recursal/Fanatic-Fandom huggingface dataset:
Lady Gab

## Lady Gab Smolders

Lady Gab Smolders is the leader of a small island kingdom in northeastern Tirónar.

## Relationships

### King Sean

Since Mary 1614, Lady Gab has been courting King Sean of Duilintinn.  According to King Sean, the two fell in love due to their shared interests and comfort spending time together.

While she has come to stay in Duilintinn many times since beginning her courtship with King Sean, she has no noble house. However, in October 1614, in a wholesome moment that really brought to light the rapport and comfort Lady Gab feels within Duilintinn and her culture, she remarked that, if she had grown up in Duilintinn, she’d have likely pledged to House Jameson.

Since November 1614, she has moved to stay in the King's Court in Cordoire for the foreseeable future.

### Grump Council of Halennor

Long before meeting King Sean, Lady Gab was close friends with members of the Grump Council in Halennor. Eventually, Council Chairman Arin and his wife, good friends of both King Sean and Lady Gab, would introduce the pair.

### Duilintinn's Noble Lords

In Spring 1614, Lady Gab has met Lord Jameson and Lord Brody, but has yet to meet Lord Schneeplestein and Lord Marvin. This was something she shared during one of the charity events of spring 1614, before the discovery of the magical record that confirmed all of these lords to be still alive in May. Since she did not indicate when she met these lords, The Watch was unable to utilize this information except for friendly trivia competitions. Nothing was said about Lord Jackie. This could have been a harmless omission. However, since hearing Lord Jackie’s emphasis on remaining hidden in the magical record mentioned above, some Watchers wonder if there is any correlation between these two details.
Familiar

Familiars are animals that have bonded so closely with a human companion that they are considered tied to that person (and vice versa) by law. It is a relationship with the same legal recognition of kinship that marriage and adoption bestow upon someone unrelated to you by blood. In Duilintinn, familiars are marked as family members in the censuses taken by citizens throughout the kingdom.

An animal is considered to be a familiar if the person and animal both consent to the partnership, usually with a mage with a focus that allows them to communicate with animals as a witness to that fact. Familiars are kinda like service animals; they are allowed in spaces where ordinary pets are not, and you rarely see their human companion without them.

There’s a very thin line between a pet and a familiar. They are loyal, powerful allies that seem to understand far more than most pets and will do their best to aid their human companion in all things. Sadly, familiars have the same life expectancy as any other member of their species.

## Meeting

Familiars will normally meet their human companion for the first time when the latter is experiencing an intense moment of need.

This could include anything from undergoing trauma, doing something stupid, struggling with mental health, whatever. The idea is to take the concept of humans going to a shelter and adopting a pet in need and turning it on its head. Familiars will usually find their human in need and come to their aid first, not the other way around.

Of course, there are familiars who met their companions under less dramatic circumstances, but odds are they bonded the most during a time of stress or pain. Mages who can communicate with animals and perform the agreement between a familiar and their human have noted that animals who haven’t undergone a particularly difficult period of time alongside their human companion are less likely to have the maturity and awareness necessary to complete the agreement. While most pets are loyal to a fault in their own way, familiars are usually creatures who have faced the option between saving themselves or aiding their human companion and chosen the latter.

## Magic

The magical abilities of a familiar will depend on what sort of animal they are and any other exposure to magic in their lifetime. Unlike the concepts of familiars that you’d find in other fictional universes, being a familiar does not automatically grant magical abilities. However, if the animal was already inherently magical (a cat sidhe, for example) or if some crazy magical thing happened where they were given magical abilities (ordinary mages can NOT do this for more than a short duration so it’d have to be some WILD magical stuff) then it would have magical abilities.

However, most magical animals haven’t been seen outside of the forest in decades, and magical events that grant permanent abilities are few and far between. Most familiars are simply mundane animals that demonstrate a higher level of intelligence, understanding, empathy, and cooperation than ordinary pets.
Kingdom's Kitchen

Kingdom’s Kitchen is an old guild in Tandeli which covers bakers, chefs, ship cooks, anyone who cooks food for a living. They have their hub in Triti city centre and got a boon from Advisor Patton when he comes to power since the Advisor likes his sweet treats. Due to the number of overnight visitors, there is a secondary hub in Puerta Claro.

It was formed during the Waldren Occupation, but more out of cooks unionising rather than pre-existing groups coming together or some affluent individual recognising the need for a guild. They hold a high standard for working conditions.

They also include jam makers and other fruit preserve makers.

Their hub was originally on the outskirts of Triti but has now been moved to the centre. It is now a low, long building with many chimneys and the doors carved with fruit, fish, and baked goods.
Inventors' Guild

The Inventors’ Guild is the guild for inventors to use their creative ingenuity to invent things. It is one of the three major guilds of House Marvin.

