Anhaendra

Anhaendra is an elected kingdom in northern Dalmeran governed by a vampire empire. 
== History ==
The history of Anhaendra relates several major events. The kingdom is notable for its massive swamplands, its dragons, vampires and an infamous volcanic hydroelectric generator accident which left the entire kingdom hidden underneath an ash cloud that lasted for years which gave rise to the vampire empire, a political entity that governs vampires in Anhaendra to this day.
=== The battle of the blind ===
The battle of the blind was an armed conflict in which Dalmer general Caseus participated. The battle took place in the ridgelands of Anhaendra following a disbanding of imperial troops into clan-like structures. The disbanding was to ease control over the various emerging warbands and to limit the proliferation of fully automated mech walkers. To counteract bans on robotic mech walkers, only manned walkers are allowed on the field. To exploit this, Caseus used light mechs armed with as many flare launchers as possible. This had a threefold purpose: Flare launchers can blind enemies when fired en masse, any target with flares stuck on it is visible to others from afar and with enough flares, one could lag an opponent's video feed to a complete standstill because many optics cards can't handle being drowned in over a dozen particle-emitting light sources at point blank range simultaneously, leading to system crashes in the walker units, who could easily be mopped up with artillery fire. The battle of the blind was one of Caseus' early victories and the first instance of his ruthless tactics.
=== The Cuzoir war ===
The Cuzoir war was a conflict between dragons and the vampires (respectively under the leadership of the dragon Pethorath and Count Cuzoir Sykilth). The war was a proxy war over control of the other races under their dominion where both factions used mercenaries to hunt each other. During the conflict, the dragon Pethorath cursed a mercenary group posing as diplomats; turning them into the first Bearded Dragons. 
=== The Cheilienth incident ===
For the following years the Bearded Dragons plotted an enormous conspiracy among the other races. The Dragons spread an experimental bloodthirst virus, falsely claiming illegal siring of vampires in order to garner resentment against the Sykilth system. The Sykilth council cracked down almost immediately on the sirings and the conspiracy was discovered. Having largely failed its goal, the Bearded Dragons disbanded and became a secret society. 
Under a different hierarchy, the bearded dragons organized and coordinated an attack that stopped several rivers from reaching the Volhyg of Ceilienth, a Dalmer volcanic hydroelectric generator. This caused the generator to no longer be cooled, and caused the volcano to erupt, blotting out the sun in an ash cover.
=== The Urn lid slip ===
The eruption was instrumental in freeing the vampires, as they were no longer threatened by the sunlight, and spread out dramatically in anhaendra. The Sykilth council was unable to maintain order due to doomsday cults provoking chaos and new vampires being sired all over the lands. Count Cuzoir was killed shortly after the eruption. Soon, new organizations arose as refugees fled the disaster zones near the caldera. The stones unturned forms, to protect non vampires from warbands. The Stones establish a network of forts, outposts and roads under their protection. The Stones lost prominence when some of their members discovered the bearded dragons role and many are killed in an attempt to seek revenge.
=== Emperor Amurri Etirum ===
Over a period of five years, vampire society entrenches itself in Anhaendra, with the Hemokingdoms of Narubtum, Buhazum and Manatum reigning over most of the territory save for that which is controlled by the independent cattle towns, convents and warbands. Near constant siring to replenish their numbers creates enough vampires in the land to cause a mysterious call among the vampires, which awakens the Elder vampire Amurri Etirum. Etirum is quickly crowned emperor of all vampires in anhaendra by the hemokingdoms. The awakening triggers a response from the Dalmer, who had fled the elected kingdom following the Ceilienth event. The Dalmer begin to reactivate certain outposts, and ultraviolet weaponry starts to find its way into the hands of the other races. Emperor Etirum continues the consolidation of his powers by entrusting the rule of rural territories to the mysterious mosquito hags. The bearded dragons meanwhile continue on their quest to find their dragon masters, who were in fact hiding in swamps among the hags. The bearded dragons make several attempts to intimidate the mosquito hags into revealing the locations of the dragons, to little success, but are forewarned of the Dalmers return. 
=== Amurritum fields ===
The Dalmer, who had interpreted the awakening of the Elder to be the return of an Ultrafauna, which was hidden by the vampires. They begin attacking the hemokingdoms in the hopes of drawing out the creature. The Stones movement regains traction due to the vampires being threatened by the Dalmer. Meanwhile, the call was also misheard by a gigacetidae, who emerges off the coast of Vargurihm, and travels towards Amurritum, the crown capital in Narubtum. Understanding the situation, the Dalmer detonate an explosive powerful enough to briefly clear the ashclouds; vaporizing Etirum, his armies, and rupturing most of the kingdoms eardrums. With the Elder defeated, the Dalmer deploy a titanic robot in order to bait the gigacetidae into the sea, where it destroys the robot before disappearing under the waves.
