Anthelia, Blood-Countess
The Blood-Countess of Kergüs. She rules from a castle like a waterfall of white stone within Alliáns, the storm-piercing spire-city of black glass. She is pale as her castle's walls, youthful as a drop of melting ice. Some say she is eternally young.
The gulls cry the names of Knights who sought her hand — a reminder that suitors and signs of Anthelia's age disappear in conjunction.
Anthelia's Ambivalence: She is well aware time is short. Neuroses burden her. "Why is everything so pale? So cold?" She cries out for colour or warmth. She drains the world of both with every glance, touch, and breath. Those who bring her vibrant life are promised great rewards. All fear to do so. Excuses are made, explanations found. The feelings of the Countess are fragile, her powers absolute. Court life entails grey opulence, excitement, and fear.
Misery 6:3 reads: "Anthelia shall have her will and drink all colour from the world."
Adventure seed 37–38: "Anthelia falls severely ill."
Kergüs, Alliáns, Calendar of Nechrubel (6:3), Adventure Seeds
No stat block. The "drinking colour and warmth" power is described atmospherically — its rules are GM judgment. The disappeared Knights' names that the gulls cry are unwritten. Whether her eternal youth ties to a Two-Headed Basilisks sect, to Lusi's denial, or to a private bargain like Josilfa's is open.