## Guild Hubs

The main guild hub of the Inventors guild is located in the Lake District of Monacoil, House Marvin, Duilintinn. This guild hub is on the banks of Loch Glas for lots of access to water (and therefore steam). It’s a jarringly modern (relatively) addition to the mostly remnant-era architecture of the city. This guild also manages the port and boats regularly traveling back and forth across the lake, some normal sailboats and some steampowered (and some just plain odd). The wide variety of machines, water wheels, experiments, and trinkets scattered across the Lake District gives this area of Monacoil an almost steampunk aesthetic.

In addition, like all of Duilintinn’s officially recognized guilds, the Inventors’ Guild has a hub representing itself on Guild Row in Cordoire’s Administrator’s District. Here, the guild can advocate for its members in the political sphere of Duilintinn’s national capital.

## Apprenticeships

Like most other guilds in Duilintinn, the Inventors’ Guild connects students pursuing higher education with members who need additional help and/or wish to pass on their knowledge to the next generation.

## Inter-Guild Dynamics

The Inventors’ Guild often collaborates with House Jameson’s Artisan’s Guild. While the Inventor’s Guild is more focused on utility (what they can make something DO) and the Artisans’ Guild is more focused on aesthetics (how they can make something LOOK), members of both guilds often come together to create things with utility and beauty.  One of the most well-known collaborative efforts of these two guilds are their beautiful, intricate clockwork devices. Most of these collaborations involve the secondary hub of the Artisan’s Guild in Teannta, since Noefrach is a significantly further distance away.

In addition, The Inventors’ Guild works with the Mages’ Guild and House Schneeplestein’s Lifeworker Institute to create incredible prostheses.

Finally, many of the skills practiced within these Craftsmens’ Guilds overlap with the mediums used by the Artisans Guild or the Inventor’s Guild. As a general rule, these three guilds all have unique focuses for their work: Artisans to create art, Inventors to create something new, and Craftsmen to produce a product for practical use. However, all three of these guilds will often exchange information and learn from each other as they each discover or improve upon techniques or products. For example, many inventions created by the Inventors Guild eventually circulate into production by the Craftsmens’ Guilds once they enter into the mainstream.
Hallows' Eve

Hallows' Eve is a holiday celebrated in Duilintinn on October 31st.

## Natural Events

On Hallows' Eve, the boundary between the Mortal Realm and the Fae Realm grows thin, transforming the whole world into a temporary Fae Garden. In Duilintinn specifically, the Fae Garden that encompasses the Western Forest surges forward to cover the entire kingdom, just as it did when magic first entered the Mortal Realm. This phenomenon affects all forms of magic in strange and fascinating ways, only to return to normal the next morning.

## Duil Tradition

Hallows' Eve falls during Duilintinn's October Celebrations, which focus on celebrating magic and imagination. Many celebrate this day by using the temporary magical enhancement to do tricks, play games, and generally appreciate the blessing that magic can be, despite its dangers. Children celebrate by dressing up, eating candy, playing pretend, and creating whatever their imagination can think up.

When mentioned, "Hallows' Eve" is often followed by the phrase, "the night when magic both good and evil are strongest."

Unfortunately, Duilintinn has faced a number of tragic and terrifying events on Hallows' Eve. On more than one occasion, The Enemy has taken advantage of the magical effects of this day to attack King Sean and his people. Specifically:

* 1590: The First Attempt on the King's Life
* 1592: The First Great Famine
* 1602: Lord Jameson's Titling
* 1614: Lord Jameson Revealed as a Puppet
The Year of the Hero Lord

The Year of the Hero Lord is the name given the period from February 1600 to February 1601 when the kingdom of Duilintinn was flooded with rumors of the long-missing Lord Jackie, cementing his borderline mythical status as a legendary hero in the fight against The Enemy.

## Timeline of Events

In February 1600, rumors begin to spread like wildfire that Lord Jackie had donned his old armor and was going through the land, smiting the agents of The Enemy and saving the day as he did in days of old. The Watch was still young at this point, and since they were still only a small army that followed orders (rather than the autonomous group they would eventually evolve into), they didn’t investigate or verify any of these rumors of Lord Jackie, and in February 1601, the stories abruptly ceased.

## Significance

The period from February 1600 to February 1601 became known in Duil history as The Year of the Hero Lord, the source of many tales and songs. It was a year of fearful optimism, with a clearly defined threat on the horizon, yet a clearly defined hero to save the day. When that hero faded into obscurity, however, the mood of the kingdom shifted into nervous fear. It's unclear whether these events ultimately had a positive or negative effect on the people's morale in the early days of The Enemy threat.
Alfonso Armstrong

Alfonso is the son of Camilla Armstrong, the nephew of Queen Corona Armstrong and the cousin of Queen Nereida Armstrong.

## Appearance

Tall and well built, dark hair which was cut short for most of his life.

## Life

Alfonso was trained from a very young age to protect his cousin from any and all dangers. He was trained by his mother and the Royal Guard, and was moulded to be loyal to the Crown.

His life was mostly spent passively observing the actions of his mother and cousin. He basically did nothing of note until the 19th October 1597, when the rebels stormed the castle.

A handful of rebels made it through the walls, and Alfonso held off three of them at once, a showcase of his skill. It wasn’t enough to save his Queen.

