recursal/Fanatic-Fandom huggingface dataset:
Dark Minotaur

Minotaurs are a race rarely encountered, for they prefer a solitary
existence. Therefore it is an ominous sign that packs of them are
emerging from the dark depths. Wielding both the raw might of their
monstrous forms and the twisted magic that flows from their grotesque
censers, only the bravest of heroes can stand against these champions of
 the Everdark.

## References

1. Descent: Journeys in the Dark (Second Edition): Shards of Everdark
Sal Meringyr

Sal was the wizard who originally taught Timmorran in the arts of magic.

In Lorimor, Timmorran had become apprenticed to Sal Meringyr, who was a celebrated wizard. The impulsive Sal exercised great power and heroism, but he had an overweening ambition to pursue the possibility of crystallizing arcane energy. After all, were not the Tears of Latariana supposedly crystallized Empyrean energy? While he must be taken to task for planting this dangerous idea in his young apprentice’s head, the fact is that without Sal Meringyr, the tale of Timmorran would have ended here. The assassins of the Q’aro Fenn finally tracked Timmorran down and assailed him, but Sal fought to save his apprentice, killing two of the assassins and sending the third into flight. The wizard paid dearly for his bravery and died of the wounds he received that day.

May years later after the defeat of the First Darkness, Timmorran founded the town of Greyhaven. It was constructed around the Tower of Meringyr, a tall keep he had ordered built in the remote Wizard’s Vale for the purpose of magical research. The keep was, of course, named in tribute to Timmorran’s old tutor, the great Sal Meringyr, whose ambition to tap the Verto Magica had become Timmorran’s own. This ambition would culminate in the creation of the Orb of the Sky.
Ettin

One might think that a giant with two heads would be twice as smart as any other giant. Sadly, this is not true of most ettins, who find their two heads can seldom agree on anything. One thing all ettins do agree on, however, is that humans taste delicious.

## References

1. Descent: Journeys in the Dark (Second Edition)
Gaspard Bay

Young Gaspard Bay, a rising baronial hero ennobled for his efforts fighting with the eastern Hernfar garrison, desperately wishes to be given lordship over the disputed territory of Roth's Vale, not just for himself, but to fulfill a promise made to his ancestors.

Having no true borders itself, Roth’s Vale is the nebulous border territory between greater Terrinoth and the Mistlands. Though it is in many ways a cursed land, it was not always so. Before Waiqar’s betrayal, Roth’s Vale was a flourishing territory, protected by great magics and glorious treasures from the golden age of the Elder Kings. When the last baron of Roth’s Vale died without an heir, it became a no-man’s land, and the debate over who shall become its warden has only intensified in recent years.

Gaspard's main rival in the struggle for claim over Roth's Vale is Baron Zachareth. He covets the hundreds of artifacts lost in the land’s abandoned temples and castles. Such items could be used to defeat the undead—or to raise and command them.
Countess Sela

Though Baron Echard rules Telor barony, Countess Sela’s stewardship of the wealthy Jenda's Harbor has granted her greater influence throughout Terrinoth and beyond. This is of no small frustration to Echard, who grows bitter as he frets away his days in the crumbling halls of Grandor’s Hold. Sela, meanwhile, continues to cultivate relationships with earls and barons from across Terrinoth, merchants and princes from across the sea, and even the Empress of Lorimor.

The port at Jendra’s Harbor is one of the few reliable for ships arriving from across the sea, and the city hosts travelers from Lorimor and as far as Al-Kalim. The port serves as a departure point for ships sailing to the Torue Albes and even the occasional explorer bound for Zanaga.
Baron Trevalyan

Trevalyan is the baron of Otrin in southern Terrinoth. Otrin's lands abut the Mountains of Despair, which cast a long shadow
 over the barony. Officially, Baron Trevalyan could lay claim to parts
of that gloomy range and the mineral deposits that doubtless lie within,
 though his ancestors learned long ago that no good comes from those
stormwracked peaks. By tradition, the baron protects the people of Otrin
 and surrounding lands from the dangers of the mountains. Skydown, the
ancestral home of Otrin’s baron, is not situated at the foot of the
mountains as a defensive position against other baronies, as one might
suspect of such a fortified castle, but as a bulwark against the
creatures of the foothills and heights.

Trevalyan lives in constant
vigilance for threats descending from the mountain, and hosts aspiring
Knights of the Citadel, who hunt manticores or other monsters in the
mountains to prove their worth.
In recent times, foul creatures and fierce beasts have descended
from the mountain even more brazenly and regularly. To the chagrin of
some Knights of the Citadel, Baron Trevalyan has begun to enlist the aid
 of traveling adventurers for expeditions to track down specific beasts
or launch preemptive strikes against the mountain denizens more
generally.
Cult of the Forgotten

Not long ago, the wickedness of the Forgotten moved across the civilized world. Sweeping up the broken, the poor, and the outcast, the influence of the Forgotten spread like infection through flesh. Although the movement was rooted out, hints of its corruption have returned to Terrinoth. A few heroes must eliminate the threat before it regrows, lest the whole realm fall beneath the Crusade of the Forgotten.

