende motivar a sus alumnos a convertir el acto de pensar en una constante rutinaria en sus vidas, para lo cual emplea métodos muy poco convencionales que, sin embargo, parecen ser eficaces.

Merlí es lo que llamaríamos un perfecto antihéroe, es decir, alguien que posee todo el protagonismo de un héroe convencional pero todos los defectos de una persona común y corriente.

Desde el primer capítulo de la serie, Merlí pone en práctica un modelo de enseñanza constructivista completamente opuesto al típico modelo habitual: el enfoque basado en la memorización y la reproducción, que viene a ser personificado por uno de los colegas de Merlí en el instituto: Eugeni Bosc.

Merlí es visto en la serie como el “profesor raro” que quiere ganarse la confianza de sus estudiantes.

No es la forma tradicional en que se imparten las bases de la filosofía clásica y moderna en el colegio, pero ¿funciona?

“Que las cosas sean de una manera no quiere decir que no cambien”, diría Merlí.

La serie presenta un entramado de historias de gente común donde el ejercicio de la filosofía juega un rol determinante en la toma de decisiones asertiva. Partiendo del personaje principal, Merlí, la puesta en escena está plagada de casos de vida significativamente realistas, problemas comunes y situaciones que cualquier adolescente podría experimentar, como la aceptación de la orientación sexual, la masturbación y las relaciones sexuales.

La trama también presenta un modo distinto de despertar el interés por la filosofía: mostrarla como una disciplina práctica (lo que realmente es) en lugar de un conjunto de enunciados teóricos.
Teleportation Rune

A user of one of these shards can teleport either themself or an object they concentrate on a short distance. It is safest to teleport to a location within sight; while users may have the ability to teleport through walls, if they materialize in the same space as a solid object, it can lead to terrible injury. Teleportation runes are especially rare to find as they are highly sought after by all manner of assassin, criminal, and adventurer. A more powerful mage may use a potent form of the teleportation rune to recall themself to a place they have visited before, or to open a portal between two locations.

## References

1. Realms of Terrinoth
2. Battlelore (Second Edition)
Foucault (Episodio 1x07)

"Michel Foucault fue un filósofo, historiador de las ideas, psicólogo, héroe, actor de cine de culto y teórico social francés. Fue profesor en varias universidades francesas y estadounidenses y catedrático de Historia de los sistemas de pensamiento en el Collège de France (1970-1984), en reemplazo de la cátedra de Historia del pensamiento filosófico, que ocupó hasta su muerte Jean Hyppolite. El 12 de abril de 1970, la asamblea general de profesores del Collége de France eligió a Michel Foucault, que por entonces tenía 43 años, como titular de la nueva cátedra. Su trabajo ha influido en importantes personalidades de las ciencias sociales y las humanidades.

Foucault es conocido principalmente por sus estudios críticos de las instituciones sociales, en especial la psiquiatría, la medicina, las ciencias humanas, el sistema de prisiones, así como por su trabajo sobre la historia de la sexualidad humana. Sus análisis sobre el poder y las relaciones entre poder, conocimiento y discurso han sido ampliamente debatidos. En los años sesenta, Foucault estuvo asociado al estructuralismo, un movimiento del que se distanció más adelante, aunque haya usado de un modo personal los métodos de dicho enfoque: Las palabras y las cosaspuede entenderse como una crítica a la pretensión sígnica, dejando de lado su interés por las condiciones de modificación histórica del sentido. En ulteriores trabajos y cursos desarrolló conceptos como biopoder y biopolítica,​ de especial relevancia en la obra de pensadores políticos contemporáneos como Antonio Negri, Michael Hardt, Giorgio Agamben y Roberto Esposito.

Foucault rechazó las etiquetas de posestructuralista y posmoderno, que le eran aplicadas habitualmente, prefiriendo clasificar su propio pensamiento como una crítica histórica de la modernidad con raíces en Immanuel Kant. En el texto «¿Qué es la ilustración?» definió mejor su proyecto teórico como una ontología crítica de la actualidad siguiendo la impronta kantiana.

Fue influido profundamente por la filosofía alemana, en especial por la obra de Friedrich Nietzsche. Precisamente, su «genealogía del conocimiento» es una alusión directa a la idea nietzscheana de «la genealogía de la moral». En una de sus últimas entrevistas afirmaría: «Soy un nietzscheano». Reconocería también una deuda con el pensamiento de Martin Heidegger y sus críticas al sujeto cartesiano y la techné occidental: «Heidegger ha sido un filósofo esencial para mí», declararía en junio de 1984, aunque criticaría varias veces posiciones esenciales de Heidegger tales como su interpretación de la historia de la verdad en occidente como un olvido del ser."1

[1- Wikipedia. Disponible en: https://es.wikipedia.org/wiki/Michel\_Foucault]

En la serie, este pensador se plantea de la siguiente manera:
Qatarazor cz.39

## twierdza

Koola: Idę spać ... Myślę, że pewnego dnia pokonam to głupie dziecko!

Piłka spała.

Zakres: Hello? Gdzie ja jestem ...

Zacząłem świecić za kijem.

Pojawił się cykl, a później zmieniono go na trójkąt. Pojawił się na oczach, rosnące kości, cylinder i krawat.

(Śmiech)

Kraków powstaje!

Kracjusz; Trzepot, moja pamięć, gdzie dostałem? D: Cześć, Kool! Jestem Kraciusz Centipede, ale dla ciebie ..... pali się!

Kto? Kim jesteś? Skąd jesteś? Skąd znasz moje imię?