=== Present day ===
After Amurritum fields, the vampires resume their previous governance, but remained part of the vampire empire.
=== The Hecatoncheries and opening trade with Underbell ===
=== The Blood trade crash ===
== Territory ==
Anhaendra is bordered by, in clockwork order; Vargurihm to the north, Goggurum to the east, Nidaboldir, Pentagon, Grom and Thamdoril to the south and Maghalbur to the west. The elected kingdom also has two coastlines on the West Domain Sea , one between Maghalbur and Vargurihm, and one between Vargurihm and Goggurum.
=== Regions ===
The regions of Anhaendra mostly correspond to the major kingdoms.
==== Buhazum ====
Vampire hemokingdom.
==== Cantum ====
Region devoid of vampiric influence.
==== Floodplains ====
Largely uninhabited floodplains fed by the Verns rivers and lakes. The unpredictable nature of the lands makes it a vast marsh
==== Gyrum ====
The smallest of the regions, barely larger than a kurat, and a magocracy controlled by the Mercurial. The region used to be part of the floodplains
==== Manatum ====
Vampire hemokingdom.
==== Narubtum ====
Vampire hemokingdom.
==== Underbell ====
Infernal underworld 
=== Kurats ===
=== Counties ===
==== Vernin ====
Vernin is a county to the northeast, where a great number of civilizations lived on the shores of the Verns rivers and lakes. These waterways are infamous for flash floods. The Vern river feeds into the Vernin floodplains where the Verniniac tribes live. 
==== Ideck ====
Ideck is a small county ruled by lord Groudo Ideck, a giant overlord. The lord's territory includes mostly farmlands. Lord Ideck is aware of the peasants necessity for his lordship to function, and is uncharacteristically protective of his people. The counties capital is Lesta, founded by his father Schletto Ideck, who built the fortified castle from the trees and the rocks from the mountains. The remains of the line of giants are kept in a museum. 
The county is known for its convent for the blind, which was founded by Dil "Wellspring" Ideck, Groudo's daughter. Dil was born blind and ordered to be executed by her father. Her mother Ruat hid her in a convent after her father ordered her death. When she is discovered some years later, she flees, splitting a boulder in half and hiding within. Groudo recognized the magical potential of his daughter and rescinded his order. Dil became an abbess, formed a convent and could make water spring from stone. Dil spends her time journeying across Ideck's hills, creating wellsprings when needed. 
== Political Geography ==
=== Empires ===
The Vampire Empire
=== Kingdoms ===
==== Hemokingdoms ====
Hemokingdoms are countries led by vampire nobles and whose economy runs mostly on the trade of blood. The largest hemokingdoms of the vampire empire are the Hemokingdoms of Narubtum, Buhazum and Manatum.
==== Cantum ====
Main article: Cantum
Cantum is a country in anhaendra. It is notable for resisting the vampire empire to this day, and whose inhabitants reproduce magically. 
==== Underbell ====
Main article: Underbell
Underbell is an infernal dominate society in the dent sea territory underneath Anhaendra.
=== Realms, Suns and Moons ===
==== The Moons ====
Anhaendra has two moons, one was destroyed and made into a second sun by a Sunmaker, to prevent the Zarus moon cult from crashing it into Welt. The event which prompted the exile of demons to current day underbell, and the creation of the Sun God.
=== Cities ===
==== Amurritum ====
Crown capital of the vampire empire.
==== The Howdah ====
The Howdah is a town whose name was spoken by prophets and was established by a queen that goes around on a golden mountless howdah. The town is supposedly the starting point of the sensory plagues. People from all over anhaendra come see the prophets. Most kingdoms send envoys for their predictions of flash floods and landslides. This proximity of representatives made the Howdah the diplomatic capital of Anhaendra.
==== Thebyria and Bouthnidus ====
Sparkurgan cities
==== Lesta ====
Capital of Ideck county, ruled by the Ideck giants.
=== Settlements ===
==== Duckwarf ====
In a small town in Anhaendra there is a cave inhabited by dwarves. These dwarves wear long robes and are very helpful. They help the local communities to harvest grapes. However, they were discovered to suffer from a birth defect that gives webbed feet. The humiliation of the revelation caused the dwarves to retreat to their caves. The town then adopted the dwarfs nickname, and after the grapes are bottled into wine, some are left for the dwarves at their caves. Duckwarf wines are popular in the neighboring villages and Lesta, but are little known elsewhere. 