## References

1. Descent: Journeys in the Dark (Second Edition): Crusade of the Forgotten
Billaby Tumpkin

*“Every cave mouth and ruined archway is another opportunity to test my mettle!”*

A mutton-chopped, balding gnome of middle years, Mr Billaby Tumpkin has seen a few too many fights and more than his fair share of broken noses and bloody knuckles. He wears sturdy leathers, and carries a rustic pack and little else. Posture marks him as confident and capable

Billaby has been a vagabond his whole life. No roots. He split off from his burrow when he was very young. He's had to struggle to survive, but has come out stronger as a result. Mr Tumpkin doesn’t have much patience for the prejudices of “easy living folk.”

Billaby Tumpkin is nothing if not cocky. He holds others to a very high standard, but holds himself to it as well. Billaby sees life as a challenge. He's a friendly gnome, but doesn’t pull his punches, ever.

*“It’s about living up to the test and proving to the universe that there’s nothing I can’t do.”*
Lazra the Huntress

Baroness Georgiana Delacroux of Frest abdicated her position in 1827 to marry the orc chieftain Lazra the Huntress. Since the baroness had no children and she had failed to name an heir before her departure, soon her various relatives vied to control the barony. Eventually this conflict culminated in the seizure of Frest by the peasant woman Harriet Laurel.
Astarra

"*You’d be surprised what you can learn when you've no one to tell you how to think.*"

## Introduction

In each generation, a few brilliant minds provide small contributions to the growth and establishment of rune magic. The decades of dedication necessary for this task never interested Astarra, who preferred a quicker, more direct path. Even after being expelled from the University of Greyhaven for knowing far more than she should, Astarra continued to develop her gift by seeking out Runemasters who would share their secrets.

"*The Rune Keepers said I was too unruly to be taught, so all I needed to know I've learned on my own.*"

## Background

Astarra grew up on an apple farm in north Terrinoth. Her grandmother was in possession of a runebound shard, an ancient Star of Timmorran. Her gran seemed to use the rune for some kind of protection over the farm, taking it out each night to cast an unknown spell over the orchard. One of her gran's friends from Strangehaven, a kind yet odd man, would frequently visit and implore her to come with him to Strangehaven. He must have had some knowledge of Waiqar, because he feared that the old lich would seek to take the rune from Astarra's gran.

Some time later, her gran fell quickly ill. In her last lucid moment, she left the rune to Astarra and expressed regret at not having told her of its secrets in time. Once gran died, undead servants of Zorgas moved in on the farm and slaughtered Astarra's family. Astarra herself escaped the carnage and later returned to the farm to find that a thin mist hung over the air. The apples in the now withered orchard had turned black, the leaves grey, the grass was yellow, the sun cold and distant, and the homestead was covered in a thin layer of mold.

Astarra headed south and arrived at Havershold, where the villagers were helpful and kind at first, but grew angry when she told them her story. They called her a liar. Desperate to leave, Astarra stowed away on a caravan bound for Strangehaven. She hoped to find answers there about the rune she held.

On the way to Strangehaven, the caravan stopped at a Daqan garrison tower. There, Captain Alcaran found her and brought her into the tower for questioning. She shared her story and, to her shock, Alcaran believed her. The old captain told her the tale of Timmorran and the three darknesses, and warned her to not travel into the Mistlands. When Astarra proved too stubborn for Alcaran's wisdom, he helped pay for her passage to Strangehaven. He reasoned that they were on the same side, and he believed that Astarra may yet have some part to play in the tale of the runes.

## References

1. Descent: Journeys in the Dark (Second Edition): Crusade of the Forgotten
2. Runewars Miniatures Game
Gildspar

Gildspar was a dwarven outcast smith and forge master of the Mirror Hammer. Struck by a vision of this weapon and its function, he spent ten long years journeying to the heights of a mountain range where a perpetual lightning storm, said to be created by a floating magic rune, blasted away at the jagged peaks. Gildspar set metal ingots where lightning could strike them and infuse them with its energies. He then carved runes upon each ingot for every bolt of lightning that found its mark. He finally put the metal, charged with the energies of a thousand bolts of lightning, to the forge.

What emerged was the Mirror Hammer. In accordance with its name, when swung, the Mirror Hammer could reflect any magic and repel any blow. However, it had another power, one that revealed its true nature. When the Mirror Hammer struck the surface of a lake, the water would freeze into a silver pane, and anyone who looked into it could see visions of the distant past, the reflection of the ages.
Meela

**Meela** was Loris' twin sister. She was a member of the Oarburgh Clan though, after the deaths of the rest of its members, she joined a retribution group along with her sister.

## Appearance

Meela is a small girl, with cyan hair which she ties in a ponytail. On the right side of her forehead, she has a moon. She wears a white shirt and a black dress.
Elemental

Elemental magic, a legacy of the Djinni, runs through the bedrock of Al-Kalim. These vestiges of trapped sorcery tend to draw together to manifest as living things, gathering together like droplets of water might form a shimmering pool or lake. The elemental beings thus created may roam as lone predators, but they are just as likely to group together to form entire regions where the laws of nature no longer apply. Either way, they exist to feed upon mortals, whether drinking the water from their flesh, burning their blood for fuel, or devouring the breath from their lungs.

