recursal/Fanatic-Fandom huggingface dataset:
Kingbourne

14% Half-Elves

12% Dwarves

5% Elves

4% Halflings

4% Tritons

3% Others

Precious Metals

Shellfish

Shipwrights & Ships

Kingbourne was one of the Realms of Ahlus.

## History

Once a region of petty Kingdoms ruled by River Kings, the assorted monarchies came together in 99AG to form the Council of Westdell that ruled as a diplomatic collective following a series of harrowing and costly internal wars from the newly-constructed city. Called the Treasure of the West, Westdell was deeply coveted the people of Codorne, who captured and ruled from the city between 322AG and 485AG, then once more between 489AG and 758AG after a short-lived liberation. Petty campaigns finally ceased control of Westdell once more in 758AG, but after losing control of the city again in 801AG, it would not be reinstated as the capital of Kingbourne until the Realm of Codorne was destroyed by a joint effort of both Bourish and Giadoese troops with auxillary Astedian support. In return, Kingbourne and the Giadoese territories succeeded to the Astedian Empire, persisting as self-governing states.

In 789AG, the Council of Westdell outlawed use of magics from the School of Necromancy, except in those with specific permits and allowances. This ban extended to the Guild of Lilac Vine, which was contained within its borders.

## Society

After the fealties paid to the River Kings came to end with the creation of the Council of Westdell, the societal cultures of Kingbourne changed significantly, with growing focus upon individual freedom and liberty. Kingbourne's identity would quickly as much live upon the water as any land-based establishment. While such thinking gave such fuel to the lack of dedicated efforts to liberate Westdell from Codorne's control, by embracing the encouragements of Veth the Pathmaker to explore freely, it is said that the most capable captains in Ahlus are born upon the deck of a Bourish vessel. A dozen fleets, all calling a different town their home port and flying a wide varity of banners alongside Kingbourne's own were common sights throughout the docks of Ahlus, but few lingered long - preferring instead the joys of the open sea.

Seafood and alcoholic beverages fermented from different sea plants dominate Bournish cuisine, but because of the greatly varied demographics, it is within Kingbourne that all manner of races are likely to be accepted. Mixed languages have also become prevalent, as different races mix their languages with others, creating a medley of vocabularies that has come to be known as Deckpatter.
Ignar Lockfang

Ignar Lockfang was the gnoll leader of the Lockfang War Band, a marauding group of raiders based out of southerwestern Ahlus. After his seemed demise, he was reencountered over a hundred years later as a leader of one of the six of the warbands associated with the Flails of Nargus.

## Appearance

Ignar Lockfang is a large black-furred gnoll, mangey patches of scabbed flesh visible on his feet, neck and forearms. He possesses a set of dented plate armour of black adamantine, as well as monstrous glaive and vicious flail that he wields deftly to pin down his foes - preferring to deliver the final kill with his orange-brown fangs.

## History

In the decade immediately after the discovery of the Wayfinder Stones by Nelenet, it was noted that the back of Ignar's hands, like all members of his War Band, were set with an eye, each of which appears functional, if not slightly bloodied. Of further curiosity however were Ignar's own eyes - or rather lack of them. Set beneath a furred heavy brow were a pair of emerald green eyes that appeared more elven than gnoll in shape and composition. The mass of scar tissue into which they were mounted only furthered their unsettling, out-of-place appearance. Ignar, like many members of the Lockfang War Band possessed the ability to transform into a mist, laying further terror of his being on those he treated as prey. It is uncertain whether he was retained this ability since his return to the Material Plane.

After being reencountered in 134WD at Fort Aytysos, the eyes upon Ignar's hands had vanished, instead covered in scabs of burned flesh. He also was seen to be in possession of a new glaive, the weapon Drudge.

## "Death"

Ignar Lockfang was encountered at Dirgevale Crypt by a group of adventurers in 9WD, Ardor-Amberlight, his savagery quickly laid plain to the party. After retreating deeper within the crypt, he was eventually defeated and sealed with a *Wall of Force* by Fafnir Lutgehr to prevent his escape.

In defiance and seeking to avoid capture or just deigning his death at the hands of his captors, Ignar decapitated himself with his blade, immediately after which his body and glaive were drawn back into the Abyss.
Julius

Julius is a human baker working in the Three Brothers Warehouse complex in Whittengrove.

## Description

Having previously served as a wharfhand in the Three Brothers Warehouse, Julius was reassigned to the Three Brothers Bakery after the disappearance of the halfling Eltran, the first individual to go missing from the complex. Following Eltran's recipes, Julius has just about managed to maintain the bakery's production, though not without a sizeable share of burnt loaves and underspiced fruit tarts.

Nonetheless, when a party of adventurers arrived at the warehouse to investigate the disappearances at the behest of Alto, they were very supportive of Julius, offering words of encouragement and paying many times over for the goods they had purchased.
Howell's Heirlooms

Howell's Heirlooms is an art, jewellery and magic item shop in Howell Town.

## Description

Officially licensed by and an acting subsidiary of Howell Holdings, Howell's Heirlooms is operated by the gnome Ronybar, a skilled jeweller and purveyor of fine things. Located in the Zenith Plaza, the part of the Hearth's Bazaar in the Low City with a focus on luxury goods and produce, the usual clientele of the establishment are high-ranking members of the White Coats, or those being entertained by the Lord of Howell Town himself.

