recursal/Fanatic-Fandom huggingface dataset:
Valentine Elizabeth Bronislav

## Overview

Valentine Elizabeth Bronislav Danvers, or just "Valentine", is a Deurlen lass, pretty, nice and gentle with the people who surrounds her. She has great hunting skill, though she is still an apprentice from his father and brother, not a titled hunter yet.

### Appearance

She is a beautiful lady, standing at 5,1. She walks straight, proud, and happy. You can always find a nice warm smile on her face a pair of pretty friendly eyes. His hair is from a very dark red, seeming like brown, and a carefree expression. She has the typical build of a Deurlen woman, though she doesn't seem very strong. Her skin is perfect, only some scars in her left arm, tiny scars. She has the Bronislav tattoo on her left arm, passing through her back and ending on her right arm. You can see she's wearing the Bronislav clothes, fur cloak, very thick.

## Background

Born in Deurlyth, Day 21 of the Deep Cold, Year 1177. She grown up with two male brothers, something that made her much less delicate than other women. Her mother, Vimelia, teached them the most basic things that they should learn for their future, and their father, Garry, teached them activities like hunting, horseback riding, music, and exercise. She was very young when her brothers left her, at least 13 years. She grown up very quickly, and her family was proud for her, because she did not left the estate. She stayed to continue a bloodline. Though, unfortunately for the family, when she birth 20, she moved to Novania, meeting her brother Surian again. Henry moved to the north, so she did not seen him.

She is completely fascinated with Light Magic because some members of her family had it. Somehow it had an influence on her, and someday, she wishes from the bottom of her heart to get the gift.

Also, she has a strong love for the music, and she is in love with the piano.

## Known Associates

### Family

* Garry Bronislav (Father) †
* Vimelia Bronislav (Mother) †
* Jason Danvers (Grandfather) †
* Ayamie Danvers (Grandmother) †
* Surian Bronislav (Brother)
* Henry Bronislav (Brother)
* Ben Bronislav (Uncle)

## Personality

She is pretty and gentle, friendly and nice. If she just met someone, she tries to be as kind as possible. She is always able to defend people she loves, and has a strong unity with her family. She is very proud to be Deurlen, and almost always she shows that affection for her nation to others. She never gives up for nothing, and never loses the hope.

### Likes

* Any kind of pet
* Light Magic
* Family
* Exercising
* Celebrating
* To take care of kids
* Playing the piano
* Music
* Nature
* Hunting
* Warm weather

### Dislikes

* Rain
* Stupid people
* People who stares her
* Cold weather
* Dark Magic
* Cranky people
* Crazy people
* Bugs
* Spiders

### Quirks

* Strong Deurlen accent
* Heavy drinker

## Others

### Face Claim

[1]

Cyan eyes though
The Holy Light

## Overview

### Priesthood

The primary religion of the Empire of Alenthyl. The Light has countless denominations throughout the world, and various churches recognize the Light or the Dark as specific beings, while others view them simply as mysterious entities beyond gender or worldly description. These different sects have all sorts of priesthoods; some have a Pontiff leading the Church, with Bishops under them, while others are more loosely organized. A variety of states officially recognize The Light itself as their religion, but they tend to interpret it in different ways, and therefore the worshipers vary in their practices.

### Practices

Light followers vary greatly in their practices, as different sects believe in completely different ideologies and denominations which they interpret as the Light or Darkness. However, generally, there are a few staples. For example, most Light churches believe Light magic is holy, and that priests should practice it, though some sects have challenged that belief. Many of the followers of the Light throughout Aevonhold see the Dark as an evil force that permeates throughout the realm.

Many churches, most notably those within Alenthyl follow the teachings of a single word of the Light within a sacred scripture, The Book of the Sacred Light.

Some followers of the Light believe that other cultures who do not recognize the Light not as complete heretics, but simply as misguided. Naturally, some churches, such as the Alenthylian Church of the Light, think that all who do not believe specifically in their sect are heretics and infidels.
Leviathan

## Description

Gargantuan sea monsters of myth and legend, leviathans are easily the most feared of the sea creatures plaguing the seas near Granthel . Fortunately for sailors, leviathans are also the least active, only ever nearing the surface when they’re disturbed - or hunting. Widely renowned as the top of the food tree, Leviathans are the natural predators for Krakens. During hunting seasons, sailors often return with tales of enormous jaws suddenly opening and shutting around a threatening Kraken. However, most that see Leviathans do not live to speak of it. Incredibly hostile and unintelligent, Leviathans will consume anything big enough to register to them, leading ships to be prime targets. Despite their inherent lack of intelligence, they’re still formidable foes. Even by moving, they displace large enough amounts of water to capsize boats, and their massive jaws can splinter wood as easily as a Kraken’s bones.

Leviathans typically inhabit the deepest depths of the ocean, far from any shore. Most go their whole lives without even nearing the surface, making them a rare sight indeed, although it’s theorized that there are quite a few in existence. Nearing the surface is rare for them, but there are a few reasons one would near the surface. A few include: a sudden change in temperature, whether it be a sudden warming or cooling of their inhabitance, sending them searching for a more comfortable place, usually ending with a nearing of the surface. Another such reason is an excess of noise - they will be drawn to it, as things tend to be mostly silent in their grottoes. The final, most common reason, is mating season. Leviathans tend to stay alone, meaning that during mating season they need to migrate to find a mate. As a last resort, Leviathans travel to the surface to locate other desperate Leviathans. During the worse times, up to ten Leviathans can be spotted within five miles of each other.

