recursal/Fanatic-Fandom huggingface dataset:
Sacer

Sacers are large relatively docile insectoid beasts that flourish in arid environments.

## Description

Standing about five feet from the ground upon three pairs of slender legs, sacers are often used as riding animals for individuals wishing to cross the various deserts of the world, the distance afforded by the creature's height holding the rider and any cargo away from the heat of the sands. Their slightly pearlescent chitinous carapaces likewise reflect much of the sunlight, affording them further comfort even when toiling throughout the day.

The clawed ends of each of the legs are well adapted for uneven terrain, allowing an unhindered sacer to scale near vertical surfaces given sufficient time, while their large curved horn is used to ward off would-be threats and foes. They possess a pair of unhinging mandibles, and are capable of delivering a vicious bite, though favour soft-fleshed prey, such as makori maggots.

Upon their death, the insides of a sacer rapidly decomposes, giving off a fetid stench within a few moments.

## History

A trio of sacer were hired from the high elf Beivailur at the lower entrance of Khonoldhur to facilitate travel through the Shifting Dunes to rescue Clio ohd Monime from her ransom at Sandoval Ravine.
One Last Kiss

One Last Kiss is a potent and very rare contact poison.

## Description

One Last Kiss is an augmented version of the rare poison Moonlight Sorrow, known for its delayed onset. Use of griffon tallow in the production process of Moonlight Sorrow creates a salve that can be safely applied to the lips of the poisoner, allowing for the transfer of the poison as a contact poison instead of an ingested mixture. The safety of using such a method only comes through diligent care and attention from the alchemist responsible for its production however, will potentially fatal effects for those less than cautious.

## Effects

A creature kissed or otherwise coming into contact with a creature doused with this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Potion of Watchful Rest

Potions of Watchful Rest are common magical potions brewed using Alchemist's Supplies.

## Description

Popular amongst guards, adventurers and other individuals in need of vigilance, potions of watchful rest are a commonly created and stocked brew created by alchemists across Ahlus. Using a Fundamentum Philtre base, combined with ground roasted Glivleet berries and pulverised Sentry Shrub stems, the resulting amber potion is usually sweetened with honey, syrups or sugar to hide its otherwise bitter taste.

## Effects

When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-coloured brew has no effect on creatures that don’t require sleep, such as elves.
Rymecaller

Rymecaller is an enchanted greatsword currently in the possession of Isra Ssalla.

## Description

While sheathed, Rymecaller is an unassumingly weapon, a heavy-set iron handle wrapped with mammoth hide and decorated with an ivory point upon its pommel. Once drawn however, Rymecaller rapidly encases itself in unyielding ice, augmenting its weight, length and appearance dramatically.

Historically, Rymecaller was wielded by the Jarl of Lakutha's Kin, having been gifted unto them at the Circle of the Whiterose Wolf after their discovery deep in the tunnels beneath the buried settlement of Geredw. Centuries later, Isra Ssalla would claim the weapon from the orc Hvik Scalerime, a servant and warrior bound to the Ancient White Dragon Chylzrad. In her possession, it has fought in many battles, recently that of the skirmish in the Timeless Vale, where it was used to slay the vampire Kristoph and his Festerwyrm mount.

## Properties

> You have a +2 bonus to attack and damage rolls made with this greatsword.
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> Once attuned, Rymecaller provides the following benefits:
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> * When you hit with an attack using this magical weapon, the target takes an extra 1d8 cold damage.
> * You gain resistance to cold damage and ignore difficult terrain caused by snow or ice.
> * Upon drawing Rymecaller, the surface of the metal becomes instantaneously encased within ice and frost which spreads across your person, giving you the protection as afforded by Armor of Agathys cast at 3rd level. In doing so, you extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
> * You can use Rymecaller to cast Sleet Storm (DC 16) centred on yourself. While Rymecaller is drawn and in your hand, you are unaffected by the heavily obscured properties of the affected area, nor does lingering within its aura cause you to make Constitution saving throws to maintain concentration. Once you have used this property, Rymecaller can’t be used to cast this spell again until the next dawn.
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Ribbonback Deer

Ribbonback Deer are a type of mammalian beast that resides in the tropics.

## Description

Standing somewhere between two and three foot tall, Ribbonback Deer are amongst the smallest species of deer on the Ahlusian continent, something necessary to thrive in the dense jungles that they favour. Browsing on all manner of vegetation, from shrubs to vines, but favouring fruits and seeds when available, they are sometimes known to use their short and curled horns to dig for roots, but more commonly utilised to spar during mating season. Their hide is stripped, with distinct bands of brown, white and black intended to break up their outline, an effective camouflage in dense foliage.

## History

Ribbonback Deer, both wild and domesticated, are a common site throughout the lands surrounding Viridell and its vassal settlements.

