recursal/Fanatic-Fandom huggingface dataset:
Hazar Monastery

The **Hazar Monastery** is perhaps the most exclusive monastery in all of Sahul, located deep in the Coarse Sea. The Hazari monks dedicated themselves to the study of Wuriun, stating that only in the desert were, Wuriun golden rays are the warmest, can one properly come close enough to Tenno. Once someone joins the Hazari monks they're a member for life, most likely never setting foot outside of the monastery.

## Description

The monastery lies in between a large series of rocks protecting it from the harsh desert sands. There is a small passage on the east side of the rock formation allowing passage to the shaded area that lies inside. Here the Hazari monks have created a small but self-sufficient monastery thanks to the underground aquifer. Monks rarely ever leave their sacred place, only for special occasion will they leave to gather supplies such as Wuriun Day.

The monks spent most of their time in solitude praying to Wuriun. Each day at noon they gather together for the noon prayer, the most important prayer of the day. The monks as many people across Sahul leave their day to day life with the sun, however in the monastery something special happens. Each night a monk is stationed at the passage in the east, looking out for the first rays of Wuriun across the horizon, once spotted the monk will ring a bell singling the beginning of the day.

## History

The monastery was founded by a group of monks who were exiled from Scorch Gate, were the hardest punishment is banishment to the Coarse Sea without only supplies. No one is quite sure what the monks were banished for but they were creating a popular religious movement within the Scorch, some speculate that the city governors banned them to prevent a religious takeover. After their banishment a small group of followers sneaked out of the city trying to track down the monks, they were successful. They travelled through the desert, many succumbing to the heat. Until one day were the monks stopped and prayed to Tenno asking for a cooler day. Legend has it that it rained that day in the Coarse Sea, for the first time in millennia. Plants grew everywhere allowing the group to regain there strength. They continued their travel until they found what would now become the Hazar Monastery, named for the monk Hazar who initiated the prayer.
Elven Bread

**Elven bread** is a type of dessert often served in elven communities during tea time. It is a light but tasteful snack that doesn't crumble easily and as such is the perfect dessert for along the road.

## Recipe

### Ingredients:

* 2 ½ cups of flour
* 1 tablespoon of baking powder
* ¼ teaspoon of salt
* ½ cup of butter
* 1/3 cup of brown sugar
* 1 teaspoon of cinnamon
* ½ teaspoon of honey
* 2/3 cup of whipped cream
* ½ teaspoon of vanilla

### Preparation

Light the fire under the oven until it burns a comfortable 200 degrees Celsius. Mix the flour, baking powder and salt into a large bowl. Add the butter and mix it until it becomes a fine granules. Then add the sugar and cinnamon, and mix them thoroughly.

Finally add the cream, honey, and vanilla and stir them by hand until a nice thick dough forms.

Roll the dough out about 1.5 centimetres in thickness. Cut out 7 centimetre squares and transfer the dough to a sheet covered in baking paper. Criss-cross each square from corner-to-corner with a blade, lightly (don't cut through the dough).

Bake for about 13 minutes or more (depending on the thickness of the bread) until it is set and lightly golden.

Let it cool completely before eating, this bread tastes best at room temperature and served in banana‏‎ leaf.
Fig

> "*Fig grows to the sky
> A tangled web of confusion
> Fruit falls on the ground*"
> ― Tortle Haiku
>
>

The **fig tree** is a fruit tree that grows fruits called **Figs**. Figs form an important source of food for small communities across Sahul. The canopy of the fig tree is sometimes home to a vampiric creature known as the yara-ma-yha-who.

## General

The Fig is an evergreen tree that can reach heights of 60 metres. The trunk can be massive, with thick, prominent buttressing, and reach a diameter of 2.4 metres. The rough bark is grey-brown, and marked with various blemishes.

Its fruits are between 2 to 2.5 centimetres in diameter, turning from green to purple with lighter spots as they ripen and can be found all year-round.

The fig has a habit of dropping aerial roots from its branches, which upon reaching the ground, thicken into supplementary trunks which help to support the weight of its crown.
Budgie

The **budgie** is a long-tailed, seed-eating parrot found across Sahul. The bird is green and yellow with black, scalloped markings on the nape, back, and wings. They get there success by flying in large flocks as a nomadic species and being able to breed on the fly. The budgie is also very popular as a pet with the many peoples of Sahul and is bred with many different colours such as blues, whites, yellows, greys, and even with small crests.

