recursal/Fanatic-Fandom huggingface dataset:
Lord Marvin's Titling

In April 1588, Lord Marvin was titled the second Noble Lord of Duilintinn, and House Marvin, the second of Duilintinn's Noble Houses, was founded.

## Timeline of Events

The decision to title Lord Marvin was made in November 1587. Lord Jackie's Titling and the founding of House Jackie had gone remarkably well, and King Sean and his advisors decided to go ahead and name a second lord. As with Lord Jackie, the decision to title Mage Marvin was initially made without the future lord present, with King Sean offering the title to him in person shortly afterward.

Marvin, in a moment of uncharacteristic humility, was startled by this offer. By his own volition, Mage Marvin told King Sean that he didn't believe his personality would be right for a leader. However, Sean reassured him that regional governments that have been in place since before the quest would ensure the people were well taken care of. Marvin would be there as someone that King Sean trusted to understand the region and give the areas a sense of regional unity under the banner of both a Noble House and, by extension, Duilintinn itself. With this in mind, Marvin accepted the title, and preparations began once again.

In April 1588, exactly a year since Lord Jackie was titled, another grand ceremony was held to title Lord Marvin as the second Noble Lord of Duilintinn. His Noble House was given authority over the Draoidh Valley, with Monacoil as its provincial capital.

## Significance

House Marvin was founded in the name of the experimentation, curiosity, discovery, and constant change that would propel Duilintinn into a better and brighter future. The region already held a thriving Mages' Guild and a growing group of brave explorers fascinated with the mysterious depths of the Western Forest, and the mission of this new Noble House soon attracted inventors to populate the valley as well.

The Enemy, who was expecting a title after Lord Jackie received one, was extremely insulted and irritated that Lord Marvin was titled before him, despite the fact that Antonius had joined the quest long before either lord. This sows the seeds of resentment that lead to his eventual betrayal, but now, however, The Enemy does nothing, presuming that he *must* be titled the following year.
Cnocrann

Map of Cnocrann by tumblr user @marginmaster87

Location of Cnocrann within Duilintinn by tumblr user @thewatchau

Cnocrann is a small, hillside village jutting out from the Beinnfaire Ridge between House Schneeplestein and House Jackie, Duilintinn. It’s home to just over thirty citizens, including Watcher Jen Quillan.

## Name Origin

"Cnocrann" is a portmanteu of the Irish words for "tree" and "hill."

## Layout

The wall was built in 1604 after a raid by The Enemy's forces caught the small town by surprise. Before that, the town had very few defenses. In addition, there also wasn’t a permanent guard station in Cnocrann until after that raid. The few members of the Guard Coalition that were there at the time of the raid were only there as a precaution, due to the raids that had been happening in the area, but few people expected such a tiny town in the center of Duilintinn to be attacked.

The Bow-to-Stern Inn is so named because it looks like a ship somehow ended up turned upside down in the middle of nowhere. There are several local stories about how that happened, if you care to ask around.

Other buildings around the town include a local amphitheater, place of worship, bell tower, town hall, doctor, ferrier, general store, library, smithy, guard buildings, food stores, and, of course, residential housing.

Due to its small size, Cnocrann does not have running water and relies on wells.
Orlatum

Location of Orlatum in Duilintinn by tumblr user @thewatchau

Orlatum is a small town in the southern Monaidh Plains of House Jackie, Duilintinn.

## Name Origin

Orlatum is the common-tongue spelling of the Feadhainn town name “Urlártuaim,” which roughly translates to flatland burial mound.

## History

According to local accounts, Orlatum was once a very insular place where people wishing to retain their Feadhainn culture and history gathered during the Waldren Occupation.  The efforts were partially successful; to this day the town is a fantastic source of oral histories and information of the Feadhainn Language from the descendants of those who spoke it on a daily basis.

However, after the Monaidh Plains began to dry up due to the deforestation of the Waldren Occupation, Orlatum struggled to sustain itself in the harsh soil of the Monaidh Plains without letting outside trade or technology into town. Midway through the Interim Years, they were forced to reach out to the outside world. Unsurprisingly, this led to significant cultural changes, including the changed spelling of the town’s name. However, many still held to their Feadhainn traditions and heritage.

### Lord Jackie

Orlatum is the birthplace of Lord Jackie, one of the fraction of people in Duilintinn who can trace the majority of their ancestry back to the Feadhainn civilization, and the only known man in Duilintinn lucky enough to inherit the impressive strength of his forefathers. After being orphaned at a young age, he would be picked up from Orlatum by recruiters for the Guard Coalition and taken to The Whetstone.
The Tunnelers

The Tunnelers are an old group in Tandeli, with the official guild name of Geological Historians. They are not an official guild, since they are in fact the remnants of an old rebel group from when the Waldren Trading Company started to become a threat. It’s a strange situation, as everyone knows they’re a guild, and yet on paper, they aren’t.

Back then, the Tunnelers used the pre-existing Dwarven tunnels to store historical records, culture, language, and many other resources. Other tunnels were dug out as well, but a lot of those have collapsed in the past few centuries. All maps of the Tunnels were destroyed.