In 135WD, Ardor-Amberlight, however, a population of Ribbonback Deer were discovered residing in Rossthane Thicket, part of the forest bathed in transmutation magic and thus more akin to a tropical rainforest than the sparse arboreal forest more typical of the region. Seemingly being kept there for sake of study by Volantar, one such deer would explain to the party - many of which were able to converse readily with beasts - that white-coated soldiers would come by every few weeks, take a few of their number and usually returning them without ceremony a short while after.
Melcreek Keep

* Artwork
* Map

Melcreek Keep is an Atral outpost located a day and a half north of Amber Run.

## Description

Constructed at the order of the then-Marquis of Pervou Almaurry Alcourt, Melcreek Keep was built to serve as a northern watchpoint for Atral territory, located near the source of the Lotus Run river. Masons and carpenters were sent up the river from further south, working to raise the stone keep upon the river bank to watch over threats from the Bristlebacks and Heartsword Pass.

Featuring steep stone walls, the keep has gates to the north and south with metal-reinforced wooden doors that can be opened from the battlements. Within, two buildings make up the barracks, although the small size of the fortification means that the majority of training exercises take place outside its walls.

## History

The process was done in secret, aware of the possibility of response from the Hollow Concord in reply to the construction of defensive fortifications along the eastern edge of the mountains. The Atral spellslinger Anivia Reman was sent by Vincent Frostbrooke to the outpost to deliver a package to its custodian, the Mettlemajor Elysant Louchard, which turned out to be a new wand, having broken hers during a training exercise a week prior.
Pidgel Halhornel

Pidgel Halhornel was a human veteran that served on the Lotus Council of Whittengrove.

## History

Initially finding his foothold within the city with Fonteyne's Forces, Pidgel Halhornel is a veteran of countless battles and skirmishes back in the Sword Coast, and came to Ahlus seeking a place to put this experience to a greater sense of purpose than guarding the gates of Neverwinter.

He was selected to represent the city of Whittengrove as one of its council members by Fonteyne Howell during 7WD until the restructuring of the Council.
Ochon qu Galanis

Ochon qu Galanis was a human noble hailing from the Blessed Galanis family. He served as a competitor to Rover Custard Augustine in the Archon election of 134WD.

## Description

Ochon was one of many scions of the Blessed Galanis Family, a household that have been long involved in Concord politics. Ochon’s great grandfather Damis served as the Archon of Cyrillai and the Archonos for the best part of three decades before being poisoned in a plot enacted by cultists of Ophidian seeking to destabilise the city. Although the wider ramifications of the scheme were foiled, it was too little to save Damis.

Ochon had spent the best part of the last decade serving as the Rydooni Envoy to the Aethnarch of Aviacrest before choosing to run for the title of Archon after the death of Iolita qu Harmonia in during the Attack on the Pearl Ward.

## History

Ochon qu Galanis first entered into the knowledge of the adventurers of Amber Run when it was announced that he was one of the major competitors to Rover Custard Augustine in the upcoming election for the new Archon of Pylodes. Though trailing behind his seemed rival in Kypris qu Harmonia, he proved modestly popular amongst all the Castes, built upon his campaign policies of increasing ties with the city of Aviacrest by means of constructing a second Aerodrome in the city within Docktome Downs, encouraging export of Concord goods directly from the main port, widespread adoption of Aviacrestist farming techniques to increase yield potential in existing farmland, extension of the Kroan Games duration, acknowledging the economic boon to locals bolstered by increased foreign visitors to the region and the training of a new aerial infantry unit, utilising dragonnels and griffons in addition to pre-existing pegasus-drawn chariots. Ochon himself was the rider of a winged lion called Archathos, the pair outfitted with matching armour sets.

Partway through his campaign, Ochon, having heard of the arrest of Cassian by the Aethnarch of Aviacrest, travelled to the city to parley for his release into Rydooni custody, following after Kypris qu Harmonia doing the same. In the end, the pair would put aside their differences in their acts of petitioning the Aethnarch of Aviacrest to relinquish Cassian into their custody, securing such a transition and travelling to the city of Rydoon to gift the wanted man to the city and the Archonos as a wedding gift, finally bringing a close to the loss of life from the Attack on the Pearl Ward. Despite narrowly failing to make it into the final four Archon candidates, the pair proceeded with their plans, but upon arrival to the Hippodros of Midalios, a storm-like arcane detonation erupted through the stadium, killing Kypris, Ochon, Cassian and thousands others besides in an instant.
Rosechest Crab

Rosechest Crabs are crustacean beasts found throughout the reefs off the coast of eastern Ahlus.

## Description

Though slightly less so that the famous Sovereign Lobster, Rosechest Crabs are highly sought after by fisherfolk visiting Razorclaw Reef, owing to the delicate and flavourful meat obtainable from the species, particularly if caught shortly after moulting. Traditionally, the roe of Rosechest Crab is also sought after, and typically served alongside the cooked crab.