He fled the castle and disappeared in self imposed exile. Thomas sent out forces to find him, but Alfonso avoided them. There are various rumours on where he went. Some say he’s hiding in the Ayuda forest with the unicorns, some say he hopped on a ship and left the continent. Some say he’s a member of Duilintinn’s Mercenary Guild. No one knows for certain. If he is still alive, he would be 73 as 1615.

Also see Alf Powell
Layla Paris

Dr Layla Paris lives in Loburn in House Schneeplestein with her parents Abigail and Dennis. She works with her uncle Cyril Paris in his practice.

## Appearance

Long blonde hair in a ponytail and held back with a hair band. Brown eyes, slim for a Paris.

## Personality

A kind and intelligent young woman, she’s spent a lot of time with her head in books and tutoring fellow students. She’s a bit blunt at times and sometimes forgets her bedside manner, but she’s working on it with her uncle Cyril.

## History

Ivy and Charles’s cousin on their father’s side and an only child. She was 12 (turning 13) when Charles left the Lifeworker Institute and she quickly learnt why her uncle moved to the other side of the village from her grandparents. They (namely, her grandmother Elisa) began to put on pressure for Layla to become a doctor. This caused tension between them and Layla’s father Dennis while her grandfather Blane would show her about the human body and how they knew it worked. *This* is the strategy that worked, and Layla went to study to be a doctor at 15.

After a period of studying she went to apprentice with her various doctors in Loburn, which has an above average amount number of doctors, including her uncle Cyril. She continued to study and be an apprentice until she graduated to become a doctor at 22. She now works at her uncle’s practice, assisting him and slowly taking on his patients until he’s ready to retire.

She so far has no real romantic inclinations or desire to start a family, but now her studies have finished, she might start thinking about it.

She joined the family and met Charles's adopted sons, Yarra and Ed, in December 1613 when they all came together for the Winter Celebration.

When Elliot Anthurium and Lacy Anthurium suddenly appeared at Cyril's practice in September 1614, Layla helped keep things afloat in the practice, while connecting with Lacy.
The First War of The Watch

The First War of The Watch was the period between March 1604 and Fall 1606 in which The Enemy struck without mercy at the settlements of northern Duilintinn in the wake of the Overnight Defense.

## Timeline of Events

After The Enemy retreated into the Western Forest after the Overnight Defense in December 1603, a few months passed without any sign of him or his forces. Presumably, The Enemy used this time to recover, regroup, and change his plans.

Starting in March 1604, The Enemy began a series of small but devastating raids along the northern borders of the kingdom, mostly targeting House Brody. These raids were relentless and merciless, destroying towns and slaughtering thousands.

Most believe that these intense raids were an attempt to demoralize, divide, and weaken the individual houses and their lords, undermining the strength and unity that allowed The Watch to repel his forces during the Overnight Defense. Instead, The Watch would grow stronger, improving their strength, knowledge, and abilities with every attack they sought to repel or learn from.

After three years of fighting, The Enemy changed tactics once again. Clearly realizing that these raids were only further increasing The Watch's resolve, The Enemy suddenly ceased these attacks in the fall of 1606, using his magic instead to initiate The Second Great Famine.

## Significance

The First War of The Watch is often recalled as the "glory days" of The Watch, before The Enemy began manipulating the drive for action and purpose that motivated so many Watchers. It was also the most devastating period of the overarching war between The Enemy and Duilintinn to date. Unlike the later raids of The Second War of The Watch, the attacks of the First War of The Watch were bent on pure destruction, rather than the stealthier psychological warfare we expect from The Enemy today.
Puerta Casóm

Puerta Casóm is a major port city in Tierra Eticora, Tandeli.

Puerta Casóm is generally an open and welcoming place, almost picturesque seaside town if you will. It boasts the best hospital in the kingdom, with the best veterinarian hospital just on the outskirts to the west. You will find libraries and schools of medicine within the city, although many decide to apprentice instead.

A saltwater fountain dominates the central square, depicting two dolphins leaping the water and spraying water in an arc over a unicorn. The unicorn is a more recent detail, the fountain was put in place by people from Waldren, and while most deemed it too pretty to take down, Advisor Patton decided to update it a little.

Puerta Casóm is also home to Dr. Picani, a man well known for his eccentric but effective methods for people dealing with problems of the mind. He’s occasionally assisted by a man named Remy, who no one can really pin down and just seems to randomly show up and disappear again. One theory as to why people think Dr. Picani tolerates him is because he’s always strongly recommending a healthy sleep schedule.

One thing that Puerta Casóm is known for, that can be seen as good, or not so good, depending on perspective, is that it has the kingdom’s largest orphanage. The children are healthy and well cared for, some people just find it sad that this is seen as a necessity.

As Puerta Casóm is one of the major port towns, a significant amount of traders and foreign travellers pass through its docks, making Puerta Casóm rich with languages and different foods and cultures.