These days, Tunnelers explore the Tunnels and map them out as best they can, as well as collect and archive the information found. While the Tunnels themselves are no secret, people live in them after all, but the fact that old knowledge is hidden in them is a secret, mostly.

They have an official hub in the north of Oscureloj, which isn’t used much. Most Tunnelers are spread out along the mountain foothills. Their hub is an unremarkable building of vague Waldren style. Inside is a small display of rocks and a small library, but there’s rarely anyone actually there.
Beinnfaire Ridge

Beinnfaire Ridge by tumblr user @thewatchau

Location of the Beinnfaire Ridge in Duilintinn by tumblr user @thewatchau

The Beinnfaire Ridge is a large escarpment in Duilintinn that spans almost the entire distance between the Northern and Southern Mountains, dividing the Costageal Plains of House Schneeplestein and Cuartalan Wetlands of House Brody from the Monaidh Plains of House Jackie.

This geographical feature is considered to be the official landmark indicating the boundary between House Schneeplestein and House Jackie up until the Guardian and Aireceann Rivers, with the slope itself falling under the former’s jurisdiction and the upper ridge marking the border between the two Noble Houses. The remainder of the ridge north of the Guardian River falls under House Brody’s jurisdiction.

## Name Origin

“Beinn” means mountain or high slope, while “Faire” means horizon. It’s as if the escarpment is raising the horizon in the air, as if the line between the ground and the sky seems to be far, far higher than it should be.

## Geography and Ecology

Most traits of the Beinnfaire Ridge heavily resemble those of the plains to its east and west until it crosses into the northernmost region of Duilintinn, where it forms the western boundary of the Cuartalan Wetlands. Very little agriculture takes place in this region, largely due to the steep slope and heavy chalky clay soil.

Several rivers cut across the ridge on their way to the Eastern Sea. The Pa’Gille River becomes extremely rapid where it flows down the Beinnfaire Ridge, featuring small white falls and downright dangerous currents in places. The Guardian River also intensifies as the escarpment’s slope forces it to take a sharp right turn towards the Eastern Sea. By contrast, the Airceann River remains relatively calm as it flows down the ridge, which is much less steep at its southernmost point where it intersects with the foothills of the Southern Mountains.

## Trivia

The South Downs of the United Kingdom are one of the most significant real-world geographical references for the natural landmarks of eastern Duilintinn, from the Beinnfaire Ridge, to the Coastal Plains, to the Iolla Cliffs. In this case, the sudden decrease in elevation (aka an escarpment) from the inland towards the coast is exactly what I had imagined when picturing the Beinnfaire Ridge.
Cristal

The city of Cristal sits east of Estalta on the southern side of the Calorona Desert and at the source of Mentira river.

The source itself having been dug out over the years to form a large pool in the centre of the city and the river flowing east out of it before the river turns south. As such the city is shaped a bit like Pacman. It circles around the west, north and south of the source but fails to meet in the east, since there’s a river in the way.

The centre of the city, around the pool, is mostly Waldren architecture, with the desert-like architecture (round buildings, underground levels) the further away from the centre you are. The major exception to this is the House of Crystal Guild Hub, which sits directly north of the pool.

The Navigator’s Guild Hub is on the northeast edge of the city, with stables and paddocks radiating out from the main building and out of the city.

The pool is home to many fish species and waterfowl, which some of the richer inhabitants of the city tend to feed them bits of stale bread. The pool was dug out and widened mostly because during the rainy season the source could move further north if the rain was sufficient and flood the area, bit of a problem for a growing settlement.

So the source was widened and re-enforced with baked mud bricks, and then built a bit higher to allow for excess water. Flooding remained constant further downstream the Mentira though.

There is not a paved road between Estalta and Cristal, since the shifting sands of the southern Calorona Desert would just bury it. Still, it is a common trek and where most rookie guides and navigators are placed to start with. It is such a common route that there is a stable and rest stop in both cities for travellers to find a mount, guide, and supplies or the journey, as well as somewhere to stay in case the weather doesn’t permit travel.

From Estalta, the north of Tandeli opens up to you.

If you are going south the safest way out of Cristal is to follow the river Mentira to join the Coastal Roads, from there you can reach either Puerta Casóm or Puerta Guía and continue on.

## Location and History

Similar to Puerta Casóm, Cristal is logically placed at the source of a river and was already a hub for glassblowing and navigation before Waldren arrived. Estalta just had a novelty factor of the Mirror Lake, while Cristal could catch river fish and farm on the river banks

## Guilds

House of Crystal

Navigator's Guild.
Kirby Wars: The Hidden Stories

Kirby Wars: The Hidden Stories is multi part Series that takes place after the events of the finale of the Ripple Ribbon Videos series Kirby Wars and the beginning of the second season of Tales From Knapford sheds. No release date yet but the writing processes will begin after the finale of previous stated Kirby Wars series. The finale was intended to be a mini movie but was changed mid way through.