There are many kinds of minor elementals. Quicksand elementals lie in wait upon trade routes and near wells to trap the unwary. Some regions are rife with these creatures. In the salt swamps of the Endless Desert, they move across the wastes in the night to surround caravans, whose travelers wake to find themselves lost in a new and deadly landscape. Then, there are flame elementals, which drift on the wind like flickering embers, drawn to the heat of the living. When they find their prey, they burst into blazing life and burn away the flesh of their victims. Spring elementals pose as pools, lakes, or streams of tempting water in the desert wastes, although it is the fluids of their quarry they seek. Should a creature or individual be foolish enough to try to drink from one, the elemental sucks them dry, leaving only a desiccated husk behind.

Elementals don't appear naturally in many places outside of Al-Kalim (excepting Lava Elementals in The Heart of the Molten Heath). However, they may manifest as the result of powerful spells cast by sorcerers; purposefully or accidentally.
Dragonlord Baalesh

In 1024, bands of drakes led by powerful dragonlords descended upon different parts of the world. Among these were Margath the Unkind, Levirax, Zir the Black, Avox, Gehennor and Baalesh. Their quarry were the Stars of Timmorran, artifacts of unimaginable magical power. The attacks sparked the Dragon Wars, the Third Darkness. While these attacks were almost simultaneous, the dragonlords were not initially in alliance with one another, and they even sent portions of their hordes to attack the forces of rival dragonlords if they strayed too close. They were each simply out to collect as many Stars as they could.

Baalesh's sights were on the Aymhelin. There, she crushed the Latari Elves in battle and forced them to retreat to the palace of Caelcira where the last remnants of elven resistance held out against her siege. The rest of the Aymhelin was occupied by the dragons, the once proud Latari people enslaved.

Some time near 1029, King Aanir of the Latari organized a massive sally from the silver palace of Caelcira. Under cover of darkness, he led a spearhead of Leonx Riders into the heart of the encamped foe. Unfortunately for the Elf king, his charge did not prove the decisive action he had hoped, and before his cavalry could regroup, he was pinned to the ground by the Dragonlord Baalesh and devoured, the occupation of Aymhelin unbroken.

Baalesh consolidated her own forces in the aftermath of this battle, and she judged that the Elven defenders were now so weakened that she could finally storm the silver palace and end the Elven resistance. Before she could act, however, Baalesh was called away by a message from Zir the Black, who demanded that she reinforce the Dragonkin under attack in Terrinoth rather than attempt to storm Caelcira.

The Dragon Wars were eventually ended by the judgement of the Great Dragon Rex Shaarina and peace was restored to Mennara. The ultimate fate of Dragonlord Baalesh is not recorded in any scrolls to be found. A most worrisome note on which to end this account.
Uthuk Warlock

Warlocks are the spiritual slave masters of the Uthuk tribes and the keepers of their dark Ynfernael magic. Only a handful of Uthuk are born with such gifts. These children often arrive into the world amid a portentous rain of blood or storm of crimson lightning. A long and torturous road follows; not all of them live to master their magic, as the brutality of Uthuk society ruthlessly weeds out the weak. Those who survive are cruel and skilled sorcerers, utterly dedicated to the Uthuk and without a shred of mercy for their enemies.

Warlocks of the Uthuk are masters of dark dreams. They travel the Aenlong as they sleep, hunting foes, speaking with demons, and summoning horrors into the world. Revered leaders among their kind are able to communicate telepathically with other Uthuk across vast distances. These links bind the Uthuk tribes together and are used to call their armies to battle, bringing both berserkers and warlords alike to heel with but a hateful glance.

In their sleep, they roam across the Aenlong, hunting down their enemies like deer and conversing with the fell beings of the Ynfernael. It is their dealings that reveal their true dangers, for they are the masters of the dark rituals and fell ceremonies of blood and screams.

Through these sacrifices warlocks implore the Ynfernael to summon forth demons into Mennara. Such conjurations can involve many weeks of vile consecrations and horrid, unceasing chants, all to allow the summoned creatures a strong presence in the mortal plane that is not easily severed. To witness one such rite is a terrifying experience, made even more so should it be conducted successfully. In comparison, the horrid murder ceremonies the Uthuk commonly conduct before battles are more swift but allow for demons only a fleeting foothold—though it is usually long enough for them to thoroughly petrify and devour enemy forces.

Warlocks eschew direct roles to wield their power secretly as well, growing cults of followers in western lands like Terrinoth, Lorimor, and even Al-Kalim. From within these civilized nations, they burrow deeply into the soft, exposed underbelly of their foes and poison it with the taint of Ynfernael magic. Through their blood rituals, often involving kidnapped inhabitants for the freshest and most powerful effect, they not only grow the power of the Uthuk but strengthen the presence of the Ynfernael.
Shrieker

The Uthuk Witches utilize countless horrific punishments for those who fail them. In one popular punishment for berserkers, the Witch slashes open the offender’s back and cruelly wrenches out their lungs, warping them into huge, overgrown mockeries of life. These so-called “shriekers” constantly scream their resulting rage and pain, and the grotesquely enlarged lungs amplify the sound so greatly as to debilitate foes.