## Description

Wild budgies average 18 centimetres long, weigh 30 to 40 grams. Their wingspan is 30 centimetres wide and they display a light green body colour, while their mantles display pitch-black mantle markings edged in clear yellow undulations. The forehead and face is yellow in adults. Prior to their adult plumage, young individuals have blackish stripes down to the nose in young individuals until around 3–4 months of age. They display small, iridescent blue-violet cheek patches and a series of three black spots across each side of their throats. The two outermost throat spots are situated at the base of each cheek patch. The tail is dark-blue; and outside tail feathers display central yellow flashes. Their wings have greenish-black flight feathers and black coverts with yellow fringes along with central yellow flashes, which only become visible in flight or when the wings are outstretched.

### Mimicry

The budgie is able to mimic many different sounds, in the wild this is used to communicate and differentiate with other budgies. In captivity this novelty is used to replicate the many languages of Sahul. Its said that the budgie named Bud, owned by the legendary budgie trainer Camille Joro, knew up to 1728 words.

## Culture

Due to their ability and high intelligence budgies are a very popular pet across the wealthier of Sahul. Many merchant families, nobles and even rich farmers will most likely have a budgie at home. Budgies bred and grown in captivity are often larger than their wild counterparts and show a wider variety of colour. Its common for cities to organise a competition each year were breeders can show of the colours of their budgies and trainers can show off the intelligence of the bird in mimicry contests.
Goat

The domestic **goat** is a magical creature that is notoriously capricious. Goats are used for their milk, meat, hair, and skins over much of Sahul. Female goats are referred to as "nannies", males are called "billies" and their young are called "kids".

Goats are famous for their ability to turn themselves into beings of pure stone, and because of this they can shake of any type petrification that might come their way, to the disdain of many young experimenting magi.
Drop Bear

The **Drop Bear** is an unusually vicious marsupial creature which attacks by laying ambushes from tree tops. It is distantly related to the koala.

## Description

The drop bear is a heavily built creature that reach up to 130 centimetres in length and weight 120 kilograms. Their fur is either a coarse orange or grey, and is covered with dark spots. The forearms of the drop bear are heavily muscled and can reach a width of 40 centimetres wide. It uses these arms to simultaneously climb up its tree and hold its prey at the same time. Its jaw is large enough to fit an adult human's head inside. Despite this though the creature lacks any canine teeth and has a set of powerful premolars instead, which it primarily uses for grinding up shells and bones.

The drop bear has a natural weakness to yeast. The fungi can burn parts of their skin upon contact and leaves the creature in a stupor. Locals living in and around drop bear invested areas advise travellers to wash their hair with beer before heading out, as even the stench of yeast will repel drop bears.

## Behaviour

Drop bears hunt by ambushing ground dwelling animals from its hiding place in the canopy. It can wait up to four hours before it will drop down for the kill. Drop bears can dive bomb their victims at a speed of 104 kilometres per hour, the impact of which usually shatters its prey's spine. This is often enough to kill its pray, but in those rare instances where its prey survives the dive bomb a drop bear can deliver a precise bite with its powerful jaw and break its prey's neck to subdue it. When its prey is small enough the drop bear will haul it back up its tree to feed in peace without harassment from other predators or scavengers but if its too big it will rip a smaller chunk of its prey instead.
Jauccer of Petesnook

**Saint Jauccer** was an early doctor who according to legends brought the concept of medicine and the faith of the god Zayn-Geif to the people of Sahul. He is credited with finding the cure to many common diseases which plagued the people of ancient Astrohanasia. The monument in which he is buried now stands in the central plaza of one of the largest hospitals on the continent, which is called the Grand Hospice of Saint Jauccer in his honour.

## History

Saint Jauccer was born around 2110 BD in Petesnook as the third son of a family of merchants. As the third son he was sent to the priest class to be educated in faith and accounting, which thought him how to communicate with the azen and how to write. For several years Jauccer would work as an administrative at the temple of Petesnook until he got in a bit of trouble with the head priest over a miscalculation. For this he was to be banished from Petesnook for 7 years and forced to travel the wilds. 1 year into in his travels he got into contact with an until then unknown god named Zayn-Geif, who told him the secrets of medicine. During the years to follow Jauccer would travel from village to village curing diseases and healing the sick back to life. 6 years after his discovery of his new god he was finally allowed to return to Petesnook.