Howell's Heirlooms is an asymmetrical building, built from stone with a dramatic triangular roof like a mountainside - a gentle slope on one side, a sheer cliff on the other. A pair of large windows reinforced with iron bars displays the produce within from the entranceway, a wooden door reinforced with studs of bronze-patinated iron. Inside, seemingly by means of some illusionary glamour, the walls are not the same thick stonework that holds back the cold, and instead seem to be that of vast crystalline windows with vistas of the city streets stretching beyond it, awash in gentle snowfall. The interior smells warm, and deeply fragrant - reminiscent of expensive perfumes and other fragrances.

## Known Stock

### Armour:

* Breastplate of Resistance, Cold
* Elven Chain
* Plate, +2

### Gemstones:

* Various gemstones, but with particular supply of opals and rubies

### Jewellery:

* Various bracelets, earrings, necklaces, rings and other items

### Potions:

* Potion of Giant Strength, Frost
* Potion of Resistance, Cold

### Rings:

* Ring of Resistance, Lightning
* Ring of Resistance, Necrotic

### Tools:

* Glassblower’s Tools
* Jeweler’s Tools
* Tinker's Tools

### Weapons:

* Flametongue, various configurations
* Giant Slayer, various configurations

### Wondrous Items:

* Amulet of the Devout
* Belt of Giant Strength, Frost (Purchased by Ódóvir Jotunsson)
* Covolt Dagger
* Guardian Emblem
* Lanterns of Tracking - Dragon, Elemental, Giant
* Thermal Cube
Linakainn

Linakainn is a minotaur blacksmith and the current proprietor of Tohmos' Trinkets.

## Description

Standing just under seven foot tall, Linakainn is a towering giant of a figure often seen working in the open air between his shop front and forge out back. Nonetheless, despite this vast size, he has perfected his craft over the years, and considered by many to be one of the most capable blacksmiths in the city. As such, he maintains ongoing contracts with the Lotus Council to supply both the Rosehelms and the Order of the Oyster with their weapons and armour, relying on a number of employees to aid him in this task.

## History

Having taken over the forge from the bugbear Dovruk, Linakainn had previously served in the Rosehelms during the early years of their creation, before retiring when a lingering injury left him with a persistent muscular weakness in his left shoulder, as well as shattering his left horn. Having since rebuilt the latter to contain storage space for rules, pencils and other tools, beneath his tunic he wears a mechanical brace to aid the former wound.
Green Quill Troupe

The Green Quill Troupe are a minor faction associated with acts of banditry in the Greensong.

## Description

Comprised of a band of adventurers from various walks of life, the Green Quill Troupe members are unified behind a singular common goal - creation of a new portal to the Feywild. Guided by the warlock Kelun, the group raided travelling merchants to gather up the requisite supplies, as directed by messengers from Morgaelei, justifying their actions in the belief that the cost of the stolen gems had more than been paid by the forest itself, extensively logged as it had been over the decades by the residents of Ualune. Through desecration of a number of groves, old naturally-occurring connections to the Feywild had been lost, though necessitating the need for ones to be created anew.

Unbeknownst to the Troupe however, they had all been deceived. In reality, the messengers were instead from the Demon Prince Acherontia, sometimes known as the Death's Head, who guided the group into tearing a temporary rift between the Prime Material Plane and their home layer of the Abyss, Tinaemortum. Though the rift was deactivate before the Demon Prince could breach through, a number of demons escaped, and after a tense confrontation between Kelun and Ódóvir Jotunsson, the remaining members of the Green Quill Troupe pledged themselves to making their error right.

## Members

### Current:

* Caina Xanethron
* Carvell
* Imoros Corurian Prospero Trinvorn
* Kelun
* Sabina LeChaney
* Woods

### Former:

* Malmond Battleward
* Vim Pridehall
* Wenzel Velchen
Kendrij

Kendrij is a human merchant working for Curious Couatls Caravans.

## Description

Although hailing originally from Oxresh and having worked extensively in Rydoon, Kendrij has travelled much of the continent on behalf of his employer, accompanied for much of it by the grung monk Louploup. He was encountered at The Smokepot in Faelight Falls during investigations into the disappearance of a patron's wife, at which point he offered recognition towards Alwin tlo Hambert, having previously worked with the bard.

### Interactions with Alwin tlo Hambert

Kendrij first met Alwin while travelling alongside his then mentor Vanhareth Talaus, when the latter purchased a number of empty barrels from Alwin's father, intending to use them to fill with Atral wines and ciders and sell the produce onwards with their return to the city of Rydoon. After a few years, Kendrij would be assigned elsewhere, prompting Vanhareth to seek to take on an apprentice - Alwin tlo Hambert. Their paths would cross several times, primarily through Kendrij working to provision supplies of assorted produce for the guildhalls and offices in which Alwin spent much of his early career.

## Personality

Boisterous and amicable, Kendrij is a large man with a larger voice and presence, as well as a predilection towards revelry, specialising in the purchase, sale and consumption of ales, meads and wines, as well as juices and teas.
Irbel Glutburst

Irbel Glutburst was a gnoll packlord that led one of the six of the warbands associated with the Flails of Nargus.