Rosechest Crabs vary in colouration from deep shades of brown to bright reds and oranges, although all are unified in the pale pink hue of the underside of their carapace, from which they get their name. They spawn on only one day of the year, the sixth day of Vluk, by do so en masse.
Naavugrux

Naavugrux, also known as the Fiend Lizard and Vermillion Prince was an ancient red dragon, although since suspected to be a Greatwyrm.

## History

Residing within the peak of Mount Durnach, Naavugrux grow particularly covetous of the dwarves of the Ironfangs that mined within the depths, and so routinely pillaged their trade caravans as they travelled from Mol Boramm to Gawylthlan, The Duchies of Tynd, Tulis and Astedia.

With fears spreading from the dragon's boldness, the Counts of Astedia turned to the neighbours - the Rose Throne of Gawylthlan and the dwarves of Mol Boramm themselves - to commission a series of hunts to bring down the Fiend Lizard. All would result in destruction and death, for the fury of the dragon was fearsome indeed. In retaliation for the incredulous actions of the humanoid realms, Naavugrux descended upon Estertan, the Astedian capital, passing by repeatedly until the once-populated town of some twenty thousand individuals was little more than smouldering ruins.

## Death

As Naavugrux passed by the settlement of Estertan for an eighth time, seeking to completely destroy the town, Luqen Liatumal, an elven artisan, loosed an arrow using a longbow taken from a dead Moonguard patrolman, the projectile piercing the roof of the dragon's maw as he shifted to unleash flame once more. Killing the Vermillion Prince where evocation and ballista alike had failed, Luqen's deed landed the Liatumals land to the north alongside masons, carpenters and labourers with which to construct Easel's Might, a manor house that would become a cornerstone for the creation of some of the most acclaimed pieces of art in the Empire - and the foundation upon which the Liatumals legacy was built.
Nybrekk Bleachbone

* Osyluth
* Gnoll

Nybrekk Bleachbone was a devil serving as a pack lord of one of the six of the warbands associated with the Flails of Nargus.

## Description

Covered in an ornate but gristly set of bone armour, Nybrekk was the only living member of Bleachbone warband which was otherwise comprised of witherlings, hyena skeletons and other undead creatures. Augmented by a cloak that allowed her to manipulate her warlock evocations into surges of necrotic magic, she oversaw a ritual that attempted to resurrect the titan skeleton at Burshrúga.

In reality, Nybrekk was a bone devil. Upon defeat of her gnoll guise, Nybrekk transformed into her actual Osyluth form, fighting on before eventually being slain - and consumed in a bright flame as they were dragged back to the Hells.

## Death

Nybrekk's first death came at the hands of Arnica wielding the Bow of Happveiðr, after which her bone armour condensed in a flash of flame and gore. As a bone devil, she was destroyed after being knocked prone by Ódóvir Jotunsson and melted using *Primal Savagery* by Matthias Tavares.
Sourgrass

Sourgrass is an uncommon grass plant with a range of uses.

## Description

Growing as clusters of tufted bunchgrass with swollen rhizomes, Sourgrass exudes an aroma often likened to spoiled sweet wine. These aromatic compounds can be isolated to produce both insect attractants and repellents, and have received novel usage from time to time to disguise criminal activities in cellars and storehouses by positioning the plant at the edge of hollowed out barrels concealing entryways to make it seem that the barrel is filled with off-wine.

## Usage

Commonly used ground to a fine flour for alchemical and herbal use, Sourgrass is a reagent necessary in the production of Moonlight Sorrow, a curious poison that afflicts no effect to a creature that ingests it until the stroke of midnight. Conversely, it is also used to create a Soothing Salve that promotes an increased rate of healing after periods of short rest.
Mira

### 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 adventurer

Mira was a child who lived in Hazelglen, and the the oldest of a set of triplets, and a younger sister to Arnica.

## Description

The triplets was born to Merlán and Fiala, two days after Vyra's holy day, Trickster's Night.

The oldest of a set of triplets, Mira was the child closest in personality to the twins, Arnica and Elína. She loved to tag along the troublemakers, occasionally getting in trouble along with them, and aiding the pair in their pranks. Though owing to the difference in age, and the twins' high energy, she would struggle to keep up with them at full pace.

She would often both bicker and play with her triplets, though owing to her propensity for pranks, one not shared by her two sister, it was not too uncommon for the play to get out of hand, often pushing the others too much. Still though, they would typically have a lot of fun together, listening to stories with Frida, and listening to Aranka's music. Paradoxically, the twins being present would lead to fewer instances of pushing too far, as they were better at restraining their impulses around their less crazy siblings.

As she grew older, she tagged along with the twins more and more, and wound up playing with Arnica alone a lot after the disappearance of Elína.
Shimmer Leaf

Shimmer Leaf is a lustrous shrub that grows within the Weald's Wake.

## Description

A faintly pearlescent vascular plant with pale lace-like leaves and green-white stems and roots, Shimmer Leaf appears at a glance as if dusted with a fine powder of crystal or diamond dust, inclined as it is to catch the light in odd places. The flowers blooms as umbel clusters, usually found tangled into the roots of trees in thick and dense groves.