Upon his return he found a city terrorised by plague and death, and Jauccer went to work to save the ailing city. He quickly drove of the pestilence by mixing up a series of powerful concoctions and become a hero to the people of Petesnook. The head priest apologised to him and asked him to come back to the temple, but Jauccer refused. Jauccer instead founded his own temple of Zayn-Geif were he trained new priests in the art of medicine and would write down his discoveries for the world to see. Eventually he would die in the year 2034 BD in an attempt to save a young prince. He trader his life essence for that of the boy, giving the princeling a second chance at life. The prince would build Jauccer a monument in thanks when 5 years later he became the new king of Petesnook, and it is in this monument that the saint is buried.
Aíthepolis

The **Aíthepolis** is massive siege flamethrower capable of levelling entire towns. It was designed by the Dwarves of Tyria Rupes shortly after the end of the Troigh Leud to reconquer and punish many of the towns and cities who had abandoned them in their hour of need. The dwarves cover the nuzzle of the Aíthepolis in sliver in order to prevent the weapon from falling into enemy hands. The idea is then that a foreign army would find the strange device, scrape of the silver from the nuzzle, and leave the rest of the machine behind so it can be reacquired by its owners.

## Description

It is a spherical brass pot of around 4 meters on a platform of planks which has 4 wheels attached. The machine is pulled by two dire wombats who get detached when the engine is deployed. On one side of this pot is a bellow which has to be constantly worked by one of the soldiers, and one the other side is a long iron hose which must be held by two soldiers and ends in a silver nuzzle with a match inside from which the flames spew fort.

The pot is filled from a hole on the top with a highly flammable substance, this substance is an mixture called Zantheum. Zantheum is a grey liquid made out of the oils secreted by the burning bush plant, mixed with sulphur, charcoal, and Terror Bird guano. One of the most distinctive attributes of the flames produced by lit Zantheum is that it reacts violently when it comes into contact with water. Any damp material touched by the licks of burning Zantheum shot fort by the Aíthepolis burns twice as hard as something dry. This makes it very difficult to douse those embraced, making it difficult to douse.
Clan Ivari

> "*Through Subtlety, Victory*"
> ― Motto of Clan Ivari
>
>

**Clan Ivari** is an important giant clan within the Kingdom of Wal-Rauver founded by Ivar ''The Blood-Father'' Hjolt. The clan is perhaps best known for being responsible for the Year of the Seven Kaisers.

## History

The clan was founded by Ivar Hjolt after the end of the Troigh Leud. He had proven himself as a sufficient siege leader during the war, especially during the siege of Narum were with skill and cunning he managed to overwhelm the dwarven defenders. For his actions he was rewarded the lands around Narum, making it the foundation for the Ivari Clan. Ivar proved himself not only a capable commander but an even better diplomat, his gregarious way made sure that he could smooth talk any other jarl. Ivar was a fickle one, always being able to see reason in the others argument. In turn setting the cornerstone for the Ivari Clan's most important attribute, diplomacy. This would eventually be immortalised in the clans motto: *Through Subtlety, Victory*.

The clan rules partly through backroom diplomacy but also through backstabbing. The Ivari are always capable of convincing an (un)fortunate soul to do their bidding. Or they either hire mercenary companies to do their dirty work. When dealing with fellow giants the Ivari are a kind clan, never even thinking of killing a fellow giant. However when dealing with foreigners they will be decent folk such as anyone else, but they will make sure to have a knife pointed at their back.

The clan still rules over Narum today but through their diplomatic ability has grown ever larger, becoming one of the most important clans within the Kingdom of Wal-Rauver and is currently headed by Baldr I of Ivari.

### Year of the Seven Kaisers

*Main article: Year of the Seven Kaisers*
The Year of the Seven Kaisers was an series of unfortunate 'incidents' in which six kaisers lost their lives in the year 638. In the year 630 kaiser Justinian came to the thrown, looking to reconquer the heartland of the old Dwarven Imperium. In 8 years time he gathered a grand army and set out to march on Wal-Rauver, except before he could reach the land he died in an accident. Out of pure spite and to teach the dwarves a lesson Clan Ivari ordered the assassination of four more kaisers, which miraculously succeeded. This in turn caused a significant lose of prestige for the Dwarven Imperium in the following decade. Even to this day Clan Ivari is feared for they have assassinated many more prince-elects of the Imperium.
Bugala Volcano

The **Bugala Volcano** (Wabu-Wabu: Bu-gala-thurak-fhoe) is a dormant volcano part of the Wabu Islands. The volcano is most famously known because of its eruption which shattered the Wabu Islands apart.

