recursal/Fanatic-Fandom huggingface dataset:
House Prastirt

## History

Rising to power in the late 7th century, House Prastirt is considered quite young in comparison to the other noble houses of the Highborn Gardens. However, their swift ascension to success can be attributed to its first generation of entrepreneurs, starting with the storied Loganne Prastirt I. A less known facet of Prastirt history is the marriage of Loganne’s sister to the ill favored Torlings.

This unsanctioned affair has seen the rogue Torling branch of the family shunned by all right thinking Prastirts. Loganne began the business venture that would become the Shorewatch Merchant Marine under his daughter, Loganne sullied the Prastirt name for a time due to his failed business venture with the Ristanthrats. However, with the rise of his daughter, and the decline of the Ristanthrats, Loganne was posthumously lauded for setting the foundations of his family’s vast maritime empire. The generations after Prescilla saw considerable stagnation and lack of business genius that saw the Shorewatch Merchant Marine enter its original golden age. This would go on for a few centuries, until the family reached its newest epoch of expansion and progress.

In recent years, the Prastirt family has seen a considerable rise in prestige and wealth. With the company becoming more integrated with the family as time progresses, the family has been able to focus their business. The newest generation of Prastirts have become ever more involved with the bureaucratic machinations of the Shorewatch Merchant Marine Co. Their adept command of the seas has seen them become one of the sole proprietor of naval affairs in commonport.

However, this new golden age has also come with ill tidings for the Prastirts. Due to bastardized marriages of the family’s caustic epoch, a branch of pseudo-nobles known as the Haben-Torlings have made attempts to commandeer the company. These Torlings originate from the same family that Loganne the First’s sister originally ran off to marry. Such ragged claims of succession have failed as of yet, but the Haben-Torling’s persistence and conniving nature may see partial success in the future should the Prastirts fail to properly end their threat. The Torlings don’t stand to be the only threat to Prastirt endeavors, as the Ristanthrats have been rumored to be on the rise once more.

These ruthless merchants haven’t forgotten Prescilla’s forceful takeover of their original business. This jealousness at Prastirt success has tempered a nature of ruthlessness in the up and coming Ristanthrats. If they are to be successful, the Ristanthrats must first overcome the overwhelmingly successful company that the Prastirts currently command.
Arcane Attunement

## Overview

Arcane Attunement is the classification of the specific relationship with the Astral Plane. There are two forms of Arcane Attunement, Natural Attunement and Astral Attunement. While all creatures within Aevonhold and beyond are inherently magical by nature, they may express difficulty or complete incompatibility with certain forms of magic.

Though there are entities who express attunement to both forms, those who express only one tend to remain unaffected by the other form, or in some cases may create interesting or devastating effects when exposed to the other form.

### Natural Attunement

Entities, constructs and magics that are naturally attuned have a strong connection with the realm that they reside within are naturally attuned.

### Astral Attunement

Entities, constructs and magics that have a strong connection with the Astral Plane, or a multitude of realms or planes are astrally attuned.
Henry Thomas Bronislav

## Overview

Henry Thomas Bronislav Danvers, they know him as just "Henry" is the name of a proud and straight Deurlen, he seems elegant whe he walks, but he is more serious when talking or meeting someone.

### Appearance

This man's height is medium, standing at 5'7, he walks proudly. Light brown hair, a bit long, and a slight beard. Cyan eyes, and a well-built body. He has the Bronislav tattoo, a green tattoo on the left arm, crossing his back, and ending on his right. He looks all elegant and serious, almost never a happy expression on his face. You can see that he has an interesting appearance at first sight. He wears the Bronislav clothing, fur cloak, covering almost all his body. His skin is not pale like his brother and sister, it is warmer.

## Background

He was born in Deurlyth, the Day 1 of the Harvest Call, Year 1172. Nicknamed as "Tom" by his brother and sister. They grew up with him as well, and they were like the best friends ever, going on adventures around the area of their estate, camping, etc. Their mother, Vimelia, taught 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. This is why he had tended to do a lot of exercise in the mornings, and the reason for his love to train horses. He is still learning to hunt, he doesn't has the title yet. Impressively, his brother Surian easily surpassed him in this skill.

His childhood with his brothers was friendly, but their father was very strict with them, and they grew up, an exhausting childhood altogether. When they were almost adults, Surian and Valentine stayed alone, because Henry left the estate, moving to the north to join a militia, since one of his best skills is combat. His family didn't know anymore about him, except for the letters he sent to them. Surian moved some time after his brother Henry did, but to Novania. Valentine stayed on the estate, she only had 14 years old when this all happend.

## Known Associates

### Family

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

## Personality

He is quite proud, he almost never accepts he is wrong, if someone proves he is, he will deny it instantly. He never gives up unless the situation is impossible to continue. He is grumpy and serious, not very fun for the jokes someone causes on him.

### Likes

* Cold weather
* Wild game
* Hunting
* Getting drunk
* Swimming
* Exercising
* Family
* Riding horses
* Gambling
* Fighting

### Dislikes

* Dogs
* Cats
* Helping people
* Dark Magic
* Light Magic
* Pretentious people
* Rain
* Celebrating with people around
* Pirates
* Cooking
* Labours
* Werewolves
* Beastmen

### Quirks

* Strong Deurlen accent
* Aggressive
* Protective
* Addiction
	+ Drinking
	+ Gambling
	+ Smoking
Christelle Ayre

### Appearance

Christelle takes closely after her mother. She has red hair that looks almost orange and very light blue eyes. She's short and slightly thin, though not too thin. She constantly wears dresses and occasionally wears a complimenting flower crown, a nod to her aunts.