## Plot synopsis

After being defeated in the city of New York, Butch travels to the 2nd dimension to the planet of Aquaforia to enter his last clone body and continue his reign of terror. Adeleine and Soviet Bob travel to the water planet paradise to the prevent dangerous consequences. The duo also set of to an ancient planet once ran by the meme guardians and reunite with an old friend. This finale will answer the unanswered questions of the Kirby Wars Series.

## Characters

* Adeleine
* Soviet Bob
* Butch
* Commander Natsuki
* Unnamed Lieutenant Character

*Dark Matter, other members of The Soviet League and other characters may also appear*
Keepers of Memory

Cartographers

Record Keepers

The Keepers of Memory are a guild for those dedicated to recording and preserving knowledge. It is the primary force behind the efforts to translate the writings from the civilization of Feadhainn and revitalize their language, which was on the verge of extinction by the end of the Interim Years. It is one of the three major guilds of House Schneeplestein

## History

The idea for the Keepers of Memory was born in the later days of the Quest For Duilintinn, soon after the questers realized just how much of their land’s history had been shoved aside or erased in the wake of the Waldren Occupation and all that followed.

The guild itself was officially founded soon after the king’s coronation, largely focusing its attention on correcting the misinformation and propaganda that surrounded topics such as magic, the Feadhainn civilization, and other cultures and communities around the Feadhainn Valley.

After The Enemy’s first attempt to assassinate the king, the Keepers of Memory adopted the motto, “Brave Enough to Remember,” in direct defiance of The Enemy’s famous quote from that day: “Forgotten, or just too afraid to remember?” It’s quite appropriate, since these people are the ones who are constantly reminding us of the events we’ve forgotten and their significance to Duilintinn. They are, quite literally, the keepers of our memories, who will preserve all we discover leave behind for the coming generations, to be kept by their Keepers.

## Guild Hubs

The main hub of the Keepers of Memory is located in the southern half of central Fionport, House Schneeplestein. It is a large complex of the elegant occupation era architectural style that characterizes that part of the city, with facilities for libraries, document and record preservation, museums, and research efforts. The hubs of House Schneeplestein’s other two major guilds are located nearby, forming a large triangle shape between the three complexes.

In addition, like all of Duilintinn’s officially recognized guilds, the Keepers of Memory has a hub representing itself on Guild Row in Cordoire’s Administrator’s District. Here, the guild can advocate for its members in the political sphere of Duilintinn’s national capital.

## Apprenticeships

Like most other guilds in Duilintinn, the Keepers of Memory connects students pursuing higher education with members who need additional help and/or wish to pass on their knowledge to the next generation.

## Inter-Guild Dynamics

This guild is heavily connected with The Watch due to the latter’s reliance on records and history of The Enemy’s previous attacks and movements. The Keepers of Memory taught The Watch almost every record-keeping protocol still used today and are always welcoming of Watchers seeking information from the Keepers’ halls. Like most guilds, many of their members are also Watchers on the side, using their unique skills to keep the watch for The Enemy and his return.

They also collaborate heavily with the experts studying the field of Soul Magic in the Mages’ Guild regarding the topic of Magical Records and how to best utilize and preserve this magical form of record keeping.
Athglen

Location of Athglen in Duilintinn by tumblr user @thewatchau

Athglen is a medium-sized port city in House Jackie, Duilintinn, located on the southeastern banks of Loch Glas. One of the few critical links between House Marvin and the rest of the kingdom, traveling between this port and the harbor in Monacoil is one of the safest, most widely-used forms of transportation into and out of the Draoidh Valley for Watchers and civilians alike.

## Name Origin

Athglen means "valley ford" in the Feadhainn Language.

## Significance

Basically, if you want to get into or out of House Marvin via the lake, you take a boat between Monacoil and this town. That’s literally its only claim to fame. Granted, that’s a pretty significant claim to fame when there’s only two ways to enter House Marvin- or three, if you feel like fording two rivers and going off-roading in the Western Forest.

As a result of its proximity to Fort Conchúr and its critical location, Athglen gets near-constant traffic from The Watch. Plenty of citizens also pass through, especially messengers, but you can’t take a step in this town without seeing at least a dozen green cloaks.

The only reason this bustling port hasn’t grown into a metropolis rivaling Fionport is because of its proximity to Monacoil. The same people who have to pass through Athglen also have to pass through House Marvin’s capital, so most traders will set up shop in the big city to also benefit from the urban commerce in the city itself.

In addition, the shops in Fort Conchúr are a popular resupply spot for travelers, both for its convenient location along the road and the added benefit of supporting The Watch. As a result, entrepreneurs who want to profit from the masses passing through Athglen are better off running inns to stay in before the day-long trip across the lake, rather than trying to compete with the shops in Fort Conchúr.
Elizabeth

Elizabeth Archer is the daughter of T'Pol, created by the Orions in a cloning experiment on the Vulcan officer. Between 2151 and 2154, the Orions were one of the more dangerous foes of the Earth Starfleet, with various methods used to try to hinder Earth from infringing upon their trade routes with external species. The Orions were unable to clone a Vulcan-Orion or a Vulcan-Human hybrid, so they instead cloned a pure Vulcan. Their technique was not refined, and resulted in her having blonde hair and green eyes.

