recursal/Fanatic-Fandom huggingface dataset:
Kemaeo Reefs

## Overview

The Kemaero Reefs dotting the ocean just east off the coast of island of which they were named after are a hub of ocean-life activity, harboring entire ecosystems and communities of brightly colored fish, coral, and plants. Aptly dubbed 'Rang Ka Shahar' in Traditional Biyal by Azure'mir and Vandai cliques, these reefs are general epicenters for fishing, due to them being home to a variety of life. Ashkopa fleets in partiuclar view these reefs as sites sacred to Kavarenah, Tiasurphias, and Miaszurias, and the end of the two spirits conflict by the hand of the Goddess of Fate and Luck.

'Rang Ka Shahar'translates to Vibrant City in Common

## Marine Life

### Sinvali Amethyst Coral

Possibly the most beautiful of all the coral there is the Sinvaly Amethyst, named 'F'izora' in Biyal. What appear to be white, almost translucent stalks of Dendrophyllia during the day is an illuminated and deep purple in darkess. Upon touch, the tendrils of this coral feel slick, almost as if coated in oil.

Various types of marine life make their home around and within this variety of coral, namely smaller jellyfish as well as other types of bioluminescent animals native to the region.

### Seafire Coral

Seafire coral is easily identified by it's bright-red, almost tree-root like appearance, featuring small pores and polyps along it's body. These stalks are special in that they excrete a toxin which burns much like the sting of a jellyfish. In addition, seafire corals have a sharp, calcified external skeleton

that can scrape the skin, in turn infecting wounds with this toxin. When dried, seafire coral ceases production of this toxin.

Certain varieties of fish, albeit smaller ones, thrive within colonies of this coral. Immune to the toxin they excrete, these fish manage to live by hiding from their predators within the colonies.

Certain fleets of Ashkopa make a fair sum of money through diving for stalks of seafire coral, harvesting them and using their excretions to make an expensive variety of rum that burns the throat, but has a smoky almost cigar-like flavor. This 'Seafire Rum' is oddly enough mostly enjoyed and purchased by Volvarians.

## Religious Significance

The Rang Ka Shahar is said to be the birthplace of land, and the very location where Kavarenah ended the conflict between the two spirits Maszurias and Tiasurphias. Sailors will often pay tribute to the reefs by praying for at least an hour on passing. The Vibrant City, to Azure'mir and Vadai cliques, is as holy as any temple would be, and is often referred to in religious texts and scripture.

### The Forest of Bottles

What used to be a large and flat bed of sand along the edge of the reefs is now covered in a sea of bottles filled with beads and other heavy objects, as well as slips of papers with wishes written on them which have been sunk to the shallow ocean bed. Azure'mir and Vandai cliques can often be seen adding bottles, which are usually of glass stained blue, red, or geen, to the forest when they stop to pray.
Sion Raffi

Sion at age 45, here inside his house.

## Overview

Sion is a jeweller by trade, he sells gems and jewelries at his stand in Hearth. He works for the Royal Property Bureau.

### Appearance

Sion has black curly hair and outrageously thick eyebrows, he has blue eyes and light skin. He tends to wear ready-made Elten clothes.

## Background

Sion was raised to be a jewelry merchant from a very young age. His father was a merchant and his father before that.

## Known Associates

#### Acquaintances

Madelyn Vangrave (Previous landlord)

Tel'Grov (Boss)

'Tansy'

### Enemies (feel free to add yourself)

Siegfried Vangrave (Kind-hearted individual, gravely misunderstood by Sion) †

Armala (Rude)

Galya (Ex-Infatuation)

Pelokas (Old hag)

Ezalyn (Rude)

## Personality

Although he might have lots of love to give, he is known to be a rude, self-centered, greedy, cheating liar and would rather see someone else take the blame than to accept criticism.

### Likes

* Wine
* Valuables
* Wealth

### Dislikes

* Werewolves and beastmen alike
* Non-Elten
* Children

### Quirks

* Plays the piano
* Makes jewelry as a past-time
* Writes very eloquently in cursive
Nature's Retreat

## Geography

Situated in the heartlands of the Arbor, Nature’s Retreat owes its name to the lush green forests and the crystal clear ponds that constitute most of its landscape. A shallow lake is found in the center of the county, and on its shores stands the city of Norianne. Often touted as one of the most scenic cities in all of Alenthyl, the city and its surroundings are brimming with plants, herbs and animals not found elsewhere in Alenthyl.

## People

The plentiful forests fuel the well-established lumber industry in the area, though exporting lumber has always been an issue that has kept the lumber operations of Norianne from completely dominating the market. The raw lumber first has to be transported to either Centrafeld or the port city of Thorne by convoy before it can be loaded onto trade ships. However, it is not entirely uncommon to see enterprising merchants transport their goods to sea via the rivers, utilizing small wooden boats.

Many of the nobles who reside in the city’s more expensive homes and estates own lumber companies and vast areas of forests outside of the city, leaving little room for independent foresters who are forced to live in small cabins further out into the woods, where many individual foresters compete with one another for the favor of merchants seeking lower prices. Homesteads set beside the smaller lakes and ponds in the region are also commonplace.