In 180, a flash flood sunk Duckwarf in mud, but the dwarves, using their webbed feet could dive into the mud and save some villagers, and offered the villagers refuge in their caves. The town was rebuilt near the caves and the grape harvests resumed. The village today is mostly populated by dwarves who continue the tradition of wine making. 
It was recently discovered that the dwarves are in reality fay who manage their vexotrophagy by frustrating the undead of anhaendra, through the red dwarf association. 
=== Migurck ===
Migurck is a small mer community that lives in the deepest swamps and lakes of northern anhaendra. They are inhabited by qalupalik, cold environment mermaids that drag prey into the water. They wear coats adapted for child carrying, and have trained kangaroos to hunt for them by drowning prey in the swamps. 
=== Locales ===
==== Mirror shrines ====
Found all over anhaendra, mirror shrines are dedicated to the sick and wounded. The shrine is often a small rotunda within is the physiologists mirror. By showing a wound or sick person into the mirror, the mirror will reflect current result of the sickness if it goes to term. If the reflection is of a healthy person, it will heal, if not the person will die of its sickness or wound. These mirrors are sometimes found around anhaendra and shrines built outside of towns and crossroads.
==== Faypall smials ====
Main article: Faypalls
Anhaendra has a surprisingly large number of fay ogre smials, it is theorized that there used to be a large fay realm recently in anhaendra that was destroyed by the faypall. Explorers routinely raid these smials for treasure, but one local nobility wishes to keep the faypall alive in case of future fay invasions.
==== Smithy witch huts ====
Smithy witches can be found all over anhaendra, these witches often live nearby settlements and are specialized in enchanted articles. In anhaendra there are five confirmed smith witches. One witch smithy produces bows that push the archer to bloodlust, one builds ships that rams any ship it finds, one builds cursed plows that destroy crops, one builds handmills that produce salt, flour and gold. The smithies look like windmills with workshops, the whole workshop works by the windmills wind power.
There is a fifth smithy that has been taken over by locals and now raises fugitive golden cows that refuse to give milk.
There is a sixth smithy that used to build cauldrons that could boil liquids quickly and when struck could scare large animals away. It has been overtaken by the Narubtum kingdom and now they use the cauldrons to pour boiling liquids onto invaders from castle walls.
==== Silef Castle ====
The Silef castle is, according to legend, inhabited by a witch coven in a castle that experiment with metamorphosis to turn into cats. They were discovered by adventurers who sleep in the castle and fight against the cats, who turn back into witches in the morning. When they do, they are taken and burned at the stake. This last sentence is source of endless speculation, as it doesn't clarify who sent whom to get burned. The ending of the legend tells that, as repayment, anhaendran fairies created volcanoes, mineral and thermal sources for farmland and brought bat's to fertilize the soils. These bats are known as faery mounts. The bats blood upgrades sight, cures diarrhea when applied to the eyes and stomach. When mixed with verdigris and hemlock, it helps hair growth. Its bile and vinegar helps with healing bites on animals. Its heart cures ant venom.
In the surrounding areas of the castle, people place witch wards, cauldrons of boiled milk with a sickle inside to keep the witches at bay.
==== Raiment crevasse ====
A crevasse where people fall in and return as cursed snow horrors who wear one of the deceased's articles of clothing. The article of clothing still in the crevasse must be burned in order to stop the snow horror from returning.
==== Valakeg mill ====
The Valakeg mill is a cursed windmill in Buhazum that causes the grain milled inside to be unusually inflammable, the mill itself constantly catches fire, but never burns down. The kingdom keeps the mill secret, and uses the flour as explosives. 
==== Manatum statueyards ====
The statueyards is an area littered with stone heads and arms randomly strewn around. It is in reality the grave of the hecatoncheries the deity the sparkurgan betrayed. 
==== Cathedral lakes ====
While religious buildings are rare in anhaendra due to the natural instability of the swamps, some do exist. Under these cathedral are lakes, who attract the souls of unborn babes. The duckwarf red dwarf association digs wells to rescue the souls from these lakes. 
== Factions ==
=== Vampire empire ===
Historical government that governs all vampires in Anhaendra.
=== Hemokingdoms ===
Hemokingdoms are vampire led feudal kingdoms that are more or less organized accordingly to the other races' respective customs from before the eruption. They fight each other over cattle and squabble constantly. 