## Description

Hulking and bulky, Irbel was a curiosity amongst many gnolls, in that he delighted in more than mindless violence, instead finding enjoyment in hybridising and otherwise creating monstrosities to subsequently engage in mindless violence. He maintained a number of caverns filled with spawning caves for this purpose deep within the Bristlebacks, although these were subsequently all destroyed by an incursion led by Tinia paa Wormswoe in 134WD.

Irbel's primary creation was that of the Glutburst Crawler, an organic creature that was intended to serve as a wagon or carriage for the transportation of demons, ghouls and gnolls themselves. These monstrosities were fearsome creatures in their own right, capable of surviving and regenerating in response to the demons scratching and gnawing at their insides, before allowing them to burst free at the right moment. Beyond this, Irbel also created Dogmole Juggernauts, Speltspiders and Carrion Bloaters to bolster his warband.

Irbel treated his creations as pets, feeding them (most commonly with the scraps of his failed 'pets'), but hesitated not when they came to serve their intended purposes, even if this resulted in their demise. The gnoll possessed an extensive knowledge of the natural world, reflective of his efforts to pervert it beyond its natural parameters, and was capable of taping into primal sources of magic to defend himself.

## Death

Irbel Glutburst narrowly escaped death at the hands of Tinia paa Wormswoe and a retinue of Rydooni soldiers within his spawning caverns, only saved by intervention from Eula Charcrackle. Only made more determined with the death of her soldiers, she started the journey towards a former Rydooni outpost captured by gnolls, coincidentally the location to which Irbel had fled.

Irbel was subsequently encountered in the tunnels beneath the castle, caught unawares by the adventuring party to which Tinia had found common cause. Although Irbel harried them with a *Wall of Thorns* and *Cone of Cold*, he would be ultimately decapitated by the Taxiar of the Rydooni Army, who mounted his head upon her pauldron until her return to Rydoon.
Hatchery of Vitrizkraan

* Artwork
* Map

Morennel Uthreloth

Naldri

Ronan

Siebern Kuiper

Skuld Blackiron

The Hatchery of Vitrizkraan is a location of the isle of Morass, cleared of its inhabitants by a band of adventurers in early 5WD.

## Description

Built beneath a mound of earth and stone standing proud of its bog-filled surroundings, the Hatchery of Vitrizkraan was a series of winding warrens and tunnels, much of it flooded with fetid and stagnant water. Living out of a series of improvised huts, a clan of kobolds had taken to tending to its true occupants - a brood of recently hatched black dragons - offering them food and treasures alike, both of which varied significantly from minor trinkets to adventurers themselves.

While the kobolds were not inherently hostile initially, they followed the lead of the dragons they followed and worshipped, utilising ingenuity in novel weaponry as well as their mass of numbers to try (and ultimately fail) to defend those in their charge.

Upon searching the cave with their foes vanquished the adventuring party would find little of notable value, but noted that the remains of many more hatched eggs were scattered here and there - numbering more than the four wyrmlings still occupying the cave when they first arrived.
House of Newvine

* Coat of Arms
* Territory

### Coat of Arms

*Quartered, a Cream Cup on a Field of Red with White Lozengy, a Red Cup on a Field of Cream*

## Relationships

### Liege

House of Charbafosse

The House of Newvine is a Noble Knightly house from the Province of Rethamia in Atralran, holding the title of Baronnet.

## History

In an attempt to diversify cultivation of vintages outside of the lands overlooking Stalrose Gorge, King Eldarion I Goldlor instructed artisans from the Houses of Caskbow and Lamonia to aid a new knightly house in growing vines further to the south. Named to this purpose, the House of Newvine was founded by a recently dubbed Régyr that had taken the name of Farril Sunhawk. Upon appointment to a Régysseur, they cast aside their former House stylings, instead taking up a new banner and name in acknowledgement of the expectations of their King.

The efforts ultimately proved successful, producing a number of fine vintages, but without the pedigree and history of Stalrose Vineyard, they are considered inferior to their northern cousins by many connoisseurs across the continent.

## Coat of Arms

The House of Newvine flies banners displaying a Coat of Arms *Quartered, a Cream Cup on a Field of Red with White Lozengy, a Red Cup on a Field of Cream,* all aspects of the blazon intended as direct reference to the anticipated produce of the granted lands. Particularly disparaging critics commenting with regard to the quality of the House's produce often jape that the colours used as surely mouldy plum and curdled milk in place of the pure reds and whites that the symbology is meant to evoke in the mind.

## Description

The House of Newvine is a predominately-human Noble Knightly house, typically possessing brown hair and eyes of grey-blue. They maintain lands on the northwestern edge of Atral territory, composed of 2250mi2 of territory made up of vineyards, golden fields and grazing land. Bisected by the Melody Walk, they share borders to the northwest with their liege, the House of Charbafosse, the north with the House of Greensoul, the west with the House of Mossvale, southwest with the House of Galeshell and to the south with the Montwells of the Province of Brurynais.
Ironstorm

* Artwork
* Map

Ironstorm is a prison colony utilised by the Hollow Concord.

## Description

For short periods of incarceration, most settlements simply use a simple set of stockades contained within the construction of the barracks, or in the case of the city of Rydoon, in the cells in Limebridge on the isle of Tike. For those subsequently sentenced more heavily, most are sent to Ironstorm, a subterranean prison complex of increasing depth for those found guilty of more grievous charges.