The clone was rescued from the Orions while still a baby in 2155, and given to T'Pol to care for her.

In the 2250s, Elizabeth decided to join Starfleet, and became a successful science officer in her own right in honor of her mother.

## Service Record

* 2155: Born in Orion Lab; rescued by T'Pol and Archer
* 2251: Joined Starfleet with her mother's permission
* 2255: Graduated Starfleet Academy as an ensign in the sciences division, assigned to USS Anton
* 2256: Promoted to Lt, JG
* 2260: Assigned to USS Constellation as Lieutenant
* 2264: Promoted to Lieutenant Commander and reassigned to the USS
* 2272: Assigned to USS Enterprise, NCC-1701 as science officer under Commander Spock.
* 2278: Promoted to Commander, assigned to USS Exeter
The Clothes Makers Guild

The Clothes Makers is an old guild in Tandeli that covers weavers, dyers, leatherworkers, tanners, seamstresses, tailors, and cobblers, with their hub in the centre of Triti.

They have partnerships with the Navigator's Guild and the Teatro, for saddles and costumes/fashion respectively. They also have contracts with nearly every guild in Tandeli. If a uniform or appropriate clothing is required, they are you people.

As a general rule, leather workers and tanners deal with sheep and goatskin, because those are the animals commercially farmed in Tandeli. They do occasionally get cow leather when a family cow has died.

Their hub is an old Waldren building, which has recently (as in Advisor Roman recent) had shapes of needles, thread, and buckets carved into the columns. Inside, other than admin and meeting rooms, are rooms to show off a piece their particularly proud of (if it was a commissioned piece they either ask permission or make a slightly different replica which is not for sale). This showroom can also be used to show off to potential employers/commissioners.
Castell

**Castell**, portrayed by Benedict Campbell, is an elderly magic friend who is the teacher at The School in the Sky where young magic friends attend. He has an identical twin brother named Antonio who works in his garden. Castell typically speaks with a Mexican accent and is likely named for the Aztec deity Castellcoatl. He tries to encourage his young charges to find solutions to their problems on their own, but is a sounding board who offers stability and comfort, as well as sound advice. In the episode 'Snow Magic Friends,' Castell mentions it has been hundreds of years since he visited the magic snow sculpture as a child, implying he is centuries old.
Hazel Daley

Hazel Daley is a Bard and Storyteller who spends the warmer half of the year travelling Duilintinn, and the colder half in Noefrach, House Jameson. She was an apprentice until 1599.

## Appearance

Dark brown hair and eyes, small and dainty. For performances she dresses in bright colours and a dramatic black cloak with a shimmery blue lining. Normally she wears plain shirts and skirts, and requires reading glasses.

## Personality

Bouncy and kind, she enjoys making people happy either with stories or just helping them.

## History

Born the youngest of a farming family. Was 11 when the First Great Famine hit, but was old enough to survive and help her family make a little extra money where she could. Left home in 1597 to mentor under a travelling bard, for whom she was their last apprentice.

They travelled all around the kingdom and soon after their mentor retired, leaving their cart to Hazel and gifting her with a horse capable of pulling it.

The cart/carriage is a covered cart where someone can sleep, wash and store belongings. The side is painted in murals in reference to God of War 4, Shadow of the Colossus, Undertale, Detroit:Become Human, and The Last Guardian. The side folds out to form a stage.

She continued to travel until House Jameson was announced in 1602, where she went to see the Founding announcement and celebration. She saw the Lord from afar but never got to meet him by the time he disappeared.

She bought a lot in Noefrach and commissioned the builders to make a mural or a dormouse of her own design in the wall, as well as paid a little extra for somewhere to store her horse and cart. Once she had these she felt like she could take on an apprentice and happily took Ivy Paris's rushed application.

She mentored Ivy from December 1602-June 1603, despite there only being a 5 year age gap between them. She encouraged Ivy to write stories and helped her with her confidence. She also bound the notes Ivy had from Scholar Marc into the book Mage Irnas had given her. When she left, Hazel gave her a cloak pin in the shape of a cat's paw.

She has since decided that she doesn’t want to spend the rainiest months stuck inside, so takes off around the kingdom with her cart and horse. She has a more ordered style of teaching now, some time in Noefrach, some time travelling and working.
Reapers

Reapers are magical fish that live in the deeper waters by Duilintinn's Northern and Southern Mountains, where they prey on the fools stupid enough to get shipwrecked against the rocks.

The waters of Loch Domhainn are, thankfully, too shallow for reapers, although occasionally one will get stuck in the shallows and cause a lot of excitement.

However, the waters near Reaper Cove, an inlet used by Watchers to access Iolla Beacon Outpost, are deep enough for reapers. Heck, the reapers were there first!

