recursal/Fanatic-Fandom huggingface dataset:
Hinky

Hinkies are tiny undead creatures that appear as faintly-glowing skeletal rabbits.

## Description

Similar in appearance from a distance to Will-o'-Wisp, another type of tiny undead creature, Hinkies instead have some level of structural form, although do seem to possess the ability to turn incorporeal in a moment, emitting a small flash of dim light in doing so. Possessing of a normal white-furred rabbit's body, the head of a Hinky is instead engulfed in a pale blue light, the skull of the beast exposed within its glow.

This ghostly light appears to have the same effect on living creatures, namely that placing a hand upon a Hinky's brow will show nothing but bone from the outstretched hand.

## History

A Hinky was encountered upon Last Gasp Isle, watching the group from afar, and eventually leading them to the Crypt of Maledict's Pulse, wherein the creature subsequently vanished despite the efforts of Gwyneth to capture it to keep as a pet.
Lysiphoia

Lysiphoia, birthname Lisiphis, was a Queen ruling a region of Ahlus known as the Sapphire Sovereignty, based out of Chalimar Palace.

## Description

During an expedition to Mosshill Redoubt, the adventurer Otto von Hammerstark stumbled across a locket amongst the belongings of the knight Zolgim. Within was a depiction of a pale-haired woman with light blue skin covered in delicate tattoo-like markings. Deeper-hued than her skin, her azure eyes are warm and welcoming.

## Personality

Lysiphoia carried the weight of her rule with a confident and deliberate assertiveness. While not physically-imposing, any that spent any period of time in her presence could not help but not the aura of control she wielded. Despite this, she has shown a great sense of curiosity, revelling in meeting new individuals - an occurrence made all the more enjoyable when they bring her gifts.

She seemed to take particular joy in adding items of particular wealth or power to her collection.

## History

Lysiphoia was born Lisiphis, the granddaughter of the Tyrant-King Namerta who staked claim to the city of Rydoon. Forced into flight, Lisiphis was sent into flight, chased by would-be assassins seeking to end her grandfather's bloodline, and in doing so travelled across near a third of Ahlus, hounded all the way. In the halls of Chalimar Palace, abandoned and forgotten she made a pact with an entity that offered to protect her - in exchange for her fealty and maintenance of the Palace as a proclamation of her newfound patron's power.

Desperate, further still after another foiled attempt on her life, she reluctantly accepted and has followed through the terms since, doing as commanded by the Undying Queen. Since, she has tried to free herself from the terms of the contract, but is yet to do so.

As part of the deal, it is assumed that Tiamat granted Lysiphoia ongoing youth and/or delayed aging, owing to her seemed relative youth despite an age beyond that of a typical genasi's lifespan.

Decades later, the last surviving heir of the Goldlor family returned to the Material Plane, having been sequestered away in the Feywild at the behest of his eladrin mother following the breaking of the Siege of Iron. To further solidify his claim, Eldarion I Goldlor would seek a marriage pact with the former Queen of the Sapphire Sovereignty, Lysiphoia, who had claimed the abandoned lands of Atralran for herself many years prior. In exchange for breaking her pact with the Undying Queen, she agreed to such a proposal, and so for a time ruled as husband and wife upon the Gildhearth Throne. Subsequently, all details pertaining to Lysiphoia's pact were scrubbed from the history books, fundamentally rewriting the Queen's history, though stray titbits beyond the reach of the King and the Aureate Archivist no doubt still linger.

Tragedy struck a year after Lysiphoia gave birth to their son Gilbert, shortly after it was discovered she was once more with child. Insidiously at first, then progressing with rapid intensity, the strength fled from her body, as if ageing rapidly, and no spell, whether intending to heal, revive or resurrect found success, much to the King's lament.
Karakoncolos

Karakoncolos are malevolent troll-like monstrosities.

## Description

Usually standing around ten or eleven feet tall and covered in matted grey-brown hair, karakoncolos are often mistaken for yeti, given their chionophilic nature and general silhouette. However, compared to yetis, known for their brutal ambush hunting style and intelligence more comparable to that of a beast, karakoncolos are cunning and twisted, delighting in toying with their prey before finally eviscerating them.

Greatest amongst their tricks is the karakoncolos' ability to mimic sounds, whether natural or that of familiar voices, allowing the monstrosity to lead their prey into a trap, or at the very least a place more favourable for the hunter. Karakoncolos are fascinated by riddles, considering themselves of superior intellect to their victims - so much so that a creature that answers correctly is likely to catch the karakoncolos off guard and confused, giving them a chance to flee.

## History

The Atral Knight Bona Windbell fought karakoncolos in the Greater Greensong in her campaigns against the Fomorian warlord Zrazrott.
Banco Central de Catdeux

El Banco Central de Catdeux es la institución del Estado que se encarga mantener operativo el sistema económico interno del país, permitiendo la realización de transacciones sin valor agregado, o el almacenamiento gratuito del dinero de los ciudadanos. Gracias a la institución, el dinero electrónico puede ser utilizado sin interrupciones o limitaciones. El Banco Central **no tiene funcionarios**, es una institución que se maneja por sí misma y corresponde a un sistema más que a un órgano estatal. Actualmente las funciones bancarias de inversión son llevadas a cabo por Bankdeux.