From the outside, Ironstorm appears a simple fort surrounded by a pair of stone walls, the external wall twice the height of the internal. A cordon territory of a mile in all directions is considered private property for which trespassers may find themselves detained and fined, and is patrolled by chariot riders on the ground and legionaries scouring the horizon from above atop armoured pegasi.

Featuring a panoptical design, each layer of the prison is arranged so that a singular guard can look upon the cell of any prisoner on their level at any given time. While it is impossible for that guard to look upon every cell at once, it is likewise impossible for a prisoner to know whether they are under scrutiny, resulting in a state of perpetual self-regulation.
Lambert Brunelle

Lambert Brunelle is an Atral Artificer based in Chalimar.

## Description

Owner of Boil & Blossom in the Vasseur Canton of Chalimar, Lambert's spellslinger training is obvious, given his seemed predilection to wearing simple leather armour alongside his apron in place of a more civilian set of attire. While often distracted with other matters usually caused by the acolytes that rent the rooms above his shop, he is a competent alchemist, having talent for conventional and improvised and otherwise customised potions alike. He maintained a close professional relationship with Perrin, suggesting that a party visited the halfling in Bellcroft after his belongings were damaged by Gremishkas, and was subsequently saddened to hear of Perrin's demise.

Aided in his efforts by a set of spectacles with multiple layers of magnification, and his familiar Tyrone, most commonly appearing as a small brown and white rat, upon which potions are often trialled, he has proven a helpful, resourceful and well-connected provider for adventurers and other independent individuals both. Lambert's competency seems to extends to potions and similar substances ranging in complexity and rarity from those common to those very rare.
House of Galeshell

* Coat of Arms
* Territory

The House of Galeshell is a Noble Knightly house from the Province of Rethamia, holding the title of Baronnet.

## History

Formerly a vassal of the Sapphire Sovereignty, the House of Galeshell sworn allegiance to Eldarion I Goldlor after his ascension, joining their levies with his own and aiding him in the Years of Consolidation. They were justly rewarded for their efforts and granted the lands south of Storm's Break in 16WD, having served as vassals of the House of Charbafosse ever since.

In 66WD, the House of Galeshell was involved in a major campaign in the Lesser Greensong to seal a number of entrances to the Underdark, and elevated from Régysseur to Baronnet in acknowledgement of their efforts and losses - including two separate heads of the household, and over a three dozen knights.

## Coat of Arms

The House of Galeshell flies banners displaying an *Escallop on a Field of White Divided Per Saltire Gold with a Blue Saltire*. Like many Noble Houses of Atralran, the Coat of Arms of the House of Galeshell features the traditional Atral colours of blue, white and yellow-gold, but also make reference to the extensive trade of shellfish operated throughout their territory, both harvested from the rockpools that dot their coastal lands, and those collected from the rivers that wind through the region. Weapons and armour wielded by members of the Household frequently feature inlays of fine-polished nacre to this effect.

## Description

The House of Galeshell is a predominately human Noble Knightly house, typically possessing brown hair and eyes of grey-blue. They maintain lands on the southwestern coast Atralran, composed of 1600mi2 of territory made up of forested hills and lowlands with bogs to the south. They share borders with their liege, the House of Charbafosse to the north, the House of Newvine to the northeast and the Province of Brurynais and the Lesser Greensong forest to the east and south respectively.
House of Charbafosse

* Coat of Arms
* Territory

### Coat of Arms

*Orange Sea-Fox Naiant on a Fusily Field of Periwinkle and Picotee with Ultramarine Fess*

## Relationships

### Vassals

House of Ashenmourne
House of Bettencourt
House of Charboudin
House of Flaxfield
House of Galeshell
House of Greensoul
House of Mossvale
House of Newvine
House of Rezet
House of Tustent
House of Xoldoxa

## Current Information

### Current Head

Imbert Charbafosse

The House of Charbafosse is a Noble Knightly house from the Province of Rethamia in Atralran, holding the title of Marquis.

## History

The House of Charbafosse was founded in 12WD but found themselves suddenly elevated to further prominence in response to the Quell of the Quill in 29WD, which resulted in the seemed extinguishing of the Noble Knightly House of Olboudin, the original Marquises of the Province of Rethamia. In response, their lands were given to the greatest of their vassals, and so overnight Baron Lorin Charbafosse inherited nearly 25000mi2 of territory filled with the most fertile arable land in the Kingdom, eight major vassals and countless minor ones.

Nearly a decade later, the estranged twin children of the late Marquis Marcelet Olboudin emerged from the forest of Chittering Holt to the west, claiming that they had perceived being away for but a few days. To maintain order against what could have spiralled into civil war, Lorin Charbafosse bound his family to their own, with betrothals for his son and heir Inquy and sister Lutia to Sabina and Sabrin Olboudin respectively, the latter marriage founding the House of Charboudin, based at the keep of Accord, in the former lands of the House of Charbafosse.

## Recent History

The current head of the House of Charbafosse is Imbert Charbafosse, who holds the titles of Marquis of Rethamia and Custodian of the Fields and Forests.