The Leviathan mating season towards the beginning of Bright Dawn, when the waters begin to warm enough for them to travel in search of mates. A Leviathan male mates multiple times a season, with the impregnated females settling down to lay their eggs. Leviathans can lay up to ten eggs, although due to their size, most are lost. It’s not uncommon for a female Leviathan to go years without any eggs successfully hatching.
Undead

## Overview

Undead are an Aberration common throughout Aevonhold and the greater material plane of existence. Created through a multitude of Arcane processes, Undead are entities born of energies either directly connected to deceased mortal beings or the presence of their energies in large quantities (such as battlegrounds, mass graves, etc.)

### Origin

The origin of Undead is largely unknown as their existence has been recorded throughout history, stemming from before the advent of the First Era. A common theory of their origin present in the Western Kingdoms entertains the idea that Undead are created from Dark Magics.

## Characteristics

### Appearance

Undead have a notoriously ghastly appearance, existing as rotting forms who shamble about aimlessly. Though some Undead may capture the appearance of their former selves, those which are born of errant energy do not maintain any specific characteristics and exist only as fleshy forms that look vaguely human.

### Magic

Undead exist as forms created from energies directly connected to single mortal entities, known as an Astral Connection. Undead can also form from latent energies connected to Astral Connections in large quantities, such as battlegrounds and mass graves.

Due to their formation within the magical branch of Necromancy, Undead can be affected by Dark and Light magics in a powerful manner. Undead can be controlled or destroyed by magics within the Contract class of magic.
Pax Fireheart

## Overview

Pax Fireheart, born as **Vek'Pax**, is a young man who can often be seen strolling aimlessly down the various roads in Hearth. He is the adopted son of the late Blaine Fireheart, and the twin brother of Vek'Lucif.

### Appearance

Pax is perhaps a bit tall, however he's not too large. His hair is a somewhat light brown color, and the long back of his hair is pulled into a short ponytail. The rest of his hair is parted neatly down the middle. Upon his face is a Del scar, which is to be expected from a Volvarian man. His skin is somewhat pale, and his eyes are blue - or, at least, the one that isn't Del scarred is. His build isn't particularly wide, however it is not scrawny, either.

## Known Associates

### Family

**Birth Family**

* Birth Father (Deceased)
* Birth Mother (Deceased)
* Vek'Lucif - twin brother

#### Acquaintances

* Ed Baker
* Patricia Impiraco

### Likes

* Text
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### Dislikes

* Text
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### Quirks

* Text
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Rus River

## History

Much like the Cerullis River, the Rus fostered many small civilizations throughout the first era and many more settlements as time pressed onwards.

## Description

The Rus is the third largest river in Auros, and the second widest. The river is famous for the canyons through which it flows and the plateaus against it within Ulyssa. Bordering Peramul, the river sustains abundant citrus trees.

## Importance

The river is an important conduit of trade and agriculture.
Mellerne

## Geography

Located along the southern coast of the Crags, Mellerne is the smallest county of the Crags, though perhaps the most geographically unique. Having its northern border on an impressive limestone ridge marking the transition to the peaks of Stoneshaw, most of modern-day Mellerne is less spectacular in terms of height differences than its sister territories.

Jagged landscapes, limestone cliffs and waterfalls dominate the county. The surface consists mostly of exposed bedrock, meadows and shrubbery, sometimes broken up by a group of trees. The climate is generally warmer than elsewhere in the Bastion mountain range.

Travel still remains difficult for caravans in the area, though the coastal road leading from southern Eastcliffe to Thorne in the southern Arbor does see some use as an alternative to the main thoroughfare in Saintsvale. Stone and marble quarries dot the landscape, making up for a lack of ores in the region. The main settlement in the region is the city of Cragport, which serves as a node in both the land and sea trade networks.

## People

The people of Mellerne tend to be more easy-going than most. Many lead simple lives, either working in the quarries or as workers in the city of Cragport. The level of education tends to be low, further reinforced by the lack of jobs that require higher education.

Work schedules are generally regarded as  preferable to the long hours people spend in the northern mines. Mellernians are often compared to the people of Eastcliffe due to their similar industries, and many jokingly cite the easy-going nature of Mellernians as the reason why they are not the top exporter of stone.

## Ruling Family

House Lynch recently took control over the county of Mellerne, ousting their longtime rivals House Beckett from the position. The two houses have both existed for a long time, and have a history of vying for power ever since their early days of being merchant families with competing interests.

Tensions between the families calmed down when House Beckett rose to the position of Count at the behest of House Jerinn. Though when the Jerinns fell, House Lynch was quick to declare for House Vincent, whom they already had relations with. House Beckett on the other hand resisted the Vincent’s instatement as rulers of the Crags.

Working together with the Vincents, the Lynch family was able to force the Becketts to step down following one of the dirtiest smear campaigns ever recorded in Alenthylian history. It is often said that Cragport’s high and boring stone walls make it resemble Granthelia, and that House Lynch is a perfect fit for the city, being snakes just like the Granthelians.