## Historia

El Banco Central de Catdeux llegó a ser una institución encargada de la administración y regulación de la economía del país, sin embargo ya no tiene incidencias en el sistema. En un principio sólo se encargó de guardar el dinero físico de las personas en nombre del *Banco Nacional,* su construcción, como segundo edificio del país, sólo contó con una sala de atención al cliente, una bóveda y un módulo de cajeros automáticos, en el actual cuadrante norte de la Plaza Central.

En sus orígenes, permitía la prestación de dinero con tasas de interés increíblemente bajas, pero la función fue suspendida por la falta de clientes interesados. La ciudad creció y fue necesario reformar el pequeño edificio, por lo que el banco tuvo que ser trasladado al renovado edificio de Minatozaki Empresas, en donde ya se encontraba una unidad de seguros. A partir del traslado, el banco dejó de necesitar banqueros permanentes, incluyó sistemas automáticos de cierre, añadió más cajeros automáticos y contó con bóvedas más seguras y amplias, pese a que posteriormente terminarían siendo removidas. Posterior a las reformas que el Estado llevó a cabo con respecto al dinero electrónico, el Banco Central contó con todas las facultades necesarias para **manipular el sistema**, tales como la estandarización de los valores monetarios, la regulación de los costos del mercado, y las funciones financieras para los ciudadanos. Sin embargo, tras una decisión del *Ministro de Economía [1]* en cooperación con el Presidente, el Banco Central fue **privatizado** a nombre de sus fundadores como Bankdeux y se refundó el Banco Central sólo como un sistema encargado de permitir el funcionamiento de la economía.

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Keric

### Cause of Death

Presumed dead at the massacre of the population of Hazelglen to power the ritual that was to turn Arnica into a hag.

## Technical Information

### Background

Aspiring woodworker

Keric was a child who lived in Hazelglen, and the oldest of Arnica's younger brothers.

## Description

He was born to Merlán and Fiala, two years after his older sisters Arnica and Elína.

Unlike his older twin sisters, Keric was a rather quiet and reserved individual. He preferred quiet and calm, whether spending time with his siblings, or learning the art of woodshaping from his father.

When he was younger, the twins would often try to get him along on their escapades, to little avail, as he did not share the same joy for pranking and getting in trouble. Still though, when he wanted to spend time with the twins, they would include him, in their own ways. This would often mean the twins teasing Keric and playing pranks on him. When this started, their parents would try to get the twins to stop, until they quickly realised, after Keric himself said so, that he had fun in doing this, the twins would make sure their brother was having fun alongside them.

From a young age, his father found that he had great interest and good talent with woodshaping, and put a lot of effort into training him, much like Merlán had been trained himself. He would often carve trinkets and objects as gifts, most recently, for Arnica on her birthday, he made a carving of a small green woodpecker, next to the sapling of a small oaktree. In the ensuing events of Hazelglen, Arnica wound up losing this trinket, something she wish she could have back.
Irving II Goldlor

Irving II Goldlor was an Atral King that ruled between 556AG and 578AG.

## Description

Irving's rule stands unique to that of the remainder of the Goldlor family, in that he did not directly succeed another Goldlor, but rather a Margaste. For twenty-two generations the Goldlors had ruled what was at its peak one of the largest and most powerful Realms of Ahlus. In 552AG however, Irving's father, King Larkin III Goldlor lost both his family's home and golden haired-head to a military coup staged by the Lord-General Kassian Margaste. Irving was forced to flee to neighbouring Gawylthlan, returning after Lord-General Kassian, and his brother Theozen Margaste's demise but a few years later.

Irving returned to Chalimar Palace, ascending to the throne as King Irving II Goldlor. His reign, while still minorly troubled, would be largely uneventful and marked the restart of his family's rule for another thirteen generations before the decline of the Realm of Atralran itself following the breaking of the Siege of Iron in 974AG.
Leafblade Ray

Leafblade Rays are beast-like plant creatures found throughout forested regions in the world.

## Description

The name given to Leafblade Rays perfectly encapsulates the creature, delivering near all the pertinent information a traveller or adventure might wish to know. Flying and gliding through the air like the rays found within the seas and oceans, these creatures are instead shaped from a large fan-shaped leaf, its edges sharp and capable of slashing individuals passing beneath the tall trees in which they perch.

Like near all plants, Leafblade Rays reproduce by means of seeds, but instead relies on the chest cavity of a victim. By means of a stem-like stinger that trails akin to a tail, they use their very limited intelligence to hunt down suitable individuals to gestate and germinate through.

## History

On travelling north to scout out and eventually clear a number of minor camps garrisoned by the Legion of the Black Hand, an adventuring party from Whittengrove resting in a forest clearing were assailed by Leafblade Rays though managed to burn a pair of them, sending the others fleeing into the woodland once more.
Knotwrack Isle

* Artwork
* Map

Knotwrack Isle is a large isle in the Hempweed Straits.

## Description

Positioned at the transition between the Brumal Deep to the north and the Cobalt Sea to the south, Knotwrack Isle is an important strategic and economic bastion of the Hollow Concord.

On the southern edge of the isle is a small port in which a contingency of the Rydooni navy are stationed in order to screen vessels travelling towards Crown Bay from the south, whereas throughout the other shorelines small colonies of labourers farm several varieties of seaweeds. These harvests serve a number of purposes, featuring in several culinary dishes, either whole or elsewise processed, for use as a highly-effective fertiliser in the fields of Feathergrass between Mossholde and Mightmoor, and some medical applications most commonly as wound dressings.
Faerie Hyacinth

Faerie Hyacinth is a bright flower-bearing plant associated with numerous folk tales.