=== Convents ===
Political organization led by mosquito hags who act as representatives of the Emperors will in his stead. These organizations employ vampires and non vampires, and are more cunning than others. Convents choose to exploit the situation by becoming large organisations rather than establish petty kingdoms. Convents are most frequently vast networks of informants, criminals, political figures and other key components of the new Anhaendra organized around seizing power over the area. Convents also have a "bigger picture" mentality than the hemokingdoms. Mosquito Hag rule convents, enforced by their swarms of mosquitos and mummiflies. Mosquito Hags build their societies in the massive swamps of Anhaendra, which no one usually dares enter due to the disease the bugs carry. Visitors to these swamps must wear protective Coveralls to avoid death by exsanguination. Mosquito hag society is simple enough, feeders and even non vampires can live inside as long as they allow the mosquitoes to bite and drain them at will for defined periods of time. Mosquito Hags, or Swarm Mothers are quite fragile and when ruptured or wounded explode in a massive cloud of blood they have collected from their victims. Vampire controlled mosquito swarms are inflammable, and in seriously infested mosquito towns firestorms are a risk. Dragons, whose blood cannot be accessed by mere mosquitoes of Mummiflies live in these areas peacefully, in exchange for their fabled dragons blood.
=== Bearded Dragons ===
The masterminds behind the volcanic eruption that caused kingdom wide panic. They are a faction rather than a race as they were created by a curse and cannot seemingly be able to reproduce.
=== Independent Cattle Towns ===
The home of Blood Drivers, are neutral in the feudal conflicts in between vampiric groups. Their control is primordial to feeding the hemokingdoms. blood drivers are the cattle ranchers of vampire society.
=== Dragons ===
Great beasts who used to hold dominion over vast plains and marshlands of Anhaendra, but with the loss of their fire breath have gone into hiding from fear of the wrath of the Bearded Dragons who hunt them. They mostly hide in mosquito hag swamps where no one usually goes. 
=== The Stones unturned ===
Resistance movement to protest the vampiric governance of Anhaendra. They control the dent seaport city of Calm Waves, and some smaller settlements in anhaendra. They fund the Petsuchos Nuns, a convent that actively hunts vampires using alligators they feed and train to hunt in the unique atmosphere of swamps and sewers. Since vampires infest sewers using them as operating bases until they get their footing in settlements, the Sobekkan nuns are very popular in non imperial anhaendra. 
=== Feeders ===
The more cognisant of vampires, they organize themselves in hierarchies and quasi civilizations based around cattle farming, trade with other clans. A feeder is the equivalent of a citizen in the vampire hierarchy, tasked with a job in a clan to merit his or her meals. 
=== Feral Warbands and Food Mercs ===
Roaming vampires who are little more than beasts due to malnourishment and feeding off animal blood. They will obey in exchange for food, and are usually found amongst the ranks of the more civilized vampire organizations. 
=== Skineaters ===
Vampires who eat the skin of their victims, but do not drink blood, which is unusual for vampires. They work for feeder warlords and for whoever has the coin. They live in the woods generally.
=== Fang claimers ===
Vampire drainers that sell vampire blood to people.
=== The Howdah Prophets ===
The ability to see the future, but the vision changes when the prophet does anything. The prophet cannot see past its death. The act of viewing the future modifies it, as it takes into account the actions of the prophet. Prophets tend to leave civil society for isolation in order to record their visions without modifying the outcome. This is why prophets never do anything of consequence, and never reveal their scriptures before their death. 
In Anhaendra however, the prophets of the Howdah are consulted to predict landslides and flash floods. Recently, they have begun prophesying events known as the sensory plagues.
=== Zarus moon cult ===
By observing the fact that monsters return after blood moons, a cult developed based around the belief that should enough of their own people be killed, all previously dead people will reincarnate following a lunar event that they wish to trigger, called the zarus moon. To do so cultists believe they must destroy the moon by causing it to crash into the planet, so that they can enchant it into becoming the zarus moon. This plot failed as the moon was turned into a sun. 
The cult is extremely dangerous, and is at odds with Selppa Dee, who is single handedly keeping the blood moon at bay in anhaendra. The Zarus cult leader Suraz is responsible for writing the ritual recipe books. 
=== Duckwarf red dwarf association ===
The DRDA is an association of dwarves from duckwarf who rescue the souls of babes that are stuck in cathedral lakes. They operate by building wells nearby the cathedral to access its lake. When the lake is reached by the well, parents of stillborns can speak into their nearest well wishing for their lost child. A red dwarf then fishes the souls with a golden net in the cathedral lakes, then climbs the well and gives the baby to a stork, who brings the babe to its parents. The mission is a dangerous one, on the lakes are boats piloted by ghosts that chase trespassers.