Shimmer Leaf is a highly sought-after ornamental plant given its near-otherworldly appearance and glamour.

## Usage

Shimmer Leaf powder, a substance said to look like ground pearl, can be used without adulteration to cast over creatures or objects to provide a short-lived form of invisibility. Alternatively, it can be used as a reagent to produce a Potion of Invisibility, augmenting the potential duration of the effect over fifty times.
Parrogriff

Parrogriffs are beast-like monstrosities with the body of a jaguar and the head, forelegs and wings of a parrot.

## Description

While silhouetted from a distance, parrogriffs may not immediately be noted as any different from a conventional griffon, parrogriffs are instead the union of a parrot and a jaguar, creating a vicious and vocal predatory creature that nests within the canopy. As a large creature, hunting in the dense forests can often present a challenge, and so they often make their nests along river banks, hunting on those creatures that come to quench their thirst. They are known for their aggression, and considered near-impossible to tame by non-magical means, although are occasionally used as mounts by lizardfolk shamans nonetheless.

Though the claws and beak of the parrogriff are capable of shredding unexpecting prey, the volume and intensity of their screeches and squawks is capable of rupturing ear drums in those unprotected, causing disorientation and deafness. Fiercely protective of their pastel blue eggs, which can be up to five pounds in weight and half a foot in length, they reinforce their nests with salivary exudates, which they solidify, binding the nest together. These deposits are sometimes harvested to create the delicacy known simply as Parrogriff Nest Soup, and so humanoids, alongside the growing presence of invasive species such as kittigriffs are their main threats.

Hat frills and other decorative pieces using Parrogriff feathers are a common sight in the markets of Viridell.

## History

Parrogriffs have been encountered a number of times by adventuring parties throughout the years, who attract the Parrogriffs due to their generally loud ingress through the jungles they most commonly call home.
Naeglerom

## Lord of Percoloz

* Artwork
* Symbol

Naeglerom, known also as the Puppetmistress of Flesh, is a Demon Lord of the Abyss.

## Description

The legions of the Demon Lord Naeglerom are encountered throughout the battlefields of the Blood War, augmented by means of the Puppermistress' interests in capturing her foes alive. After psychologically tormenting them, they are known to utilise parasitic and amorphous demonkin that attach themselves to the victim's cranium and elsewhere on the body, utilising the living flesh to harden their own flesh to the point of lead-like density. Once sufficient resulting heavily-armoured troops are at Naeglerom's mercy, and form formidable combatants along the banks of the Styx.
One-Eyed Crow

* Depiction
* Symbol

The One-Eyed Crow, also known as the Ainn Bhæygðr, All-Sight Rook and Raven All-Eye, is an interloper deity of modest following within the continent of Ahlus.

Through the efforts of Ódóvir Jotunsson, acknowledgement of the One-Eyed Crow has increased notably in a number of smaller settlements across the continent.

## History

Little is currently known of the One-Eyed Crow, but it is claimed that they witnessed the events of the First Gift, watching from upon high atop a branch with a view of the entire continent. They teach their followers that the destruction of the Ahlusian continent is soon to come, an apocalypse sometimes referred to as *Ahlusrök*.

## Commandments

* Responsibility for one’s words and actions should define your every effort. Never utter a word you do not mean, nor start an ordeal you do not intend to see through to its conclusion.
* Rage like the storm against those that deserve your ire. Strength must respond to strength, for those that use their strength to bully the weak are accursed and foul.
* Draw to you new allies and companions at every available opportunity. The tallest of giants can be cut down with ease by a myriad axes in place of just one.

## Holy Day

Followers of the One-Eyed Crow revere the day of Ġēoli, in which a lavish feast is shared with those that one is fortunate to share friendships and familial links. It is customary to offer handcrafted gifts at such times, each given with a remark, adage or other wise remark - whether offered verbally, or written and tied to the gift by means of a woven tag.

## Known Chapels

* Amber Run - Construction finished during 131WD, Vluk-Whiterose, further expansions finished in 132WD, Loghelt-Amberlight
* Astalar - Construction finished during 131WD, Glede-Amberlight
* Enderford - Construction finished during 132 WD, Gantul-Whiterose
* Fernlight - Construction finished during 132 WD, Gantul-Whiterose
* Hobs' Fall - Construction finished during 133 WD, Carrast-Highreign
* Lansow Tower - Construction finished during 133 WD, Jas-Greencrown
* Mightmoor - Construction finished during 133 WD, Jas-Greencrown
* Qol - Construction finished during 134 WD, Onteer-Whiterose
* Storm's Break - Construction finished during 134 WD, Onteer-Whiterose
* Ualune - Construction finished during 132 WD, Gantul-Whiterose
* Verdlicay - Construction finished during 134 WD, Onteer-Whiterose
The Helvlani Den

The Helvlani Den was a noble drow house that held territory within the Underdark of Ahlus.