## Ruling Family

As the seat of the Arbor, Nature’s Reach does not have its own ruling Earl. Instead, it has always been ruled by the Duke himself, only changing hands when the title is passed to another family or when a family member temporarily takes over in the Duke’s stead. The current ruling family of Nature’s Reach is House Morrigan, who obtained the duchy for their major contributions in restoring the capital of Norianne after a devestating forest fire.
War of Forgotten Sands

## Overview

As their army grew, Grand Sultan Faisal El-Hashem sought to expand his Sultanate’s reach, they ventured over the large imposing mountains, plagued by severe sandstorms. As he sends his army to claim it, he finds that the Ikhung Army has laid claim to his ancestral lands.

He declares war and continues a brutal attack over nearly two decades, forcing the Ikhung to surrender or retreat. Grand-Sultan Faisal El-Hashem would be known to many Rune'Daathians as Alladhi Yastaeid, One Who Reclaims.

The region would come to be known as the emirate of Jawhira.
Tel'Cyra

Tel'Cyra

Kaidan Beauvillain (Older brother)

Cillian Beauvillain (Older brother)

## Overview

Tel'Cyra-Beauvillain, daughter to Tel'Grov and Tel'Elie Beauvillain. She's a cheeky young woman with a business mind. She was taken away from her father, after her mother died, by a man named Cornelius Spruce, who raised her and her brothers since she was an infant. After he passed, Cyra returned to Novania in search of answers.

Once she found them (or most of them), Cyra moved in with her father and step mother, and eventually took on the Tel name. She aspires to one day rule the county as her father does, and find ways to make her 'filthy rich'.

### Appearance

Cyra is a young half Volvarian, half Noubou woman. She stands 5'3" and has black wavy hair cut just past her shoulders, and dark green eyes. She looks more like her deceased mother, with the exception of her eye color, and her mouth, which is quite prominent, much like her father's.

## Known Associates

### Family

* Elie Beauvillain (Mother) (Deceased)
* Tel'Grov (Father)
* Kaidan Beauvillain-Anzari (Brother)
* Cillian Beauvillain (Brother)
* Tel'Valer (Half-Brother)
* All the rest of the Tel's (Will add later)

#### Friends

* Malik Hakim
* Farren Hakim
* (Basically the whole Hakim family)
* Kuvi Mieli

### Acquaintances

* Archer
* Ella Tel
* Juna
* Keelan
* Drel'Vika
* Heiko
* Wilfrid Brandt
* Brooks
* Dakaria
* Vek'Tor

## Personality

Cyra is a kind girl with a odd sense of humor. It takes her a while to trust people, and even longer before she considers them a friend. She speaks her mind, and that sometimes gets her into trouble. Cyra is very bull-headed like her mother, and stubborn, however she does take time to think about the consequences before going ahead with things, rather than rushing in head first. She's rather business savvy, and has many ideas she's looking to put into action in the future.

### Likes

* Grov
* Animals
* Writing & getting letters
* Shooting things with her bow
* Money & Business
* Working

### Dislikes

* Grov (Only sometimes)
* Bugs

## Other

### Theme Music

https://www.youtube.com/watch?v=L41qTlOTBHk
Ophelia NicEdan

## Overview

Ophelia is Driftwood's number one local farmer/bartender.

### Appearance

Ophelia isn't overly tall, but she has strong arms from working in the fields. She almost always has a bright smile. Her hair is red and often kept short.

## Background

Ophelia and her brother, Marshall, were born on the 45th of Full Bloom, 1177 into a farming life. They were raised in a loving family formed by the an odd union, that of a Deurlen clansmen and a Granthelian immigrant.

They worked their parents farm and often visited Driftwood growing up, before they finally decided to set off on their own, opening a farm near the city.

## Personality

Ophelia is a bubbly girl with an almost impenetrable positive outlook.

### Likes

* Farming
* Tea
* Friendship
Mer'Thula

Young Thula

## Overview

A young woman born and raised in Deurlyth. Separated from her clan at the age of four, Thula found herself as a stowaway upon a ship heading for Hearth. There, she was taken in by a kind old woman, and found a new friend by the name of Flute (An old brown tabby cat with a missing tail). Not long after, in a dreadful fire, the old woman passed away, leaving Thula and her furry friend to fend for themselves. She later became adopted by Khatun and Balian, and has since lived with the Mieli family.

Now married, and after having three daughters, Thula strives for doing her best by her family, and works hard every day to be the greatest mother, wife, and person she can be.

### Appearance

Thula stands 5'6" Her long, red, and very curly hair is usually in a messy array about her face. She has light brown eyes, and freckles of plenty dotting her skin. She's athletically toned due to her training in the FNR over the past few years, and still continues to train daily. Usually she's found wearing something flowery, and is often decked out in jewelry from her Babaa.