On Totentag, the ghostly navigators of the lake come to the surface as anhaskeletons to reclaim the lost children. The red dwarf association goes from town to town, placing jugs of water in front of doors. This causes the undead to be trapped on the surface. The undead will sometimes ask to remove stones to peacefully access the underworld.
== Biomes ==
Anhaendra is known for its large tracts of floodplains and swamplands. 
=== Geographical features ===
=== The dent sea ===
Anhaendra has several entrances to the Dent Sea, most notably the major port city of Calm Waves. 
=== Phase sea ===
A Phase sea, which is an area of land where sea creatures move through the air as if in the ocean, and can interact with the rest of the world on land. There is a notable phase sea on the coast of vargurihm that spreads to goggurum where the sealine will retreat several kilometers but the fauna is unaffected, swimming through the air as if in water.
=== Natron lakes/medusa lakes ===
Medusa lakes burn the eyes and skin of those who enter. They have naturally high temperatures and are so alkaline and hot it turns whatever enters to stone. Anhaendra has several Medusa lakes, such as lake Stheno and lake Euryale.
=== Sputtering swamps ===
== Fauna and Flora ==
=== Fauna ===
==== Sentients ====
===== Dalmer =====
Anhaendra is the gas and aerospace development center of Dalmer society, the Dalmer airship industry works thanks to the local gas harvested in swamps in the north eastern marshlands of Anhaendre. the gas is lighter than air, which, once passed through an ASB (Airship Buoyancy) generator, allows airships to float. However, the gas has an addicting nature making those exposed extremely irritable when they aren't around it. 
The facility, known as the Anhaendre Barreling company, was the site for the first test launches of airships, and is the primary anhaendre gas producer. The Anhaendre Barreling company is part of this company that extracts, refines and produces the airship gas. As some point it went rogue and attempted to overthrow Dalmer society in Anhaendra.
Following the Cheilienth incident, very few dalmer still live in Anhaendra.
===== Humans =====
===== Dwarves =====
===== Mer =====
Qalupalik
===== Sparkurgan =====
The Sparkurgan, or the sown are sentient golems that ressemble various sentient races, who are born from buried dragon teeth. The Sparkurgans live in the hills and mountain regions near Ideck.
The golems hunt of the spring dragons is sacred to them and is their reproduction method. The sparkurgan's reproduce by planting a cadmian water dragons teeth in the ground, which sprouts a new sparkurgan. Cadmian dragon teeth sprout armed warrior golems where they are sown. The teeth are inscribed with laws customs and tenets of the sparkurgan. These inscriptions are often poorly written and glitchy and the newly grown golems fight each other often after sprouting. Because the water dragons are sacred to a local war deity, Cadmi, the one who sows the teeth then spends 8 years in its service. After this service the sower is given a necklace of ill fortune, which they wear until they finally submit and are turned into Cadmi dragons once again. Some never submit to the deity and only turn into undead dragons after their death, while their souls escape.
The sparkurgan have a colonial ritual, where they follow a cow with a half moon mark, and build a city where it rests from exhaustion, which they will abandon once the divine animal leaves the settlement. While their settlements are rarely kept for more than a few decades, they built two permanent cities Thebyria and Bouthnidus in the mountains.
Most other races stay away from areas where Sparkurgan golems live due to the danger newborns and dragons pose. The frenzy of the golems upon birth is exploited by the other races who collect cadmi dragon teeth to use as summoning items, the golem providing a distraction, and sometimes the golem will become a companion after its rage has passed. 
The Sparkurgan have a legendary lost deity, known as the Hecatoncheries, which they search for in anhaendra. 
===== Vampires =====
Vampires are a major political faction in Anhaendra. However they are far from united and are split into various factions of feral warbands, hemokingdoms and cattle towns all fighting for power and control over their food source.
===== Cosmopolitan =====
====== Verniniac basin tribes ======
Main article: Verniniac tribes
The Verniniac basin tribes are semi cosmopolitan civilizations that live on the shores of floodplains and make most of their living from the bounty the Vern's flash floods brings them.
==== People ====
===== Anazir Bruorich the Baphom =====
Anazri Bruorich is a Baphom, former prophet of the Howdah and religious figure who, through ignorance and disinformation, became a widely worshipped figure of evil in secret societies. Believed to be a corrupted prophet, born from ignorance, Anazir has a staff that was stolen from a messenger god, a goat head, a scaled stomach, wings and a pentagram on its forehead.
===== Cadmi =====
Anhaendran deity of dragons and sparkurgans. Protector of the hellmouth that leads to the demonic kingdom of Underbell. Ever since the door to the underbell was opened, the deity sends its minions the watchers to reclaim the mesa and close the door to the underworld.