House Lynch remains one of the Vincents’ most important allies to this day, despite a bad reputation among the rest of Alenthyl’s high nobility.
King's Rock

## Geography

Further north, near the Capital Lands lies the small county of King’s Rock. More a formality than a proper county, within King’s Rock lies the grand city of Beckendale, which serves as a massive trade hub and capital to the duchy.

If one were to view the roads as the veins of Alenthyl’s trade network, and the minor stops and villages along the way as the arteries, Birmbridge would serve as the beating heart of the entire operation. Still, King’s Rock is the smallest of Centrafeld’s counties, taking up a simply paltry amount of land in comparison to its peers.

However what it lacks in size, it makes up for in influence. Nearly all goods travelling to the Capital Lands stop through King’s Rock at some point, and the ruling family knows it. Varren’s River runs through the border between the Capital Land and King’s Rock, and it isn’t free to cross.

The river is far too wide and violent to traverse safely, and thus its become a choke point for caravans. You either need to pay the sizable toll to cross one of the four bridges that cross the river, each run by its own noble family, or pay a slightly less sizable to to a less than reputable individual who owns a barge to smuggle you across Lake Florian. Regardless, the way between Centrafeld and the Capital Lands always takes its toll.

## People

King’s Rock doesn’t have many permanent residents outside of Birmbridge, but those it does have tend to be very rooted. Most run highly competitive inns, taverns, and breweries along the river. Most of the major settlements have been established right next to the bridges, with creative names like Bridgetown, or Saint’s Crossing.

Those that live in Birmbridge tend to be merchants of varying repute. While most individuals in Birmbridge make by with honest trading, it’s also the second largest black market in the entirety of Alenthyl, capable of selling everything from potent drugs to live humans, if you know who to ask. Rumor has it that Lorellus Labour Enterprises has slowly began to encroach upon Birmbridge from its suspected foothold in Port Darendale in Lordharbor and Thorne in The Arbor, although these could just be attributed to idle chatter.

## Ruling Family

The founders of Birmbridge, House Mallister are a particularly old and bitter house.  Established shortly after Saint King Alen’s conquest by Birm Mallister when he constructed Birm’s Bridge, they have established an iron grip on trade to the Capital Lands, one which they have held for well over a thousand years. All must pay their toll to House Mallister, especially their subservient houses who run the other three bridges, those that don’t tend to face a rather grisly demise.

They’ve been in control of Centrafeld over a dozen times in the last millennium, and yet whenever they take control the other duchies band together to dethrone them. They do, however remain the go-to choice of the Capital Land’s support, should they bid for power within Centrafeld, a badge of honor they wear proudly.
Serbaili d'Albon

## Overview

A man born in a village in the midst of Elterlein's gorgeous and mighty outskirts. He holds somewhat an interesting and disturbing past, and is now seeking for redemption and a new life- Which has led him to dealing with another far more interesting shenanigans and people.

### Appearance

: Height :

Six foot, Four inches.{6'4 : 193 cm}

: Hair :

Long & Thick. Either swept back and usually unkempt, or shaved/short sides & the top combed to the side.

: Eyes :

Greenish-Aqua hue. A harsh and intimidating glare casts upon those in his sight- Sharply kept on the task at hand.

: Skin :

Unevenly tanned, Usually patched with dirt.Stressed complexion, The palm of his hands show signs of harsh labor.

: Body type :

Burly & Well-built. Though rather low on body fat; Giving him a sharper definition on his body, protruding veins across his body, More prominent on the back his hands, & forearms.

: Distinguishing Features :

Quiet gaze & smile. Usually carries a bored expression. His height, size, & most notably his snobbish stance does make him stand out a bit more.​

## Known Associates

### Likes

* Text
* Text
* Text

### Dislikes

* Text
* Text
* Text

### Quirks

* Text
* Text
* Text
Junius Labeo

## Overview

Ex-Military Slave, now a freed man. Junius works underneath the crown and protects the lady Margarette Von Castell.

### Appearance

Junius is tall with a brutish appearance, his expression almost always neutral or frowning. He has a beard that is kept neatly trimmed and hair that has been cut in a militaristic style with a fade nearing the back of his neck. His features are sharp and rugged, with light brown - almost ashen - colored hair with a set of calm blue eyes holding green undertones. His usual attire consist of a standard Royal Guard uniform, gold accentuating the edges and armor padding his form. On his tanned skin lay many scars from battle and punishment during his days as a slave. The back of his left hand is branded with the Roman Numerals '99', which represents his number in his specific squadron.

## Known Associates

### Friends

* Margarette Von Castell
* Katari Leaf
* Garret Treaty
* Vas'Ya
* Zephyr Impiraco

#### Acquaintances

* Silas Capewell
* Friedrich Mauser
* Lieva Kanae Sarnai Mieli

## Personality

Strong, silent, foreboding - Junius is a well disciplined soldier who holds a confident air about him. Throughout the entirety of his life, Junius knew nothing more then how to be a proper slave and a proper fighter, this crafted the young man into something brutish and isolated. Those around him struggle to make conversation with him, the most gathering a simple response of 'mhm' and nothing more. Junius is one to take his job seriously, and there is little room for error when there is a life to protect.