## Known Associates

### Family

* Aurore Ayre (Father)
* Melissa Ayre (Mother/Deceased)
* Rose Filsdeux (Aunt)
* Echo Filsdeux (Aunt)
* Adelaide Filsdeux (Grandfather)

### Enemies

* None??
* She's six!!!
* Leave her alone.

### Likes

* Text
* Text
* Text

### Dislikes

* Text
* Text
* Text

### Quirks

* Text
* Text
* Text
House Lécuyer

### Sigil

Per fess Ermine and Vert. Respective contrasts of black & white stars over an ivory wall. Otherwise depicted as a Light and Shield heraldry.

### Words

"Adversity can foster hope, and resilience."

### Notable Members

Leslie Lécuyer

House Lécuyer's one of the many fledgling families dedicated solely towards faith and country, Alenthylian patriots through military service. Their imports are virtually non-existent, dealing their hand primarily through exportation. Enlisting various young, gifted adolescents into chapters which capitalize on the specialized, revered front of Light Magic, otherwise known as Paladins.
Cult of Dhun'Vhas

The Cult of Dhun'Vhas is a religion that almost reflects the ancient ways of Volvarians more than other points of Volvarian history. A religion focused around worshiping dragons and fire, and seeking to find their strength in replicating their strength and ferocity. Many mages seek to learn chaos magic, fire, or lightning magic to capture the ferocity and destructive power that many of the dragons they worship hold.

## Overview

The Cult has seen its reach spread to all of civilized Volvar, a religion dedicated to the worship of the Broadwings of their homeland and Dhun’Vhas, seeking to emulate them through practices of various magics and what outsiders would call extreme rituals and rites of passage that are common within the culture. There are also branches of the Cult that put more focus on fire’s power and how dragons are merely fire given form, these became known as the Pyrecallers, and several Houses had dedicated them to this ideal.

It had risen to the forefront of society during the reconstruction in the wake of the Thinning. When tales had spread of another plane with dragons the size of mountains, the Volvarians had flocked to the idea of returning these old, ancient gods to the world and granting them their strength as they did in the past. The Cult would solidify itself in society as it gave many citizens of Volvar jobs and would seek out areas of great turmoil and offer aid and protection against the dangers brought along in the world. It would not be long until the Dragonpriests of Dhun’Vhas accompanied and blessed many Dragonguard excursions, and would find themselves amongst the sailing mercenaries that would travel the world.

According to the Dragonpriests, Dhun'Vhas is a massive dragon, rivaling mountains in size and capable of calling forth storms with his roar, and causing galewinds with a flap of his wings. His flames created the lands of Volvar for their people and they seek to once again become capable of connecting with Dhun'Vhas children in the ways their ancestors had in the past, through the dragon charms. These charms are believed to be holy symbols, the knowledge of their creation passed to ancient Volvarians by Dhun'Vhas themself, and many of their tales claim that the originals were forged from the World Dragon’s blood. Dhun’Vhas would craft sons and daughters from various lands and elements, making the first of each of the various dragons across the world. The most notable in Volvar being the Broadwing, and more recently, Stormwing, a variation of Broadwing brought on by the Thinning that conjure small thunderstorms around them.
Elemental Magic

## Overview

Those who use Elemental Magic alter the Arcane energy that naturally resides within physical elements that make up Aevonhold. Elemental magic has a tangible quality with the surrounding world. Its practitioners can more easily imagine its bases. People consciously and unconsciously interact with the elements everyday, whether stepping barefoot over muddy ground or breathing air.

Due to this physical interaction and easy envisionment, elemental magic is easier to learn than other branches, such as Astral or Faith, and many mages use Elemental magic in tandem with other magic classes.

## Water Healing

Water magic healing allows the user to disinfect open wounds, cleanse poisons, remedy existing infections and illnesses. While the magic can be helpful in the cleansing process, it is most effective in non-intrusive healing.
Excerpt - A Brief History of the Divines - Droch-rùnach

**Surviving excerpts from the tome***A Brief History of the Divines***written by an Unknown Scholar, found in ancient archives with only small portions still legible. This excerpt has been copied for sale throughout Aevonhold.**

*“. . .the Deurlen people don’t call Droch-rùnach by his name for quite a fascinating reason, that is why this specific divine goes by many names such as: The Undivine, the Unspoken One, The Malicious, and many other various names depending on the region and clan. The fascinating reason for their refusal to say his name is to keep him away. Apparently Droch-rùnach is a very narcissistic divine, and even thinking his name would cause him to be attracted to you. The reason the Deurlen people wouldn’t want this is because Droch-rùnach is the ‘flipside’ of the proverbial Divine ‘coin’ in the Deurltyh faith. Droch-rùnach is everything the other divine’s are not. The “evil counterpart” so to speak. . .*

. . .According to ancient Deurlen mythos Droch-rùnach wasn’t always a divine being, he was formed later on due to neglect on the part of the Deurlen people. Droch-rùnach isn’t the most well known divine, and this has been done most definitely on purpose, as knowledge of him is what ‘attracts him’ to this world, so finding his history was painstaking work of mashing together various pieces of the main divine’s pasts as well as some filling in the blanks done by yours truly. . .