## Description

So named for the legend that the bulbous blooms serve as hiding spots for fey creatures, faerie hyacinths are found in a variety of colours, ranging from pale creams to deep reds and purples. If folk tales are to be believed, the differing colours are directly representative of what creature last used the flower to hide, brigganocks turning the flowers yellow-white, pixies a bold green, quicklings a deep purple, sprites a vibrant red and so forth.

## Usage

When combined with Daisies, Faerie Hyacinths of all colours can be used in the production of Courter's Perfume. This faintly-lilac hued liquid can be applied to a creature or object as an action. For the next hour, any creature that smells the perfume perceives it as reminiscent of their favourite scent.
Gimmisul

Gimmisul was a draconian warlock in service to the green dragon Malacholar.

## Description

Arrogant and controlling, Gimmisul served as Malacholar's envoy and sentry to ensure that the gatorfolk of The Sleeping Mire remained in line, directing them in matters of harvesting Wandercaps and other rare alchemical and herbal substances, while likewise acting as ambassador for interesting parties coming to acquire the harvested goods through means of barter. Seeking payment in form of objects desirable to his draconic master, Gimmisul was said to change the price demanded on a whim, often to the point of extortion. Nonetheless, with demand ever present for the materials offered, Gimmisul maintained a roster of regular clients, gathering steady increments of wealth for Malacholar.

## Abilities

Gimmisul possessed a number of magical abilities, including creating bolts of energy from his hands, arcane shields to protect him from harm, and access to use of *Dimension Door.* Grievously wounded by an adventuring party at the start of 134WD, he attempted to use the lattermost to escape, only to be *Counterspelled* by Casmaran, which would then ultimately lead to his demise.
Kinghazel

Kinghazel was a huge undead treant in service to the hag Glaring Freda.

It was destroyed by Hassk by means of *Guiding Bolt* during an expedition in Pinnul-Greencrown 7 WD, and then finally destroyed at Velenthir Estate during a last stand against the Weald Witch.

## Description

Gaunt and twisted, Kinghazel is a being of gnarled bark, long-dead branches and jagged forks of splittered wood. When motionless, Kinghazel is indisguishable from a deceased tree, but once springing to activity, the skeletal and haunting features are ever more present. Long claws tipped with brambles are infused with a potent necromantic aura, capable of draining the lifeforce of its targets. William Bolstra suffered such a fate, but was later reincarnated following the efforts of Aenarion Quelenneth Velenthir.

It has shown to be resilent to many forms of damage, as well as being unaffected by attempts to charm or frighten it, unyielding and steadfast as it is in service.
Kindling Bay

Grace

Liliore

Morennel Uthreloth

Zran Everwatch

Kindling Bay is a location on the northeastern coast of the island of Morass.

It is comprised mainly of huts built upon stilts, suspending them away from the slow-moving waters of the coastal swamp beneath. It appears to have historically served as a port.

## Description

Held aloft from the brackish marshland, the settlement of Kindling Bay was first discovered by an adventuring party in Otealt-Greencrown, 5WD, but it wouldn't be for several months before the location was fully explored. Upon their arrival, they found the various huts and buildings largely uninhabited, save for a Fomorian who considered the wolf-spiders and giant crocodiles as his pets - and so took an aggressive stance to those that brought violence to them.

Upon closer inspection of the ship run aground and damaged at Kindling Bay, it seemed that in months prior another group of explorers had arrived on the island, with a forward camp also being discovered during the expedition to the island. The crew of the *Taipan*, led by Minkurn appear to have travelled further into the isle on the hunt of a treasure sought by the Hollow Concord.
Herbiary

Much as the fauna of the lands of Ahlus stand apart from the wider multiverse of Material Planes, numerous species of flora, fungus and other similar species that may share some similarities with those found elsewhere, or be otherwise poorly-documented or completely unknown elsewhere.

*This is not intended at all to be an exhaustive list, but rather just a compendium of various homebrew plants and fungus encountered in the Realms of Ahlus game.*

## Plants

### Aquatic

* Adamant Algae
* Black Carrageenan
* Dancing Kelp
* Frogfoot Kelp
* Kraken Grass
* Hydraknot
* Nymph Vine
* Sand Sifter
* Sugar Sap

### Cacti and Succulents

* Devil's Crown
* Winged Cactus

### Climbers

* Amber Ivy
* Calacaza Shrub
* Drelpurge
* Glaicethorn
* Glivleet
* Helmhex
* Isroo Vine
* Obvert Moss

### Fruits & Flowers

* Blight Yarrow
* Blistering Mayweed
* Blue Sentinel
* Breadseed Poppy
* Bronze Persimmon
* Burdock
* Cereberry
* Chalk Pea
* Chayote
* Crackle Berry
* Daisy
* Dragon Fennel
* Edalstross
* Empyreal Hellebore
* Faerie Hyacinth
* Jacu-Jacu
* Liver Vetch
* Monkshood
* Nectarbloom
* Night Lotus
* Oorove
* Purple Apricot
* Smooth-leaf Vanilla
* Starmallow
* Thal's Eye
* Voxberry
* Wartle
* Wood Avens

### Grasses

* Aseo Stalk
* Common Fingercress
* Dalmonis Stalk
* Grinnergrub
* Groovebur
* Mercy's Touch
* Papyrus Sedge
* Sourgrass