He does however, have his hobbies, which are surprisingly gentle for his cold exterior. The young man has a green thumb, and enjoys caring for an assortment of plants. He also takes joy in caring for small animals, and on occasion, patting a stray cat or dog. To the core, he has good intentions.

### Likes

* Flowers/Caring for flowers
* Dogs/Pups
* Cats
* Small critters
* Sweet treats, especially sugar cookies
* Fighting/Guarding/Patrolling

### Dislikes

* Conversation
* Wasting time
* Undisciplined soldiers
* Constant pestering
* Being teased

### Quirks

* When asked why he speaks so little, he will respond with "I do not like wasting my breath."
* Has a habit of slicking back his hair with his hands, usually when he's frustrated or annoyed.
* When receiving small gifts or trinkets, he often considers them prized possessions and will carry them somewhere on his person.

## Other

### OOC Notes

Played by Ambillis on the account Ambifist
Light's Summit

## History

Nobody knows the exact date the monastery at Light’s Summit was founded, or even who commissioned or built it. Several theories have been proposed by scholars and men of the faith over the years, though none have been proven to this date.

The most popular among these theories is that the monastery was constructed on the orders of Saint King Alen Capewell himself, following his march back home after conquering the Arbor.

Most people who oppose this theory are members of the clergy in other duchies, unwilling to admit the importance the monastery would have if it was indeed commissioned by the founder of the Faith himself.

Cracked and ancient, the stonework of the building seems to support the popular theory. However, due to religious importance of Florham, the monastery remained secluded and relatively unknown until the Crags became a duchy on their own. Needless to say, the newly formed Duchy’s clergy was quick to choose it as their headquarters.

## Description

Light’s Summit is an impressive stone monastery that is perched high on the slope of one of the northern mountains, even partially into it. The mountain itself is neither the largest or tallest in the Bastion range, but is fairly accessible and still an impressive sight regardless.

A long, winding gravel path leads from the monastery all the way down into the Vale of Saints, taking a few shortcuts through tunnels and caves where the terrain is too treacherous to traverse normally. During the Deep Cold, the monastery is entirely covered in snow, while blizzards frequent the area.

## Importance

When the weather is good and the clouds hang low, the monastery at Light’s Summit stands above the clouds, basking in the sun’s rays under a bright blue sky. This spectacular sight alone is a reason for people to visit, but it is the connection to the Light in its purest form that has drawn in pilgrims for centuries.

A pilgrimage to the monastery is second only in popularity to Florham pilgrimages, though much more dangerous due to the mountain trail one has to traverse in order to reach the summit.

Not everyone can withstand the cold winds, and folklore says that only those with a strong enough belief in the Light can successfully complete the journey. This is further reinforced by the need to travel through unlit tunnels and caves on the way up, interpreted by many to be tests of braving the darkness.
Ishmael (Golem)

## Overview

A novelty golem that's only true purpose is bragging rights to say 'hey, I have a golem'.

### Appearance

A pale colored Golem made from limestone standing at roughly three feet and weighing around one hundred and twenty pounds. Its arms are proportionally too long and thin while its legs are too short. Its head is smooth and oblonged shape

## Background

Created in Alenthyl by a man who specializes in the art of creating golems, or 'golemancy', this variant of golem is near useless for practical means. It was created in a whim and serves as a novelty, not specializing in anything in particular. In its time with its original master when it wasn't idling around it would fetch simple things from low tables or carry small objects.

## Known Associates

Acquaintances

Father Quincy- A Alenthylian priest who purchased the golem and kept it around as a novelty item.

Yue Lin- Purchased the golem from Father Quincy, believing she could get more use of it by bringing it to the hospital. Technically has the ability to order the golem due to the way the golems been passed along.

Zan- Ishmael's current master and very lacking as a authority figure. He tends to not give the golem very clear commands, in fact more often he asks the golems questions to which it responds with silence.

Pelokas Mieli- Matron of the hospital. Ishmael acts as an inconvenience for her and any medic to try and go into the back rooms of the hospital.

## Personality

Ishmael lacks much of a personality, all of its actions consisting of staring, walking and falling. It lacks a mouth or any voice to speak of and can't express itself through those means.

### Likes

* It hasn't developed a liking for anything in particular.

### Dislikes

* Though it is a golem, it isn't exactly fond of falling over, which it does quite often. Not that it can express it.

### Quirks

* A tendecny to trip over itself due to using too much momentum in its basic movements, having blocky feet, and despite being a golem, tending to wear robes that tangle its feet.
* Being a golem, it lacks eyelids and therefor never blinks, staring at anything and everything.

## Other

### OOC Notes

This is all obviously a work in progress.
Rein'Unger

## Overview

Rein Unger was born into a smaller noble family and disowned by his father at a young age, forced to become a member of the Volvarian Dragonguard, Rein eventually became personal guard to Del’Gruk III and later aided Del’Drud in his bid for the Volvarian throne during the Mal Rebellion.

Rein would end up abandoning Del’Drud before his death and fled to the continent of Duerlyth. There he would rally a large force of Deurlen clansmen to his side, known as the Dimia clan. An entire clan behind him, Rein attempted to destroy the Kingdom of Novania, and avenge Del’Drud's death.