## Location and History

Sitting just north of the mouth of the Azulón, it doesn’t take much to work out why Puerta Casóm is where it is. It is also the easiest port to get to Duilintinn and Haneul. Seriously, this is the only one that is completely logical. It’s always been a port city, and has continued to grow ever since the Waldren Occupation.

## Ferry

There is a ferry system between the major port cities, Puerta Casóm, Puerta Pepuna, and Puerta Guía. It doesn’t run during the Rainy Season (April-October), due to fog and dangerous weather, but is active during the dry winter months.

The quickest route is between Puerta Guía and Puerta Pepuna, and that takes most of a day. If you’re trying to get to or from Puerta Casóm and Puerta Guía you would need to stop over at a small city at the mouth of the Mentira, Puerta Claro.

Given the distance there’s usually one ferry per day from Puerta Casóm, Puerta Guía and Puerta Claro, all going to each other. So one from Puerta Casóm to Puerta Claro, one from Puerta Guía to Puerta Claro, one from Puerta Claro to Puerta Casóm, and one from Puerta Claro to Puerta Guía.

Between Puerta Guía and Puerta Pepuna are two ferry times going back and forth between them, one in the early morning and one later in the morning.

## Guilds

* The Winery
* Fishing Guild
* Farming Guild
* Cuidado
* Armstrong Guild (secondary hub)
* Merchant's Guild
* The Navigator's Guild (tertiary hub)
The Merchant's Guild (Tandeli)

The Merchant’s Guild in Tandeli was formed during the Waldren Occupation for traders to have a contact point within the newly formed Tandeli. It has since grown to one of the largest guilds since traders can arrive most of the year. The rainy season fog is a problem, and there are storms during the winter, especially around the south-east corner of the kingdom. However, given the numerous lighthouses it’s not so difficult for traders from the south and west to sail to the main trading hub and where the guild hub is based; Puerta Casóm.

Their hub building is a large Waldren style building that is now a pastel blue hue with little dots of yellow. It resides on the outskirts of the docks.
Armstrong Guild

The Armstrong Guild is an old shipbuilding guild in Tandeli, with its main hub in the docks of Puerta Guía. It was not originally called the Armstrong Guild, merely the Ship Builder’s Guild. However, the First King of Tandeli was originally a high ranking member of this guild and gave them a massive boon during his short reign, which is still being used. As thanks, they named the guild after him.

They have several dry docks in Puerta Guía alone, with more docks and secondary hubs in Puerta Casóm and Puerta Pepuna. There are warehouses and repair stations funded by the guild across the coastline.

They also cover sailors and provide training.

Their original hub was converted into a warehouse when the boon came and their new hub looks like the hull of a ship, complete with barnacles clinging to it and fish and mermaids painted along the sides. The doors have two large portholes on them, with paintings of a ship’s internals on the inside of the glass. The doors are set into the lower part of the ‘bow’.

The secondary hubs in the docks of Puerta Casóm and Puerta Pepuna are much more plain looking, although they do have round porthole windows. In Casóm the building is a mix of pastel blue and white, while in Pepuna it’s painted to look like a calm sea and horizon on one side, and a raging storm on the other, with a rainbow meeting in the middle and arching over the doors.
Droopbells

Droopbells are magical flowers native to the Western Forest of Duilintinn.

This species has no mundane variants outside of Duilintinn, and is only found in the magical environment of the Western Forest. It is distantly related to the mundane bluebell, but retains almost no similar characteristics except for basic shape and color.

## Behavior

These flowers look like ordinary bluebells, if ordinary bluebells bloomed at night and also glowed. The magical glow attracts moths and other nocturnal pollinators, while seemingly enhancing the alertness and energy of any nocturnal creatures in the vicinity.

However, it has an opposite effect on diurnal creatures; while they will still be attracted to the light, the pollen released by the flowers while in bloom will cause drowsiness and even put them to sleep if inhaled in high quantities. The effect is not permanent, assuming the victim doesn’t get eaten by some hungry nocturnal animals before the blooms close in the morning.

## Gathering Process

It is very easy to locate these flowers at night, but dangerous to harvest them. Experienced gatherers will search for their telltale glow in the evening, note down their location from a distance, and return to harvest the closed blooms during the day.

As a result of this gathering process, they can be a bit pricey. Any attempts to grow droopbells in large amounts for cheaper production have ended very, very poorly. Remember, these things attract nocturnal animals and put you to sleep. Not a good combination.

## Alchemical Components

Known for their consistency and lack of unpredictable side effects, these blooms are one of the most commonly used magical anesthetics and sleep potions in Duilintinn.
Animal Communication Magic

Animal communication magic is exactly what it sounds like; magic used to communicate with animals. It falls under the category of Life Magic and Soul Magic, and is popular among Mages with a focus themed around understanding, nature, communicating, wildlife, etc.

## Magical Foundation

Communicating with animals is very similar to how souls communicate within the Fae Realm. In the Fae Realm, souls are free from the boundaries of a physical shell. This allows the thoughts and feelings of the soul to be projected wordlessly through the magical energy that fills the Fae Realm; it's almost a step back from mind reading.