The punishment for weakness or failure in the Uthuk swarm is often a swift but messy death, yet the witches of the Blood Coven do far worse to those who willfully disobey them. These poor wretches are dragged before a witch and held down so that she can slice open their backs and draw out their bloody lungs. Her magic keeps them alive even as she fuses the bones of their mouths open in a ghastly frozen shriek. Only an empty husk remains, blindly obeying the witch’s thoughts and screaming her commands to all who can hear.

The witches use these Shriekers to direct their slavering hordes, even as their blood-curdling howls strike terror into the hearts of the Uthuk’s enemies. As their minds burn with the witches' commands, Shriekers will attack blindly at any opportunity. They know neither fear nor reason.

## References

1. Realms of Terrinoth
2. Runewars Miniatures Game
Bane Spider

*"Of all Terrinoth's greatest dangers, its giant arachnids are the absolute worst. The best way to deal with them is to set the surrounding area alight. It's the only way to be sure!"* - Brightcarver's Bestiary

Bane spiders rely on their ability to spit gobs of sticky, acidic venom into the eyes and wounds of their prey when hunting. The matron of the cluster is especially dangerous. After ensnaring a careless adventurer in her cocoon, she and other bane spiders pull the hero into the shadows and douse him in foul poison. Stronger than their Cave Spider cousins, and most commonly sighted in the Mistlands, bane spiders can harry a party of heroes to destruction.

## References

1. Descent: Journeys in the Dark (Second Edition): Oath of the Outcast
Orkell the Swift

"*Just try to keep up, all right?*"

Orkell the Swift was once a bandit, exulting in the excitement of daring raids and bloodshed. One fateful day, though, the cries of a child victimized by his band and its raids prompted Orkell to recognize the devastation he left behind. Since that day, Orkell has been forever changed. He remains ever ready to hurl himself into the fray, but he now does so to defend the helpless, bringing swift brutality to any who mean them harm.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Sir Nessly

Sir Nessly is a knight of Daqan. One day during Baron Zachareth's annual tourney, Nessly's squire Reynhart mysteriously disappeared. It is believed this is related to the murder of Zachareth's cousin the royal treasurer in one of the tourney tents that same day. Reynhart has been assumed guilty for this murder.

## References

1. Descent: Journeys in the Dark (Second Edition): Lair of the Wyrm
Fae

Although there are countless stories and legends that attempt to explain the “fair folk,” if anyone knows the true origins of the Fae, they are unwilling—or unable—to say so. From a distance, one might mistakenly believe that their form and proportions make them similar to the Humanoid races in Mennara. This is purely a trick, however, of a mind unable to process what, exactly, it is seeing.

The Fae of the Aenlong are utterly terrifying. Their appearance varies wildly, but tales are told of distorted nostrils that lead to wide maws filled with razor-sharp teeth. Their horns and antlers are said to jut at unpredictable angles from their skull in ways none of the many monsters that wander the countryside can match. Most disturbing are the sightless visages some are claimed to posses; how they see without eyes is a mystery.

But the thing that makes the Fae truly unique, and completely terrifying, is the chaotic magical energy that burns inside them. Although there is no shortage of reasons to stay away from the Fae whenever possible, it’s ultimately their unpredictable, chaotic power that sends shivers up a being’s spine and warns the primitive, instinctive part of their brain to run whenever they are near.

Nevertheless, foolhardy mortals often seek out the Fae in places where the veil between worlds grows thin, such as the Greywood. Some beings are attracted by the promise of power that the Fae represent. Others seek to slay the Fae for their valuable organs, used to make rare tinctures and potions. Still more believe that the Fae are simply misunderstood: that the right person could become the foundation of a new relationship between the Fae and Mennara.

All are foolishly wrong, although it is those in the latter group who tend to suffer the most before their deaths.
Arachyura

*"Of all Terrinoth's greatest dangers, its giant arachnids are the absolute worst. The best way to deal with them is to set the surrounding area alight. It's the only way to be sure!"* - Brightcarver's Bestiary

Arachyura are giant mutated arachnids found very deep underground. There is an infestation of the terrible things at the lost ruins of Sudanya.

It takes many, many years in the deepest of underground caves for a
simple spider to mutate to such an absurd size, but thus far their
reclusive nature has typically led them to be seldom encountered. Why
these terrible creatures have emerged from their dark hovels is unknown,
 but it bodes ill tidings for all the surface dwelling peoples.

## References

1. Descent: Journeys in the Dark (Second Edition): Labyrinth of Ruin
Baroness Katrin Sephone

Katrin Sephone is the baroness of Allerfeldt.