## Trivia

* Unsurprisingly, these Reapers are inspired by the Reaper Leviathan of Subnautica fame.
Melody Black

Melody Black lives in Leyfel, but is fascinated by the happenings in Duilintinn.

## Discovering the Watch

Melody is not a watcher. She would only ever hear about the happenings of Duilintinn, either in class or while listening in on scholars in library, but she didn't think much of it. It wasn't until her friend, Emily Keyes, who she had met while the bard was briefly visiting Leyfel, had told her in detail about the history of Duilintinn.

Now, thoroughly intrigued, as anyone from Leyfel would be after learning the entire history of a kingdom, Melody began visiting the watch. She provided artwork of the house flags whenever she found herself in a certain region of Duilintinn. She had even been present with Keyes to see the daily proclamations of October 19 and October 30 of 1614.

In December, 1614, she has begun writing down information about the kingdom and sending it to other lands, mainly Leyfel, so that scholars can be impressed with her.
Scorched Plains

The Scorched Plains are a geographic landmark in Tandeli.

This is the area of land that the Dragon Witch burned during her rampage. It runs north from Triti, before heading east before it hits the Aliado river, and then runs into the Ayuda Forest.

Her daughter Queen Corona rebuilt and replanted the area, so in places it doesn’t look like there was ever any damage. However the buildings do look newer, the growth shorter and younger than the rest of the forest.

There is a larger diversity of flora than in the rest of the kingdom, since the fire destroyed the more common and hardier plants, allowing plants that would have been out-competed previously to now thrive.

The name stuck as well and the people tend to take advantage of the whole thing, selling figures of dragons or having written eye witness accounts of the event.
Colaboro

Colaboro is a town in Tandeli, on the border between Tierra’s Mélgica and Eticora.

It holds two things of significance: a lighthouse and an astronomical clock.

## Astrological Clock

The Colaboro astronomical clock was designed and commissioned by Advisor Logan as a gift to Advisor Patton, with the help of engineering students in Estalta. It was originally going to reside in Puerta Casóm, but after some discussion, it was placed in Colaboro, on the border of the lands they currently care for.

There is a copy of the completed astronomical clock’s inner workings in Estalta for future students to study and learn from.

The clock shows:

* The current time in Tandeli
* The times of high tide and low tide of various port towns in the continent (as well as a few ports abroad)
* The current point of the lunar cycle
* The current planet position
* The times for sunrise and sunset
* The year

While it is currently the only astronomical clock in Tandeli, Advisor Roman has commissioned a similar piece from the same students, now graduated, only a lot more decorated. It is planned that this clock will sit on the border of Creagín and Catuela. After more discussion among the Advisors, plans were made to place an astronomical clock on each of the Tierra border lines.
Mimics

Mimics are magical animals native to Duilintinn. After becoming an invasive species in Haneul, mimics are more populous there than they are in Duilintinn today.

## Behavior

Mimics disguise themselves as mundane objects to lure in their next meal.

Mimics have always been around, they just adapt to whatever form gets food into their mouths. Clay pots, leather pouches, heck, even plants! Where did you think venus fly traps came from?

Some mimics have adapted to look like food storage units and eat the contents deposited within. Much like cats, these mimics have basically domesticated themselves, and are even considered a pet in some households. Even King Mark has one of these domesticated mimics, affectionately nicknamed “Tiny Box Tim.”

## Traits

Wild mimics look like stereotypical mimics, with the big teeth and tongues that pounce on people.

The domesticated ones are much better at replicating their object and are much chiller.

Compare tigers versus cats.
Jen Quillan

General Information:

A young woman of 23, Jen grew up in a small town along the border of House Brody and
 House Schneeplestein. Her parents were agricultural researchers, and
taught her various types of plant magic. Although she loved her home,
she always yearned to travel and tell tales of her exploits. She dreamed
 of becoming a bard.

Eventually, her inquisitive nature and more pragmatic upbringing changed
 this dream to one of study and experimentation. She endlessly drew the
animals around her as realistically as possible, but with a sense of
whimsy. When the Enemy took over the Western Forest, it made her blood
boil. How dare he defile such a unique environment? How dare he claim a
magic forest as his own?

Once House Jameson was established, she knew she found her calling. Now,
 she is a traveling naturalist, one who draws her discoveries in detail.
 On the way, she picked up other hobbies- from beekeeping to gardening
to fishing, to even ukulele. This helps her feed herself while on the
road, and to make friends while on the way. With her she brings a
backpack full of odds and ends. It’s a wonder she doesn’t topple over.

Jen also has a grumpy, crooked-tailed, snaggletoothed old tabby cat
named Cat, who is most likely older than the dirt he’s covered in. Jen
is convinced he’s a fairy in disguise due to the sheer personality and
apparent intelligence of the creature. She also gives him a lot of
nicknames.

Focus: To protect the living things of the land. This includes sprouting
 plants, a bubble shield (to protect herself and others), animal
calming, and other helpful little things.
Brian Mason

Brian Mason is the co-owner of a farm north of Slinad in House Brody, along with his wife, Aris Mason. They have four children, Dunla Mason, Rufus Mason, Liam Mason and Lara Mason. Dunla is the only one who doesn't live with them.