In the same way, mages communicate with animals by extending a piece of their soul in the form of magic into close proximity with the quasi-soul of an intelligent animal. This allows them to perceive the thoughts, instincts, emotions, and feelings of the animal on a fundamental, intrinsic level.

## Process

Much like translation magic, animal communication magic does require some amount of familiarity between the mage and the animal. You don't need to be a vet or anything, but you should probably at least spend some time with the animal and get to know how they communicate naturally before trying to elevate that understanding with magic.

As a result, magical communication with animals is NOT as if their thoughts are being translated word-for-word into the Common Tongue. Instead, it’s more like you gain additional details and context that supplement the animal's pre-existing method of communicating with others.

> For example, a mage with the appropriate focus uses their magic to talk with a bird.
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> **What DOESN’T happen:** The bird’s twittering sounds like “hello good sir, how are you doing on this fine day!”
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> **What DOES happen:** The mage has an innate understanding that the sounds the bird is making are sounds of welcome, finding themselves able to gain a more nuanced understanding of their tone and intentions just as another bird would be able to understand it.
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> The mage could then “translate” this into human speech for the benefit of their companions.
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## Uses

In addition to the obvious benefits of being able to communicate with animals, such as veterinary work, animal husbandry, and environmental studies, mages with this skill are often called upon to witness the certification of a familiar.
Water Horses

Water Horses are a type of Fae Folk according to mortal labels. Like all "types" of Fae Folk, water horses are no different from other members of the Fae except in their personal preferences in shapeshifting and activity within the Mortal Realm.

Bear in mind that most descriptions of these subcategories of Fae Folk are generalizations at least in part; like mortal souls, Fae Folk are each unique individuals with their own goals, personalities, and traits.

## Traits

Here’s the thing; there are *TONS*of water horse stories out there. These tales all agree that water horses are magical beings that live in or near bodies of freshwater. Most stories also mention shapeshifting abilities, but that's par for the course with the Fae Folk.

However… from here, the myths fall into two *very* distinct categories. Some myths describe water horses as harmless creatures who just want to be a free water spirit and sing beautiful songs that cheer up everyone around them.  Others describe them as malicious creatures that disguise themselves as beautiful, innocent-looking horses, tempt people with their songs, and then drown them in the lake after gaining their trust.

Of course, these stories don't contradict when you remember that water horses are simply a subcategory of Fae Folk created by mortals and that each one is probably completely different.

## Symbolism

The Water Horse is the symbol of House Jameson, and I’m going to stand before you today and admit; this was a slightly sneaky choice on my part.

There are two VERY different interpretations of the water horse myth… and who in the JSE Ego Lore has two VERY different interpretations by the community? Lord Jameson himself, of course. We don’t know if he’s evil or not.

If he is, then the Water Horse symbolizes the innocent-looking dapper boy who tricked half of the community. If he isn’t, then the Water Horse symbolizes an ego that wants to spread happiness, but is often mistrusted by others. Either way, it fits.

Depending on your perspective, you could either call this an incredibly complicated bit of symbolism on my part or cop-out so I don’t have to pick a side! Regardless, I’m quite proud of this one as well.
Sourwood Tree

The Sourwood Tree is a deciduous tree found across Tirónar, with magical variants native to Duilintinn's Western Forest.

Beyond the unique magical elements of the latter, there are almost no differences between the mundane and magical variants of this species. Therefore, the two are considered the same species, colloquially called "Mundane Sourwood" and "Magical Sourwood" when the distinction must be made.

## Behavior

All variants prefer higher altitude habitats and sparser surroundings.

Magical variants are found most often in the northern and southern regions of the Western Forest, where the land starts to rise into the mountains and the trees are less crowded together. Due to their magical nature, these trees thrive in the Western Forest’s magical ecology. Smaller specimens have even been found in the low-altitude regions of the Western Forest, within ten miles of the eastern treeline. Presumably, these instances would be rare deep in the denser portions of the forest.

The blooms grow on thin stems, which in turn grow in clusters that look kinda like a feather duster or a broom. These blooms can be harvested and made into a sweet jam, and beehives near such blooms will make excellent honey.

In magical variants, the blooms will sometimes sway back and forth on their own, as though a light breeze was passing through them. However, they do not have any perceivable magical effect when consumed beyond their ordinary sweetness.

The bark of magical sourwoods has a simple kinetic power that slows and stunts the growth of unknown and unwanted species encroaching on its precious space. It only affects very small life forms, such as seeds, bugs, and bacteria, and can somehow distinguish between creatures that are harmful to its environment and those who are not (such as bees).

The shoots are also favored materials by fletchers (the people who craft the non-metal bit of an arrow).

## Alchemical Components

### Mundane

The leaves can be taken alone as a laxative or combined with other ingredients in a potion/poultice to aid in various digestive ailments.