Large, powerful, and critical to the efforts of the other baronies, Allerfeldt benefits tremendously from its fertile soil and expansive, flat land that allows for easy travel and rapid communication. Goldhall is the traditional seat of the Sephone family, the castle from which Baroness Katrin rules over her lands. Goldhall is the result of several hundreds of years of construction, and represents the legacy of the Sephone family. High spires, grand halls, vast storehouses, and immense barracks all serve to make Goldhall one of the most impressive castles in all the baronies, a veritable fortress defending the whole of Allerfeldt from its enemies.

Although in the eyes of the Citadel’s law, a baron has claim over all people living in their territory, the Sephone line has historically allowed the Catfolk community at Eventide Forest to govern itself independently, and has not collected taxes. Thus far, Baroness Katrin has maintained this status quo.
One Fist

"*I've fought many battles and seen the worst the world has to offer. Do your worst. I have no fear.*"

*"I don't even need one hand to handle you."*

No one knows how this battle-hardened orc lost his hand. It is rumored he slew everyone
present when it happened, friend and foe alike. Since that day, he
introduces himself as One Fist – daring everyone he meets to acknowledge
the missing hand. What should be his weakness, however, he transformed
into his defining strength. He harbors a fury that few can survive and
wields it and his hook with growing expertise.

"*I didn't get the hook after losing my hand. I forfeited my hand to make room for the hook!*"

## References

1. Descent: Journeys in the Dark (Second Edition): Shards of Everdark
Sword Poet

Lorimor has a long tradition of warrior-bards, the finest of whom begin as students in one of its rare philosophic schools. They are not given a sword, though, until they have learned to also compose and sing while fighting. They are reflective and observant, seeking meaning in every duel. If two sword poets are in set to duel each other, they may spend hours in combative verse until the moment is right to draw blades—lighting,  ambient sounds, and mood must all be perfect. For them, a fight without art is one not worth having.

Once their blade is drawn, however, each sword poet becomes a flurry of slashes. Their techniques may seem flamboyant, but the results speak for themselves. Few actually strike to kill, though; most prefer to disarm or otherwise avoid the unseemliness of spilling blood, often likened to carelessly spilling ink upon a blank page. Only if they know the blow will be absolutely perfect will they consider striking to kill. These deadly codas are renowned and often recorded for posterity, the most famous compilation being blade-laureate Zaff Darba’s masterwork *Contemplations upon the Flametail.*

### The Circus of Blades

The vast majority of sword poets conduct themselves according to highly formal ritual, as do the members of many artistic and martial organizations in Lorimor. There are exceptions, though, the most notable being the people of the Circus of Blades. The Circus of Blades is a wandering collection of outcast and eccentric sword poets, fire breathers claiming lineage from the dragons of old, preachers proclaiming coming apocalyptic times, wizards expelled from the halls of Greyhaven, and others who don’t fit into proper Lorimor society.

The Circus roams among the cities and villages of the peninsula, traveling in apparently random directions more to stir up the restless and discontented than to earn coins. Wherever it goes, there are epic gladiatorial duels of razor wit between troubadours, astonishing demonstrations of illicit spells, and exotic food and drink, all to dazzle and amaze. Its departure frequently is accompanied by the loss of apprentices and menials eager for excitement, but there are rumors that the Circus has a darker purpose and that fell magics guide its actions.
High Priestess Celeneth

High Priestess Celeneth was a great hero of the War of the Shadow Tear. Malcorne had used the power of the Ynfetaar, the corrupted Star of Latariana also called the Shadow Tear, to summon forth an army from the Ynfernael and ravage the elven tribes.

In the depths of darkness, however, a beacon of hope shone through. Glaciel Snowstar, son of the chieftain of the tenth tribe, the Nivalis, had witnessed firsthand the devastation of Malcorne’s assaults but refused to give in to despair. He rescued his father’s Tear and resolved to travel to the Yrthwrights’ own home, where he would ask the dragons for their guidance and help in defeating the corrupted Elven chieftain. Along the way, he gathered companions to his cause: High Priestess Celeneth of the Salish, the Feredel sorcerer Keldarim, Erenil the Swift of the Latari, and others. The extent of Glaciel’s adventures and the exploits of his companions have made their way into countless lays that are still sung in the verdant settlements of the Aymhelin.

The dragons, whom the First had tasked with preserving the world, seemed to anticipate Glaciel’s coming, but remained aloof even as he begged them for aid. They rebuffed Glaciel’s appeal—this was the Elves’ own doing, and the Elves would need to bear this burden. Yet the Nivalis lordling would not give up. When he refused to leave, the dragons explained that if they interceded in the Elves’ affairs, one day the tribes would be forced to pay a terrible price. Glaciel could not allow his people to suffer any longer, and accepted the dragon’s deal. Glaciel and his companions returned to rally their respective tribes with a flight of dragons at their back. On the Plains of Enfreil, they fought a final battle against Malcorne. In the world’s most desperate hour, their combined forces ultimately achieved victory and struck down the dark Elven lord.