The watchers are angels that survey mortals for their god, to bring them to their side, the angels taught advanced warcraft and makeup to the inhabitants of Underbells gate. Seeing the lack of results, Cadmi sent a servant to capture the watchers responsible for teaching warfare. They were captured and buried in sharp rocks in the mesa. 
Some watchers were seduced and lost their way in the hellmouth and reproduced with the locals, producing various kinds of Nephlings. Some were median glabrous anthropods. Others were giants who were unsustainable and ate everything. The nephlings however continued to reproduce in the mesa. Cadmi sent another of its enforcers to incite discord among them until none were left. This however didn't stop the nephlings from appearing, and so a deal was reached between the demons of underbell and Cadmi's watchers. A final enforcer came to Underbells gate to forewarn the imminent catastrophe in 70 days, by building what the locals perceived as a nonsensical boat. The demons then flooded the hellmouth in an effort to destroy them for Cadmi. The resulting landslide destroyed most of the gate, in the areas affected by the nephlings. The spirits of the dead giants would become demons, and ever since Cadmi's angels are in a proxy with the demons of underbell to conquer and close the hellmouth. 
===== Colasainic the Saint =====
Legendary figure and supreme necromancer, who once resurrected three butchered and processed children, stopped a cannibalistic butcher, who he attached to his donkey and became his follower, father whip. 
===== Decacebelus =====
Decacebelus is a wizard and former Zarus cult member living in anhaendra infamous for creating and selling oil lamps who can contain, among others, innumerable hands grasping to get out, darkness and terrors, smaller lamps that grow into lamps if watered, a fog that gives intense vertigo and tells riddles or the dust of forgotten deities. 
===== Drycork the shoegazer =====
The goblin necromancer Drycork is notoriously shy, and can only cast spells by staring directly at the ground. Such is its mastery that the necromancer can summon skeletons ghosts and bonelords that aren't subjected to spell durations. His relation to Peter standing is unknown.
===== Ezor =====
King of the infernal kingdom of Underbell.
===== Hecatoncheries =====
The deity of the Sparkurgan, the hecatoncheries is a war god that the sparkurgan have turned against. One tribe of the sparkurgan decapitated its hundred heads and dismembered its hands before burying them atop a mountain plateau. They fear this will not stop the deity from returning one day. The hecatoncheries of anhaendra is buried at the Manatum statueyards. When someone approaches, the heads and arms spring up, and the battle starts. The heads give away the enemies location, the arms grab, throw rocks and punch the target (but only when a head has eye contact). When the main body is killed, the heads and arms die too.
The sparkurgan eventually returned to the statueyards to excavate and kill the hecatoncheries. Its death caused the mesa to crumble, revealing massive bronze gates leading to an underground realm inhabited by cyclops, giants, other hecatoncheries, titans and more.
The hecatoncheries was born from Sparkurgan burying far too many hydra teeth together in one area, creating the hecatoncheries.
===== Klaniklon Mestares =====
Klaniklon is a dwarven enchanter who traps souls into gems in order to power machines. The souls used come exclusively from non sentient animals. It is revealed he uses a species of subterranean elves gone feral for the souls.
===== Peter Standing: The ethereal necromancer =====
A portune necromancer that can revive corpses to fight for him once a day without the corpses dissolving after reanimation. He discovered a technique where he is able to bypass the arcane limitation on spellcasting once a day, using his creation, the ethereal crown. With this method he raised an ever increasing army. Standing's army includes various undead anthropods as well as mammoths, wolves, rats and other animals.
===== Selppa Dee the Apfelsimm =====
The legend of Selppa Dee the Apfelsimm is popular in anhaendra. Dee is an apple simmer from botwa with a secret divine mission. In reality she is a monk who worships the demon of hearts and lungs. The monk would travel from her secret orchards to villages, selling apple simmer. She has magical abilities, being able to pluck thirty apples from trees at a time simply by holding out her hand. She does not have a home, since she must pray every night at a shrine to her patron to keep saprotrophic lunar events at bay for another day. Selpa Dee is considered the first uproot eradicator. She fights with a circular bladed saw, mostly to cut down Uproots, a walking tree, in a single stroke. She uses fire fruits to scare off Uproots. 
===== Six necks =====
A werewolf practitioner who can summon unlimited ghostly werewolves by wearing six necklaces while transforming.
===== The Mercurial =====
A wizard who studied necromancy and transmutation to such a degree that he discovered he could create infinite permanent servants. These servants were the magens, green skinned humanoids that are typical servants of magical practitioners. Magen creation created permanent obedient servants, but was controversial because the spell used to make them caused permanent physical damage to the caster. 