### Magical

While the bark's magical properties are too weak to utilize for armor or defenses, the bark can be put in potions and poultices to bolster the body’s natural defenses against disease. However, much like modern chemotherapy, this can backfire dramatically if the magical properties of the bark stunt the growth of non-harmful cells or bacteria. As a result, this ingredient is used in very small amounts, often diluted with other ingredients in potions and poultices. Larger doses are only for life or death situations, such as blood poisoning or cancer.
Heather

Heather is a flowering shrub found across Tirónar, with magical variants native to the fringes of Duilintinn's Western Forest.

Beyond the unique magical elements of the latter, there are almost no differences between the mundane and magical variants of this species. Therefore, the two are considered the same species, colloquially called "Mundane Heather" and "Magical Heather" when the distinction must be made.

## Behavior

Grows on the fringes of the Western Forest in the wild, but can be cultivated with relative ease outside of it.

Magical Heather is distinctive from its mundane counterpart due to its faint glow. Like most glowing plants, it is easy to find, and unlike many magical plants, it is relatively safe to grow and harvest both inside and outside of the forest. As a result, it has a wide variety of common uses that range from practical to frivolous.

For example, you'll often find a small pot of heather planted at a windowsill, where the small glowing plant acts as a comforting nightlight for children (or adults) who fear the dark or are plagued with nightmares.

## Alchemical Components

### Magical

Magical forms of heather usually have the same calming properties as mundane variants, but with greater versatility and intensity. In potions, they can be taken to calm fits of nerves or taken regularly in smaller doses for those who suffer from constant anxiety.

It’s also a primary ingredient in the “poor man’s sleeping drought.” In addition to its innocent uses, variants of this potion are often used by amateur criminals to drug guards or watchdogs. Thankfully, the heather rarely causes anything worse than drowsiness unless mixed with something more potent. Quality watchdogs are trained to hate the smell of heather, while the Guard Coalition and Mercenary Syndicate both teach their members how to identify the drug in their food or drink.
Torthúlacht

Location of Torthúlacht in Duilintinn by tumblr user @thewatchau

Torthúlacht is a large town in the Cuartalan Wetlands region of central House Brody, Duilintinn, just east of the Beinnfaire Ridge.

## Name Origin

The meaning of Torthúlacht is unclear. Some claim that the name was one of many created during the Waldren Occupation to imitate the Feadhainn Era naming conventions of surrounding settlements. Others have posed that the name could be derived from the Feadhainn stems “tir” and “tullagh,” which would roughly translate to “hill territory.”

## Geography

Torthúlacht has been casually referred to as the “gateway to the Cuartalan Wetlands,” both for its location and socioeconomic significance for House Brody’s agricultural landscape. While technically located within the Cuartalan Wetlands region, the town’s location at the foot of the Beinnfaire Ridge is fairly dry in comparison to the true wetland portion of the region.

Located on the only major road traveling through the wetlands, their central location puts the town in spitting distance of House Brody’s three main agricultural regions, allowing a wide variety of research to take place. The farming practices in this area benefit from the runoff from the nearby escarpment, granting them easy irrigation and rich soil, similar to Glasbaile

## Layout

Torthúlacht is a town based around a large education and research institution that studies food efficiency, taste improvement, and bad harvest prevention, sometimes with conjunction with magic.

The town is full of shops and merchants working in tandem with this institution, bringing the fruits of their labors (pun 100% intended) to the people through innovative new tools, seed variants, pamphlets of diagrams showing new farming strategies to the literate and illiterate alike, and more.

## Watch Interaction

Torthúlacht and the institution it holds happens to be less than a day’s ride from Fort Stiofán, one of the two main hubs of The Watch. As The Watch continues to entrench itself as a fundamental socioeconomic structure in Duilintinn through their efforts to mitigate the effects of The Enemy’s actions, they’ve likely reached out to this institution for advice and resources. To quote Emily (aka myself) on Discord:

> “The Watch would probably appreciate some pointers on how to help in situations where the problem is less ‘The Enemy is scary’ and more ‘The Enemy destroyed our farm ten years ago and the town can’t recover on its own.’”
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## Trivia

* Torthúlacht was created by tumblr user @autumnleafauthor
Ayuda Forest

The Ayuda Forest is a geographic landmark in Tandeli.

This semi-tropical forest shares its name with the river that flows through it.

The Ayuda Forest is dense and mostly unexplored, stretching from the fork where the Aliado river joins the Ayuda river, all the way down to the southern coast, all while expanding east and west. Despite the obvious fertility of the area, the forest remains too stubborn and dense to be cleared for farmland. This is why many settlements in Creagín have trees within them, they just couldn’t get rid of them either due to size or tenacity.

While it is classed as a semi-tropical forest, the far north of the forest is a little more temperate, but swiftly becomes more tropical. This partially due to the rainy season, as it doesn’t always reach the far north of the forest.

It used to be larger, but got cut back in Waldren’s attempt to get through to Grancinco safely. This failed due to dense trees and fast-flowing river (which is home to crocodiles), the forest more or less got left alone. Some parts of the north forest got destroyed and replanted within about twenty years, so while it is still forested, the growth is younger and shorter.