The remaining Daewyl Elves retreated from the combined Elven and draconic forces, hoping to hide themselves away. The victors could not afford for the corruption to spread, so they hunted down their foes to burn them from the face of this world. Malcorne’s wretched tribe was nearly extinguished in the slaughter. Many worry that small enclaves of the Daewyl still lurk in the dark nooks of the world, but at least one group claims to have come back to the light. Now calling themselves the Deep Elves, they seek to atone for their sins by destroying demons in this realm—and in others beyond.
Daqan Spearman

Renowned as disciplined yet passionate soldiers, the spearmen of Terrinoth make up the front lines of the armies of nearly every barony and Free City. When war comes, the rank-and-file of Daqan form a mighty bulwark to protect their homes. The rows of infantry clad in the Citadel's own colors - majestic blue and gold - march as a symbol of safety and security to those who make their home in the Land of Steel.

There are many companies of spearmen in Terrinoth, each with their own storied histories and allegiances. The forces of Rhynn wear green and black to symbolize the mighty Greatwood and the fearsome black bears that dwell within it. Kell's defenders, standing vigilant over the Ru from their fortress atop Hernfar Isle, are clad in purple, gold and silver. The owl is their symbol, for Kell's soldiers shall be the watchful eyes unblinking in the darkness. Baron Zachareth's warriors wear the orange, silver, and black of Carthridge. An upraised talon is blazoned upon their shield, a symbol of strength and cunning.

In the south, the fiery red eagle adorning the shields of the guardians of Vynelvale evokes the eternal flame that has burned within the Great Cathedral of Kellos since the days of the Second Darkness. In the far north, the Frostguard of Frostgate are recognizable by their white lion sigil on an ice-blue field. Between both cities, many more famed units of spear infantry defend the realm.
Farrendon Penacor

Farrendon was the son of King Jerlon Penacor and Queen Riya Penacor of the Old Kingdom of Talindon. As a child, Farrendon and his brother Farrengol showed every sign of becoming fine princes of the Penacor line.

While Farrendon was still young, his queen mother was banished from the realm for committing adultery with Rusticar Lorimor. This drew King Jerlon into a deep depression and he became known as the King of Grief. Despite neglect from his father during this time, Farrendon's growth into an upstanding young man continued.

His brother, Farrengol, was not so fortunate. Farrengol took to erratic and unlawful behavior as his father ignored him more and more. Eventually, Farrengol's crimes landed him in Nerekhall's prison, where the king authorized his execution. This only sunk King Jerlon into deeper grief.

King Jerlon died a lonely and miserable man, leaving the throne to Prince Farrendon. As king of Talindon, Farrendon shared none of his father’s frailties and displayed more of the robust spirit associated with the Penacor line.

This was well needed in the trials to come, as his brother rose from the dead and carried out raids on Talindon lands. He was now known as Lord Farrenghast the dread prince. It became King Farrendon's priority to manage the threat of his wretched undead brother, whose living corpse would endure far beyond Farrendon's own death.
Tinashi the Wanderer

"*Shadows keep me. Shadows protect me. There is nothing to fear in the shadows... except me.*"

Every seven years, for seven days, the hidden monastery of the Serpent’s
 Shadow appears atop a remote mountain in Terrinoth. During that time,
the monks take new students and dispatch their disciples to attend to
business in the realm. Years ago, at dawn on the eighth day, Tinashi the Orc
returned late to find the monastery vanished. Trapped with no place to
call home, Tinashi now wanders throughout Terrinoth, using her skills as
 a Shadow Walker for the greater good.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Baron Jerem Camford

Jerem Camford was the baron of Camford during the Second Darkness. At the Battle of Ramscrossing, a force led by Baron Jerem Camford was ambushed by undead cavalry as Camford’s force negotiated a swollen river. The baron ordered a retreat back to his own lands, but a Deathborn force led by Ardus Ix’Erebus harried his forces so brutally that when they finally regrouped, they were in no state to defend their lands. The Deathborn Legion soon fell on the Barony of Camford in force. It was utterly ravaged, and the baron and his heirs were slaughtered.
Shield of Zorek's Favor

Also known as the Shield of the Dark God, Zorek's Favor is a powerful shield forged from a single scale of Dragonlord Gryvorn. Its dark powers grant greater protection to its user and it deals painful retribution to any who would dare to strike it.

The shield was found in the silver mines of the Carthmounts, and taken by a guard of the nearby Greystone Watchtower. It soon proved nothing but ill-luck, however, as Belthir, Scion of Gryvorn, came to reclaim the dark relic with a force of Baron Zachareth's minions.

## References

1. Descent: Journeys in the Dark (Second Edition)
Tomble Burrowell

"*Don't think of this as you being robbed. Instead, think of it as you donating to a worthy cause.*"

A tinker, a tailor, a minstrel, a thief, Tomble Burrowell has wandered
the roads and valleys and forests of Terrinoth for more years than most
would guess, gnomes being a deceptively long-lived people. Recently, the
 death of his clan at the hands (or, more accurately, the talons) of a beastman
 war party has hardened Tomble, and beneath the quick wit and easy jokes
 now lies a bitter resentment and anger that pushes him to take bigger
and bigger risks.

*"I'll just help myself then shall I?"*

## References

1. Descent: Journeys in the Dark (Second Edition)
Revik

Revik is the arch-lich under the command of Waiqar the Undying. He is the master of the terrible torture machine known as the Everliving Engine, located deep in the Mistlands.