## Appearance

Brian is a short, but broad man, used to working hard, with greying sun bleached sandy blonde hair and tanned skin.

## History

Brian’s family were originally stone masons with the Ocean Men, but his father broke away from the family and tried to a start a farm. They built a small house of local stone and went to work.

It went, okay. They focused solely on sheep and only had a small vegetable patch, so in order to eat well they foraged from the stream and mountains. When he was young he had the bright idea of stealing a few veggies from the neighbouring farm, which is how he met Aris. She found this boy trying to steal from them, and confronted him. The noise attracted her parents, and Brian was frogmarched home to face his parents punishment.

They met a regularly on market day, and he slowly fell in love, taking an age to realise that she was instigating. They were both going to take over their family’s farms eventually, so they agreed to combine the two when they married in 1580. He got help from Aris and her family with working on a more complicated farm, including crops, dog training and cart driving. He took over the bulk of the hard labour once they had their first child.

They took on farm hands from the beginning, having a bunk house on the farm for such a purpose.

The farm struggled during the First Great Famine, but not as badly as many. Crops were supplementary to the Mason's primary income, which was wool and mutton.

During the Overnight Defence he tended to Dunla when she came back injured by a pair of creatures attacking the house. He mostly stayed inside trying to keep everyone else calm while his son Rufus and wife Aris went to make sure that the dogs were safe.

He spent the night with Aris, Rufus and Dunla standing guard, but thankfully the creatures did not make it inside.

When the raids began in March 1604 Brian was in the thick of it with everyone else. He was the oldest fighting but he was still physically fit and willing to do his part.

In March to April 1612 the farm received assistance from the Watch, with an old farm hand, Ivy Paris, among their number.
Fadáite Sólas

Location of Fadáite Sólas in Duilintinn by tumblr user @thewatchau

Fadáite Sólas is a town located in the Iolla Cliffs, of House Schneeplestein, Duilintinn, perched at the point where the sloping foothills of the Southern Mountains finally begin to level out into the grassy plateau immediately west of the cliffs.

This town has one major feature: the secondary hub of the Lifeworker Institute, which connects the main hub in Fionport with the dozens of sanitariums that lie to the east of Fadáite Sólas.

## Name Origin

Fadáite Sólas is the first place you’ll see when traveling to the Iolla Sanitariums, either as a patient or to visit loved ones residing within. It’s a sight that evokes complex, bittersweet emotions, reminding you of the circumstances that lead you here, the blessing that you and/or your loved ones are able to receive such care, and, for visitors, the joy that you will soon see those loved ones again. Upon leaving, it’s a sad reminder that those loved ones can’t return home with you, not knowing when you’ll be able to visit again.

Hence, the name evokes both the heavy reminder of that lost time and how long the residents stay in the sanitariums, as well as the positive reasons why they would choose to stay there in the first place. “Fada” means “a long time,” “aite” simply means “place,” and “solas” means “comfort, consolation, solace, contentment, delight, and joy.”

## History and Purpose

Fadáite Sólas is a relatively new location, hence the longer name, not yet shortened by time and convenience. It was established specifically to serve as a point of contact between the sanitariums and the Lifeworker Institute. However, it quickly evolved into a launching point for medical professionals, arriving residents, and visitors traveling to the sanitariums.

Today, the town functions as a massive reception desk for the rest of the Iolla Sanitariums. The guild hub within the town holds every record ever produced by the sanitariums, though they rarely share any of that information.

Additionally, since the locations of the sanitariums are absent from most official maps of Duilintinn, anyone wishing to visit a resident of the sanitariums needs to stop at Fadáite Sólas first. After explaining who they want to visit, a guide from the secondary Lifeworker Institute guild hub in the town will escort them to the corresponding location (assuming the sanitarium in question is not under any form of quarantine). Obviously, some people will probably start to remember the route after a few visits, but they still won’t be let into any of the sanitariums without a guide from Fadáite Sólas’s Lifeworker Institute hub to vouch for them.
Cuidado

Tandeli's guild of Cuidado, formerly known as the Lifesaver’s Guild, has changed a lot since Advisor Patton came to power. It was renamed as a reminder as to what they’re supposed to do and to not fall back into old habits.

In the past, the guild was nicknamed the Moneysaver’s Guild. They exploited apprentices, tutors failed to teach, they would only treat who could afford it and there was a generally dismissive attitude to new ideas. It was poorly regulated, to say the least.

Now, there is still a charge for treatment, but it is significantly lower than it had been with aims for it to be free at some point. Apprentices are better treated and learn properly, there is internal and external regulation, and because more apprentices are getting through the teaching process new ideas are being implemented and research conducted.

In addition, Cuidado has expanded who it covers and treats. Instead of applying to only human medicine and apothecaries, it now also covers vets, midwives, and individual carers.