After the Dimia clan was largely destroyed during the Skirmish of Hearth, Rein fled to Vol’Draco, a tower in northern Volvar that was said to be the birthplace of the ancient Dragoncharm. There, Rein fell to an attack planned by the Imperial Watch, who had followed Rein to Vol'Draco. Before his death, Rein'unger attempted to enslave what was left of Volvar with an amplified version of a Dragoncharm. Luckily, the Dragoncharm was destroyed before it could wreak havoc.
Samuel Cassidy

The Man, the Onion, Samuel Louvel Cassidy

## Overview

Samuel Cassidy is a poet, musician, onion, and author residing primarily in Deurlyth's Northern Reach, though he is currently developing a villa in Eastgrove. Due in part to his physical state and general cowardice, he has been known to avidly avoid Novania's wilds.

### Appearance

Samuel is short and onion-shaped. His blond hair falls in languid curls and he sports a number of small scars across one cheek, as though he has been cut there many times. He has a strong resemblance to a cottage loaf. He's a little onion boy.

## Background

Born in Arlenne to a smuggler and his local fancy, Samuel grew up to be a healthy onion in Alenthyl until his mother received word that James Cassidy, his father, had come into considerable wealth in Novania. With this news, Samuel took a ship over to sponge off of his father's money and live comfortably.

## Known Associates

### Acquaintances

-Annabelle Lucian

-Liberius Armellio

-Corvan Vangrave

-Surian Bronislav

-Vitalia Marius

-Krog

-Crest Viracei

-Patricia Impiraco

THERE MUST BE MORE I HAVE PLAYED SAMUEL FROM AGES 17 TO 22 HE MUST KNOW MORE PEOPLE THAN THIS WHY AM I BAD WITH REMEMBERING.

## Personality

Samuel is a kindly and genial man, though not the most used to social interactions. He does well to embody the virtues of utilitarian hedonism, if perhaps with more a focus on broad pleasures than specifically higher ones. For all his faults, he tries to do good where he can and can be quite kind-hearted when it suits him - though a penchant for blood-sports does him no favours in this regard. Furthermore, he has a deep longing to sail. Seasickness gets in the way of this dream.

### Likes

* Consumption of good food and drink
* Onion-based products
* Consumption of strong tobacco
* The use of firearms and explosive-derivatives
* Training and breeding dogs

### Dislikes

* Those with no taste for good food or drink
* The higher echelons of society
* The exceedingly athletic
* Actual onions
* The mistreatment of animals

### Quirks

* Taking inspiration from his father, Samuel carries a cane around in the crook of his arm.
* As well as this, he will often carry around a full writing kit for if the mood strikes.
* Samuel is secretly actually an onion. Shh! Don't tell anyone!
* He carries a Shar Pei puppy in the crook of his arm.

## Other

### OOC Notes

Samuel Cassidy is played on Generic\_Bad\_Guy in-game.
Lumisade Mieli

## Overview

Lumisade is a sweet, happy girl who lives in Kasvava Rakkaus with her family. She hopes to help others when she gets older, and is learning potions from her mother to try and follow in her footsteps.

### Appearance

Lumisade has long black hair that she usually wears either in a ponytail or tied up with a bow. She gets her soft brown eyes from her mother, taking more after her than after her father, except for her hair. She can be found in a variety of different dresses made for her by her mother, and sometimes with an apron tied around her waist. She stands around 4'3 and is a bit pudgy, typical of people of Kotimaan descent.

## Background

Lumisade and her twin brother Minulle were born in Novania on the 28th of Deep Cold, 1175 to Pelokas Mieli. They lived there until around age 5, when their mother sent them To Kotimaa to live with other relatives for a time. They returned to Novania in Harvest call of 1182 with their sister Tulipalo. Lumisade joined the News Scouts not long after her return to Novania, and participated in many events before the group was disbanded in the Deep Cold of 1184, making friends along the way. Neither her or her brother got to know their father well, Nwkhii left Deurlyth before they were born, and wasn't back until around the time they went to Kotimaa. The first Time they met him was in 1182, after their return to Deurlyth, when he was in the Hospital from wounds recieved in the first Siege of Mountmend. Lumisade was tested for magic by her mother at the end of Full Bloom of 1184, and found to be without the gift. Since then she has been encouraged by her mother to keep trying to help people, and is being taught how to better do that. She has been engrossed in this teaching, and hasn't seen her friends for some time, being hidden away in Kasvava.

## Known Associates

### Friends

* Tel'Kaidan
* Altani Sarnai
* Farren Hakim
* Fadil
* Archer Wrenne
* Yue Lin
* Tsetseg Sarangarelsarnai

###

### Family

* Pelokas Hiljaa Mieli (Mother)
* Nekhii Alason (Father, Deceased)
* Sankari Pikkuinen Mieli (Half-Brother)
* Tulipalo Violet Mieli (Half-Sister)
* Minulle Mieli (Twin Brother)
* Vitalia Albre (Cousin)
* Taide Vahva (Cousin)
* Pyrnix Taivas Mieli (Adopted Brother)
* Ezalyn Mieli (Sister-in-law)
* Emma L. (Niece)
* Joahana Kaunis Mieli (Niece)
* Kieran Vahva Mieli (Nephew)

####

### Acquaintances

* Bohemond Hauteville
* Siegfried Vangrave
* Madelyn Vangrave
* Arthur Vangrave
* Jericho
* Gwyneviere Rhoswen
* Dieb Gaudner