The machine's true purpose is known only to Waiqar and Revik, but with every tick, the barrier between the world of the living and the dead weakens. The undead everywhere feel themselves empowered, if only by the faintest margin, and new, unimagined horrors manifest to plague the world of the living.

Those who displease Waiqar are fed to this terrible machine, and their screams mingle with each tick until they are subsumed entirely. No mortal can say exactly what it means to be consumed by the Everliving Engine, but it is a fate dire enough to strike fear into the hearts of those who serve the Undying One.
Queen Eleanor II Soulstone

The Elder Queen Eleanor II of Terrinoth was as renowned for her amethyst Star of Timmorran as she was for her exceptional battlefield prowess in the Great Goblin Uprising of 997. Her serene yet stern image can still be seen in the many gold coins minted during her days. The histories of Greyhaven record her as one of the notable rulers of Terrinoth during the Time of the Elder Kings, before the Third Darkness.
Varrush the Seeker

*"There is always more to learn!"*

Varrush is an ancient, grey-muzzled Hyrrinx sage still vital and filled with curious energy. After exile from his village due to food shortages (a regular custom among the Hyrrinx), Varrush indulged his seemingly natural curiosity by wandering the wider world, including an extended visit to the libraries of Greyhaven. Yet books were not enough to satisfy his curiosity, Varrush yearns to see in real life what he read of in books.

Curious in the extreme, knowledge of the world and the people in it is Varrush's greatest passion, therefore he is never without excitement. He has amassed an impressive wealth of trivia on every topic imaginable. But even more impressive is his knowledge of the magical arts and runes.

*"The world is an exciting place full of wonders and curiosity"*
Rylan Olliven

The eldest son of Count Galayne Olliven and brother to Tristayne Olliven, Rylan is an important figure in
 Nerekhall. As a gifted mage and scholar, he returned from his study at
the University in Greyhaven and devoted himself to the magical defenses
of the city, holding the post of Chief Artificer and serving as one of
Nerekhall’s magistrates. Despite his many good deeds, Rylan’s influence
is increasing quickly, causing many cities to become wary of his rising
power.

## References

1. Descent: Journeys in the Dark (Second Edition): Shadow of Nerekhall
Orc Outrider

Lizard riders from the Great Beast Clan, the Mag Ugluk Urak, are mounted warriors who are as dangerous as any cavalry in Mennara. Nomadic Orcs who follow elk and other wild game across the Broken Plains, they tend to lead fairly simple lives as hunters and gatherers. Following their chieftain's noble example, the Mag Ugluk Urak are brutally honest and always good to their word. They will never cheat during a trade, stab an ally in the back, or abandon a pledge. If that pledge is to kill an adversary or slaughter an enemy, then one of the two are absolutely going to die.

Typically armed with axes and throwing spears, and trained to make hit and run attacks at high speeds, outriders are at their best when mounted on Gurak Tol or any of the lesser reptilian creatures that stalk the plains. These Orcs make life-bonds with their mounts, something that forms as an outrider personally captures one of the huge lizards. Gurak Tols are never fully tamed though, and outriders take care to avoid getting too close to their always hungry mouths.

Gurak Tol riders eventually discovered that their steeds could also provide ranged support, via their powerful tails. Thus the opening minutes of any large-scale battle finds outriders dismounted next to their Gurak Tol, nudging the beasts in the proper direction, placing a skullsized rock into brackets mounted onto those bony tails, and then having the beast hurl the stone overhead. Depending on the age and strength of the Gurak Tol, these improvised projectiles can be thrown at incredible speeds up to a hundred paces, and at a rate of fire that can wreak havoc on enemy formations and often causes undisciplined units to break and flee.

Then, as the battle shifts or the Orcs run out of ammunition, the Outriders mount their giant lizards and execute intricately choreographed strafing runs across the enemy's front lines; carefully maintaining an ideal distance that brings the deadly throwing spears into range but carefully keeps the duo beyond the reach of the enemy's own hurled projectiles.
Grisban the Thirsty

"*All this killing is thirsty work. Drink with me!*"

At first glance, Grisban's story is an old and familiar one. A dwarf
from Dunwarr, Grisban has left the mountains to travel through
Terrinoth, making his way as a mercenary. His skill with an axe is
undeniable and his love of good, strong beer memorable. An oft-repeated
joke (oft-repeated by Grisban, at least), is that no one is certain if
his name should be “Grisban the Bloodthirsty” or “Grisban the
Beer-thirsty.” Consensus seems to have settled on simply “the Thirsty.”
Grisban drinks with a will and fights with a terrible rage, both seeming
 to hint at a darker reason for this ferocious berserker leaving his home than he has yet been
willing to share.