## Known Associates

### **Family:**

Khatun Bhatak Mieli (Babaa / Father - Adopted)

Lieva (Sister - Adopted)

Amara (Sister - Adopted)

Diya (Sister - Adopted)

Galya (Aunt)

Balian (Father/Uncle *\*It's complicated\**)

Tuli (Aunt) - Deceased

Mer'Ek (Husband) Anniversary: 1st Bright Dawn - 1201

Mer'Asta (Daughter) Born: 33rd Harvest Call - 1199

Mer'Kisa (Daughter) Born: 56th Deep Cold - 1201

Mer'Eeva (Daughter) Born: 56th Deep Cold - 1201

Mer'Mia (Daughter) Born: 1st Deep Cold - 1203

### **Friends:**

Kieran Mieli

Kuvi Mieli

Desmond Woods

Majid

Nahimana

Farren Hakim

Nadiyya

### **Acquaintances:**

Russel Whitlocke

Silas Capewell

Stanford

Vir'Katya

Vee

Lionel

Surian

Kathrin

Dakaria

Vek'Tor

Airro

Ghal'Vir

Raina

Heiko

### **Dislikes:**

Friedrich Mauser

Vas'Yana

## Personality

Thula is a very positive person, chipper, and bright, hardly anything brings her down. She's very focused in her studies or work, and doesn't often take to large social events, or seek them out. Bubbly. She likes to collect things and go on adventures.

### Likes

* Dragons
* Boats & Sailing
* Books
* Animals
* Reading
* Tinkering
* Magic
* Stories
* Music
* Exploring
* Adventures
* Spicy Food

### Quirks

* Thula is left handed.
* If she likes someone, she'll often ask them to go on adventures with her, even if it's a simple walk around the docks, or a horseback ride to Driftwood.
* Thula often hums before she speaks, a habit she's had since she was a child.
* If she's feeling confined she'll excuse herself, or constantly be looking towards the windows / doors.

## Other

### Theme Music

* https://www.youtube.com/watch?v=UCfyifdSxSA
* https://www.youtube.com/watch?v=dW5ehO0AOcs
Oskar Valkenrath

## Important Events

### Quirks

* Oskar is myopic (short-sighted) - he blames the books but it might just be genetics.
* Often rolls his signet ring during conversations or when feeling nervous or cocky.
* Wears a monocle that he often adjusts due to the fact that it is rather uncomfortable and often gets loose. Spectacles would solve his problem but insists on wearing the monocle due to the fact that he believes it compliments his red velvet clothes and makes him look less of a nerd.
War of the Wolf King

Combatants| * Kingdom of Novania

Casualties| * High

* General Bohemond Hauteville of the New Imperium of Novania stages a coup against King Regent Alwin Sarethi, leaving the Kingdom of Novania severely disorganized.
* During this time of strife within the Kingdom, a ruthless Alenthylian warlord known as Roughian takes the throne for himself, effectively using the instability to his advantage.

* Granthelian soldiers supported by various Granthelian houses, notably House Sinclair arrive in Westmoor, gearing to fight the warlord Roughian.
* Granthelian soldiers lead by Knight-Commander Darius Hayes attempts to remove Roughian from the throne, unsupported by Novanian citizens. After a short battle, much of the Granthelian forces are killed.
* Alenthylian soldiers arrive in Deurlyth, led by King Alwin Sarethi. Luckily, remaining Granthelian forces had left Deurlyth just before their arrival, averting bloodshed.
* After the arrival of Alenthylian forces, a large group of Roughian's men take Hillwatch Keep, making camp just west of Hearth. A large battle ensued, leaving a good portion of Roughian's men slaughtered.
* While Roughian's men spilled into the streets of Hearth, gearing for the final battle, 1200 Alenthylian men, Deurlen clansmen and supporting Yselnativa warriors followed the Novanian people. After a long battle, spanning the entirety of the city concluded, Roughian was said to have escaped on a local fishing vessel, following him into open waters ended with the death of Roughian and the conclusion of the short war.
Saintsvale

## Geography

Saintsvale is a county spanning the central part of the Bastion mountain range from west to east. It is the most important county of the Crags by far, a fact often regarded as odd by outsiders because it lacks access to sea and is one of the smallest counties in all of Alenthyl. The county is named after the Vale of Saints, perhaps the most important thoroughfare in all of Alenthyl.

The Vale consists of a network of interconnected, spacious U-shaped valleys that bridge the entire distance between Centrafeld and the Arbor. In stark contrast to the bare mountain slopes and tops, the valleys are home to a variety of plant and animal life.

The Vale is not just an artery for road travel, it is also home to the river that mothers almost all of the major rivers in Centrafeld and Westershire and the Arbor, collecting its water from many streams that run down the steep slopes. While not as geologically unstable as Boothe, the county is not without its dangers.

Tectonic activity in the north occasionally causes rockfalls, avalanches and in rare cases even landslides to tumble into the valley. Meltwater pulses are also a major problem, causing floods at the start of Bright Dawn, when the Deep Cold snow melts away.

## People

The county is home to a variety of people, from miners seeking to make a fortune off the ample gold veins in the region to traders peddling their goods between The Arbor and the rest of Alenthyl. Pilgrims and artisans are also a common sight, due to the religious importance of the region and its wealth respectively.

The people of Saintsvale usually have a strong belief in the Light, owing to a strong presence of the clergy within the county. Richer city-dwellers can come off as somewhat eccentric to outsiders, members of House Vincent in particular.

## Ruling Family

Being the county the capital of Gouldhearte lies in, Saintsvale knows no count. Instead, it is managed directly by the sitting Duke or Duchess of the Crags, or a relative thereof. After several generations of rule under House Jerinn, the duchy changed hands to Morella Vincent, placing House Vincent of Centrafeld in charge of the mountain region. The Vincents own a large number of mining operations within the county, using their position within the industry to solidify their power among the lower classes.
Hoyt Vincent De'Braux

## Overview

### Appearance

Standing at 6'6, he is taller than average. Fearful of being out-of-proportion, he keeps himself muscular and well fit. However, he is not what would be called a "larger" man. He has wavy dark brown hair and deep blue eyes, traits of his Father's bloodline.