## Coat of Arms

The House of Charbafosse flies banners displaying an *Orange Sea-Fox Naiant on a Fusily Field of Periwinkle and Picotee with Ultramarine Fess.* The extensive use of shades of blue on the coat of arms of Charbafosse makes reference to the vast stretching coastlines within their territory, whereas the Sea-Fox was chosen as the central charge in reference to the figurehead upon the ship owned by the founder, Lorin Charbafosse.

## Description

The House of Charbafosse is a predominately-human Noble Knightly house and are considered amongst the richest in the Kingdom. They maintain lands along the southwestern coastline of Atralran, composed of 3200mi2 of territory made up fertile lowlands dotted by small copses and thickets. They share borders with the House of Charboudin and the House of Bettencourt to the northwest, and the Houses of Greensoul, Newvine and Galeshell to the south and east, all of which serve as their vassals.
Harric

Harric was a human gambler from Rydoon.

## History

During Alwin's time before his life in Amber Run, he was involved in securing a trade deal with a wealthy merchant from the Virtued Caste of Rydoon, and found himself involved in a game of Tazim's Bluff as the evening continued onwards during his carousing efforts. Quite inadvertently, Alwin managed to win a large sum of coinage from another individual present - that of Harric - who instead owed said coin to the Auvryth Den. While not immediately obvious to Alwin at the time, the act garnered the attention of the Den, who subsequently hunted down Harric, petrifying him into a statue at Sandoval Ravine.

After travelling to Sandoval Ravine to rescue Clio ohd Monime, the adventuring party - or rather that specifically Moxzi Bluhedd petitioned Ódóvir Jotunsson to carry the petrified Harric back to Amber Run to add to her trophy collection, having adorned him with a bowtie for the wedding of Alwin and Clio on the journey aboard the Great Conduit on the way home.
Guild of the Lilac Vine

* Artwork
* Map

The Guild of the Lilac Vine was one of the Ten Guilds of Ahlus, specialising in the School of Conjuration.

## Description

Located on an island off the shore of the Realm of Kingbourne, the Guild of the Lilac Vine originally specialised in both the Schools of Conjuration and Necromancy. Following the actions of the Archmage Korrinkas however, the Council of Westdell in 789AG ruled to outlaw the latter. Korrinkas fled justice, his place taken by the Archmage Yinlen Yarrow.

Like all the Ten Guilds, the Guild of the Lilac Vine was built directly adjacent to a large deposit of seemingly naturally-forming Iviniuum, having long since been depleted.

## Layout

All that remains of the Guild in present day is a singular observatory tower, the remainder of the buildings little more than sunken ruins reclaimed by the quags and mires of the isle. Storage and living chambers occupy the ground floor, serving the telescope and orrery, a planar diorama linked to a series of controls. Surrounding this orrery were a series of busts depicting the various Archmages of the Guild, the bodies of near all interred immediately beneath them. Bookshelves, long-pillaged contain a fraction of their previous occupancy, and alchemical laboratories had been converted by the grey-scaled kobold residents into hovels, and left in a state of ruin ever since.

## History

When visited in 7WD, grey-scaled kobold residents had converted much of the contents of the Guild into hovels. These dragonkin worked primarily to sort through the treasures found scattered in the swamps to those of value and worth offering up to their patron Vitrizkraan.

Hidden beneath a stone well was a deep pit filled with blackened and acid-notched bone in which the Dracolich Vitrizkraan often resided, the resulting clash leading to the death of the adventurer Andrul and one of the bodies of the Dracolich themselves.

The isle, having been marked on a map by the sorcerer Makaria Urilius, was subsequently visited by an adventuring party from Amber Run over 100 years later. In a heavy state of ruin, the Guild was found to be well on the way to being completely reclaimed by the swamp, with stretches of the remaining building heavily flooded. Though lizardfolk residing on the isle often travelled to the Guild to hunt the crocodiles living in the surrounding waters, they had subsequently found the Guild to be haunted. Said haunting seemed to have been caused by the exhuming of the body of the Archmage Yinlen Yarrow, his anguished spirit subsequently transforming the slain lizardfolk into specters and shadows that assailed the party - before they themselves joined the fray.
Khurezolgrax

* Draconic Form
* Hobgoblin Form
* Tiefling Form

Khurezolgrax, sometimes known simply as Khurel, is an adult bronze dragon.

## Description

Like near all dragons of Ahlus, Khurezolgrax has the ability to change their appearance, and is thus is more frequently found within one of these guises, rather than their huge draconic form. In this guises however, they seem to embrace the stereotypes of the roles chosen, with the hobgoblin warlord extensively outfitted in armour and weaponry for frontline fighting (despite deigning to actually do so), or as a tiefling pirate in cliché sailor's dress, complete with scimitar and trihorn hat.

## History

First encountered disguised as a hobgoblin warlord attempting to corral together a group of goblins and kobolds in the base of the Bristlebacks, Khurezolgrax seemed to treat the skirmishes as little more than a game orchestrated for his entertainment. He spoke admirably of the Legion of the Black Hand, though was quick to add that it was simply their logistical prowess that he lauded, more than any particular agreement of their overarching ideas. Comparing the conflict between his so-called Claws and the hill giant Skognar to a game of Dragonchess, he deigned not to get directly involved during the battle, instead preferring to watch from his vantage point.