## References

1. Descent: Journeys in the Dark (Second Edition)
Avric Albright

"*I pledge myself to those in need. I will be their shield, their light in the darkness.*"

Avric Albright spent 3 years as a soldier assigned to the Citadel of
Archaut before hearing his calling. He traveled to Vynelvale to join
the priesthood and become a Disciple of Kellos, but never arrived as a long series of people in need of his protection sent him on an endless detour of righteous questing. He is a war hardened soldier whose
sole motive and purpose is to push back the ever powerful threat of darkness and its minions. Despite never being initiated as a Disciple, Avric seems to have tapped into Kellos' divine healing powers through his pure devotion to the cause of light. After seeing the devastation caused by evil, he
 will go to any length to fulfil his purpose.

*"Time is of the essence! Let my light lead the way!"*

## References

1. Descent: Journeys in the Dark (Second Edition)
Ynfernael Swarm

Particularly powerful Uthuk warlocks are able to summon forth terrifying creatures known simply as The Swarm. The swarm is made up of thousands of tiny ynfernael creatures which move as one in giant formations. They most frequently form into a giant snake, to instill horror in their enemies, but they may take any form they please.
High Lord Margath

Zir the Black. Baalesh. Levirax. Margath the Unkind. The dragonlords and their armies struck the fair realms without warning, burning cities and toppling dynasties in the Dragon Wars. His goal: The fabled Stars of Timmorran in the treasury of Terrinoth and the realms of the other Fair Races.

It was Margath the Unkind that killed Trevnor Soulstone, last in the line of the Elder Kings. It was Margath who burned Tamalir. It was Margath who struck an alliance with the Black Legion, tempting the baleful warrior clan of orcs to join the Dragons' cause with gifts of runebound shards.

But it was Baron Roland of Kell who ended Margath's reign of terror. The well-traveled youth was an elf-friend and was always on the hunt for glory and destiny. He found both in the skies above the Mountains of Despair. Riding Valera, one of the rare winged horses of the elves, Roland met Margath in his full fury.

For hours they fought before they slew one another. Man, horse, and dragon plunged to the earth in a mortal embrace, the flame and destruction of their fall crumbling the mountainside below them.

But some whisper that both dragon and baron live, that their battle still rages beneath the Mountains of Despair. Many storms haunt those peaks, and the rumblings of the earth beneath the mountains are taken as proof by the Dread---the dragon cult---that Margath will one day rise again.
Scorpion Swarm

There are many dangers in the deserts of Al-Kalim, but few will drive travelers to turn and run like the sight of a hundreds of scorpions rising out of a dune. The entire swarm acts as a single being, each creature attacking in perfect concert like a terrible wave of death. Those who unknowingly disturb a swarm all too often end up yet another pile of bones, buried in the blowing sands and forgotten by all.
Storm Sorceress

Harnessing the raw power of nature, Latari storm sorceresses are as honored among their soldiers as they are feared among their enemies. With the force of a mighty storm, these sorceresses can call forth bolts of lighting, assailing enemies at nearly impossible distances and electrocuting warriors inside their own metal armor. At the same time, the sorceresses can shield their allies from enemy arrow fire with torrents of wind and rain.

Storm sorceresses are in tune with the wild and use the natural world to power their attacks and aid their allies. The sorceress’ spiritual connection makes them almost unshakable on the battlefield and they lend that strength to their allies.

Although the forms and functions of magic are as diverse as the natural world, there are few who can truly harness and control the potential of that magic. Most beings who work magic can do little more than parlor tricks. A comparative few can meaningfully form and direct that energy, and no more than a hundred of those practitioners in all of Mennara can match the abilities of a storm sorceress.

Drawn from Elves with centuries of training in elemental magic, the storm sorceresses have an awe inspiring ability to take control of the air around them. They use that dominance to call blinding blizzards, scatter their foes with gale-force winds, and strike their enemies with brutally precise lightning.

Primarily concerned with helping to control the environments of the Aymhelin, the storm sorceresses are rarely encountered by anyone other than their fellow elementalists. However, there are times when the sorceresses must journey not only into the greater Aymhelin but throughout Mennara to hunt down certain exceptionally rare minerals needed to work their magics.

## References

1. Runewars Miniatures Game
2. Realms of Terrinoth
A'Tar

Each of the many gods of Terrinoth and beyond have found a place in Al-Kalim. Of the myriad powers here, the greatest has always been A’tar, the Sun God. It was A’tar who saved the people of Al-Kalim from the Djinni, and it was A’tar who founded the Caliphate. It is said that the Caliph is a direct descendant of A’tar, and that the burning blood that runs in his veins grants him the right to rule. Many believe that, should the Caliph be cut, flames will issue forth from the wound, and A’tar will descend to save his son from harm—though in living memory, none have ever raised a hand against the ruler.

As the high priest of A’tar, the Caliph dictates the one true form of worship of the Sun God and ensures that those who blaspheme against A’tar or subvert his message are swiftly dealt with. The Sun God’s influence, however, is diverse, and despite the Caliph’s edict, many cults dedicate themselves to worshiping A’tar in other ways. The Daughters of Cinders burn themselves and see the divine in fire, while the Cabal of the Desert Wind teaches that worshiping the sandstorm is to witness a manifestation of A’tar. The Sun Blessed instruct the devout to go blind staring into A’tar’s brilliance so that they might truly see.