## Description

The Helvlani Den were known to worship the Mother of Lusts, although following the destruction of their home capital of Morrhelvgix Khos, near all of their number were slain. The claimed lone survivor, the Inquisitor Vorn Helvlani, second son of the Matron Mother Chaliryn Helvlani, descended into madness as he found aid offered from the Elder Elemental Eye, before succumbing to an adventuring party after a close pitched battle in 132WD.
Snapbean Curd

Snapbean Curd is a condiment popular in the Ironfangs.

## Description

Often found served alongside main courses, particularly so those meat or fish dishes, Snapbean Curd is a fiery yellow-green condiment equal parts sweet and spicy. Using a foundation of the long thin beans that give the paste its name, Snapbean Curd features any number of varieties of locally-grown chilli peppers, usually of the *aji* family, which, once cooked, turn from their normal shades of orange and red into a yellowish colour, providing a dried fruit-like flavour along with a dry heat akin to black pepper.

In some areas in the Ironfangs, Snapbean Curd is dehydrated and stored as a powder which is subsequently used as a seasoning to rub into meats and vegetables, or awaiting rehydration to make a fruity hot sauce.
Sentry Shrub

Sentry Shrub is a plant found growing predominantly within the forests of the Weald's Wake.

## Description

First documented shortly after the emergence of the Weald's Wake, Sentry Shrub has since been planted across the continent, growing readily in temperate and tropical forests alike, seeming to show a preference to the wet soils near rivers and ponds especially.

## Usage

Pulverisation of the stems yields an amber orange oil that can bolster alertness, prompting its usage in Potions of Watchful Rest. Further still, production of the semi-illicit substance Phymm utilises refined distillates of Sentry Shrub to cause stimulation of the mind, contributing to Phymm's properties as a cognitive enhancer, mild euphoriant and inducer of sustained wakefulness.
Pyn Weltsmith

Pyn Weltsmith is a dwarven Atral noble and the current Régysseur of Ayselthe.

## Description

Covered in scars from his time spent labouring and fighting in the Years of Consolidation, Pyn hides much of his misshapen face beneath a vast beard thrown into braids tied off with crimson and white thread. The founder and current head of the House of Weltsmith, it is said that it was the sweat and blood of Pyn that provided the weapons and armour for the newly-formed army of Atralran Refounded, although he has long since put aside his blacksmith's hammer. Instead, Pyn turns his artisanal talents to that of pottery and claywork, and has found steady work sell amphoras to the neighbouring lands of the House of Lamonia, as well as customers across the continent.

## Personality

Each word that Pyn mutters is measured, well-thought and deliberate, a habit in conversation reflected in the motions of his craft. He takes great interest in the details of artisanal processes, whether his beloved clay working, or the wine making so pervasive throughout the Realm of Atralran.

## History

Pyn Weltsmith 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.
Muguet

Muguet was a dryadborne herbalist residing in a small hut on the eastern edge of the Bristlebacks.

## Description

Maintaining a simple life away from the bustle of civilisation, Muguet, originally born in Weald's Wake travelled north and settled near the banks of the upper Lotus Run, living off the land to sustain himself, and create all manner of potions, salves, tonics and other mixtures to sell on his trips south to Hobs' Fall, and in later years, also to that of Amber Run and Melcreek Keep. He was deeply respectful of his surroundings, never harvesting more than necessary, carefully ensuring that his collection never compromised the ability of the plant, fungus or elsewise to continue to grow and proliferate.

Muguet shared his quietude with a trio of Fangor Goats, which provided hair for Muguet's clothing and milk for the production of butters and cheeses.

## History

When an adventuring party visited Muguet in 135WD, Gantul-Whiterose following Elinor's investigations into gnoll activity in the region, they found his hut to be in a state of disrepair and damage, Muguet and two of his goats dead within, the surviving beast riled up and aggressive - and thus quickly put down by Ódóvir. Positing perhaps a gnoll or giant attack initially, the group shortly after concluded from the presence of Esuridell within the bellies of the goats that the plant's consumption had somehow had a malicious effect on the grazing animals, resulting in significant damage to the property and the death of its owner.

After collecting up a wide range of alchemical and herbal supplies, as well as a number of potions, the group departed north, bound by river for Melcreek Keep.
Spark Spirit

Spark Spirits are tiny lesser elemental creatures native to the Elemental Planes of Air and Fire.

## Description

Created after the destruction of larger elemental creatures, Spark Spirits, like all so-called subsidiary elementals (a large group of similar creatures made up Blemish Spirits, Chill Spirits, Cinder Spirits, Gust Spirits, Puddle Spirits, Rumble Spirits, Soil Spirits and Spark Spirits) are thought to be formed when the residue of the original elemental is not fully reabsorbed and reclaimed by the Plane that wrought it into being, and so instead persists as a creature in its own right.