. . .Droch-rùnach as I have interpreted was formed from the negative feelings of the Deurlen people built up over the centuries. Greed, gluttony, envy, lust, cruelty, cowardice, and all other emotions aimed negatively at their fellow kin overtime brewed these feelings into their daily lives. Believing there was no consequences for these actions as long as they remained hidden deep within themselves they continued on harboring these subconscious feelings, unknowingly seeding them into their prayers and offerings to the divines. . .

. . .Éag sensed these growing shadows upon himself and the other divines and tore them from their deep roots and cast them out, however it was too late. The shadow gave itself form after being torn from its roots to become the earliest form of what is now known as Droch-rùnach. . .

. . .so Éag with the help of the other Divines helped banish the shadow to the to the very edges of the world, cutting all ties with it and not allowing it to feed on their power any longer. The shadow, knowing it would cease to exist if it stayed in its current state shaped itself into what we know today as Droch-rùnach. . .

. . .with the people of the Deurlyth faith now aware of Droch-rùnach and the undivine’s ways of swaying mortal hearts they take every precaution to be honest and true to themselves, not holding resentment towards others and holding honorable practices as to not feed Droch-rùnach, leading to the Deurlyth culture we know today. . ."
Alhambara

## Geography

Alhambara is located along the Siecian coast, south of many other ports. The city encapsulates the Ora Fortunae-- Coast of Fortune, as it is called in the common tongue. The Coast is a small bay with water in poor condition from sewage. The city's location between the Cerullis and Rus rivers (and grasp of trade along the Rus, particularly) forges its geospatial advantages in trade.

The population and buildings become noticeably poorer as one ventures further into the bay. The intensity and variety of colors used on roofs and fabrics, the stunning frescoes and beautiful architecture- all contrast highly with the shanties and collapsing temporary buildings in the innermost regions of the bay.

## Government

The Imperial Forum and the Siecian Greater Council dictate some of Alhambara's macroeconomic activity. Increased presence of Taurum Legionaries to keep the peace have been among the most controversial and vocalized of these policies.

For the most part, however, Alhambara has little regulation, and most decisions regarding the city are made of a coalition of merchant families and wealthy individuals.

### Law

Laws are often created which perpetuate the elite status of merchants. These laws convey special advantages and privileges to those with wealth while severely inhibiting the poor. The 14-class distinction-- which stratifies Siecians by nationality, wealth, and profession among other things-- are strictly enforced and impact wide aspects of life, such as business arrangements and even intimate details such as romance.

While these laws have been compared to Granthelia in terms of class discrimination, class does not inhibit travel throughout the city nearly as much, and the presence of federal force serves as a minor if ubiquitous check on these laws.

## Economy

The city competes heavily in trade with its rival Maelri. Alhambara was once said to contain as many merchant vessels and fishing boats as buildings within the city. The port sees less activity than in older times, but the volume of trade in the ports and market stalls is considerable. The city engages highly in global trade, and hosts such guilds and businesses as the Auros Trade Guild (ATG), the Ante-Copiae, and Tradewinds.

Nonetheless, the traffic from ships is so great that the mercantile oligarchy which runs the city hires a small staff to coordinate the entry and exit of boats from the bay. These cues are given by horns by daylight; by night, the lighthouses coordinate efforts.
Arlenne

## Geography

Located in the northwestern section of Antonelle, Arlenne is known for its temperate weather, good soil, and great many vineyards and orchards. Similar to its Centrafeld neighbor Goldfield, Arlnne primarily serves as the primary hub for food production in Antonelle.  However, due to its relatively easy access to the coast, Arlenne has grown to become a far more powerful territory.  The wine and champagne produced in the county has been one of the most widely sought after goods in Aevonhold, allowing the county to flourish.

Arlenne has two major settlements, the cities of Rosegarden and Roland’s Port. Rosegarden serves as the inland seat of power for the County’s ruling family, House Rosenborne.  It is the main producer of champagne in all of Alenthyl, although it is sometimes criticized for its overzealous approach towards production, sometimes starving its own populace due to poor logistical planning in order to increase its exports.

Roland’s Port is the primary trading hub of Arlenne, drawing its name from the Alenthylian Saint Roland, who was supposedly born there and is featured in a large statue in the center of the city.  It rests on the western coast of Antonelle, just south of Lordharbor and grants Arlenne access to a great deal of interested merchants who carry their wine and champagne to all four corners of the world while bring in all manner of fine goods from overseas.

## People

The people of Arlenne are fiercely patriotic towards and proud of their county, believing it to be the best place in Antonelle, and perhaps the entirety of Alenthyl. Harsh times are rare, but not unheard of. Notably, Arlennians tend to view themselves as far superior to Arborians, and have a fierce rivalry with Centrafelders, particularly those from Goldfield who they view as a direct competitor.

## Ruling Family

House Rosenborne is an older family, tracing its roots to shortly after Saint King Alen’s conquest of Antonelle. Founded by one of the Saint King’s favorite up-and-coming generals, Marquis Rosenborne, the Rosenbornes have quickly become one of the most wealthy families in Antonelle and perhaps all of Alenthyl. They’ve grown somewhat controversial in recent years as their increasingly lavish lifestyle continues to isolate them from the people they rule over, and several events over the course of the past few decades have shown the house is less pious than one might initially expect.