Growing up in a noble house, he holds his appearance to strict standards. Even on a normal day, he will be seen with a nice vest or a coat. When out exploring or journeying he will wear a cloak and leather boots to shield himself from the elements.

With a deep Antonellan lineage, he sometimes grooms his facial hair in the typical mustache and goatee. However, for most occasions he keeps himself clean shaven.

## Background

Born in the shadow of the Bastion range in east Alenthyl, he is the result of the joining of two minor noble houses, The De'Braux's and the Whitehallows. His father Remmi De'Braux, was a under-warden of his local area in Wood's Hall. The Verdant pass sits just south of his hometown, which in combination with the thick wood and rolling hills in the area was a haven for illicit trafficing and poaching. Most of his father's time was spent partoling the local area with a small unit of Rangers from the regional militia.

His studies as a young child made him an avid reader. He loves to sit down and comb though a good story to pass the time. His mother made him read the famous literature, however his favorite stories include those of adventure and exploration. He found that while reading them, he is able to experience what a life of adventure holds beyond his little wooded estate. As he grew older, his mother had him study law, mechanics, and naturalism. He is well versed in many factual issues, and has a good sense of societal workings and history.

At a young age, he learned how to play the piano. A De'Braux tradition, he became quite talented as he grew. At the age of 17 he already had 10 years of experience, and started to branch his musical studies into further instruments. He plays the violin and lute well, and is always interested in branching out and learning new techniques and instruments.

As a first job, he worked at his Aunt's estate, working as a sudo-steward. Many of his mannerisms were engraved into him during his training and experience at the estate. As he grew older his father would regularly take him out on his patrols. As a young adult, he commanded a small band of Rangers under his father.

## Known Associates

### Friends

Stanford Whitehallow (Cousin)

Galya Mieli

Mel'Rek

Ed Baker

#### Acquaintances

Khatun Mieli

Roisin

### Likes

* Reading
* Nature
* Complex problems
* Hunting
* Adventuring
* Music

### Dislikes

* Very Large Groups
* Hard Liquor
* Overly bland food (He's a picky eater).

### Quirks

* When stressed gains a heavy Antonellan accent.
* Likes the taste of frog legs.
* Likes investigating things and becomes very excited/intrigued easily.

## Other

### OOC Notes

Sometimes, if you catch him on a good day, He'll have one fantastic mustache!
Imperial Watch

The Imperial Watch was originally known as the Republic Watch, which in turn was comprised of members of the former Dragonguard. After the fall of the Republic, the guard renewed their allegiance to the new King, Ausra Capewell I, and continued to serve the people of Hearth. The Imperial Watch served the people of the Kingdom of Novania under King Ausra Capewell, becoming fully established in 3E 1165. The Imperial Watch would be replaced by the Imperium of Novania in 3E 1168.

## The Ranks

### ***Grandmaster***

The leaders of the watch who oversee the order and issue any and all final verdicts. Answerable to the King, they act as the military leaders of the Imperial Watch.

### ***Lieutenant***

Supervises two to three sergeants. Lieutenants can supervise an entire watch shift. They are in charge of sorting reports, organizing investigations and assignments, assigning initiates and their mentors as well as supervising over all lower ranks. They are second to the grandmaster and will fulfill their duties when a grandmaster is not present.

### ***Sergeant***

Officer who is in charge of an individual squad and may be assigned to a corporal or more. During an investigation they act as leading supervisor and are in charge of turning in all reports to the Lt. Other duties may include squad inspection, trainings, upkeep of squad Armory.

### ***Corporal***

Senior member of the guard. They take charge of investigations and may act as supervisor if a sergeant is not present. Duties of a corporal include leading a patrol, training initiates, investigating reported crimes.

### ***Guard***

Average rank of the watch. Now being trusted to take on the responsibilities of a keeper of peace, the guards watch over the Republic as pursue justice at all costs. Duties include patrol, upkeep of their equipment, and mentorship to any initiates assigned to them.

### ***Initiate***

The rank given when first joining the order. With no established reputation, how you act as an initiate could make or break any future promotions. This is a trial rank until you have earned the trust and respect of other watch members.

## Notable members of the Watch

* Grandmaster Thane'Malek

* Grandmaster Redloon Ezekiel

* Lieutenant Ghal'Varg

* Corporal Valkyrie

* Corporal Talmon Ezekiel

* Guard Makar

* Guard Elros

* Guard Syxis Albre

* Guard Aeverius

* Guard Thane'Nika

* Initiate Blaine Fireheart

* Initiate May Albre

* Initiate Harper
Sontainne-la-Timme

## History

Sontainne-la-Timme held the Siecian Greater Council over a millennium. Once central to Barantium, the city exists far to the east of the province. After several incursions from Nobugo, the city is in ruins.

Its displaced people, who still recognize their origins as Sontainne-le-Timme, travel across the savannas and plains of Barantium to shepherd their sheep, and the city exists as tents and other impermanent structures.