After the skirmish's conclusion, lamenting the frequent headaches caused by his efforts in training the rabble, he seceded control of the fledgling warband to that of the goblin Snailnose, who was responsible for the killing blow on Skognar with his shortbow. Having magically compressed his tent and belongings into an enchanted piece of cloth similar in appearance to a black handkerchief, he revealed his true draconic nature as he readied to promptly depart. When asked, he remarked that he was yearning for the coast once more, and intended to travel to the Bay of Astaz to spend the looming Whiterose months.

Khurezolgrax was subsequently reencountered a few years later in 134WD at Wolffish Cay, having allied themselves with the Wolffish Pack in response to signs that the Hadean Tide may have succeed in loosing the Primordial Elemental Prince Scothyx onto the Material Plane. Recognising the intent to do good within the group, Khurezolgrax appears to have dedicated themselves extensively to the cause, having engaged in research into the topic, and taking on-board suggestions from an adventuring party to look into both the ruins of Blarakkerihaugr and possible connections at Tremorthresh Crevasse.

The cause of the Wolffish Pack would prove to be a continued focus for Khurezolgrax, acting as a recruiter for the group by trying to appeal to adventurer's compulsion to be involved, and thus sought to inspire them to dedicate themselves to the same cause. To this effect, Khurezolgrax impersonated the Sword of Flame Corvyn Quelenneth and hosted a grand hunt at the Lotusbloom Demesne. As well as giving prizes to the victors, he used the platform to recruit to the Pack directly, finding a number of mercenaries and would-be adventurers interested.
Guild of the Guerdon

The Guild of the Guerdon is the organsation responsible for managing bounties and other investigations within the city of Rydoon.

## Description

The Guild of the Guerdon's main entranceway is an unassuming site, a large oak door set into a bronze-rimmed frame. Above it swings listlessly the symbol of the guild, a key and lock shaped like a coinpurse. Within is an oppressively-constructed hallway, with pools of shadow beneath low hanging wooden beams broken up by large panels of high-set windows. Doors aplenty - wooden and iron alike - litter the walls, with benches dotted between them for those confined to waiting.

The systems in place appear to be heavily ruled by bureaucracy, with forms and ticketing systems aplenty prone to slowing down the necessary paperwork.
Ice Paraelemental

Ice Paraelementals are a type of elemental creature, said to be created by the Archomental Malovox.

## Description

Sharp and angular, Ice Paraelementals are the amalgamation of the Planes of Water and Air, forming in the pockets where seeds of each overlap upon the Material Plane. They are, however, also found across the Wandering Worlds, especially so in areas of similar composition to their own. Drawing breath in the proximity of an Ice Paraelemental is a chilling experience, while their fluid and mobile passage readily freezes exposed water sources.

All manner of creatures able to tolerate the presence of the paraelemental may be found to utilise them as guardians and foot soldiers, ranging from bheur hags, white dragons, frost giants and many others besides.

Arcanists have developed methods to entrap an Ice Paraelemental in gemstone form, specifically that of a *Paraelemental Chalcedony*. They are commonly confused with Ice Golems, although these are technically Constructs, rather than the Elemental form of the Ice Paraelemental.
Lake Endeen

* Artwork
* Map

Lake Endeen is a large lake in northwestern Ahlus.

## Description

The largest lake in northwestern Ahlus, Lake Endeen is most famous for being the location of the city of Rydoon, which sprawls over the large islands that make up much of the southern third of the body of water.

Ships sailing between the isles and northwards towards Claygate, Saltwharf and beyond are a common sight - be they mercantile skiffs, martial galleys or merely barges intend for mirth - as well as all manner of aquatic life occupying the clay-rich shallows and the uncharted depths at the heart of the lake. Most famous amongst these residents are Argil Eels, which migrate from the warmer waters further south to the River Hallus and Lake Endeen to mature, before returning back to the Bay of Astaz to spawn. Occasionally, fisherfolk claim to have spied particularly gargantuan individuals of this species, though the catadromous eels consistently prove too evasive for the fisherfolks' nets and lures to catch proof for these claims.
Iotl

## Goddess of the Mountain and Storm

* Artwork
* Symbol

## Technical Information

### Symbol

Two mountains, one of pale marble and the other slate grey, separated by a chasm shrouded in cloud

### Constellation

Two mountains made up of eight stars. Found in the western sky.

## Rules Information

### Domains

Tempest, Grave, Death

Iotl, also known as the Stoneheart, the Thunderqueen and Daughter of the Veil is a member of the Ahlusian Pantheon known as the Principal Sixteen.

She is the Goddess of Mountain and Storm, and serves as the psychopomp in the Ahlusian Faith.

## Commandments

* Celebrate life where it lingers, do not fear its departure. Though the transition may cause suffering, it is simply an aspect of the natural cycle.
* Enact your true fury upon those that would defile the sanctity of the cycle. Undeath and desecration of the soul are the greatest of abominations before Iotl.
* Grant mercy to those that deserve it, deliver swift justice to those that do not.

## Holy Day

Ancestor Day comes near the end of year, on the sixteen day of the last month and is tied inherently to the Feast of the Lanterns that takes place on the day after. Both celebrate the lives of those passed, remembering their deeds and commemorating their successes and victories that grant them passage into the Valley of Iotl. All achievements are celebrated, with particular emphasis placed on virtues maintained throughout life. Resilience and prudence above all are held in high regard, although more conventional triumphs of social, martial and economic means often end up as the focus.