To top it off, under Cuidado an official orphanage and vet hospital has been set up, the main hospital revamped and expanded, and plans for newly qualified doctors to be sent out across the kingdom since people don’t just get ill in Eticora.

Dr. Picani is a prominent member of Cuidado and is leading the way with treatments of the mind.

The hub is a separate building from the hospital but is on the same campus area. Both of the buildings reside in the centre of Puerta Casóm, and the hub is one of the more understated Waldren style buildings, painted a lovely pastel yellow. It is mostly admin rooms and storerooms. The lecture halls and classrooms are in a separate building opposite the street from the hospital.
The Fishing Guild

The Fishing Guild is an old guild in Tandeli that was renamed during the Waldren Occupation. Its main hub is in Puerta Casóm, with secondary hubs in Puerta Guía and Puerta Pepuna, and by the Escama bridge, north of Puerta Claro. The guild covers professional fisherman, crab and lobster pots, shellfish harvesters, kelp farmers, and more recently, amateur anglers.

They have a contract with the Armstrong Guild for fishing boats.

New regulations came in with Head Advisor Thomas and there is now a quota on the number of fish they bring in, which has its own problems as quotas are very easy to go over (accidentally or otherwise). This act has also not endeared Thomas to anglers, at all. He also made them deal with unaffiliated anglers, trying to get them to put in a licence system for amateur anglers and those who fish for a hobby. An exam must be taken, a small fee for the licence and you can only keep a fish once a month, all others must be thrown back.

The issues with this come with struggling to enforce it, and people not always getting enough food because of it. Patton’s working on it.

There’s talk about introducing restrictions on net use, but they’re waiting for the other restrictions to stick before introducing that.

The hub resides on the docks of their respective cities and each has a net and fish over the door. That main hub is in the Waldren style with pastel blue paint, whereas the secondary hubs are a plainer and of a more local style, still painted pastel blue to match. Inside nets and drapes decorate the ceiling, and the strong smell of fish and salt permeates the walls from the docks.
Ravens

Ravens are a mundane bird common across Tirónar.

They are most similar to the real-world "Common Raven" native to the northern hemisphere. These ravens actually have an extremely wide range of vocalization (meaning they have different sounds for different things, rather than one single distinct sound).

## Personality

Mages who can speak with animals have discovered that ravens are extremely intelligent, with the ability to comprehend human speech and identify other non-ravens as friends or foes. They are extremely loyal to those they consider a friend and bear grudges that last for generations.

In a specific example, almost every raven in Duilintinn *hates* The Enemy, and most are enthusiastically willing to aid any cause against him. Why ravens hate The Enemy so much is unknown, although some think it has something to do with The Enemy taking up residence within the Western Forest.

## Message Delivery

Ravens are the fastest form of communication in all of Duilintinn. If you can find a willing raven, they will fly a message for you. However, ravens can only carry very short, light messages, approximately the size of a quarter-page of parchment at the most. Much like the telegraph, messages carried by raven are short, sometimes encoded, but make up for their length with the speed at which they can be delivered. Each outpost and garrison of The Watch, as well as every major city of Duilintinn, has a messenger tower with a rookery for this exact purpose.

### Raven Masters

However, someone needs to take care of those ravens! This is where the Raven Master(s) come into play. These people manage the ravens’ daily care, train new members of the flock, tend to injured individuals, and facilitate the coming and going of any messages the ravens carry.

Not only is this task extremely important for the continued functioning of The Watch, but Raven Masters are actually positions of remarkable power and influence. They are effectively a bottleneck through which all urgent correspondence must pass to enter or leave the outpost. Given to the wrong person, this role could be abused with catastrophic consequences. As a result, only very senior and universally trusted members of The Watch are given this task. In addition, both garrisons and many outposts employ multiple Raven Masters to keep the others in check and share the intense workload.

In addition, unlike many other positions in The Watch, Raven Masters are permanently stationed at their post until their resignation, except under truly pressing circumstances. This means that they live at their outpost long-term, and cannot decide on a whim to deliver messages or attend to personal business elsewhere. The role is simply too important to go untended or risk a less-experienced substitute. For this reason, many Raven Masters are older, with no remaining obligations to a family (or other groups) outside of the watch. It’s not uncommon for extended family members to visit an outpost for a short period to spend time with their permanently stationed relative.
The Navigator's Guild

The Navigator’s Guild is an old guild in Tandeli with its main hub in the north-east side of Cristal, a secondary hub in Oscureloj, and a tertiary hub in Puerta Casóm. It covers astronomers, rangers, explorers, message runners and, of course, navigators.

They also cover the various mounts of the country, predominately camels and donkeys, but also horses for message runners.

The hub in Oscureloj mostly deals with rangers and explorers, since they are close to the Ayuda Forest and the mountains. Puerta Casóm’s hub is mostly a contact point for navigators on ships.

They have a contract with the Cloth Maker’s guild for saddles and the like. There is a contract with Estalta University to use the university’s observatory and for the making of instruments.

They often get the nickname of ‘Star Gazers’.