### Roots, Rhizomes & Tubers

* Feverfear Root
* Ginger
* Ginseng
* Kilnthar
* Firecracker Root
* Mandrake Root
* Troto
* Unctuo Root
* Waxhusk

### Shrubs

* Abstainer's Succour
* Apnax
* Beast Tongue Frond
* Kava
* Oleracea Bloom
* Pausare Leaf
* Princely Yortfane
* Purple Sorrel
* Sentry Shrub
* Shimmer Leaf
* Twilight Felonwort
* Vlysovy
* Worm Sage

### Trees

* Azure Cocobolo
* Bronzeoak
* Chromarind Heart Tree
* Cinnamon Tree
* Covenhazel
* Milk Sycamore
* Oyster Lime
* Rowan
* Rubber Tree
* Primal Trees
* Wickpine

## Fungus

* Adumbral Snuffcap
* Ashcap Puffball
* Black Rue
* Bleachbone Bulb
* Galvagloom
* Netlace Mushroom
* Steel Scalp
* Wandercap

## Other

* Astral Lichen
* Esuridell
* Fire Lichen
* Grumebract
* Somnellow Bush
Konon

Konon was a halfling residing within the city of Rydoon.

## Appearance

While his dungarees, frilled shirt and breeches are a little threadbare, Konon places stock in maintaining a somewhat respectable appearance - all the better to not be turned away by new visitors of the city to which he offers his knowledge and guidance for a modest fee. Working at the Seasalt Market come morning and as part of the Cityrunners in the afternoon, his familiarity with the settlement and its surroundings facilitates modest success in both these escapades.
House of Greensoul

* Coat of Arms
* Territory

### Coat of Arms

*Green Apple Enflamed in Emerald Fire, with Green Lozenges Bordering on a Field of Orange*

## Relationships

### Liege

House of Charbafosse

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

## History

The first Greensoul was a Halfling farmer that made a name for themselves handing out their harvest to those that lived around their orchard, and was supposedly blessed by Aita for their altruism. Further stories of their actions spread, ultimately garnering the ire of the Duke Brantharn Fallack who ordered the farmer brought before him to be questioned about the motivation of his actions, perceiving it to be a slight against the Duke's management of the region by suggesting he was unable to feed his subjects. The Greensoul family was subsequently found guilty of treason, with all but one member, who escaped by hiding themselves within a barrel - having secured the lid by means of abjuration magics - that was cast into the Green River by the marauders.

The survivor, Lysor Greensoul, laid low for a number of years, before travelling to Chalimar upon hearing the proclamation of coronation of Eldarion I Goldlor. Seeing the new King to be just and true, they pledged themselves to the Throne, serving faithfully and offering the same generosity once more.

In time the same generosity would be returned many times over, being granted lands by the House of Olboudin at the behest of the Throne in 22WD.

## Coat of Arms

The House of Greensoul flies banners displaying a *Green Apple Enflamed in Emerald Fire, with Green Lozenges Bordering on a Field of Orange*. The apple is a commonly used symbol in old Atral heraldry, associated strongly with the virtue of Prosperity. The inclusion of flame eludes to the claimed radiant touch of divinity in their family history, but in other reports may represent the flames of the ashes from which the house and its fruit crop rose again, following the torching of their farm by the agents of Brantharn Fallack.

## Description

The House of Greensoul is a predominately-halfling Noble Knightly house, typically possessing curly brown hair and bright eyes of vibrant green. Their lands are near the heart of Atral territory, composed of 1200mi2 of territory made up of orchards, fields and farms. To the north, they border the Province of Vardony, elsewise surrounded west, south and east by the prosperous and fertile lands of the Houses of Charbafosse, Newvine and Flaxfield respectively.
Iqni

Iqni is a traditional Courrak dish eaten throughout the Hoarfrost Expanse.

## Description

A soup made with meat from seals, whales or seabirds, Iqni finds its origins from the coastal folk that relied on the frigid waters where the Brumal Deep of the west meets the Allreach Sea in the east, who would utilise whatever they could catch to give the course its contents. As it spread throughout the Realm, further substitutions were made, with those further inland making similar dishes utilising terrestrial creatures such as reindeer, mammoth and other more exotic creatures, as well as the addition of hardy vegetables such as onions.

To give the soup further body, it is often thickened by soaking oats in water overnight, and starchy mixture added during the cooking process.
Juiblex

## Lord of Shedaklah

* Artwork
* Symbol

Juiblex, known also as the Faceless Lord and the Glistener, is a Demon Lord of the Abyss.

## Description

Alien even by the standards of the Abyss, Juiblex claims to be the forefather of all oozes found across the cosmos, with some scholars believing that the Faceless Lord is able to witness anything encountered by an ooze.

The spawn of the Glistener are actively encountered upon the battlefields of the Blood War, but rarely as combatants, and instead the scavengers amongst the blasted wastelands left in the wake of conflict. Weapons, armour, flesh and bone, all are coveted by the Faceless Lord for consumption, and thus the Demon Lord's followers find frequent combat with other looters, regardless of their affiliation. Beyond this, Juiblex seems entirely uninterested in the endless war, or any other major conflict associated with the machinations of the Abyss.
House of Barbeau

* Coat of Arms
* Territory

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

## History

After Ualune was established on the Melody Walk near the site of the former and supposedly accursed razed home of Ealwant Besculus, efforts were made in subsequent years to bolster the southern stretches of the continent, and so a pair of Noble Knightly houses, that of the House of Barbeau and the House of Stoneloach, were founded in quick succession in 62WD and 63WD respectively and granted lands along the southern coast. Named by the gnomish barbarian Yosziver, the seat of Whiskerkeep would soon come to represent his retirement plan, from which he could uplift the surrounding lands while enjoying his favourite pastime, fishing.