## **Geography**

Bugala lies in between various island of the Wabu Islands, in between Rookery Island, Elder Island and Kaurera. The top of the mountain is currently 300 meters high but was before its eruption much higher.

The terrain on the island mostly consists entirely of basalt, with even the beaches being black. However that doesn't mean that the island is devoid of life. The volcanic soil is highly fertile, plenty of natural plants grow on the surface. The island is also favoured by the tortles to grow their crops on.

## **Eruption**

The volcano come to erupt in the year 10 BD. Before the eruption the volcano was already rumbling and spewing hot ash, causing the tortles who already lived there to evacuate the Wabu Islands for the mainland. The evacuation created the tradition surrounding the Elder Shells, ten tortle shells that were found and are rumoured to have been from the first ten tortle elders.

The eruption of the volcano was so powerful that the entire island it stood on was blown to pieces and created three separate island which still exist today. Large chunks of the volcanic mountain slipped into the water creating a tsunami, most of it hit the Western and Eastern Shell Islands. That day they protected the North-Eastern coast of Sahul from an disaster, nonetheless some of the Tsunami managed to hit a small part of the continent, luckily it was severely weakened.

Heaps of rocks were spitted out by the volcano creating temporary islands around the Wabu Islands. Heaps of ash followed reportedly going as high as 80 kilometres as well creating a thick dark cloud that covered large parts of the north-western part of the continent, in some places it even reached the Umamthakom Mountains. Another consequence of the eruption was a temporary rise of one to two degrees Celsius across the continent. The explosion was so loud that most of Sahul heard it that day.

Most of the Wabu Islands remained uninhabitable for a decade, meaning that no more tortles were born until they resettles the Island. For the tortle need to return to their homeland before they can lay their eggs.
Jinn

**Jinn** are powerful sentient elemental creatures hailing from the desert regions. They are to other elementals what most humanoids are to animals, sharing the same origin but more advanced.

Legends tell of ancient Jinn that have been bound places and object of great importance, guarding it even after the once imprisoning them there has been long gone. They even say that the most powerful of them have the ability to grant a wish.
Kiwiton

Kiwiton is a small village near the Flocking Woods. The village is named for both its most important food crop and most important livestock; kiwifruits & kiwi birds. The villagers live in traditional hobbit-holes dug into the side of grassy hills, on top of which they grow their farms. The busy docks of Kiwiton are filled with ships stocking up on supplies which let their sailors enjoy a bit of shore leave in the quiet country-side.

## Government

The town of Kiwiton is ruled by an council of elders. These elders are consulted on any subject from requests to have their blessing for a marriage to questions about how to make a child behave or how to improve one's kiwi pie recipe. There are always seven members on the council, and the older members have more of a say than the younger ones based on their experience and wisdom. The oldest member is the head representative of Kiwiton, and rules

## Cult of the dreaming city

Most of the inhabitants of Kiwiton are members of the cult of dreaming city. This friendly neighbourhood cult dedicates itself to a leviathan known as Wheke, On who's back they believe will be where they live once they die and move on to the Dream. By dedicating themselves in life to him they believe he will bless them and grands them a more comfortable home in his city. The cult worships Wheke through activities such as poetry nights, potlucks, and book clubs.
Ancestral hall

The dwarves life in giant fortress cities known as **Ancestral halls** or **paterna praetorium** in Nanousian. These halls are build inside of large rock formations such as mountains and cliffs. It is rare for new ancestral halls to be founded, but it is not unheard of. When a dwarf with enough prestige and a large enough following begins a fortified colony inside of a mountain it can grow into a ancestral hall if it manages to survive for four generations and gets acknowledged by other halls as one.

## Description

An ancestral hall is made out one enormous central chamber which are decorated with grandiose wall carvings and at least four enormous statues depicting the most venerable ancestors of the hall. It is from these statues that the ancestral halls get their names. From this central chamber a myriad of tunnel flow out which connect the highways, houses, and service buildings to the rest of the complex.