This has caused trouble for them in the past, and several revolts pertaining to their lack of piety and general gluttonous and promiscuous behavior have broken out over the past century. Unfortunately, due to their general lack of resources and greater support, these revolts are easily quelled, and the champagne and wine continue to flow.
Drugs

## Overview

### Bloodhype

A powder produced within the Western Kingdoms, snorting Bloodhype gives the user an extreme boost of energy, but produces a harsh crash a few hours later. It is extremely addictive and lethal if the addiction isn't properly cured. Withdrawal is extremely painful, yet addiction is intense.

### Ontspan

A Zahvwan plant grown near the waters, Ontspan is used by those with the gift to astrally project. They are able to see glimpses of the Arcane Planes through the real world. To those without the gift, Ontspan simply relaxes the user, causing sluggish nature or hunger.

### Keche

A variant of Ontspan that grows in Deurlyth, Keche is a drug used often by Lyverian tribes in rituals. It causes hallucinations and distorts the vision in both gifted and non-gifted users, even appearing to slow time itself.

### Cordroet

Cordroet is a strain of Ontspan and Keche that does not cause hallucinations. Users of Cordroet become sluggish and gain an intense hunger. Users of Cordroet tend to lounge around their homes and eat gluttonously when under its effects.

### Monkscap

A dark brown mushroom, Monkscap acts as a sedative and hallucinogen when boiled and drank. Doctors in poorer areas use the mushroom as medicine to put the person to sleep before surgery is performed. Those who resist the sleep are known to hallucinate intensely.

### Red Bliss

Red Bliss is red capped mushroom with white spots. When ingested, the mushroom causes a great impairment to motor skills and instills a sense of overconfidence and grandiosity. For example, the user may spout about being a god or flying above themselves, when in reality the user is barely able to sit upright.

### Moon Tears

A liquid commonly derived from Nobugo, Moon Tears are made from the poppy flowers native to regions within Nobugo. Generally used as an anesthetic throughout Aevonhold, Moon Tears is a highly addictive drug and can cause severe withdrawal symptoms and hallucinations, even from little use. Moon Tears are made from the process of crushing fresh poppies, and take on a bright white color, hence "Moon Tears".
Desmond Woods

## Overview

### Appearance

Desmond is a short, quiet young man, standing fully at around 5'10", although he rarely seems it due to his habit of slouching. He has short brown hair, dark blue eyes, and is almost always clean shaven, although he won't shave during particularly long hunting expeditions.

His manner of speaking is almost always quiet, and he has an unfortunate tendency to mumble and stutter. His clothing usually consists of his Royal Medical Corps uniform and a mottled green and gray camouflage cloak.

## Known Associates

### Friends

* Galya Mieli
* Khatun Mieli
* Bairre Bertach

### Aquaintences

* Chaman Mittal
* Fritz Mauser
* Thula Bhatak-Mieli
* Kuvi Mieli
* Tel'Cyra

## Personality

### Likes

* Carving figurines
* Hunting
* Privacy
* Peace and quiet
* Mead

### Quirks

* Frequently sharpening his saxe knife or carving something
* Prone to stuttering, especially when nervous
* More nervous around women
Golems

## Overview

Golems are large and broad constructs created by Artificers and commonly formed from raw materials. They are usually created for the use of those who need assistance, whether it be the simple task of moving objects, or as personal protection.

Golems tend to express a low intelligence and usually require the intricate guidance of a master. Without a master, the Golem will usually wander aimlessly with no true understanding or purpose.

Golems are commonly found in Granthel, where they can commonly be seen being used in the arena for the peoples amusement.

## Creation

### Construction

The construction of a golem is fairly rudimentary, the only major requirements are a knowledge of Sigil Scribing and a stable construct that you wish to animate. The process of animating a Golem takes a large load on the master, usually fatiguing them for a few days, depending on the size of the Golem.

### Control Sigil

In order to activate a Golem, one must inscribe a special "Control Sigil", usually formed as an intricate pattern that weaves all applicable forms of magic depending on what the creator has built into the Golem itself and what one wishes the Golem to accomplish. These Sigils can allow a Golem to speak, problem solve or attain a better grasp on certain motor functions, allowing a Golem to serve a variety of purposes.

This Sigil acts as the main source of intelligent thought, movement and "consciousness" effectively tying the Golem to the person who had inscribed the Sigil, becoming its master. If the Sigil is destroyed, either by physical interruption or complete destruction, the Golem will lose all function and revert to nothing more than an inanimate statue. Due to this, many Artificers inscribe these Sigils within hallowed out portions of the construct.

With each addition to the Control Sigil's functionality, the Sigil becomes larger and would eventually require additional upkeep, including scheduled Sigil repair and a surplus of Arcane Essence to be applied to the Sigil itself.

### Reactivation

Though a Golem may be deactivated through the destruction of the Control Sigil, they can be reactivated with enough repairs to the Sigil itself. A Golem may also be claimed by another mage, though the Control Sigil would have to be re-inscribed and unless commanded otherwise, this action would be seen as hostile.

### Personality

Once a Golem is activated, they do not have any working personality to speak of, unless inscribed within the Control Sigil itself. The process of creating a personality can be simply completed by teaching the Golem through example, verbal instruction or immersing them in an environment so that they may learn from others. Golems do not form personal connections unless commanded to, or through the inscribing of the Control Sigil itself.
Donatella NicEdan

## Overview

A cute farm girl who tends to be rather awkward.