## Species

There are many species found within the forest, such as:

Bright birds, including flamingos in the far south by the sea. The aforementioned crocodiles, civets, genets ocelots, rodents, arboreal and ground-dwelling snakes, spiders, small monkeys (like macaques), bats, deer, unicorns, lynx in the far north, rumours of a more jaguar-like cat, but they hadn’t been spotted since the Waldren Occupation, as they were hunted.

## Settlements

There are some human settlements in the forest, on both sides. They are mostly used by Armoured Branch of the Armed Forces and the border patrol from Grancinco. The largest settlement is at the border bridge, with a few more up the river and one right at the mouth.

The settlements along the river tend to be a mix of stilt houses on the river and treehouses. The riverside is not the best for building on, due to a combination of loose soil, unstable mud, and crocodiles. It has been done, but it is at the homeowners' risk.

The other inhabitants are either researchers, or people doing services for the Armed Forces, which can include weapon and armour repairs, food from the jungle or from home, barracks, and apothecaries.

During the summer the forest is subject to a significant amount of rain, creating temporary lakes in parts of the forest. In other places, the rising waters test the stilted settlements, any that are damaged or poorly made for whatever reason will be washed away.
Lord Jackie's Titling

In April 1587, Lord Jackie was titled the first Noble Lord of Duilintinn, and House Jackie, the first of Duilintinn's Noble Houses, was founded.

## Timeline of Events

The decision to title Lord Jackie was made in November 1586. At this time, Duilintinn was beginning to grow rapidly, and King Sean and his advisors decided that the kingdom would benefit from some delegation of tasks and leadership. This decision was initially made without Knight Jackie present, and King Sean offered the title to the future lord in person shortly afterward.

At first, Knight Jackie was understandably hesitant to accept such a new, unfamiliar leadership position, so in December 1586, he rode to Fionport to consult with his good friend Doctor Henrik von Schneeplestein, a former member of the quest and a future lord, though neither of them knew it yet. Little is known about their conversation, but when Knight Jackie returned to Cordoire soon afterward, he officially accepted the king's offer, and the preparations began.

In April 1587, in honor of the tenth year since Duilintinn's founding, a grand ceremony was held to title Lord Jackie as the first Noble Lord of Duilintinn. His Noble House was given authority over the entire expanse of the Monaidh Plains south of Cordoire, with Mulladún as its provincial capital.

## Significance

House Jackie was founded in the name of taking action, either in defense or attack, to protect the young kingdom of Duilintinn, largely influenced by the vigilante and knight background of Lord Jackie and the vocal support of the Guard Coalition.

The Enemy was envious of the power held by Lord Jackie. Due to his status in court, he expects to receive a title of his own the following year, but this does not occur, beginning the chain of events leading to his ultimate betrayal.
Scholars' College

The Scholars' College is the guild of those who pursue knowledge. It is one of the three major guilds of House Schneeplestein.

## Guild Hubs

The main hub of the Scholars' College is located in the southern half of central Fionport, House Schneeplestein. It is a large complex of the elegant occupation era architectural style that characterizes that part of the city, with facilities for classrooms, research, libraries, and more! One of its most famous features of this complex is the full observatory tower and astronomical clock located in the college. The hubs of House Schneeplestein’s other two major guilds are located nearby, forming a large triangle shape between the three complexes.

In addition, like all of Duilintinn’s officially recognized guilds, the Scholars’ College has a hub representing itself on Guild Row in Cordoire’s Administrator’s District. Here, the guild can advocate for its members in the political sphere of Duilintinn’s national capital.

## Apprenticeships

Like most other guilds in Duilintinn, the Scholars' College connects students pursuing higher education with members who need additional help and/or wish to pass on their knowledge to the next generation. In addition, many members of this guild will spend time teaching large groups of these apprentices, similar to a standard classroom setting.

## Reference Images

*With the white stone, red tile roofs, ornate architecture, and neatly paved roads that are a signature of Waldren Occupation architecture, the Église de la Madeleine in Besancon, France reminds me a lot of the Scholars’ College.  It’s not as ridiculously fancy as some of the extremely rich homes in the center of the city, yet still stands as a prime example of occupation-era Waldren architecture. Honestly, just imagine that this building was bigger, maybe part of a complex with some walls and surrounded by some smaller buildings, and you’d get a pretty good picture of the main hub of Duilintinn’s Scholars’ College.*
Glenbeg

A map of Glenbeg, by tumblr user @theshapeshifter100

Glenbeg's location in relation to Runners' Haven (older map), by tumblr user @theshapeshifter100

### Location

House Jackie, Duilintinn

Glenbeg is a small town in central House Jackie, Duilintinn, just northeast of Runners' Haven Outpost.

## Name Origin

Glenbeg roughly translates to “small valley,” referencing its location nestled between some of the Monaidh Plain’s rolling hills.

## Layout

Located well off the beaten track, in a small valley between the hills of the Monaidh Plains, Glenbeg is a tiny town in House Jackie that you'd likely never stumble upon on accident. Thanks to its placement sheltered between some small hills, Glenbeg is well sheltered from the winds typical to House Jackie. Geographically, it's a lovely, quaint little place; it could be a holiday spot in the future.