Subsidiary elementals are often found in subservient roles, naturally seeking out a master of sorts to fall in line behind and beneath, and thus are usually encountered working in menial, simple and repetitive tasks - although rarer still they may be utilised as familiars for spellcasters.
Tea of Enlivening

Tea of Enlivening is a specific type of magical beverage that combats tiredness.

## Description

Made by brewing a combination of Fundamentum Herbidris and Pausare Leaf in holy water, Tea of Enlivening takes a vibrant golden yellow hue, and is variably flavoured further through the addition of various spices and sweeteners. Traditionally, the holy water is blessed in the name of either Aita, Buwello or Kroai, but in truth any suitably devout gesture is sufficient for its creation.

## Effects

A fiery warm tea capable of reinvigorating even the most weary souls, consuming a full brew of Tea of Enlivening over a long rest removes two level of exhaustion instead of one from whoever drinks it and provides them with 1d6 temporary hit points.
Midnight Burrows

The Midnight Burrows are a Domain of the Feywild, ruled over and controlled by the Archfey Mycorrhizarael.

## Description

Falling within the territory of Twiblight at its fringes and definitively considered part of the Everdark at its heart, the Midnight Burrows are wreathed in thick and heavy shadow and gloom - although find themselves lacking not in illumination. Instead, hundreds of species of scintillating, bioluminescent or otherwise glowing insects, plants and mushrooms line the forests that wreath the surface of the domain, and more so still in the winding tunnels that plunge deep beneath the soil and stone. For those that have travelled both, the Midnight Burrows is often compared to some regions of the Underdark in the Material Plane, although more favourably so, given the lessened threat associated with the Burrows. It would be folly to consider the Domain to be without threat however, for many that reside in the region dance the delicate balance and understanding of morality associated with the line between life and death. Undead creatures are just as readily present as those living, whether of flesh, leaf or shroom, and the transition between the two sides poorly defined. To die within the Midnight Burrows is to become part of the Midnight Burrows, the nutrients reclaimed by their surroundings, their possessions repurposed, and what remains a landmark of what once was.

Further placing the Burrows aside from superficially similar locations such as the caverns of the Underdark is a phenomena known as the "Burrows Harmony", a chorus of chimes, distant voices and melodic echoes that weave through the tunnels, giving the entire region a sing-song, if not arguably haunting, quality. Whether the drip of water, the groan of stone, the dispersal of spores or elsewise besides, all within the Domain seem to contribute to this harmony, interwoven and connected as they are.

Trailing throughout the region - and far beyond besides - are thick mycelial networks of pale brown, similar in appearance to bleached bone. In some places growing as thick as an arm, this network is connected directly to Mycorrhizarael, and it is said the Festering Fate can create a form for himself wherever this mycelial network resides.
Night Lotus

Night Lotus is a type of exceptionally rare flower used to create Night Lotus Extract.

## Description

Each Night Lotus plant produces a single flower that lasts but a day before shrivelling to ash, making their harvest incredibly challenging. In the few rare occasions when Night Lotus seeds have been collected, they seem to actively refuse to engage with the use of primal magics to augment or bolster their growth, and are more often than not more liable to accelerate their decay.

## Usage

Appearing similar in hue and viscosity to coagulated blood, Night Lotus Extract is a staggeringly lethal poison that is nigh-impossible to produce for even the most skilled of alchemists, herbalists and poisoners. Creatures subjected to this poison must make a DC 21 Constitution saving throw or take 82 (24d6) poison damage, taking half damage on a successful save.
Osseal Horror

Osseal Horrors are accursed creatures falling somewhere between constructs and undead.

## Description

The horrific combination of giant and humanoid bones bound together, an Osseal Horror is a lumbering monster tethered together with necromantic energy. Wielding clubs formed of trios of skeletons fused towards, and covered in spikes of sharped rib fragments, Osseal Horrors are brutish juggernauts capable of fighting several skilled combatants simultaneously. When surrounded, they can selectively detonate parts of their form, sending shards of bone, along with tainted grave dirt and raw necromantic energy to those around them, as well as also possessing the ability to temporarily disassemble itself, flowing a wave of bone and soil before reassembling itself once more.

Their proclivity towards reassembly makes them a challenging entity to definitively destroy, its repairs active and ongoing throughout combat.

## History

An Osseal Horror formed from the remains entombed within the Barrow of Arrlak Stonebonebreaker was animated by Tadazea Marblemask, and near proved to the death of several of the adventurers from Amber Run before finally collapsing into pieces with a sense of finality, granting the group a few brief moments of respite.
The Duplicity and the Disappearance

The Duplicity and the Disappearance is a collections of scrawlings and notes seemingly created by a cultist of Anorcor, discovered within the Tomb of Nakhelos.

## Description

Bound together with a collection of stained rags, the text covering the rough scraps of parchment and paper ranges between bouts of obvious profound clarity and incomprehensible nonsense.