###

## Personality

###

### Likes

* Sheep
* Pigs
* Rabbits
* Helping people
* Drawing
* Magic

###

### Dislikes

* Others getting hurt
* Boring grown-up talk
* Bad News

###

### Quirks

* Somewhat shy around new people, but she opens up fairly quickly.
* Easily Impressed
* Enthusiastic
* Quick to try new things

## Other

### OOC Notes

* Lumisade is played by Fa113nAng31, an alt account of Fa113n5tar
* Lumi is well versed in the Kotimaan language, having been taught from a young age and speaking it regualrly with her family.
Wedding Statues

## Overview

It's traditional among the peasants and other small folk of The Arbor to make a small, simple, and plain carving out of wood to gift to a newly wedded couple. Carvings vary differently, from depictions of local folk heroes to assorted plants and animals important to the family. The carving is traditionally kept on the mantle, and is said to provide good luck to the couple so long as it remains intact.

It is considered a tremendously bad omen if the statue is damaged or knocked off the mantle. This signals a potential death of one of the newlyweds or one of the couple being unfaithful. Wood carvings are destroyed upon the death or separation of one member of the union, or kept by the widow/widower if they do not wish to marry.

It is a milestone in the grieving process for a widow/widower that previously kept their carving to burn it, marking their acceptance of their loss and their renewed desire to move on.
Mer'Ek

## Known Associates

### Family

* Mer'Halan (Father, Deceased)
* Vir'Mina (Mother, Deceased)
* Mer'Czar (Uncle)
* Vir'Katya (Cousin)
* Mer'Thula (Wife)
* Mer'Asta (Daughter)
* Mer'Kisa (Daughter)
* Mer'Eeva (Daughter)

### Friends

* Lieva Sarnai
* Corvan Vangrave
* Airro Ta'lon
* Galya Mauser
* Ghal'Jarin
* Redloon Gaudner
* Din Windseeker

### Dislikes

* Friedrich Mauser
* Kathrin Ziegler
* Vas'Yana
* Drel'Vika
* Tel'Grov
* Katari Leaf
* Archer Wrenne
* Gron
* Russel Whitlocke
* Filch
* Uri Raven
* (Any Valarian)
* Nathan Buckland

### Enemies

* Mer'Czar
* Isibeal Brennan
* James Cassidy
* Kuvi Mieli
* Giant Owl Statue

## Personality

### Likes

* Swordsmanship
* Tea
* Reading
* Sailing

### Dislikes

* Being pestered
* Religion

### Hates

* Fire
* Giant spiders
* Anything that comes out of an Aeddom gate.

### Quirks

* He tends to adjust his wooden hand when agitated.
* When weather is bad, he'll sometimes walk with a slight limp.
Vitalia Marius

Vitalia Marius is an NIC Agent living in Hearth, Novania. She has served in the Novanian Royal Army, worked as a mercenary, and currently holds the position of Vice Director of the Novanian Intelligence Collective’s Field Intel department.

## Background

Vitalia Marius was born and raised in Novania. In 1185, she began her training as a cadet under Major Thane’Amaelia of the Novanian Royal Army. She eventually followed in Amaelia’s footsteps and served as the Major of the Sentinels for two years. In 1192, Vitalia resigned from her position within the Novanian Royal Army and traveled to Ulyssa where she further developed her combat skills and began working as a mercenary. In 1197, she returned to Deurlyth again to visit with her mother. It was then that she reconnected with Vibius Marius and fell in love. The couple married in 1199 and settled down together in Novania’s capital city, Hearth. Vitalia eventually started a search for work in Novania once again, which began her career within the NIC.

## Appearance

Vitalia is of Alenthylian and Ulyssian descent. She has blue eyes, a tanned complexion, and long wavy brown hair. One of Vitalia’s more prominent features would be her smile, which is present so often that she hardly looks like herself without it. Her wardrobe consists mostly of comfortable casual wear, her favorite being a certain purple sweater.

## Personality and traits

Vitalia has a very friendly, easy-going, and confident personality. She has low self control, however, resulting in a few irresponsible habits being developed throughout the years. Despite her flaws, though, she still tries her best to be good to those she loves.

## Notes

Played on the account OrigamiStars.

Faceclaim.
Rodrik Wisse

### Appearance

Standing at 5"11, Rodrik has an average build with broad shoulders. His hair is dark brown and at a medium length. His face is clean shaven. His eyes are icy blue and his face is stern.

## Background

After living most his life in a small local village he spent most his time working in his father's carpentry shop as he leared his father's trade.  Once saving enough money by being a shop assistant he hired a carriage to Hearth.  After staying in various taverns for a few weeks he earned himself a job in the sentinels. After seeing this was no demand for his trade in Heath, he now spend most of his time training and traveling along with the other sentinels. (Rest is a WIP)

## Known Associates

### Friends

Amaelia

Kret

## Personality

### Likes

* Intelligent people
* Well prepared food
* Horses

### Dislikes

* Idiots
* Irritating questions
* Cats

### Quirks

* Shy
* Doesn't approach or start conversations
* Rather keep close with people he knows.