### Appearance

She's a bit more "Deurlen looking" than her older siblings, with much brighter, curly hair, pulled up into a high, messy, ponytail. She's rather on the short side, though, having gotten that from the Granthelian blood of her mother. A large number of freckles decorate her face, neck, and shoulders, and generally anywhere that gets exposed to the sunlight. Her eyes are unremarkable, a soft shade of brown, but usually glittering with excitement and youthful wonder.

## Background

Donatella was born the third child of a Deurlen clansmen and a Granthelian immigrant- an odd union that resulted in their family having no traditional Deurlen clan ties, but none of the extreme class-based life of Granthel, either. It was a simple, loving childhood, where she spent her days trying to help with the farm work, playing outside, bothering her siblings, and ignoring the education her mother tried to instill in her.

When the world shook and the sky turned red in 1198, her parents sent her to live with the older twins, who had previously left to start their own farm closer to Driftwood. They hoped she might be safer, closer to the city, as well as to get some time to themselves after raising three children.

## Known Associates

### Family

Ophelia NicEdan

Marshall McEdan

### Friends

Nahimana

Burnell MacGowan

#### Acquaintances

Patricia Impiraco

Zephyr Impiraco

Dakaria Onuson

## Personality

Donna is awkward, but perky, and tries to feign confidence rather than admit she is afraid of something. She's a bad liar, though. She will talk too fast, and a lot, if she gets excited about something.

### Likes

* Sunlight
* Flowers
* Chickens
* Yellow
* Climbing
* Growing things!
* Being outside

### Dislikes

* Crowds
* Failure
* Reading
* Writing

### Quirks

* She's bad at anything 'educated,' despite her mother trying to teach her and her siblings having stuck to the lessons. She always hated it, still does, and refuses to learn since she's convinced she isn't capable of it.
* But she's cute!
* She giggles and blinks a lot.
* She has a pet chicken named Linley.
Dragoncharm

## Origin

Said to have been born of early Dark Magics within Volvar, Dragoncharms were used heavily by the Del during their reign between 3E 720 - 1151 to enslave the will of Dragons, specifically Volvarian Broadwings. While the number of Dragoncharms proven to exist during this time was low, their effect was felt all over Aevonhold.

## Physical Description

A Dragoncharm is typically constructed from a glass centerpiece, intricate metalwork and finely carved Arcane Sigils throughout the item.
Cragport

## History

Cragport was originally a trading outpost established by traders wishing to do business across the Aurosi Expanse. As commerce increased, so too did the amount of people wishing to make the city their permanent home.

It grew so fast that cheap stone had to be used to build the walls, towers and homes, creating a bleak visage of grey spires. The city’s growth came to a grinding halt with the advent of Thorne, a settlement closer to Auros and more easily accessible.

As the city of Thorne prospered and took over the position as major trade hub in the southeast, Cragport decayed until its rulers decided to throw in the towel and focus their facilities on export rather than trade. Since then, the city has regained some of its former glory by exporting vast amounts of cut stone and marble, though it still very much feels the shadow of Thorne over it and is often skipped by traders sailing past.

## Geography

The city is located on a rocky peninsula protruding into the sea, connected to the mainland only by a thin strip of beach. The city’s only access to land is by a large stone bridge connecting it to the mainland. The area itself is a typical eastern Alenthylian rocky coast, similar but more jagged than the cliffs of Rollen. Vegetation is sparse, and the jagged landscapes Mellerne is known for are readily visible when one crosses the bridge to the mainland.

## Government

House Lynch rules the city, supported by a council of lesser noble families who own large quarries out in the wilderness or industries within the city. The Lynches are famous for their intolerance of undermining their operations and authority. As such, those who support trading companies from Thorne, the Duke’s former political rivals House Beckett or any house from outside the Crags looking to make profit at the expense of Cragport is usually swiftly dealt with in the most creative of fashions.

## Economy

The main industry of Cragport is its export of cut stone. Massive batteries of stonecutters are strewn throughout the city’s industrial quarter, and its port is built specifically to accommodate the bulkiest of trade ships, capable of ferrying heavy goods to other parts of Alenthyl or beyond. Being so specialized, the city does not have much else in the way of an economy, though its markets are usually fairly well-stocked thanks to the caravans taking the coastal road.
Ashmoor

Built under the oversight of Alder Fal'on, Regent of Volvar. The city was built after the destruction of New Novania at the hands of Del'Drud and his supporters during the Mal Rebellion. The city of Ashmoor had seen only one King in its time, Oskar Valkenrath. Under the rule of King Oskar the city of Ashmoor had seen many improvements, with the introduction of the Second Empire of Elterlein.
Baris Hall

"This bitch! This vile, vile cunt whore filthy BITCH!"

**Baris Hall** was born in Vor'Daen on the 17th of Full Bloom, 1154. He is an alchemist and researcher by trade, and is known to be a very passionate experimenter of arcane anomalies.

## Known Associates

### Family

* Jaime Hall (Father)
* Elsa Sarethi (Mother)

### Likes

* Potions
* Experiments
* Having absolute power over someone

### Dislikes

* Disorder
* Most people
* Anything in the way of his research

### Quirks

* Baris is noted to use strings of very harsh curses when provoked or excited
* He's a Sarethi on his mother's side
* Treats those with arcane afflictions as subhuman
House Challinder

### Sigil

A black sword with two black lions at the top right and bottom left on a red field.