## Geography

Sontainne-la-Timme is not fixated to one location, as it is carried on the backs and minds of its people. Existing as tents, carriages, and other impermanent structures, the city is ever-travelling, and its people remain on the outskirts of cities.

## Government

The people are beholden to the Imperial Forum and the Greater Forum of Barantium. However, the city has little local government of which to speak. Its members follow the charismatic leadership of some of the group's more influential members and live in an almost communal lifestyle. Other cities have noted this leads to considerable abuse and laziness, and these attitudes have translated into prejudice, in some cases, against Sontaines.

### Law

Amazingly, no formal laws exist. However, influential members of society-- Sontainne can have multiple leaders at one time-- have the final say when it comes to disputes, making informal rules and punishments ever-changing and dynamic.

## Economy

There are two main industries which propel the people since the collapse of their permanent settlement: sheep herding and performance. Indeed, the migratory style of these people produce some of the best folk performers and musicians in Ulyssa. Unfortunately, while they do produce large quantities of wool, it is less desired due to its coarseness. Attacks from lions during travel also undermine this business, and many are dropping this lifestyle to either perform or settle in more established towns.
Renlen

"Look: I gotta do this law business mate, bu' tha' doesn' mean we can' ge't it kickin' later."

## Overview

Renlen, appearing always in the generic guard uniform and helmet, seems to always be present on the scene of the crimes but does not seem to display a serious demeanor or wisdom.

### Appearance

Nobody knows what Renlen looks like beneath his guard armor, only that he has white skin.

## Background

He was once in the Bulwarks, now he's a member of the Novanian Sentinels. It's better than living in the prisons or behind the walls, that's for sure.

## Known Associates

### Family

Renlen's cousin - "We don' talk much, but we play some mean pool a' the Golem."

#### Acquaintances

Thane'Amaelia - "She likes me."

Edwin Parks - "He gives me ginger roots"

Julina - "She likes me."

### Disliked

Ezalyn Mieli - "I try to crash a carriage into her during a tag-team arena fight, and now she wants to kill me. Bosses."

Ian Capewell - "I'll turn 'im to my side eventually: south-side."

### Enemies

Pyrnix Mieli - "I'm not wise, but at least I didn' get a schooling at Cromwell."

Soothsayer - "A creature with more teats than balls an' more fur than fucks given nearly go' my bettin' money. But Walls-damn I don' really wanna mess with 'im. Stay in a cell, *please*."

### Likes

* Chewing Lumnas root
* Relaxing on the job
* Shit-talking

### Dislikes

* Doing work on the job
* Criminals who make his job harder
* Training sessions

### Quirks

* Often eats on the job
* Exemplifies stupidity and racism constantly to the chagrin of his family and superiors.

## Other

### OOC Notes

Renlen is obligated to appear at every crime that players perpetrate.
Tel'Grov

**Tel'Grov** is a Volvarian merchant from Granthel. He made a small fortune at a young age through the selling of an addictive narcotic known as Bloodhype. He has since moved to Novania, where he entered the political field as first the viscount of Westmoor, eventually moving up in titles. He currently serves as Royal Governor of the Kingdom of Novania.

## Appearance

Many think Tel'Grov to be a handsome man, but with pale skin, black hair, and a scarred eye, he might come off as sinister-looking to some. His hair is thick and short, usually combed back neatly. He keeps his facial hair well-trimmed, not much more than scruff. Grov's most prominent feature, aside from his scar, might be his mouth, which is notably pronounced.

Tel'Grov stands at six foot three, and maintains the thinner side of an athletic build. He is typically dressed in fine clothing, keeping his appearance neat, and contrasting with his scarred eye.

## Background

Tel'Grov was born in Ashmoor, Volvar in 1159 to parents Tel'Gorin and Tel'Vera. He lived in Volvar for approximately five years, just up until it was destroyed by Volarian mage Bel'Gord in 1164. His family, which included himself, his brother, and his parents, fled to Granthel, where they settled into a small house in Commonport. It was there in Commonport where Grov grew up, staying in Granthel until he was twenty years old, at which time he made his way north across the sea to Deurlyth, settling into the then trade city of Westmoor in 1180.

## Known Associates

### Friends

* Abasi Chehri
* Alistair Dellacroix
* Archer Wrenne
* Bianca Dellacroix †
* Corvan Vangrave
* Drel'Vika
* Gwyneviere Rhoswen †
* Harlow Hakim
* Hector Ordell
* Isibeal Brennan
* Kamari Chehri †
* Lancel Bauer
* Siegfried Vangrave †
* Tsetseg  †
* Uri Raven

### Family

* Gabrielle Tel (wife)
* Tel'Valer (son)
* Cillian Beauvillain (son)
* Cyra Beauvillain (daughter)
* Tel'Mera (daughter)
* Tel'Garick II (son)
* Tel'Ana (daughter)
* Feliks Tel (son)
* Camille Tel (daugher)
* Oren Tel (son)
* Ella Tel (adopted daughter)
* Tel'Garick (brother)
* Tel'Rorik (cousin)
* Tel'Von (cousin)
* Tel'Kazimir (cousin)
* Thane'Amaelia (cousin-in-law)
* Thane'Luka (cousin-in-law)

#### Acquaintances

* Allania Elora
* Alwin Sarethi †
* Ayman Hakim
* Deidre Ordell
* Drel'Miksa
* Ghal'Vir
* Russel Whitlocke
* Samuel Pendragon
* Silas Capewell
* Vibius Marius Celsus

### Important Persons

* Annabelle Lucian
* Annete Irene de la Fleur
* Elie Beauvillain †
* Emilie Bakhiir
* Drel'Kara †

### Enemies

* Bohemond Hauteville  †
* Ian Capewell
* Ozan Bakhiir
* Tarkin'Var †
* Vaergon

## Personality

Grov is generally a social person. He's been described as charming and cheeky by some, while others have described him as a snob due to his lavish lifestyle. He is usually kind and polite to people he first meets, unless he's been given a reason not to be.