## Other

### OOC Notes

First character on this server played by Swordic\_
Tel-Dellacroix Enterprises

## History

As its name would suggest, Tel-Dellacroix Enterprises (TDE), traces its short roots to its two parent companies, Tel Trade Company  and [Dellacroix International Trade Group]. These companies were both personal companies of their respective founders, Tel'Grov and Alistair Dellacroix , and were eventually merged after an agreement between the two in 3E 1180.

At its beginning, TDE operated as the main source of income for the county of Westmoor, and provided the county and its owners with great amounts of wealth. Because the City of Westmoor was under the management of Tel'Grov and Alistair Dellacroix at the time the company's creation, TDE would hold great influence within the county, and by extension, Novanian politics.

## Company Affairs

### Governance

Currently the company is lead by two chairmen and founders of the company, Tel'Grov and Alistair Dellacroix.
Osmann’s Arcane College And Military Academy

## Overview

Osmann's is a school for magic based on the Isles of Archangel, tailored specifically to cater to the higher echelons of aspiring mages within Elten society. An embodiment of the Second Empire of Elterlein's efficiency, graduation from Osmann's all but guarantees a high starting rank within the military's officer classes when a student goes into their two years' mandatory service.

Entrance is highly restricted. If a place is not reserved before a gifted child hits the age of ten, they more often than not simply won't be able to attend. In some cases, they are allowed in if they pay a hefty fee to make up for the lateness of application. In these cases, a student will likely start later than they might otherwise have done. Nonetheless, the delay and fee are often deemed to be well worth the expense for the quality of education and perceived prestige Osmann's offers.

Due in part to the school being heavily monitored by Elten military and held to exceedingly high standards, each student is assigned to a specialisation that is ingrained into them. The students are each manufactured to perform one particular task exceptionally well. This can range from mages being designed specifically to cause as much damage as possible to an enemy or enemy infrastructure, to those specifically tailored for troop evacuation as field medics. Having produced a great many wonderful minds, it is no surprise that the college is at the forefront of magical research.

## OOC Notes

This information is fairly widespread within Elten society. If you believe it would be reasonable for your character to know, they probably would.

Currently, writing up the school's background is a project being taken up by Erinaco. If you have suggestions for potential implications in its past or anything to put forward at all, please get in touch with me!
Spirits

## Overview

Spirits of those who wish to not leave this world, the fragmented Arcane remains of a mortal who lurk the Realm of Aevonhold attached to the mysterious Astral Plane. Confused and agitated, spirits lurk the realm walking through walls and watching from distances. Some spirits are able to communicate directly, while others may be flickering glimpses of ghostly apparitions.

Unable to remember their death or any information afterwards, their recollection of events is spotty and for the most part spirits will carry out routine tasks from when they were still alive. Spirits always have a reason for their haunting and that does not change until they pass on. A spirit may be of a Mortal, of recent times or long ago. New information is poison to a spirit, and when presented with anything that differs from their past life, spirits react in many different ways. Anger, sadness or outright insanity may swallow the spirit whole if their version of reality is threatened in any way.

Much of the spirits from times long past do not age well, their connection to the Astral Plane may even be snuffed out completely. Much of the ancient spirits recorded in books on the light, tomes and older oral tradition have been portrayed as angry, malicious and dangerous spirits that barely mirror their former selves.

Both Beastfolk and Werewolves do not manifest as spirits as their connection to the Astral Plane has been damaged beyond repair either through unstable Arcane energy surging throughout their bodies or the curse of Lycanthropy, which damages the connection greatly.

## Appearance

Walking visions of their former selves, Spirits can appear both incorporeal and corporeal depending on the light conditions and energy that the Spirit exudes. Wearing the garments of their former lives, spirits exist in a state outside of time and rarely change in appearance further than their original form.

When a Spirit becomes angered or further removed from their original state, the appearance of the Spirit can take on a sinister visage that commonly results in the face becoming contorted and pained. Some religions, such as The Holy Light take this as stark evidence that the mere existence of the entity is one of pure agony and terror.
Milguine Bulb

Also known as: Lady-in-a-Teacup, Blue Heart, Beesong

## Appearance

The flowers grow in arching horizontal racemes of up to 20 flowers in their month of blooming. The outer petals range from sky blue to blue while the inner petals are white.

## Notes

In a moist and cool climate, it will grow in full sun, but in warmer and drier climates it requires some shade. In most other climates, it is recommended the plant be nurtured and grown indoors.

## Culinary

Apiaries produce a famed honey from this flower. The honey is thick and flavorful, with a distinctive sweet, rich taste when applied in small amounts to food. In larger amounts, the plant is said to remove ills as it passes through the stomach and intestines.
Kotimaan Scale-Bat

(Picture of a tailed bat, Used as a place holder)

 Description

The Kotimaan Scale-Bat, known as a Kotimaan Cavern Dragon colloquially. The reason for this colloquial naming was for its similar coloration to that of the Kotimaan Mountain Summit Dragon and that it has a tail that is long and partially covered with hardened hair follicles that look like scales.

The Kotimaan Scale-Bat tends to stick within warmer climates but have been know to travel to cooler places where there are plenty of caves that can provide warmth, such as crawl spaces and attics within houses.