## During Aita's Gift

During Aita's Gift, Iotl started to watch over the Races as they cowered in night, granting support immutable for those that eventually passed.

Since then, she has watched over the Shrouded Valley, a passageway of natural spires and sheer cliffs of granite and andesite where the peak of Mount Celestia meets with the Candle Canvas of Night. From there she guides departed souls into the afterlife most suited for the lives they have led upon the Prime Material Plane.
Lumaris Xaldir

Lumaris Xaldir is a high elf investor currently serving on the Radiant Triumvirate of Viridell.

## History

Seeking investment opportunities, Lumaris Xaldir upheaved himself from a life in luxury in western Ahlus guiding village sages and town mayors alike to dedicate himself to a new opportunity presented - that of the fledgling town of Viridell. Acknowledging the novel nature of the settlement and its link to the larger town of Whittengrove, Lumaris has offered his expertise to aid in construction efforts, city planning and all other manner of architectural and logistical challenges.

He was selected to represent the settlement of Viridell as a Triumvir by Fonteyne Howell during 8WD and has served as Triumvir ever since.
Lorothak

Lorothak, known also as Lorothak the Blue, was a Goliath Jarl of the Realm of Courrakey.

## Description

Jarl of the County of Llader, Lorothak the Blue was a famed warrior who quarrelled with giants, orcs, dragons and other beasts of the expanse alike before his demise in the crushing and burning embrace of a gargantuan Remorhaz. He was buried alongside his stalwart warriors and a great deal of personal wealth in the largest of the Barrows, before being disturbed and reanimated by the mousefolk Isidore Hazebrooke.

His axe was claimed by the Firbolg Fighter Redmane.

## Kaldrvegr

Weapon (battleaxe), rare (requires attunement)

*"The famed weapon of Lorothak the Blue, Jarl of the county of Llaber, Kaldrvegr was wielded with skill and might alike to defend the residents of the settlements from orc, gnoll, yeti and dragons alike. Upon his death, the weapon was buried alongside him, ready to be carried forth into the afterlife."*

When you hit with an attack using this magic weapon, the target takes an extra 2d4 cold damage.

In addition, while attuned to Kaldrvegr, when subjected to a Constitution saving throw against taking cold damage, you have advantage on the roll.
Larkin III Goldlor

Larkin III Goldlor was an Atral King that ruled between 541AG and 552AG.

## Description

Larkin ascended to the throne after the death of his father, Larkin II Goldlor, and was one of two Goldlors that were not followed by another Goldlor after their demise - the other being that of Gilbert IX Goldlor, briefly succeeded by the steward Nicholaus Sanridge and then the Ethnarch Erafus Albimond.

After just over a decade of rule, King Larkin III Goldlor lost both his family's home and golden haired-head to a military coup staged by the Lord-General Kassian Margaste. His son Irving was forced to flee to neighbouring Gawylthlan, returning to the Gilded Throne after Lord-General Kassian, and his brother Theozen Margaste's demise but a few years later.
Beast Tongue Frond

Beast Tongue Frond is a type of shrub commonly found within the Weald's Wake.

## Description

This broad-leafed plant possesses a fleshy pink-red hue, and is covered in small indentations and nodules that give it an outwardly unsettling appearance, similar to that of a tongue - hence the nomenclature. Though covered in a fine layer of wax that give a glistening wet appearance, the frond can be handled without issue and grows readily in well-lit forest groves and more open grassland regions.

## Usage

When a sufficient quantity of Beast Tongue Frond leaves, usually five but ultimately dependent on the size, are brewed for an hour alongside a Cat's Whisker and a Quipper Scale, it produces a mixture that works akin to that of a *Potion of Animal Friendship*.
House of Stoneloach

* Coat of Arms
* Territory

The House of Stoneloach is a Noble Knightly house from the Province of Brurynais, holding the title of Régysseur.

## History

After Ualune was established on the Melody Walk near the site of the former and supposedly accursed razed home of Ealwant Besculus, efforts were made in subsequent years to bolster the southern stretches of the continent, and so a pair of Noble Knightly houses, that of the House of Barbeau and the House of Stoneloach, were founded in quick succession in 62WD and 63WD respectively and granted lands along the southern coast. Claims that the two houses were founded by feuding brothers are easily dismissed however, despite the sporting rivalry that exists between them, given that the House of Barbeau is predominately halfling in composition, whereas the House of Stoneloach is mainly human in race.

It is often remarked by individuals across Atralran that no living soul truly has as much patience as the members of the House of Stoneloach, giving rise to the phrase of a "stoneloach's stoicism" when faced with an undesirable occurrence.

## Coat of Arms

The House of Stoneloach flies banners displaying a *Trio of Teal Fishhooks Fretted on a Field of Green with White Bendy Sinister*. Like that of the House of Barbeau, fishing is very much considered a way of life amongst the members and subjects of the House of Stoneloach, who rely on the numerous rills and runnels that chase through the marshlands and bogs for the staples of their diet, ranging from fish and frogs to cockles and crabs.

## Description

The House of Stoneloach is a predominately-human Noble Knightly house, often cited as having webbed toes. They maintain lands on the southern coast of Atralran edge of Atral territory, composed of 1400mi2 of territory made up of a few high hills surrounded by bogs, quags and narrow waterways. They are positioned next to the lands of the House of Barbeau to the west, their liege of the House of Montwell to the north and the waters of Inve's Bay to the east.
Hobs' Fall

* Artwork
* Map

Hobs' Fall, sometimes called Hob's Fall, is a mighty stronghold reclaimed from the ruins left by the Legion of the Black Hand.