### Likes

* Money
* Power
* Women
* Westmoor

### Dislikes

* The City of Westmoor
* Being disrespected
* Werewolves

### Quirks

* Though a Volvarian, Grov speaks with a Granthelian accent.
* He is almost always seen wearing gloves in public.
Qaryat Alssafar

## History

The traveling city of Qaryat Alssafar is a very recently established one. One created by the Rwh Alkhayin family, the Mushaf, in 1159. Amir Mushaf, the head of House Mushaf, started this by seeking out various other traveling exiles. He offered them hospitality and began to amass various other families exiled from the Rune’Daathian society.

The buildings that make up the city were an invention of various minds in the community. They created much larger versions of the existing Relucca. Before it fit one or two people, but the new designs were able to house 4 to 5 people. They’re pulled by large bovine beasts of burden, called Urudal.

## Geography

 Qaryat Alssafar, known in Common as The City That Moves. The city is inhabited by several different Rwh Alkhayin families. The city is made up of various Reluccas, a sailed caravan that doubles as a home, or shop. They’re known as “bina' alttijwal”, in Aiftadaa.

They tend to traverse a lot of the empty wastes of the Easima region. The city wanders over roughly 300 miles a year, never sitting still for more than half a season. They travel frequently due to their search for more families, traders willing to trade with them, and the need to find animals to hunt, or items that can be used in trade. There are several trading guilds that are willing to make deals, though, they do so in secret and are quick to cut ties the moment guards begin to question them on it.

## Government

The city is governed by an oligarchy of elders from each, or most, families that reside in Qaryat Alssafar. They are always consulted with any major decision, or offer guidance to those who seek it. The council of elders also preside over weddings and conduct celebrations of the various holidays, including exile holidays.

### Law

Most laws are passed based on a whim meeting by the council of elders, and as there are no officially written records of it, it’s hard to keep track off. The elders are considerably generous and forgiving because of this, and most first time offenses are met with stern lectures, or menial labor as a punishment.

## Economy

Qaryat Alssafar survive off any trade they can accomplish, be it services for goods, or what little coin they can gather among themselves. Self sufficiency is all but impossible in the unforgiving desert, and having a lack of connection to proper facilities, they’re unable to craft anything of minor complexity. They live somewhat comfortably compared to other traveling families, and that is what they’re most thankful for.
Norianne

## History

Once just another one of the small lumbering villages that are a common sight in The Arbor, Norianne first rose to prominence when Saint-King Alen Capewell chose it as the Duchy’s seat of power following his conquest of the region. The Arbor has changed hands countless of times since then, but Norianne has always remained the traditional seat of the Arbor’s ruling Duke.

## Geography

Norianne is located on the western shore of the Arbor’s largest lake. The entire lake is surrounded by a dense, mixed forest perfect for sustaining a lumber industry. Due to this, the city of Norianne makes heavy use of wood as a building material, giving it a rustic look unmatched by any other city in Alenthyl.

While the large amount of wood used in the construction of buildings adds to the scenic look of the city, it is also a major fire hazard. Forest fires have plagued the Arbor since time immemorial, usually instigated either by very dry summers or small house fires in cabins belonging to hunters and foresters alike. Parts of the city have burned down in the past, only to be quickly rebuilt by the industrious populace. One such instance is the way House Morrigan, the current ruling family of the city, and by extension the Arbor, rose to prominence.

## Government

Being both the seat of its county and its duchy, Norianne is technically ruled directly by the Duke. In practice, the Duke himself is rarely available to manage a city on top of his diplomatic duties. Therefore, the task of managing the city is usually bestowed upon a brother or a son, or in some instances the Duchess.

How the city is run exactly varies from lord to lord, but most of them operate a court where lesser nobility is welcome to present issues concerning the city. Because both the city and the Arbor are ruled from Norianne’s Great Hall, the imposing structure is usually bustling with activity in preparation for audiences and meetings alike.

## Economy

The city of Norianne its known for its thriving lumber industry, which is one of the largest in Alenthyl. It also sports numerous fisheries exploiting the freshwater lake the city sits on, but the contribution of this industry to the city pales in comparison to the sheer amounts of gold being made from the surrounding forests.
Vilhelmiina Essi Lahti

## Overview

Currently Brigadier within the Westmoor Watch, operating as their main scout withing Fort Dellacroix, with such job she has become quite proficient traversing the past less traveled along with cartography. She also comes off as quite the fighter when the time comes, having studied most of her knowledge out from books, but has yet to test most on the field.