## Coat of Arms

The House of Barbeau flies banners displaying *White Scales on a Field of Blue*. Chosen for a huge fish coloured in royal blue supposedly spotted leaping from the waters to feast upon flying insects in the territory of the House, the individual has since evaded capture - and so has become a symbol of the House's Ambition for their lands.

## Description

The House of Barbeau is a predominately-gnomish Noble Knightly house. They maintain lands on the southern coast of Atral territory, composed of 1600mi2 of territory made up of marshes, meandering rivers and thickets, with the Lesser Greensong to the west, the Cobalt Sea to the south, the lands of their liege, the House of Montwell to their north, and the territory of the House of Stoneloach, their historic rivals, to the east.
Kristoph

Kristoph was a vampire and member of the Onyx Shroud.

## Appearance

The curse - or gift as some very few might term it - of vampirism is a curious one, stopping the process of ageing, affixing an individual's form in the state around which they were first afflicted. For Kristoph, this has proven to leave him in an odd place, perpetually childish in proportions and appearance. To this result, Kristoph typically wore a long grey cloak, allowing him to instead pass for a halfling or a gnome, obscuring a pallid face with deep set golden-yellow eyes.

Kristoph had been shown to move with a notable speed, leap extended distances as well as being far stronger than would be expected of someone of his size.

## History

It is uncertain how old exactly Kristoph is, although given the seemed loss of Venari's ability to create new vampires, it is assumed that he is likely several hundreds of years old. At some point, Kristoph aligned himself to several other vampires, forming the Onyx Shroud.

During a visit to Cal Araenora, Kristoph stopped to corrupt a dryad heart tree for unknown purpose, transforming it into a Willowhaunt. The dryad bound to the tree subsequently descended into madness, prompting their daughter, Cassiope Winterthorne, to start a quest to hunt down Kristoph in retaliation.

Upon a journey to the Feywild to deliver a Heartgerm of a Chromarind Heart Tree to the Archfey Ilena, a plot was discovered that involved followers of many followers of Venari, Kristoph included. At Teneserral Fort, Kristoph was witnessed making conversation with the shadar-kai Vonnos, before going to leave by means of a Gloomstalker mount - although interrupted in the process by Timbermitt casting *Streaking Jolt*. The vampire subsequently landed, ravaged Timbermitt and drinking deeply of his blood, before with a sudden promptness commanding Vonnos and his soldiers to kill the rest of the party before departing.

### Death

Kristoph was later encountered alongside fellow vampire Narcisa at the Spire of Beckoning within the Timeless Vale, flying up a Festerwyrm mount. Immediately targetted by the paladin Isra Ssalla, the pair exchanged blows in the sky upon their steeds, before plummeting to the ground below. Kristoph was eventually cut down by the weapon Ryme Caller wielded by the dhampir, attempting to escape in mist form - only to be frozen and shattered into naught by one, final definitive swing.
Halterslate Raiders

The Halterslate Raiders were a minor faction responsible for a number of thefts from the Galerider Rail.

## Description

Comprised of a mixture of dwarves, gnomes and humans, the Halterslate Raiders were employed by Histrove to steal magic items from the passengers of the Galerider Rail when it passed close to the Halterslate Islet, in which they were both based and gained their name. In 131WD Loghelt-Amberlight, the raiders stopped a vessel containing an adventuring party and in the resulting scuffle were defeated.

A trio of individuals - the dwarf Krummur, gnome Farston and human Zuin, as well as their ogre companion Gern were sparred when they surrendered and renounced their thievery, alongside one other, a human Brif who was subsequently recruited by Ba’alakor.
Heizentaru

* Artwork
* Map

6% Humans

7% Other Races

Heizentaru is a monastery of peace and redemption overlooking the waters of Tvia Bay.

## Government

The Xiansheng of the monastery watches over its teachers, acolytes and nearby residents alike. By means meditation and contemplating, they have ascended to a supposedly elevated state of being that has granted them a near infallible level of wisdom.

## Defence

Most residents are trained in multiple forms of armed and unarmed combat, bolstered further through the channelling of ki. Despite this, the residents of Heizentaru are peaceful, preferring to corral conflict into comfort at any available opportunity.

## Commerce

In order to subsidise the costs of training, for which no fee is asked save the dedication of the individual, the Heizentaru Monastery cultivates a range of epicurean provisions, most famously so a wide range of teas found throughout the continent courtesy of trading guilds operating out of nearby Viridell.

## Organisations

Shrines to Buwello feature most prominently throughout the architecture of the monastery, though shrines to Veth and the Archfey Ilena the Alicorn Queen can also be found here and there. Most residents of Heizentaru are self-sufficient, gathering what they require from the surrounding lands for sake of the commune, though caravans are known to visit to collect the produce of the settlement, as well as facilitate transport for new initiates.

Heizentaru serves as the primary headquarters for the Plum Blossom organisation.

## Description

Temples and dojos sprawl across the cliffs and valleys of Trophy Hook, as if placed with a delicacy and poise mirroring the grace and skill of those that call it a place for tutelage, sanctity and comfort alike. Founded by the Otterfolk Monk Ume as bastion for those in need of support against foes external or internal, individuals seeking clarity in muddling moments, or simply a soul in need of a steadfast meal, the Heizentaru Monastery overlooks Tvia Bay, the roofs of patinated brass gleaming in the tropical glow that surrounds the peak in all directions.