## Government

Ancestral halls are usually ruled by an praetor, who lays claim to all nearby ore veins in the area. The praetor rules for life, and upon his death a new praetor is chosen from among the soldiers protecting the hall. Free cities elect their next praetor in an election attended by the most influential people of the hall while cities belonging to the Dwarven Imperium have their praetors hand picket by the Kaiser himself.
A Tale of Knockers

**A Tale of Knockers** is a poem commonly told in the many taverns doting around Sahul. The story is especially popular with miners.

*Come around and feel the cold*

*For this a tale of old*

*A tale of knockers dare I say*

*Hopefully, I will not come to fray*

*What is a knocker you ask*

*A great ghost with a task*

*They warn the miners deep*

*For otherwise they would be fast asleep*

*An eternal slumber would be their faith*

*If it was not for this wraith*

*They warn the miners of collapse*

*For the mines are dangerous traps*

*They rock and shake*

*Causing a tremendous quake*

*The miners flee when a knocker knocks*

*Leaving behind their stocks*

*The miners live to see another light*

*So they can continue with their plight*

*The plight of digging for ores*

*For that’s how they earn their scores*
Flying bathans

The **Flying bathans** is a small carnivore native to the island of Domuc. It hunts by gliding from tree to tree and swallowing its prey. Its main prey are bats, although it also likes to eat the many types of bird native to the island.

## Description

The flying bathans is a small furry predator. It has a small oval shaped body with no defined neck and stands on four limbs directly under it. Its limbs end in a set of 5 sharp nails that help it climb trees. Between its limbs are thin flaps of skin that it uses to glide. The head of the flying bathans long and thin, with two pink rounded ears on top. Its teeth are small and sharp, with one extra sharp canine in each corner. It has a large fluffy tail and a brown coat with white spots.

## Culture

The flying bathans is a popular pet with well to do halflings. These halflings like to use flying bathans to catch bats for them while out in the field. flying bathans used in hunting are brought by their owners in large wooden cages inside of which they have enough space to glide around. Several times a year competitions are held for saint bathan hunting. The saint bathan who brings his owner the largest bat is declared the winner of the hunt. Professional saint bathan hunters use wooden gloves for their pet to hold on to, but these are not required.
Coiling snakes

**Coiling snakes** is a game where one side tries to surround all the pieces of the opponent side. A piece is surrounded when four enemy pieces stand the adjacent squares. Each one of the borders of the board counts as a neutral piece which sides with the player that is on the offensive. The game is usually played at dusk in a local inns or at home by the commoners as a form of entertainment or competition. Those who can afford themselves some leisure time might also play it during other fun activities such as a picnic or after a royal hunt.

The game of coiling snakes is played with two sets ten fang-shaped pieces (one set yellow, the other white) on either side of a square wooden board. On this board are eight rows which each contain eight squares, differentiating between yellow and black, like the scales of a snake. The fang-shaped pieces are placed on the board with eight small pieces on the first row and two slightly longer pieces on the third and sixth square of the second row.

## History

Coiling snakes is a game which has been played since time immemorial, long before any known kingdoms or empires could rise and fall. The games was originally designed by a village elder as a way to teach the young hunters how, through cooperation and clever tactics, they could best take on their prey. The tactic he wanted to teach was one where the hunters would overwhelm their target by surrounding them, making them like a snake that coils itself around a rat. Back in those days the pieces where made with real snake teeth collected from caught animals, but as the game became more popular and the demand increased these were replaced with the cheaper terracotta pieces, although the rich sometimes still have pieces made of teeth or ivory.
Ibis

The **Ibis** is a bird that can be found in wetlands and near docks. Inside urban areas they are known to disturb shipping supplies and steal recently caught lobsters.

## General

The Ibis around 65–75 cm (26–30 in) long and has a bald black head and neck and a long black curved beak. The male is slightly heavier than the females, weighting around 1.7–2.5 kg (3.7–5.5 lb) compared to 1.4–1.9 kg (3.1–4.2 lb). The body plumage is white although it may become brown-stained.
Blackbutt

**Blackbutt** is a large tree primarily used for its hardwood. The wood of this tree is often used in the construction of wagons and ships like the Tri-fan Galleons. A blackbutt tree can grow between 20 to 45 meters in height with trunk of 4.1 diameters. It has dark fibrous grey-brown spongy bark covering the lower part of the trunk, which comes away in strips. The bark higher up and on the branches is a glossy cream, occasionally with scribbles from insect larvae.
Konsulh

**Konsulh** is one of the two high gods together with his brother Tenno. He is the more timid and friendly brother, preferring diplomacy and political discussion over direct actions. But sadly Konsulh is less talented in the art of creating than his brother, with most of his creations lacking the order that those of Tenno had, all of them becoming chaotic and unruly.