Consisting of a tavern, small town hall, and some mixed farms, Glenbeg doesn't even have a schoolhouse of its own, sending their children to one of the nearby towns. While the farms aren’t that well off-- barely scraping a living with some crops, cattle, sheep, and horses-- the tavern gets a steady stream of traffic from Watchers in the Runners' Haven Outpost who want a drink in a calmer atmosphere, away from the hustle and bustle of The Watch.

The town hires two to four guards from the Guard Coalition each year to protect the town hall and keep the peace in the tavern if necessary. The town is too small to have a barracks, so these guards are usually housed in a spare room or building in the town.

## Trivia

Gus 'Bellows' Graham was stationed as a guard in Glenbeg immediately after graduating to the rank of Knight in the Guard Coalition, sometime from 1608 to 1610 (dates unclear).
A Day in the Snow

## Created By

Kerry Donath

12/8/10

## Standards

LA.1.W.1.3: Write narratives in which they recount two or more appropriately sequenced events, include some details regarding what happened, use temporal words to signal event order, and provide some sense of closure

VA.1.C.1.1: Create and discuss works of art that convey personal interests

## Lesson Objective

The students will write a story in paragraph form and create an illustration

## Essential Question

 How does a write write about something he/she has not experienced?

## Materials

Just a Snow Day by Mercer Mayer, word wall, dark blue construction paper, crayons, 1/2 cup Epsom salt, 1/2 cup boiling water, paint brushes, winter instrumental music, writing paper, pencils

## Procedures

1. The students will listen to stories about a snowy day read by the teacher
2. They will discuss their experiences about being in the snow
3. The teacher will write down vocabulary words on the word wall for future writing
4. The teacher will remind the students that we sometimes write about things we have not experienced. When we do this, it is helpful to read books on the topic, talk with people who can give us information about the topic, and use our imaginations when we write
5. The teacher will review the writing rubric to remind the students about what they should include in their paragraphs
6. The teacher will use chart paper to model his/her writing a paragraph about a day in the snow
7. The students will begin listening to winter music as they write their stories
8. When stories are complete, the students will use their crayons to draw a winter scene that goes with their stories
9. The teacher will call small groups (2-4) of students to use the Epsom salt mixture to brush over their entire drawings
10. When the mixture dries, the drawing will look like a snowy scene. Some will even have crystals making it look like frost
11. Display the work

 Assessment Strategies

Student writing will be scored using the Palm Beach School District First Grade Writing Rubric

## Evaluation of Lesson (Reflection)

The experience was great for the students. They really got the idea that we sometimes write about things we may not have experienced. With a little imagination and research, anything is possible
Gáire River

Gáire River by tumblr user @thewatchau

Location of the Gáire River in Duilintinn by tumblr user @thewatchau

The Gáire River originates somewhere on the forested northwestern slopes of the Southern Mountains and flows directly north before dropping over the sheer, cliff-like slopes on the southern edge of the Draoidh Valley, ending in a small waterfall into Loch Glas.

Combined with the western banks of Loch Glas and the Rúnach River to the north, the Gáire River forms part of Duilintinn’s westernmost border, simultaneously marking the western border of House Jameson.

## Name Origin

The Gáire River was so obscure that it didn’t even have a name until nearly a decade after The Watch first built a settlement on its banks. The name “Gáire,” meaning “laugh,” was eventually chosen in late 1612 when Watchers noted how the rushing water sounded like laughter as it flowed down the Southern Mountains. Around the same time, a joke where people would randomly shout “LAUGH” at others had become popular within the kingdom. For those two reasons, Watchers at the Gáire Roosts Outpost decided to file the proper documentation to have the river officially named, and thus, the Gáire River was born.

## Geography

The Gáire River is by far the more obscure of Duilintinn’s six major rivers. Tucked away in the foothills of the Southern Mountains miles beyond the borders of the Western Forest, only the Watchers stationed at the Gáire Roosts Outpost on its banks have any cause to visit the small, bubbly river. To those who sail over Loch Glas, the small waterfall created by the Gáire on the lake’s furthest banks is nothing more than a barely visible speck of white against the distant trees and mountains.

The majority of the river is completely surrounded in a thick curtain of branches and leaves from the trees and brush of the Western Forest. Even along the waterfall, the plants of the forest almost seem to crawl over the cliff-side to flank the river as it falls into Loch Glas.

## Trivia

Tumblr user @theshapeshifter100 took several pictures at the National Trust Stourhead in Wiltshire, England that were evocative of locations within The Watch AU, including this picture of a waterfall that reminded me of the Gáire River, buried within the Western Forest with its small waterfall at the point where it meets Loch Glas. This image has heavily inspired the way I imagined both the river and the place where Loch Glas and the Western Forest meet along the small cliffs on the southern edge of the valley. The trees seem to form a thick wall in the background, completely hiding the river from view, yet the waterfall diving out from the layered curtain of leaves suggests that there’s a world of mysteries beyond that seemingly impenetrable forest boundary...