Although acolytes defer to their tutors, who in turn defer to the Xiansheng in all sorts of matters, no individual is truly considered greater than another, instead all within the domain of Heizentaru are peers. The newest initiate may seek out the elders for wisdom, expecting to be met in at least some ways as comparable equals, and come time for the morn's feast, no particular individual consistently finds themselves served first or last. Particularly welcome to share in the bounty of the jungle and the bay are the lost and hungry, for any that arrive at the gates of the monastery in beggar's rags are received as expected guests. To aid in this endeavour, Ume the Otterfolk travelled far and wide across Ahlus, gathering up stray colonies of her kin, as well as all other manner of animalfolk, inviting them to join her in her efforts to create a haven and home for all that seek it.
Isidore Hazebrooke

Isidore Hazebrooke was a Mousefolk Wizard and ex-member of the Chicory Coterie.

## Description

Black of fur and described as "very capable at getting in places and finding secrets missed by others" by his brother Wendell Hazebrooke, Isidore was the scout of the Chicory Coterie before stumbling across a bone-like fragment somewhere within the Hoarfrost Expanse. Corrupted by the latent magic aura of the artifact, he found himself driven to flee from his Nest, seeking out the Barrows to reanimate the dead within in the name of a powerful demon lord.

## Death

Tracked to the Barrow of Lorothak the Blue, Isidore was interrupted partway through a ritual to reanimate all the corpses within through use of ground bone and an offering of his own flesh and blood. Acknowledging with reluctance the corrupted nature of his brother, after being wounded by an adventuring party, he was struck down by Wendell himself, his body dragged into the immaterial by chained hands and claws.
Kangaeux Mannette

Kangaeux Mannette is a human Atral noble and the current Baronnet of Tornbridge.

## Description

As is seemingly typical for members of the House of Mannette, Kangaeux Mannette is a monstrous man, standing seven foot and four inches tall. Combined with his bald head - something that he proclaims with an odd sense of pride that he has possessed since his birth - it would not be out of place that by silhouette alone he would fit more in place with a clan of goliaths instead of his own race.

A fearsome warrior, he wields the enchanted greatsword *Last Stand*, a heirloom of his family forged by his grandfather Raoul Mannette after the Hold at Lulban Crossing.

## Personality

Like his son Kavaxel Mannette, his extensive brawn gives Kangaeux an intimidating form, but he is undoubtedly a gentle giant, delighting in japes and mischief, particularly if aimed at Kavaxel or himself specifically.

## History

Kangaeux Mannette was present at a gathering hosted by Anthoin-Symon Caskbow at Stalrose Vineyard, during which he engaged in a guided tour of the locale, before being amongst the first to enjoy the newest product, the wine Amberian Dawn. Shortly after, the King Gilbert X Goldlor arrived atop the unicorn Lanstrom to make his declaration pertaining to his intended successor - the Marquis Almaurry Alcourt.

Kangaeux, along with his son and a number of other Atral nobles, took part in Khurezolgrax's Sword of Flame hunt, the dragon disguised as Corvyn Quelenneth at the time. At the start of the hunt, Kangaeux and his allies were transported to Eresloth's Grotto, wherein they found themselves set on by darkmantles, cloakers and other creatures native to the stony depths beneath the surface. The group then settled on a plan on fortifying the final approach to the goal, but were ultimately bested by a group of adventurers with aid from the party from the Velenthir Estate.
Gulthias Tree

* Standard
* Ancient

Gulthias Trees are trees infused with a sinister and preternatural evil.

## Description

Gulthias Trees find themselves intrinsically tied to legends of vampirism, although the exact details have since been lost to time. Several variations of the same tale tell of a bloodthirsty warlord hanging, impaling or mounting the heads of innocents amongst the branches of a tree, an act intended to inspire fear and terror to their foes, the act so vile that the gods cursed the very tree that bore it. Some stories instead tell of an undead monster of the same name being slain with a stake, but the latent magic of the rotting form caused the stake to sprout into a sapling filled with a vampiric hunger. Other stories claim that the first Gulthias Tree was formed when a lesser fey spirit fell in love with a vampire, and as punishment found herself bound as a dryad by a vengeful Archfey, the anger and malice of both parties suffuses the heart tree with evil.

Regardless of the exact details, if such exactness exists, Gulthias Trees represent a significant danger to all the surround them. If left unchecked, they slowly infect the surrounding forests, grasslands or elsewise, corrupting plants into roaming blights that further spread the affliction.

## History

The Archfey Araster was said to have started as a dryad bound to a heart tree on the outskirts of the city of Cal Belanor, although this heart tree was subsequently corrupted into a Gulthias Tree. Through a series of unknown steps, after this corruption, they achieved their ascension to the status of an Archfey, the ruler of a warped version of the city itself, now known as Vibur Nhum.

The Shiere Knight Enor fought and destroyed a pair of Gulthias Trees while acting under the orders of Luceryon Velenthir, Prince of Twilight and Commander of the Shiere Knights of Cal Araenora, his contingency suffering significant losses both times but nonetheless succeeding.