## Research

### Completed by Glasfhlaith

*"...and since the days that the Dustlords proved themselves as more worthy as the exarchs of the Overlord than his false servant Shadowsword, the Tempest did indeed grant them powers beyond all. Shielded from the world they built such wonders from the pastures that sprung wherever they walked, the people such lands birthed rising to create cities of shimmering glass bricks in place of wood or metal. The days of the pellucid towers were long and fruitful..."*

### Completed by Zareyl Arkenviir

*"...making regular offerings of their bodies so they would make plain their desire to serve and never covet their God's power for their own as the Shadowsword had after his master's fall after his binding. Contented with the offerings given, each took a domain for themselves. The one they called the Hallowed was chosen to rule, for he was granted a coronet with which to weave the minds of those beneath the three to further the glory of Rak Tulkhesh. To the Zealous was gifted a ring filled with unwavering fury and passion, granting vigour enough to hunt down the last of the traitors that had originally been zealous enough themselves to seek out a new land for their Overlord. He did strike them down with his khopesh with such vivacity..."*

*"...principal amongst them however was that of the the Sacrosanct, who was given the greatest and most important task - the guardianship of the essence of the would-be usurper Mordakhesh so that he would never again be able to rise to challenge his once master. With powers over the arcane augmented by his deity and patron, the Sacrosanct sought to find a way to free Rak Tulkhesh from his extra-planar prison forged by the pale fire..."*

*"...tied as they were to their god, the Storm of Rust's sudden disappearance spurned the end of the Dustlords. Their bodies, stretched far beyond their mortal lives by the devotion, faltered and so the Sacrosanct evoked the last of his strength to place himself and his two peers into stasis until such time that they had strength to seek out their liege once more..."*
Regarding Spellslingers

Regarding Spellslingers is a book recovered from the libraries of the Guild of the Crimson Blossom.

## Description

The Atral military has long been bolstered by spellcasters, in truth most martially-inclined knights are familiar with a few simple incantations to bolster their combat prowess. This tome details their history, training and characteristics further.

## Research

### Completed by Callum Earthbane

Magic-wielding warriors fighting on the front lines is not a novel concept in Ahlus, for many of the Realms bolster their armies with enchantments, or harry foes from range with evocations of spark, frost and flame. In these cases however, mages are oft a minority, acting as support units or shock troops. In the military of the Golden Realm of Atralran however, near all soldiers, be they footmen armed with pikes, or knights in shimmering plate atop thoroughbred warhorses, have some magical talent. Just as military drills are common place in the barracks of the Kingdom of Valour, with sparring dummies and archery targets aplenty, mandatory exercises into the arcane also feature heavily on the training regime. In addition to these, arcane artillery such as *Blast Boosters*, an eight-foot long constructible fixture capable of magnifying the range of a spell's range by 300%, as well as granting blast-like effect capable of striking multiple targets in place of a single one.

Distinguished from true sorcerers and wizards, these magically-trained soldiers are termed as Spellslingers, and are most commonly defined relative to the focusing wand of primal wood they use to channel their spells. While the heroic image of an individual wielding a sword in one hand and a wand in the other is frequently cited in ballads, poems and artworks, it is instead more customary for their combination - a longsword may have a handle hewn from Sultan Ash, for instance, thus serving both purposes. While some training halls are known to specialise in creating troops of specific types, it is instead more common for recruits to explore the options provided to them, pursuing mastery of the simple spells tied intrinsically to the primal wood focus that they find themselves most actively drawn towards. After proving their competence, they are granted stay to commission a weapon of forged steel and enchanted lumber alike, and drafted into the appropriate Spellslinger garrison.
The Duchies of Tynd

10% Half-Elves

9% Dwarves

4% Halflings

3% Others

Missionaries

Poets

Textiles

The Duchies of Tynd was one of the Realms of Ahlus.

## History

The Duchies of Tynd was one of the most powerful Realms in Ahlus before the fall of civilisation upon the continent. It bordered the jungle Realm of Tviatin and the initially minor Realm of Astedia. Located on the southwestern peninsula of Ahlus, it was a Realm made up of sixteen Duchies - each dedicated to one of the Principal Sixteen of the Ahlusian Pantheon, save Caihrnn, to whom the construction of civilisation in place of the natural state of the world is blasphemous. As such, Theamera, patron of Story and Song, is honoured by two Duchies.

The Duchies of Tynd had long maintained itself as one of the superpowers of the Ahlusian continent, contested only in power by that of Atralran and that of the Empire of Raq before its collapse. Though finding conflict with many of its neighbours over the centuries, particularly so that of Aaydda, it generally maintained good relations with many of the Realms, finding trade and faithfulness bolstered its strength and dominion just as effectively as matters of war.

Despite this, the Duchies of Tynd were one of the primary forces involved in the Cleansing of the Glare, during which the practitioners of the Path of Light were put to the sword in a religious purge that seethed across much of the continent.

The Guild of the Velvet Rose, specialising in Enchantment and Illusion magics was located in the Duchies of Tynd.