While casting the spell, placing a vial of quicksilver in the chest of a life-sized doll stuffed with ash or dust, then stitching up the doll and dripping one's blood on it. At the end of the casting, tapping the doll with a crystal rod, transformed it into a magen clothed in whatever the doll was wearing. The type of magen is chosen during the casting of the spell. 
The casting of the spell causes permanent physical damage to the caster, but thanks to his mastery of necromancy, the wizard known as Mercurial wasn't harmed when creating his magen. With this incredible loophole in the laws of magic, he could create up to three servants per day.
However his ability to create his servants was dependent on mercury, a rare material to come by in these lands. Since one magen cost a lot in terms of quicksilver, the wizard put the magen to work to recoup the costs of  buying mercury. He sent out his servants far and wide to acquire more and more mercury.  Slowly building up his magen, he soon had an army of servants to carry out his will. While the wizard had no evil intentions, his power began to attract attention from local power structures as within 6 months an estimated 3 tons of mercury was used by the wizard and he was the sole client of several mannequin makers.
The Mercurial is the current de facto ruler of Gyrum, a region not previously known for quicksilver production, but has since become its largest producer.
===== The Wooden swordfighter =====
The wooden swordfighter seeks out people to fuel his never-ending health. She uses a wooden sword that absorbs health but cannot kill children, so it constantly provides health without harming children.
===== Suraz Abizig The wandering alchemist =====
A traveling businessman who would create and sell products using only the ingredients available wherever he arrived. He became famous for his potions which were capable of a great many things, but often came with dreadful side effects, one potion could turn invisible  while causing the drinker to immolate. 
Nobles were fond of the great shows the alchemist put on display, and are all too happy to provide volunteers for the concoctions. 
With time the alchemist grew to regret the mockery of the profession and distrust of other alchemists he had created, so he devised a way to make his products only have positive or negative effects. But this was too late, for no supplier would sell him their wares, This caused him to lose the interest of his clientele and he died poor and destitute, occasionally working as a cook but always being discovered before long and banished. 
In time he joined and became the leader of the Zarus moon cult, hoping to revive those who died by his creations. He discovered many magical rituals, artifacts and created a few of his own, discoveries he compiled in ritual recipe books which the cult used to great effect in their campaign of mass murder.
==== Creatures ====
===== Drodons =====
Main article: Drodons
===== Kagakukur =====
Weasel necromancers that can grow a kind of flower that can bring the dead to a semblance of life.
===== Anhaskeletons =====
Skeletons that collapse and can reform even with other skulls, but undergo corpselessness if all active skulls are destroyed.
==== Magical lifeforms ====
===== Oil Lamps =====
Oil lamps are often inhabited by a number of entities, the most common being genies, and are thus very precious. However decoy lamps are often cursed so as to dissuade thieves. Psychoactive gasses, fists and infinitely long snakes are common booby traps for oil lamps. Decacebelus is a wizard and former Zarus cult member living in anhaendra infamous for creating and selling oil lamps who can contain, among others, innumerable hands grasping to get out, darkness and terrors, smaller lamps that grow into lamps if watered, a fog that gives intense vertigo and tells riddles or the dust of forgotten deities. 
==== Animals ====
Alligators
Drakes (avians)
Faery mount (bats)
Griffins (Underbell)
Hippopotamus
Hydra
Kangaroos
Medje (Underbell)
Mosquitos
Mummiflies
Oppossums
Otters
Panthers
Raccoons
Serpopards (Underbell)
Snakes
Sphinx (Underbell)
Uraeus (Underbell)
== Flora ==
=== Hypnasean flax ===
A particular linen is made from flax, grown on the banks of the hypnase rivers in anhaendra that put people to sleep. Hypnasean pyjamas are made from this flax and are excellent at helping people fall to sleep.
=== Witch moss ===
The fungus known as "witch-moss" can assume animated forms based on the thoughts of those with latent psychic powers. Inbreeding has spread those genes to half the population, a lot of fairy tale creatures have since become real; if they become too real, and there's some of both genders, they can even mate and have fixed-form offspring, essentially creating a whole new species. The new species found on welt are born this way and can interbreed, producing fully fertile offspring.
=== Skyscraper trees ===
Trees so tall one can collect passing star fragments at its top. The treetop is very windy, those who fall from it land in front of a witches hut.