While travelling the Feywild, an adventuring party predominantly from Amber Run were led to the grove of the dryad Nerassi, whose heart tree had recently been infected into becoming a Gulthias Tree, seemingly by the vampire Kristoph. After using the last of her former being to heal Enor of his affliction caused by Grumebract growing with him, she succumbed as her heart tree had done, and after initially fleeing, and subsequently much deliberation, the party decided to press on, hoping that the attempted cleansing of the surrounding lands by Erastus would cure her of her affliction shortly after.
House of Houndrel

* Coat of Arms
* Territory

The House of Houndrel is a Noble Knightly house based in the city of Chalimar in Atralran, holding the title of Mouralle.

## History

One of four Houses holding the title of Mouralle, the House of Houndrel was founded in 29WD by Lorgan Houndrel, alongside the Houses of Campyron, Ekrigroln and LeChaney. A special rank amongst the nobility, the Mouralle are considered equal to power as a Baronnet, but hold no formal lands of their own. Instead, they serve a different role in Atral society, laid plain by the etymology of their coveted title. Derived from the Old Atral word muraille, it is remarked that that the Mouralle are the 'walls' built around the King, and thus all reside within manses in the capital.

Since then, it has been customary for a member of the House of Houndrel to serve as Steward of the Mason's Gate, the easternmost entrance to the city of Chalimar.

## Recent History

The current head of the House of Houndrel is Dorian Houndrel.

## Coat of Arms

The House of Houndrel flies banners displaying a *Ray of the Sun on a Field of Red with Yellow Piles in Point*, based on a solemn oath placed before King Eldarion I Goldlor at the time of their establishment - in that "the House of Houndrel would be loyal until the sun no longer rose come the morn" - and the rising sun upon their Coat of Arms a constant reminder that this day would never come.

## Description

The House of Houndrel is a predominately Fey Corgi Noble Knightly house. They maintain a manse known as Houndrel Hall in the Castellan Canton within the city of Chalimar.
Dedrian

Dedrian is a human cook and handyman formerly in employment at Verdlicay Manor.

## Description

Dedrian is of slight build, typically wearing his shoulder length hair bound tightly behind his head. He joined the staff working within Verdlicay Manor, one of the holiday homes of the Triumvirs near the start of 132WD, reporting that only the Otterfolk Shin, who worked as the stablehand, had been there for less time than himself.

Taking the produce of the plantation and bolstering it with the catches of Sidell and items purchased from the residents of the isle, particularly that of Nevin, Dedrian ensured that the staff remained well-fed, the cupboards well-stocked, and looked upon his time working at the Manor with contentment and comfort.

## Personality

Meek and mild-mannered, Dedrian refused to give up and flee the Manor as many of the other staff members had following the supposed curse that resulted in a number of deaths in quick succession, but subsequently fell foul of the roughhousing dealt by Nevin and his gang, who promptly locked him in the furnished barn amongst the plantation fields, which had been used to store the bodies of the deceased - preserved by means of a Censer of Commemoration, an object of which Dedrian had little understanding.

## History

Dedrian was encountered by an adventuring party that had hear rumours of the goings-on at the Manor and sought to investigate. Finding the Manor occupied by the revelling members of Nevin's gang, they would eventually establish that the group had locked Dedrian away following his protests to their treatment of the Manor. Dedrian would be genuinely and supportive of their efforts to establish the causes of his co-workers' deaths, guiding the group around the Manor, and aiding them in their investigations where possible.

After establishing the culprit to be an unusual creature akin to a serpent-like water elemental, Dedrian pushed the party to take the loot stolen from the Manor as payment on behalf of the Triumvirs, remarking it was unlikely they knew what was in the Manor anymore, given the infrequency of their visits. Mournful at the demise of those that had come to be his family, he decided to end his contract with the Radiant Triumvirate at the Manor.
Khurel's Training Camp

Khurel's Training Camp was a temporary construction used by the disbanded Khurel's Claws.

## Description

Located on the eastern edge of the Ironfangs, Khurel's Training Camp was constructed by the eponymous Khurel, who sought to use the encampment to train local populations of goblins and kobolds for his own amusement. Nestled at the end of a valley, the training camp featured an archery and sling target range, an assault course to improve athletic and acrobatic prowess, and facilities necessary for feeding the fledgling army.

Khurel, in his disguise as a hobgoblin warlord, camped on a nearby hilltop, thus affording him a chairside view of their efforts. From there, he offered words of encouragement, guidance and leadership, but ultimately lamented his failing experiment. Hoping to force the group into competency, he goaded a hill giant called Skognar to attack the camp, observing the battle from his vantage point.

Thanks to the defences in the form of natural cliffs and crags, sharpened stakes and the resolve and efforts of the Claws and a band of adventurers alike, Skognar was defeated, and with the departure of Khurel has since been cleared out and abandoned.
Ironjaw Lion

Ironjaw Lions are feline beasts known for their powerful bite.

## Description

Similar in outward form to many other larger feline species found across the world, Ironjaw Lions are sleek predators that predominately hunt by means of ambush and surprise attacks. They are capable of leaping and pouncing from afar, while their tawny-brown fur allows them to blend in with the brush of their mountainous and hilly habitats.

It is for their heavy-set lower jaw that Ironjaw Lions are best known, the scope and weight of the crushing teeth giving them an awkward underbite type appearance. Said bite, oft remarked to more accurately "closer to an adamantine bite rather than an iron one", is capable of shattering armour and bone alike with ease, allowing them to hunt a wide number of prey, including humanoids wearing plate armour - whether corpses left by battles and skirmishes, or living and breathing at the time.