## History

It remains uncertain whether the goblinoid outpost of Fort Zruldralbar was actually constructed by the Legion of the Black Hand as a central encampment and fortification for their warband, or whether it was instead a ruin claimed following the Manifestation. As a result of the extensive reconstruction and modification, much of the original structure no longer stands, and so the question continues to confound historians. Primarily shaped from Audrockian Sandslate, quarried from the nearby settlement of Breakstone, Hobs' Fall watches over the approach from the Bristlebacks and the Heartsword Pass, following in the lead of the martial history of the fort.

## Government

Similar to the administrative arrangement of Caterwaul far to the north, Hobs' Fall is traditionally ruled by three individuals. The Marquis of Pervou enacts the finer details of governance, while a Lord-General of the Atral army holds command of the settlement's military residents. From Chalimar, the Crown has the ultimate authority, though both of the former are charged with acting in accordance with the laws set by the Throne. In a departure from historical precedent, the current Marquis of Pervou and Lord-General of Hobs' Fall are the same individual, streamlining bureaucratic processes somewhat. Calls that the Marquis holds too much power evoke the example of Lord-General Kassian Margaste, the last individual to hold both offices simultaneously as a dire warning, although thus far the Marquis has remained a staunch and reliable ally to their liege.

## Crime

The density of the military population at Hobs' Fall makes criminal actions a risky affair for even the most cautious and tactful criminal, but with the focus placed on the lands to the north, some find easy pickings amongst the populace to the south, before making a quick escape via use of the Galerider Rail to lands distant.

## Geography

Hobs' Fall itself is a largely unremarkable fortification, not quite Atral enough in design to evoke the wonder of Chalimar Palace, but having undergone another rebuilding and modification to lose much of the fearsome architecture of the goblinoid citadel upon which it was built. Instead, it is the fields and farms to the south along the Legion March road that are favoured by painters and other artisans, enraptured by the rolling hills of vineyards, pastures and orchards.

Over the last half dozen decades, new farmlands and homesteads have shaped the land surrounding the settlement, attracting new organisations, factions and folk into the region. Most of these new fields and vineyards have been tilled to the south of the fortification, though with growing competition for space drives up the price of deeds, eyes have since turned northward, where a number of small villages have been established.
Ingul

Ingul was a human ranger affiliated with the Farbound Guild.

## Description

Little was known of Ingul, save that he served as Cahmir's travelling partner for a time, and that he eventually met his demise within the tunnels of Mount Durnach. He was a human male in his sixties, and owned a number of magic items, including a *Map of Boundlessness*, a pair of *No-Stones, Quickstep Boots of Springing and Striding* and a number of potions and scrolls that the pair used to aid in their explorations.

## History

When his surviving Farbound Guild member Cahmir was encountered in an abandoned village near Mount Durnach , he explained that he and **Ingul** had sought to chart the routes and paths around the volcano before being driven into a cave by a dragon flying suddenly overhead. Within, they were set upon by a vast swarm of Blaze Bats, resulting in Ingul's demise after he stumbled off a steep drop. Cahmir fled, paying homage to Veth at a burned shrine on the way out, before encountering the party.

Ingul's body was subsequently discovered by the party at the base of a sharp drop, surrounded by brown mold. After sometimes carefully and otherwise less carefully navigating the hazards the party managed to recover Ingul's belongings, before casting him into the molten rock - as per the burial rites suggested by Cahmir as someone out of the way, exotic and wild.
Isabellis

Isabellis is a water genasi and the ward of the Marquis Imbert Charbafosse.

## Description

According to the Marquis of Rethamia, Isabellis came into his care many years ago, but owing to her predilection for nightmares and sorrowful dreams filled with numerous omens - including that of being buried beneath a sea of silver and pale gemstones, finding herself lost in crystalline valleys, and visions of her father weeping over her grave while she found herself embraced by naught but dust - kept her away from noble court.

When presented to Faustus, she wore a simple dress of deep blue silk and satin, with golden ringlets in her hair, and a large gold and bronze necklace set with a sapphire at her throat.

## Personality

Filled with an anxiety that matched Faustus' own both at their first meeting and what would become his refusal, Isabellis seemed desperate to fulfil the role laden onto her by her protector Imbert, blaming herself for Faustus' decision to deny his father's wishes for the pair to be wed. Forthright, sweet and innocent, she clearly considered her timidness to a potential cause of his hesitation, repeatedly weaving and unweaving the end of the braid in her hair.

## History

Isabellis was first encountered by an adventuring party in Carrast-Highreign, 133WD, during a dinner organised by Fonteyne Howell on the expectation of his firstborn son Faustus' attendance. Accompanying the Marquis of Rethamia, Isabellis was introduced to the attendees late in the meal under the anticipation that Faustus would do as bid and propose to her, having been provided a ring set with a large sapphire for sake of the presumption. After requesting a few hours to ponder upon the situation, and taking counsel from his companions - most so that of Euora - Faustus ultimately declined to partake in the arranged marriage, acknowledging the consequences surely to follow.