## Society

Faithfulness defines much of the Tyndian way of life, with all walks of life within its borders engaging themselves in honest and impassioned worship of all the Ahlusian Pantheon and taking direct action against those that reject their teachings. Tyndian culture is steeped in traditional, conservative beliefs towards family, work and ideals, with a devotion to tasks once accepted. Notwithstanding, creativity and innovation is not shunned within the Duchies of Tynd but it is expect that a reverence towards the past and the customs associated with it is maintained by all.

While all manner of celebrations of life are accepted, particularly so that of songs, poems and plays, lives dedicated to that of carousing, gambling and other hedonistic matters are oft denounced as a life wasted or without true purpose. Tyndian artistry varies significantly from Duchy to Duchy, but is usually designed in a manner to embrace the tenets of a member of the Principal Sixteen. Bold strokes may be used for paintings depicting acts and deeds associated with Buwello, whereas more sombre tones may be used with reference to Iotl, contrasting again the neat stencilled order expected when portraying Yaldin.
Tazim's Bluff

Tazim's Bluff is a card game most commonly played for sake of gambling.

## Description

Playable with a conventional set of playing cards, Tazim's Bluff can be played with as few as two players and as many as a dozen. At the start of the game, each player is privately dealt one card, typically by a dealer that is not playing the current round. Value is ascribed to the card depending on its size, with players betting, calling or folding into a central pot. A second and third card is subsequently dealt to players publicly with intervening rounds of betting, with the target ultimately being the highest total value through all of their cards. Throughout, players attempted to bluff and beguile their opponents to guide the flow of the game.

When played in formal gambling dens, it is typical that the winner with the highest total value takes anywhere between two-thirds and nine-tenths of the pot, while the house takes the remaining winnings.

Variants exist that include additional rules, including opportunities to discard and redraw a singular card from the trio before revealing the final hand at the cost of paying further coin into the pot, or automatically winning if multiple cards match in value within the same hand.

## History

At some point before coming to reside in Amber Run, Alwin tlo Hambert won a significant sum of coin from Harric during a game of Tazim's Bluff, garnering the ire of the Auvryth Den, to which the coin was owed. This debt would eventually be repaid at Sandoval Ravine following the ransoming of Clio ohd Monime, during which multiple rounds of the game were played, ultimately resulting in the Den being returned the coin they perceived to be their own.
The Queen's Creed

The Queen's Creed is a small tome carried by Zephaniah, a Priest of the Undying Queen.

## Description

Filigreed with golden leaf and decorated fancifully with further lustrous inks and depictions, the texts contained within cover topics of the religious worship of the Undying Queen, as well as proclamations of her intentions and desires.

## Research

### Completed by Oswald von Helberg

*Quake before her majesty, for she reigns immortalised upon high above and below. The lights of the night burn with her grandeur, the flames of the day dance with her spirit and will. As she rests for the destruction ahead, she does so upon a hoard without end, one coveted then stolen from the Goldhand, the Guildmaster's Master. Ilemer surely knows not his folly, for the deceit and trickery of the Queen is without parallel. All that keep treasures for themselves do so in her name, and each weighted coinpurse or hidden chest is a declaration of love and fealty.*

*Those that pledge themselves in her infernal nobility do so through the commandments given:*

*1. Few can deny the power that wealth grants. Spent what you must, but only do so with the assurance that such actions will generate wealth further still.*

*2. Should you grow covetous of the belongings of your neighbour, take them for yourself. Should they resist, do not hesitate to evoke your wrath upon them.*

*3. Many will seek to claim what you have accrued. Strike them down pre-emptively.*

*Now you know these truths, know what it is she desires. In the days before those without scale walked the lands, Ilemer created the dragons in the image of the veins that he had chased through the stone - silver and gold most precious amongst them. They hungered for the wealth of their creator, but a few amongst them carried not for the teachings of spending what they sowed. Instead they hoarded the riches, hiding them from the sight of the Goldhand. Each would be tarnished by the gemstones they consumed, their efforts to hide what they did not willingly share. Declaring them wicked, Ilemer cast them away from the lands, and in the fires at the heart of the world they found themselves reborn by the strength of renewal, the strength of Dur. The magics of the Sixteen prevent her return, but the creations of another cast aside may now shape the path forwards.*

*This is her Creed, and we offer mind, body and soul.*
The Silvered Reserve

The Silvered Reserve was the library that once operated in Whittengrove before being incorporated into the premises of the Tethered Harness.

## History

Opened shortly after the expansion of the Tethered Harness as an extension of the same overarching operating group, the Silvered Reserve has strong ties with the magic shop and was constructed across the road from the building in the northeastern aspect of the settlement of Whittengrove.

## Description

With a silver-bound book hanging above the doorway, the Silvered Reserve is a serene tranquil place within the busy growing settlement. Bookshelves tower in all corners of the room, and tables with parchment, paper and ink are readily available to those that visit to facilitate the process of note-taking and research more readily.

As such, the scent of acrid ink and rich fibrous parchments dominate upon entering the establishment.