== Notes concerning Anhaendra ==
=== Cavaliers ===
Cavaliers are a type of Dalmer quadrupedal assault walkers constructed in Anhaendra. They are specifically designed to house crippled Dalmer. A technological shrine in Anhaendra was dedicated to the creation and maintenance of the Cavaliers. The loss of the shrine after the revolts made it difficult to create new Cavaliers. In the interim the surviving veterans were uploaded into Stealth Walker Platforms to preserve their numbers.
=== Saint Clutch ===
Saint clutch is a local legend in Anhaendra, said to be a gentle bearded merman that guides travelers through swamps and educates them in the hopes of demystifying them from their reputation as places to fear and avoid.
=== Antecivis ===
The common language of Welt is called Antecivis, presumably spoken by a long lost empire that conquered the entirety of the planet. The only lasting remains of the culture is the common language and the traces of the three empires in ancient history. Antecivis was first translated thanks to texts found in the Verniniac floodplains.
=== Pictonics/Pictonetics ===
Universal language and writing system, where words are images. Portemanteau of pictogram and phonetics. The universal language of Welt. Pictonetics were discovered and translated in the Verniniac floodplains.
=== Physarium robes ===
Working with physarium and other mold infested environments is extremely dangerous, and the development of protective clothing led to the creation of physarium physicians robes. The robes work by aggregating ambient harmful spores and dispersing them from the filters over a short period of time when the wearer is no longer surrounded by the spores. This allows users to wade into hazardous areas for short periods of time. Physarium robes were developed in anhaendra.
=== Toothy honey ===
There is a mysterious kind of honey that transports people spiritually to the Dent sea. Consuming too much of the honey transports people physically there. Devils are known to be the foremost purveyors of the honey to get people in the Dent sea.
=== Strathol ritual ===
Due to the inherent instability of swamplands, the need for protection against house collapses is rampant. A practitioner, Strahol created a ritual that causes a house that loses structural integrity to burn down but keeps those inside safe from harm.
=== Dowsing pendulum ===
Created by the verniniac tribes, the pendulum is a type of divination tool employed to locate ground water, buried metals or ores, gemstones, oil, radiations (radiesthesia), gravesites, malign vibrations and many other objects and materials.
=== The sensory plagues ===
The people of the Howdah believe that there will come a calamitous event known as the sensory plagues. According to the prophecy made by anahaendran hermits, the plagues will affect various senses in a specific order.
First the quiet, where creatures with sharp hearing will hunt the loud. 
Then comes the noise, where creatures will take possession of those who listen to them. Prophets believe the event to be an invasion of sirens.
Third is the blind, where creatures will cause those who see them to kill themselves. 
Then the view, where creatures will kill those who fail to look at them. Prophets believe these to be cursed statues that obey an unknown deity.
Then the wind, where creatures will kill those that they smell. Prophets believe that the event is an invasion of hellhounds.
The prophets believe that there are other plagues that they haven't received visions for, such as a plague for odorous monsters, and the sense of taste and touch.
=== Diffuser pipes ===
Pipeweeds are popular among the other races of anhaendra, and this left to the joint innovation among Cantum dwarves, portunes and goblins, the diffuser pipe. Pipes are used to smoke herbs and weeds and provide its effects to the smoker. Diffusers can concentrate the effects of certain herbs, and give a wide range to the effects. Common pipeweeds include clovers, nettles, lotus', grasses, golden roots, ginsengs and worts. Pipemakers and herbalists are common wandering trades, and are an important aspect of medicine among the other races. Diffuser pipes are commonly made from wood, clay and bone.
=== The barking grass ===
There is a legend of a wizard skilled in polymorphing that unknowingly imparts small aspects of what the object was changed into on his surroundings. He wakes up one day to find the grass barking at him.
=== The Antrorse Sword ===
Allows the user to change its own gravity depending on where the sword is pointed. When sheathed, the user maintains its default gravitational position. There is a legend that tells that should the sword be placed in its pedestal, it will affect the gravity of all of anhaendra. The creation process involves tempering the steel to become flexible and strong by being quenched it in a still living victim until cooled.
=== Ritual recipe books ===
Written by the Zarus cult leader, Suraz Abizig the wandering alchemist. These tomes are full of arcane and occult rituals that can produce wonderful and terrible magics. Used by ritual magicians such as valhyr and domain practitioners, these books contain instructions on building altars and arcane machines that do not function on scientific principles. These books reveal recipes that the wielder has the materials for, from torches to candied spider eyes to enchanted tills.
Suraz wrote tomes on alchemy, potioneering enchanting and smithing, as well as the locations for several artifacts hidden across anhaendra, such as seven league boots, genie lamps, dance orbs, magic sensing glasses, rings of invisibility, flying carpets and brooms, orientation rocks and living food formulas
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