### Notable Members

* Rory Challinder
* Rylon Challinder

House Challinder is an old Alenthylian family, with its roots going back nearly as far as the city of Ashford's creation. House Challinder commands the expansive military of House Dunwell, acting as the Marshal and high command.

## History

Formed a short time after the creation of the city of Ashford, the first member of House Challinder was a high-ranking general in House Dunwell's military. After a great battle in the defense of the city, the man was knighted and allowed to take a crest of his own to form his own house. Since then, members of House Challinder have acted as commanders in House Dunwell's military. Due to the size and influence of House Dunwell's military, many of the battles in Alenthylian history have contained a Challinder general.

## Significance

House Challinder has no military of their own, nor any men in service of their House. However, despite this, they control one of the largest and most powerful militaries in Alenthyl. The House Dunwell military is one of the only militaries in Alenthyl that remains gathered and standing even in times of peace. Most others only call in levies and troops during times of war.

The men of House Challinder are trained from birth to be skilled warriors, tacticians, and strategists so they may one day be commanders within the military.

## Relationships

While House Dunwell maintains a nearly hostile relationship with many other Houses in Alenthyl, House Challinder remains neutral, almost amiable with the other Houses, due to the lack of interaction with many of them, outside of formal gatherings that House Dunwell attends.

### **Notable Members**

* Sir Rory Challinder, eldest son of {Garlan Challinder}, Marshal of House Dunwell's military.
	+ His wife, {Bidelia O'Quinn}, who died after giving birth to Rory's son. The two were never married.
		- His son, Rylon Challinder, a bastard that Rory legitimized in the name of the Capewells. Former squire to Dame Bianca Dellacroix.
* Moris Challinder, Rory's younger brother and holder of House Challinder's estate.
	+ His wife, Willa Marelle.
		- His eldest daughter, Layla Challinder
		- His youngest daughter, Matilda Challinder
* Lisette Challinder, Garlan's youngest child and only daughter. Widow to Sir {James Dervin}
沃夫岡·阿瑪迪斯·莫札特

**沃夫岡·阿瑪迪斯·莫札特**（**Wolfgang Amadeus Mozart**，1756年1月27日－1791年12月5日），出生於薩爾茲堡，逝世於維也納，是歐洲最偉大的古典主義音樂作曲家之一，他也是一位共濟會成員。

35歲便英年早逝的莫札特，留下的重要作品總括當時所有的音樂類型。根據當代的考證顯示，在鋼琴和小提琴相關的創作，他無疑是一個天份極高的藝術家，譜出的協奏曲、奏鳴曲、交響曲、小夜曲、嬉遊曲等等成為後來古典音樂的主要形式，他同時也是歌劇的專家，成就至今仍能順應時代的變遷而不朽。此外其作曲風格兼具旋律及藝術性，悅耳而活潑開朗，令其作品地位足與巴赫及貝多芬相提並論，亦讓人感受到音樂由巴洛克時期轉向古典主義時期的不同。
Aphradaneum

## History

The Aphradaneum was a project ordered in the year 3E 200 by Emperor Martinus Baldorum to celebrate the centennial. It took 12 years to complete.

## Description

The Aphradaneum is a great semi-circular amphitheater located in Rhold, the capital of Ulyssa. The amphitheater is the largest ever built in Aevonhold, built from concrete (a mixture of quicklime, pozzolana and an aggregate of pumice) and sand. The Aphradaneum has not weathered the years well, and a significant portion of the western observatory has collapsed. Efforts since have been taken to maintain the amphitheater, but no reconstruction has been attempted.

The Aphradaneum's most stunning feature is its hanging gardens. No less than a dozen gardeners tend to the plants, and the plants are arranged in typical Gallonese fashion. The plants boast Ulyssa's once worldwide influence, containing flora from across Aevonhold. While the number of flora has since declined due to a lack of care, the sight is still impressive.

There are two sections of seating. The high perimeter, where the gardens hang, are home to some of the elite voices. The remainder is for anyone, typically those or low or middle means.

## Importance

The Aphradaneum is open the the public and hosts a great amount of free entertainment to the public of Gallanon. It not only quells the masses of Ulyssa with blood sport and games, but also reinforces social status and station according to seating arrangements.
米格爾·伊達爾戈·伊·科斯蒂利亞

米格爾·伊達爾戈·伊·科斯蒂利亞（**Miguel Hidalgo y Costilla**，1753年5月8日－1811年7月31日）是墨西哥民族英雄、墨西哥獨立之父及共濟會會員。今日墨西哥中部的伊達爾戈州便是以其名命名的。

1770年，伊達爾戈進入墨西哥大學攻讀神學和哲學，期間受到法國啟蒙主義影響。1808年，在多洛雷斯任神父的伊達爾戈參加追求墨西哥獨立的秘密團體文學與社交會。1810年初，該組織計劃於當年10月1日起義，推翻西班牙統治。但是9月起義計劃即由於叛徒告密泄露。伊達爾戈遂與阿連德和阿爾達馬等人決定提前起義。