Like most buildings in the Calorona Desert, the main hub is one story with a domed roof. However, the middle of the dome is entirely made of glass, with openers and a drape along the entire length of it, so it doesn’t get too hot during the day. This is essentially a covered courtyard, the idea being that you can lie on your back and stargaze. The surrounded walls are just that, walls. The rest of the guild hub is underground.

The secondary hub is a deep green colour, similar to colour of the Farming Guild hub in Oscureloj. However, this guild has forest iconography and is located on the western edge of the city for access to Ayuda Forest and the mountains.

The tertiary hub is a small, unremarkable pastel green building on the docks of Puerta Casóm.
Samwise

Perhaps unsurprisingly, a King’s Eye bonded with King Sean as he traveled the magical forest during his quest to unite the lands in his youth. Lovingly nicknamed Samwise (or Sam, for sort), the King’s Eye followed the young leader, earning him instant respect and awe.

Many historians cite the constant presence of this magical creature at the King’s side to be one of the primary reasons he was able to found such a prosperous and unified kingdom at such a young age. In fact, Samwise became such an iconic part of Duilintinn's history and iconography that, when The Watch was created, they chose the King’s Eye as the magical animal on their insignia, in order to reflect their role as an ever watching force protecting the king and kingdom from any who would threaten their lands.

During the quest years, Samwise was about the size of like a soccer ball or a normal person's head, but a bit smaller and very round. Today, however, he's a bit bigger; probably about basketball-sized. He's occasionally seen popping up over the king's shoulder and keeping an eye on things (no pun intended) at the end of daily proclamations. In addition, since Sean is Samwise’s hoard, Sam still wants to sleep near him all the time. However, he’s a bit too big to be sleeping ON King Sean anymore, but he's still always pretty close by.

It's important to remember that Sam is an honest-to-god being with a soul. He's not a magical animal, he's a changeling. The reborn soul of a dragon. Which means he's got sentience and personality on an equal level of a human's, albeit with a different sort of nature. Like how humans all have the "CONSUME SUGAR" instinct bc we evolved to realize that food might not always be available and we evolved crying babies because companionship was super important; dragons and therefore their changelings had different evolutionary things that left them with psychological instincts and all that which are completely alien to those of a human. So while at times, it seems like Sam is just a highly intelligent magical creature, he's really just as sentient as we are; he's just processing it all in a different way to how human souls process their experiences.
Foresters' Guild

Wild Animal Experts

The Foresters' Guild is a guild dedicated to understanding and exploring the mysteries of the wilder natural world, specifically Western Forest. It is also facilitating the reforestation attempts of regions in Duilintinn that suffered severe deforestation during the Waldren Occupation. It is one of the three major guilds of House Marvin.

## Guild Hubs

The main hub of the Foresters’ Guild is located in the Forest District in Monacoil, House Marvin, Duilintinn. Centered around a large tree growing from the broken cobblestones, the Foresters’ Guild has allowed the swamp surrounding Monacoil to reclaim parts of the city in a controlled manner, working with nature rather than against it. Gardens run by the guild dot the district, and even a few trees are slowly growing under the guild’s care. If their goal was to reduce how many infrastructural repairs they would have to do in the long term, it seems to be working; the maintenance work required of the other districts is taken care of by the daily care of the natural flora and fauna that share the city with the people within.
In addition, like all of Duilintinn’s officially recognized guilds, the Foresters’ Guild has a hub representing itself on Guild Row in Cordoire’s Administrator’s District. Here, the guild can advocate for its members in the political sphere of Duilintinn’s national capital.

## Apprenticeships

Like most other guilds in Duilintinn, the Foresters' Guild connects students pursuing higher education with members who need additional help and/or wish to pass on their knowledge to the next generation.

## Inter-Guild Dynamics

In many ways, the Foresters’ Guild is the direct opposite of the Farmer’s Guild. While the former deals with the wild, untamed elements of Duilintinn’s natural world, the latter focuses on the cultivation of domesticated flora and fauna. Even so, these two guilds have a very good relationship and often share information with each other.
First King

Elias Armstrong was already a high-ranking member of the Ship Building Guild when Waldren left. In the clamour to fill in the power vacuum and prevent Grancinco from coming back to reclaim Tandeli, other noble families, including his own, decided he should be King, at least for now. He was not seen as a particularly strong man; the intention was that he would be something of a puppet for the other families while they sorted everything out.

Elias proved that he was stronger and more capable than everyone thought. He was still not a firm man, but he was not the doormat many perceived him to be. With him at the helm, Tandeli became stable.

Still, he was old and had an adult daughter, Alana Armstrong, who of course would take the throne after him. The many rich families clamoured to have their son marry her, but this was a matter Elias stood firm on. Even as he fell ill in his final year, he co-ordinated with Grancinco for the son of a minister to marry his daughter, in a style similar to that of Waldren’s marriages, something that went over the head of Tandeli at the time, as that is what they knew, but was noticed by Grancinco.

Sadly, he did not live long enough to see his daughter marry