## Appearance

Vilhelmiina is a short, thin framed beastfolk standing at 5'3". Herself being quite the clean mixture of a snowy owl and a herself compared to most transitioned beastfolk, her own body working (Mostly) as it should, due to the nature of her transformation process. Her head obviously being that of a snowy owls like the typical beastfolk along with a fully feathered left arm while most of her fingers are intact the final joints on each of her fingers are long sharp talons instead. While normally unseen, it seems only her left arm has the most transformation, though the rest of her body also has its fair share of patches.

## Personality

She has a father straightforward personality as it comes. Meaning she is rather honest and frank, not being one to over complicate things as she usually says things at they are, or how she thinks they are and being relatively easy to understand.

### Likes

* Alcohol
* Archery
* Affection
* Cartography
* Combat manuals
* Casual banter
* Hunting
* Scouting

* Firearms

### Dislikes

* Being grounded [Unable to roam]
* Beastfolk discrimination
* Plebs

### Quirks

* While nervous she taps each of her clawed fingers together against her thumb claw in a rolling motion.
* Always knows the direction he or she is traveling in.
* While being Kotimaan, the only words that have an actual accent to them would be her own name.

## Known Associates

### Family

* Katja Laila Lahti - Mother - Deceased
* Valthjof Lahti - Father - Missing

### Friends

* Uri Raven
* Allania Ellora
* Mitra

## Items of note

###### The items listed here would be things you'd usually see on her person that would stick out from the normal.

Flintlock Pistol - A flintlock pistol of a good make. The body and handle of the pistol are made from a rich mesquite wood, giving it a nice deep, smoky, brown appearance. The barrel and metal pieces of the pistol are made from a dark iron. Along the barrel are floral etchings that have been refilled with silver to stand out from the dark iron of the barrel. Crisscrossing lines have been made in the wood of the handle to help give the wielder a firm grip.

The end of the pistol's handle is a round bulb of wood which has been plated in the same iron the barrel is made of, adding good weight to the pistol. On the side of the barrel appears to be a small double edged dagger attached to a hinge and locking mechanism, which, when opened and locked can be used as a bayonet.
Paphrenelies

## History

The mountains were famous for their minerals, but the trade has collapsed due to the depletion of its resources. Following the coup against Tyberian line after public suspicions of affiliation with arcane groups, the mountain was associated with malignancy and magic. Few pass through, and those who do pass at their own peril.

## Description

A small mountain range which borders Gallonese territories with Taurum and Bermandy. The mountain range was historically sparse in vegetation, with these existing in valleys and small patches against the mountains. However, the mountains have been green with life in recent centuries, featuring abandoned mineshafts and deserted towns being retaken by nature. Crumbling aqueducts are a regular feature.

## Importance

The mountain used to play a prominent role in the trade of coal and iron, particularly in towns such as Perusius. However, with these resources nearly depleted, few travel among these mountains unless to save time in an overland trade route. They have a negative stigma, with rumors abounding of disappearances and arcane warlocks.
The Razing of Tarry

Known as the "official" start of the Broadwing Destruction of Alenthylian Capital Lands in 3E 1150, The Razing of Tarry is one of the most disastrous losses of life within recent Alenthylian memory. On the 24th of Harvest Call, 1150 a colossal Volvarian Broadwing controlled via Dragoncharm by the reviled Del’Thok flew over the farming county of Tarry located in the Alenthylian Capital Lands. The dragon began to burn everything in sight, focusing on the larger crop fields which, amidst the harvest season were filled with workers bringing in the year’s bounty.

The full scope of casualties is still unknown, but are estimated to be somewhere in the high thousands, not counting the untold thousands that either starved or died in the riots during the following Deep Cold due to the lack of food. It is commemorated each year within the faith of The Holy Light with a midnight vigil known as the "Feast of Ashes" to pray for the souls of those who died in the blaze.
Katari Leaf

Will add more

## Background

Katari hails from the capitol lands, though his accent suggests he may have been raised anywhere other then a city.

More to be added/changed

## Known Associates

### Friends

- Khalaimyth (ex-lover/friend)

- Galya

- Vas'Ya

- Surian

- Junius

- Tulipalo

Acquaintances

- Silas Capewell

- Mer'Ek

- Raina Colins

## Personality

Katari is one that loves both helping others and adventure, though his headstrong personality usually gets the best of him. Though he acts bubbly and happy most of time

### Likes

* Collecting and studying herbs
* Archery
* Training
* Climbing

### Dislikes

* Being told to stay out
* Dark Magic, specifically Necromancy
* Ghosts and spirits

### Quirks

* His left ear tends to twitch when he lies
* When it comes to anything he rather enjoys, Katari can become very hyperactive
* He tends to jump headfirst into danger

Other
Mon Michel

## Geography

Tucked away in the hills of western Antonelle, the county of Mon Michel is primarily known for its strong industry and culture.  The surrounding landscape is full of assorted clifftops and vistas, as well as a number of quarries that extract marble and granite to be exported across Antonelle and to the Capital Lands.

The relative abundance of certain plants and minerals that are used in the creation of pigments, along with its gorgeous natural beauty has created an abundance of painters and other artists that call the county their home. It is also famous for a special variety of rose native to the region, which are cultivated en masse in the famed “Mon Michel Gardens” which have proven to draw tourists from all over the world for generations.