## Diet

These Bats are known to be Omnivorous but they have been seen praying on small mammals, birds, lizards and frogs. This would suggest that they need a balance of protein in the Diet.
Verdant Vale

## Overview

Verdant Vale is a medium sized farming community located near central Arbor, on the edge of Wood’s Hall and Nature’s Retreat. Established approximately in 3E 11th Century, Verdant Vale provides a variety of farmed goods to the local area. This comes from having the virtue of being located on a particularly large stretch of arable and fertile land, a rarity in the relatively rocky and densely forested Arbor.

It remains the primary holding of House Whitehallow, a minor noble house sworn to House Tucker. Verdant Vales’ exports consist of root vegetables, dairy, and wool, and it proves pivotal in provisioning the various mines that dot the mountains of Wood’s Hall. Life is quiet, if a little boring most of the time, normally only spiced up by the occasional merchant caravan passing through from Rollen, bringing assorted trading goods from all over Alenthyl.

Notably, Verdant Vale posses one of the best orphanages in the Arbor, which provides above average food and board along with apprenticeships to allow for children raised in such an environment to enter fields that require skilled labor.
Stoneshaw

## Geography

Stoneshaw is the largest county in the Crags, yet strangely enough also the one which is often simply forgotten. Encompassing the most inhospitable part of the region, it’s not hard to see why most outsiders have never even heard of it.

In addition, Stoneshaw stands as one of the youngest counties in Alenthyl, having only been created in the 10th century of the Third Era from large swaths of Saintsvale and Mellerne in order to ease the burden of administration for those counties. Bare, limestone surfaces make up most of the surface, usually in the form of steep cliffs, slopes and outcrops that all make travel very difficult.

The exception to the is the Coldstone Plateau, a windswept plateau that towers above all but the region’s tallest peaks and is known for its above average quantities of Arcane Essence. In contrast to rest of the Bastion, the mountaintops within Stoneshaw are covered in ice all year round, and spectacular glaciers can still be found occupying the upper limits of the valleys.

Settlements are sparsely dotted all over the rugged landscape, home to either entrepreneurial miners or hermits who prefer the quiet mountains to the bustling cities elsewhere in Alenthyl.

## People

Stoneshaw is no place for the feeble, and this is reflected by its people. Usually more robust, fair-haired and hardy than other Alenthylians, the people take pride in their ability to survive in such harsh conditions. Visitors to the county are rare, and very few traders choose to peddle their goods here.

People born in the region tend to stay in their hometown for their entire life, taking over whatever business their family runs. This usually involves keeping mountain goats and sheep as hardy as the people themselves. The Arcane Society also has several outposts in the region, and it’s not uncommon for members of the order to wander into towns for more mundane supplies.

## Ruling Family

The harsh landscape of Stoneshaw is ruled over by House Gairne, a small but wealthy noble house ruling from White Citadel up on the Coldstone Plateau. The Gairnes are hermits, keeping mostly to their fortress, only sending a representative out to Gouldhearte when explicitly invited over by House Vincent.

They seem to care little about the politics of the small settlements within their territory, leaving the local lords completely in charge. Members of House Gairne are often Gifted, leading to rumors among the townsfolk that the Gairnes own their power and wealth to large Arcane Essence mines, in addition to their association with the Holy Templar of Alenthyl.
Nel'Ruhn

## Overview

Nel'Ruhn is a nervous beastman, horribly disfigured from the mainland in Volvar.

### Appearance

Is described with many words, one of them being 'disgusting'. Nel'Ruhn is very, very ugly, with patches of human skin, wrinkled and disfigured around his body, most notably on his right eye and on his cheek. The skin droops down in wrinkles, fur attempting to grow over but failing horribly. He takes the form of a deer combined with human features. His hands and feet are replaced with hooves and his legs are horribly crippled due to a mixture of both human and deer assets. --

## Known Associates

### Likes

* Text
* Text
* Text

### Dislikes

* Text
* Text
* Text

### Quirks

* Text
* Text
* Text
Jade-eyed Ape Statue

## Origin

The statue is reported to originate from an unknown region within Zahvwan. It was first sighted in the docks of Hearth among the wares of visiting Ashkopa merchants in the year 1189.

## Physical Description

The statue is hand-sized and depicts a crouched ape. The statue is constructed of dark jungle wood and exhibits the Congawi tribe's style of art. Its eyes are made of jade.

## Effects

One who physically touches the statue will grow hair over their body over the period of one season until the hair is as thick as an ape's. The color of the hair will reflect their natural hair color. When another touches the monkey statue, the previous victim will shed its body hair almost immediately and the curse will begin anew.
Reyes Tacquil

## Reyes Salvador Tacquil

Text

## Background

Text

Text

### Quirks

* Reyes speaks with a heavy Perateca accent, and can speak Perataca and Common fluently though he cannot read or write well in either.
* Reyes is a chronic liar, rarely ever telling the truth and even more rarely the full truth. The majority of his stories are highly exaggerated or completely false, though as a result it has become difficult to tell which of them are actually true when he does tell them.
* Reyes while fond of the occasional bar brawl is oddly opposed to extreme violence, and does not take well to death or prolonged aggression. When given the option to fight or flee, he will more than likely flee if his life depends on it.
* Reyes is a very self-serving man on the surface, clearly motivated by what is in his best interest. Whether he is capable of being selfless remains to be seen.