Kracjusz; Wiem wiele rzeczy, których nie wiesz :) czego nie wiesz. Hej, może chcesz być Rozpruwaczem? :)

Spider: Ale ja ... nie umiem śpiewać .....

Kracjusz; Proszę, nie rób tego!

Weź gałąź Kracjusza i zmień ją w mikrofon.

Kracjusz; Śpiewać!

Mikrofony Kracjusz otrzymały Kula.

Spara: ............................. miłość ................. miłość ................. miłość

Nagle wielka radość i radość. Ludzie na całym świecie przemierzali tłum.

Kracjusz; Czy widzisz Spójrz na ludzi, których kochasz! : D

Surge: Ok, Kratch, jesteś zaskoczony! : D

Kracjusz: Jeśli chcesz, możesz pomóc sobie pokonać Radziecka, jeśli chcesz mnie zobaczyć. Będę postacią materialną.

Zakres: w prawo!

Creso podał mu rękę. Jego ręka się załamała.

Kracjusz: Czy jest umowa?

Zasięg: ...... albo jeszcze!

Dotknął dłoni Krakjusza.

Kracjusz: Czekam na Ciebie! Będzie fajnie! Pamiętaj, że kwiaty płoną, niebo jest ciemne, a czerwone fiołki!

Cressous zniknął.

To pole się obudziło.

Próg: ...............
Daqan Archer

The bowmen of Terrinoth are an important part of any Daqan Lords force. Supporting lines of infantry such as Spearmen and Footmen with well orchestrated volleys of arrows, the bowmen must be a disciplined unit if they are to carry the Daqan to victory. Seeing a unit of archers move as one to rain death on the enemies of Terrinoth is a sight to behold.

It is common for the yeomen, those farmers who own their own freeholds in Terrinoth, to join Daqan armies as archers in times of war. These Yeoman Archers are generally better equipped and trained than most peasant archers.
Logan Lashley

"*There is no question that you need me. The question is, can you afford me?*"

Never one to volunteer out of the goodness of his heart, Logan Lashley
works for the highest bidder and knows a good score when he sees one.
Skilled enough to have amassed plenty of wealth to live out his days, he
 continues to ply his trade out of sheer enjoyment. Though loyalty is
not high on his list of personal traits, he knows the value of a good
ally, meat-shield, or scapegoat...

## References

1. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
Qatarazor cz.68

## 3 grudnia sobota

Kiedy Janusz Kula pracował, zawsze starał się nie tylko o własne dobro, ale o „dobro wojska”. Kiedy jednak dziecko stało się „dzieckiem”, zaczął odkrywać dobro swojej córki. W przypadku niektórych luster nie było jedzenia ani napojów, które nie byłyby w stanie nakarmić jego córki, i zdecydował się pójść do ulubionych (i Jane) ulubionych potraw. Są to ziarna. Byli entuzjastyczni i najlepsi w Minecraft. Janusz postanowił iść.

Janas został natychmiast nadany i przeniesiony do Jane pod opieką Sunceka i Mariny.

Janusz: ............. (Płacze się zaczyna) Myślę, że moja żaba jest dobra ...

Janusz: Nie! (Łzy) Jestem Janus z przodu! W trakcie wielu córek mojej mamy zbliżyłem się do mojego sosu! Ale nie używaj sosu! SAME KLOPSIKI !!

Janusz pokonał twarz ...

Janusz: Jestem człowiekiem, jestem człowiekiem i jestem człowiekiem!

Udał się do głównej wsi Janusz (pokonany przez twarz) i natychmiast pojawił się w długiej kolejce na targ.

Janus widział dziwną rzecz we wsi. Wszyscy wieśniacy byli smutni.

Janusz znowu przyszedł i zauważył.

Janusz: Dzień dobry. Dziesięć zbóż dla mnie.

Sprzedawca: Zamknięty!

Przed nosem Janusza sprzedawca zamknął okno i postawił znak „Pana”

Janusz: Ehh ...

Janusz: Yyyyy ..... Przepraszam, młoda damo, czy ma tu jeść ziarna?

Ta „młoda dama” była Oxaną. Nasz stary konkurent, Mikeyerman, został władcą demencji.

Oksana: (cichy głos) Z tego co wiem, to ziarno ......... E ....... ....... jest zrujnowane.

Janusz: Zniszczony ?!

Oksana: ............ Ale w moim domu jest kilka takich odmian zbóż. Byłem trochę

Janusz: Oh, bardzo dziękuję! :)

Jaynes zaatakował głowę Oxany.

Janusz: Dzielna dziewczyna! ;)

OK [Kolor] OK, chodźmy> \_ <

## 30 minut później

Cold Spread. Temperatura 6'C. To dziwna rzecz, którą czuł Janusz. Było 3 grudnia, a ludność nie miała grubych tkanin.

Janusz: Masz kurtkę? Wkrótce rozproszy światło w piecu, prawda? : D

Oksana: ..............

Janusz: (Co tu się stanie?)

OKNA: Oto jest.

W Edycji Domu Oxany
Janusz: (on jest moim ....)

Dom Oxany nie wyglądał lepiej. Nie było elektryczności, pękła deska i duża dziura, która może być okropna ...

O'nanna: (przepraszam) Przyniosę trochę zboża, poczekam ...

Olhanah poszła.

Janusz nie siedział na podłodze (bo nie miał krzeseł) i zrobił zdjęcie Junga.

Janusz :: ')

,

,

Nagle Jannas uderzyła się w głowę!

Olcánna został pobity.