Mon Michel is also famous for several freshwater springs that provide clean drinking water for its inhabitants that, according to legend have magical healing properties, although this rumor is unproven. It’s most notable city is Sanctum Springs, located at the foot of a great mountain near a lake fed by one of the many mountain springs. Sanctum Springs serves as the seat of power of House Bissette and a worldwide hotspot for painting, poetry, music, and most of all, floriculture. It is also home of the Alenthylian National Art Museum, which houses some of the most famous works of art in the known world.

## People

Life is incredibly quiet in Mon Michel, but vibrant nonetheless. Many of those who call the county their home grow up enthralled by its striking views and the artwork created around it to the point where even the commoners there usually take up some sort of artistry or gardening in their spare time.

The county has also proven a breeding ground for excellent cooking, and is frequently cited as the birthplace of traditional Antonellan cuisine. Mon Michel has notably produced more chefs that go on to join the Capewell League than any other in Alenthyl.

## Ruling Family

House Bissette is an older house, founded amidst Saint King Alen’s conquest. It’s true origins have been lost to the countless romantic retellings and stories focusing around it, however the most commonly believed theory is that the founder, Michel Bissette, started life as a humble painter.

Following the Saint King’s Conquest, Michel wandered all of Alenthyl, creating a multitude of famous works ranging from grand murals located in some of Alenthyl’s oldest churches, to portraits of notable figures from the time.  Many believe he is the one that painted the most famous portraits of Saint King Alen himself, to which to Saint King was so awestruck and thankful he granted the clever and kind hearted painter a county within the freshly conquered region of Antonelle.  Michel then proceeded to help uplift Sanctum Springs from a humble farming village to the gorgeous city it is today, and his descendants have quietly ruled over it ever since.
Jahan Al'Zhusaad

Jahan

## Overview

Formally a ruthless slaver who was gifted in the art of breaking people, Jahan killed many and scarred scores more. He's best known for his role in the kidnapping of Deurlen citizens, an event that ended with his chapter of the Kartal being eliminated and he himself arrested for crimes against the kingdom. From exiled child killer to slave to slaver, to the blood-soaked kingpin of a massive illegal operation, Jahan is, precisely speaking, not someone to fuck with. Yet despite his past, he's found a small place in Deurlyth where perhaps he can finally settle in.
Róisín Bertach

## Overview

A cunning fortune teller from a clan far up north. Róisín Fionúir Bertach is one of the more interesting clanmates.

### Appearance

Róisín is an oddly short woman, her height reaching 5'4". She has curly and braided, red hair that often has stray twigs strewn into the mix due to her rowdy behavior, and a set of earthy brown eyes which compliment her smooth facial features and facial tattoos. The young woman's frame is nimble and thin, her green dress and animal furs usually masking her figure. The most notable trait on her is the lack of shoes. Róisín refuses to wear shoes and prefers stomping about with bare feet since she quite enjoys the feeling of grass and cobble.

## Known Associates

### Family

* Bairre Bertach
* Elain Bertach
* Saoirse Fionúir Whitehallow(Daughter)
* Rook Fionúir Whitehallow(Son)
* Stanford Whitehallow(Husband)

### Friends

* Balian Travis
* Ennis
* Zahi
* Margarette Von Castelle

#### Acquaintances

* Tulipalo Violet Mieli
* Lieva
* Isibeal
* Percival Taivas Mieli
* Emile Cross
* Ed Baker
* Alykas Joahana Mieli
* Din Windseeker
* Deidre Gramville

## Personality

Odd. Odd is likely one of the most frequently used words to describe this young woman. She is indeed odd, she is also strange, unsettling to be around, philosophical, and likely one of the more mysterious members of the Bertach clan. Róisín has two settings; One for business, and the other which displays her usual self.

With a customer she is much more tame and well-controlled, her actions and words carefully calculated in order to invoke a proper opinion of her being. Whereas with a friend she manages to make or her fellow clanmates, her fatal flaws become more prominent and in a heartbeat she turns into a rather demanding wild child. Bairre often claims that she has 'a few loose screws' due to her strange behavior, which is awfully hard to deny due to the various trinkets she collects and ways of displaying her person.

Róisín does have her redeemable moments, and when those come around she shines in a much better light. One that is careful, and meticulous with her work and passions.

### Likes

* Sheep
* Oddities
* Tarot card readings
* Palm readings
* Her clan
* Flowers
* Vines
* Herbs
* Tea
* Sleeping naked

### Dislikes

* Coffee
* Empty rooms
* Lack of plant-life
* Snobs
* Wearing shoes
* Dogs
* Alenthyl

### Quirks

* Often trudges about in dirt and mud
* Rather than having a thick Deurlen accent, Róisín has managed to dilute her own for the sake of those around her. Your and You're are pronounced Yahr and Yah're, Are as Ahr, etc.
* She owns a ram's skull and props it up in her shop
* She owns several marionettes, only two are displayed in her shop
* She has a habit of rubbing at the tattoo on her palm when she is distressed or nervous.

## Other

### Item Claims

Woven Bracelet; An intricately woven bracelet, dotted with silver beads and braided leather along its entirety. The object holds incredible sentimental value to Róisín and she finds herself wearing it constantly.

### OOC Notes

- Played by Ambillis

- The alt account is Ambimiss