## History

A trio of dire Ironjaw Lions were encountered by an adventuring party during their trip in the Bristlebacks in 135WD, Gantul-Whiterose. Despite Gwyneth's attempts to communicate with them, their minds seemed overwhelmed with a hungering bloodlust, seeking to kill the group for sake of the violence alone, subsequently suspected to be related directly to the presence of tiny abyssal rifts dotted throughout their hunting range. Through aid of a previously cast *Leomund's Tiny Hut*, Faustus Howell, Ódóvir Jotunsson and Lyonel Sunbraid managed to dispatch the lions without a great deal of issue.
House of LeChaney

* Coat of Arms
* Territory

### Coat of Arms

*Three Open Books, One Large and Two Small on a Field of Purple with Yellow Arched Reversed Line Fess Cotissed Palewise*

## Relationships

### Liege

House of Goldlor

The House of LeChaney is a Noble Knightly house based in the city of Chalimar in Atralran, holding the title of Mouralle.

## History

One of four Houses holding the title of Mouralle, the House of LeChaney was founded in 29WD by Ethor LeChaney, alongside the Houses of Campyron, Ekrigroln and Houndrel. A special rank amongst the nobility, the Mouralle are considered equal to power as a Baronnet, but hold no formal lands of their own. Instead, they serve a different role in Atral society, laid plain by the etymology of their coveted title. Derived from the Old Atral word muraille, it is remarked that that the Mouralle are the 'walls' built around the King, and thus all reside within manses in the capital.

Since then, it has been customary for a member of the House of LeChaney to serve as Steward of the Green Gate, the southernmost entrance to the city of Chalimar.

## Recent History

The current head of House of LeChaney is Bona LeChaney.

## Coat of Arms

The House of LeChaney flies banners displaying a *Three Open Books, One Large and Two Small on a Field of Purple with Yellow Arched Reversed Line Fess Cotissed Palewise*. Unlike the other Mouralle, the House of LeChaney resides outside the Castellan Canton, finding its home further to the east of the city. Delighting in the contents of the libraries of the Besculus Canton, the LeChaneys are heavily involved in formal education schemes within the city, and boast a noteworthy collection of rare tomes of their own.

## Description

The House of LeChaney is a predominately-human Noble Knightly house. They maintain a manse known as Vamasse in the Osvine Canton within the city of Chalimar.
Kardum

## Lord of the Sixth Pyre

* Artwork
* Symbol

Kardum, known also as the First of the Sixth Pyre, is a Demon Lord of the Abyss.

## Description

Claiming dominion over all the balors of the Abyss, the Demon Lord Kardum is one of the foremost combatants in the Blood War, having engaged tirelessly in endless combat for the countless millennia. Impaled upon their armour are the greatest of his defeated foes, including the remains of Qirozz the Thorned Cartographer, Bitru the Broad Duke, Zepar the Venombearer and at least three clones of the ultroloth necromancer Inthracis, Crow of Corpsehaven.
Imoros Corurian Prospero Trinvorn

Imoros Corurian Prospero Trinvorn is an eladrin affiliated with the Green Quill Troupe.

## Description

Imoros Corurian Prospero Trinvorn was one of the founding members of the Green Quill Troupe, having travelled to the Prime Material Plane by means of the wandering city of Cal Araenora, henceafter meeting Kelun and setting forth to create anew connections with the Feywild - although ultimately being deceived by the Demon Prince Acherontia.

Like all eladrin, Imoros Corurian Prospero Trinvorn is an elf infused by the presence and resonance of the Feywild, his appearance and demeanour influenced by the passing seasons. However, while most eladrin may change between seasonal forms with periods of extended downtime or rest, Imoros Corurian Prospero Trinvorn seems to possess the ability to do so at will, although not without great personal and psychic strain. Furthermore, each of his seasonal personalities seems to be a distinct individual with no to limited consciousness or knowledge of their surroundings, except when conscious in that moment.

### Imoros

Empowered by the Morningtide Spring of the Feywild, Imoros brings energy and excitement to his surroundings, acting gleefully in response to minor trivialities and filled with grand exaggerations. Despite this, he often remarks negatively towards exertions beyond his particular interests at the moment, preferring instead a life of leisure in place of that of effort and labour. As Imoros, he is a compulsive exaggerator to the point of inaccuracy, and those often accused of being naught more than a simple liar.

### Corurian

Standoffish and stubborn, Corurian is the most outwardly hostile amongst the personalities, and thus has come to be used by Kelun as the wrecking ball of the Green Quill Troupe. Quick to anger, unyielding in their resolve, the intensity of Corurian's vigour spills over to set his weapons ablaze with radiant flame as he fights.

### Prospero

The first of the personalities to be encountered by an adventuring party from Amber Run, Prospero serves an important purpose for the Green Quill Troupe, travelling to Ualune to offload those supplies acquired by the group during their banditry efforts, provided as alms to those in want or need of them. Warm, charming and generous, Prospero is also a capable performer, regaling the party with an impressively capable rendition of *Valley of Plenty* despite claiming to have never heard the song before.

### Trinvorn

Through undeniably the most dour of the personalities, Trinvorn is outwardly the most cautious, quick to follow up on potential issues and flaws, while preparing all the while for potential dangers to come. Despite this, they failed to see through the ruse of the Demon Prince Acherontia, and so in this form engaged in the ritual that tore open a rift to the Abyss, thinking that they were instead conjuring a passageway into the Feywild.