9月16日凌晨，起義開始，伊達爾戈敲響了當地教堂的大鐘，號召印第安人起義，史稱多洛雷斯呼聲，宣布了墨西哥獨立戰爭的開始。此後，伊達爾戈被擁戴為起義軍最高統帥，率領起義軍向墨西哥城進發。10月底受挫，11月底，伊達爾戈率起義軍轉而進駐瓜達拉哈拉，整頓軍隊，建立政權，取消印第安人賦稅，廢除奴隸制，宣布將殖民者非法奪取的土地歸還給印第安人公社，以爭取印第安人的支持。

1811年1月，伊達爾戈率軍與西班牙軍在瓜達拉哈拉城外交戰，兵敗被俘，7月31日犧牲。
Arcane Corruption

Arcane Corruption is a state in which the user experiences an increased aptitude and manipulation of Arcane ability, and lose their mind in the process. Arcane Corruption is an affliction that can befall any mage, from any school of magic. The symptoms of this affliction can vary greatly for every mage, though there are some primary characteristics of corruption prevalent throughout each instance.

Some of these characteristics can encompass Arcane affinity, physical change and even change the physical world around them by extension. Some examples include: Ability to grasp the use of more than two magic branches, loss of color in the face and extremities and the existence of Arcane anomalies around the afflicted user.
Arcane Inhibitor

Arcane inhibitors are machines which nullify the effects of magic and stop the casting of all spells within its area of influence.

## Commonality

The technology is more common where research into the Arcane is prevalent. There are only two known arcane inhibitors in Novania .

## Roleplay Implications

Those under the effects of the arcane inhibitor while it is active will be unable to cast magic.
Avangantamos Capewell

Avangantamos Capewell (right) and Lady Acantha (left), who took the Capewell name upon marriage

## Overview

Avangantamos Capewell reigned over Alenthyl and then Volvar during the period from 3E 1148-1156. His rule was marked not so much by his deeds but the number of exogenous tragedies which occurred during this time, one of which leading to the death of himself, his wife Acantha Capewell, and his newborn child.

## Important Events

#### **3E 1148**

* Avangantamos Capewell I becomes the 30th king of Alenthyl.

#### **3E 1150**

* Alenthyl’s Capital lands are destroyed by a Volvarian Del’s Broadwing, forcing the survivors to retreat underground. The dragon gives birth to dozens of dragons, laying waste to any of the salvageable surface.
* Avangantamos Capewell I abdicates, leaving the Pontiff of Alenthyl to lead the people.

#### **3E 1151**

* Fleeing Alenthylians arrive in Volvar, lead by former king Avangantamos Capewell I.
* Avangantamos Capewell I stages a coup d'etat, aided by House Vol.
* Avangantamos Capewell I proclaims himself King of Volvar.

#### **3E 1156**

* A powerful necromancer, the Dark King rises, bringing a plague upon all of Volvar.
* King Avangantamos Capewell I, his wife Acantha Capewell and their newborn child are killed in the devastating plague. The crown changes hands several times from here.
Callax Soren Albre

A great portrait of Callax, Drawn by StealthyBurrito!

## Overview

Callax is a well-kept young man with a bright, charming smile. He keeps up a very nice demeanor towards strangers, though he is very picky of those he trusts and befriends. He is incredibly devoted to his family, and to his job. He can either be found working, tending to his animals, or with his siblings and mother.

### Appearance

Callax is a rather heavy set man, very tall at the stature of 6' 2" and something upwards of 200 lbs. He is not out of shape, but he is not incredibly well defined. Years of hard work have calloused his hands and feet, but overall his skin is fairly unblemished. He is overall a shining example with a shining smile.

## Background

Callax is the son of May and Syxis, though his father disappeared when he was a young age. He then lived with his mother May and his stepfather, Tristan. His parents, however, were taken when he was at a young age. This in turn forced him to grow up rather quickly, raising himself the best he could. His parents did eventually return, but even later when his parents were in more trouble he found himself in the same situation, but this time with two little siblings to raise up as well. From all of that, he never left behind the values of how important family was to him. As a kid, he would hide the various farm animals he liked the best from slaughter, specifically a laying hen named Marvin Marius Reigner I. He managed to keep his mother from killing them (At least, the majority) and still tends to many of them to this day. After he grew into a man, he found his place within the field branch of the NIC, testing his mind and clue gathering skills to put away criminals and bring back information of the unknown to the research branch. After the destruction of Westmoor, his partner and leader Patricia Impiraco left Novania as well as their head of research, Percival, being exiled from Novania. After these events and the betrayal of his fiancé he decided to leave the kingdom with his daughter in search of a better more stable life, leaving all his investigations and information behind, hopefully to be picked up again one day...

## Known Associates

### Friends

Percival Mieli

Stanford Whitehollow (Insertvariousothernameshere)

Tulipalo "Violet" Mieli

Patricia Imparico

Harlow Rosewood-Hakim

Voel

Auntie Pel

Vitalia Albre

Edgar Bookman

#### Acquaintances

Dieb Gaudner

Galya Writhen

Yue Lin

Jiao Lin

Thane'Amaelia

### Enemies

Headless "Figure"

"Evil Cook"

### Likes

* Animals of any kind
* His job
* Weddings

### Quirks

* Has the best smile ever tbh
* Sleeps with a candle lit
* Smells like citrus

## Other

### Theme Music

The National - Don't Swallow the Cap

Dredg - Same Ol' Road

### Item Claims

A simple silver pocketwatch

His pair of Flintlocks, the smaller one hidden somewhere on his person.

His Flintlock musket, only carried when heading into immediate danger.

Callax's first, and current notebook.

### Pet Claims

Valerie Montague Lipton (Just Lipton for short)

Clifford Thunderhoof Mason II

Carmen Bolt

Marvin Marius Reigner I

Lincoln Clux

Brick

Porkly Potts

And many more...
Ella Tel

Ella Painting Edit by Ellie

## Overview

Ella is a quiet girl who spends much of her time reading or practicing music.

### Appearance

She stands at about five feet and six inches, she looks quiet and has large blue eyes, pale skin and dark hair. While she seems rather shy and uncomfortable, her demeanor changes somewhat when she's in a conversation, particularly a pleasant one, it's almost as if she's rehearsed being polite.

## Background

Ella was found alone in the streets of Hearth near the hospital by Khatun Bhatak. She was close to dead and had no parents to speak of. After being returned to health, she was difficult and withdrawn, spending most of her time in the hospital or the orphanage before being adopted by Tel'Grov.

Despite being nervous and complicated at first, Ella grew to trust and love Grov, finding herself most comfortable with him nearby. He gave her the means to have a proper and strong education, and she took advantage of it. With his help and support, Ella grew from a terrified little girl to an arguably brave woman.

## Known Associates

### Family

* Tel'Grov (father, adoptive)
* Tel'Valer (brother, adoptive)

### Friends

* Lieva Sarnai
* Hollis Bauer

## Personality

Ella is quiet and could easily be described as a "bookworm". She is very polite and inquisitive, however, in conversation.

### Likes

* Reading
* Writing
* Studying
* Music
Burrowing Marten

## Description

Burrowing martens are fast, agile creatures which live in the coniferous forests of northern Deurlyth, Elterlein and Volvar. They have bushy tails, and their large paws and partially retractable claws are well-suited to digging underground burrows. Their fur can vary, but most often the majority of their fur is white or gray with brown underbellies. Alternatively, they may have a yellowish-brown or brown coat; these varieties live along the northernmost rivers.

## Diet

Martens are mainly predatory animals which hunt small game: mainly squirrels, rabbits, fish, mice, and insects. They supplement their diet with berries.

## Behavior

From a young age, burrowing martens play roughhousing games amongst themselves. Playful biting, wrestling, ambushing, and springing onto one another are common, and these techniques help them to practice hunting game which may be larger than themselves.

As their name suggests, martens spend a good deal of their time underground. In the months of Deep Cold, an overwhelming majority of a burrowing marten's time is spent in the burrows it digs. These areas are excavated well before the arrival of Deep Cold, and a family of martens will usually huddle together for warmth. During these times they slow their metabolism and take turns hunting.

As of late, more martens can be seen in urban areas. They can cause distress when they break into homes and tear up places looking for warmth and shelter. They even have a tendency to kill and eat smaller dogs and cats. Attempts to make a burrowing marten a pet almost always go poorly, as they are not well suited for being contained and will frequently lash out at those who try to touch them.

## Myths

Burrowing martens can be found in several older stories. They are typically creatures of cunning and deception, though the tales vary. In some stories, burrowing martens lure children with promises of wealth and then eat the children in their burrows. Other times, they may be protagonists who use cleverness to avoid becoming eaten themselves by animals higher on the food chain, like wolves.
Ghal'Knox

## Overview

Ghal'Knox was a half Antonellean, half Volvarian who ended up in Volvar after the Broadwings destroyed most of Alenthyl. When he arrived in Volvar, he began adopting the culture of its inhabitants. He would come into possession of a dragon charm, which would lead him on the path to becoming a dark mage. He knew quite a bit about Volvar and its history, along with some advanced knowledge on Dragons. He would meet his demise at the hands of the Novanians, after succumbing to corruption and planning to rule over them forcefully.

### Appearance

Ghal'Knox was a slim, but fit man. He wore two charms around his neck. One appears to be a small gold coin with engraving on it, the other a small black glass orb, with golden adornments. The left side of his face, along with various spots on his body are scarred from some severe burns he suffered as a child. His normal blonde hair had been dyed brown, seeing as he wanted to closer associate with the Volvarians.

## Known Associates

### Friends

* Thane'Malek
* Alric Wrenne
* Juniper Wrenne
* Alder Fal'on (deceased)
* Del'Thok (deceased)
* Ghal'Theria (dragon, deceased)

### Family

* Valkyrie (fiance, at the time of his death)
* Ghal'Thok (son, with Jude, deceased)
* Ghal'Razra (son, with Drud supporter)

### Likes

* Dark magic
* Dragons
* Dark creatures

### Quirks

* Text
* Text
* Text
Great Houses of Volvar

## Overview

Throughout the tumultuous history of Volvar and its peoples, great dynasties have risen and fallen. Much of Volvar's cultural history is tied to the pride and strength associated with the Great Houses of Volvar. Some Great Houses have fallen into ruin, while others are stained by the bloodshed required to keep their House name alive in the harsh landscape of the northern continent.

With historical ties to the settlement of Volvar, many of the Great Houses are regarded as sleeping behemoths of myth and folklore headed by ruthless leaders dedicated to the survival of their name. The Volvarian people regard the Great Houses with much respect, as their names alone carry a tremendous weight.