Konsulh used to loves interacting with the mortals of Sahul, but his words would often accidentally result in said mortals starting to fight each other. Eventually his creations became too much for the other gods to handle, forcing them to take a step back from the mortal world. Konsulh was forced to stop interacting with the mortal races as well, and for his part he listened to his fellow Azen with a heavy heart.

## Followers

Followers of Konsulh are rare and far between. Even those found to only sympathise with the high god are put on trail by the followers of Reyim. For to worship Konsulh is to worship chaos and to worship chaos is to go against the will of Tenno. Throughout the centuries the dragon-kin have pushed for the criminalisation of Konsulh worship in many realms.

However this does not mean that Konsulh has no worshippers. Hidden under the floorboard of shady taverns and up the attic of influential scholars the shrines and even temples of Konsulh can be found. Here secret cabals come together to practice their forbidden faith away from the watchful eyes of the law. Some of these followers pray to Konsulh because they believe that Konsulh is just being used as a scapegoat, but most pray to obtain mighty boons from the great evil god who created chaos and strife.

## Mely & Dwangk

Konsulh has two willie wagtails named Mely & Dwangk who work as his ears in the mortal world. Konsulh loved to send them down in order to learn more about how the mortals behaved, and would often have them whisper little lies into people's ears as a prank to see how they would react. When one day Konsulh had cause a great war between two kingdoms Reyim decided she had enough. So she descended from the heavens, took up a great bow, and shot both of the birds down with a single arrow.
Dwelf

**Dwelves** or **Persuïans** are the offspring of dwarves and elves mostly hailing from the dwarven-elven hybrid Kingdom of Vatinia. Most dwelves are children of star elves but few sun elf dwelves walk the plane of Sahul.

## Description

Dwelves are an odd race combing many physical features from both dwarves and elves. Standing between 140 cm and 170 cm tall dwelves are slightly taller than a regular dwarf but shorter when compared to the average elf. Yet again the dwelves combine the bulkiness of the elves and dwarves, being still more bulky when compared to an elf or even a human, but slightly less so when compared to a dwarf. Dwelves did however inherit the pointy ears of the elves and the beards of the dwarves, albeit shorter and less fully grown. Weighing between 70.5kg and 104kg a dwelf is neither slender as and elf or as stocky as a dwarf, but are still more stockier than a half-elf or human, forming their own niche within the world.

Dwelves generally tend to live shorter than a dwarf or a star-elf because most dwelves are the offspring of dwarves and sun-elves, the latter having a much shorter lifespan when compared to the dwarves and sun-elves. Depending on the parents of the dwelf they might either live between 130 or 145 years old. Generally reaching physical maturity around their 30th birthday.

## In-game statistics

All dwelves share certain racial traits.
***Ability Score Increase.*** You can increase one of your ability scores by 2, and another one by 1. These increases can’t raise a score above 20.
***Variable Trait.*** You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.
***Persuïan Weapon Training.*** You have proficiency with the
***Languages.*** You can speak, read and write Common and Persu.
Human

**Humans** are a group of sentient creature native to Sahul. They look just like you and me. They are widespread across the continent. They are very adaptable, able to life in even the most extreme environments and can be found in most regions.

Sometimes a human and a elf get into romantic relationship. During their lifetime one elf can have multiple human lovers and outlive them. Their feminine features, fair elongated faces, and slender bodies are very attractive to a human. When a human and a elf successfully reproduce together the child will be born as a half-elf, a creature which combines the best features of man and elf.

## Culture

Humans are fierce and disagreeable but also kind and relaxed. They are renowned for their diversity and ambition, and although they lack any of the cultural specialisation that the other races have, they still excel in many areas. They don’t like to adhere to the rules, neither of society or of nature, to the extend that the creativity of a human to get around rules is infamous among the other races. Humans are not very punctual and it is an unwritten rule to get going at the time when you were meant to be somewhere. The favourite past time of humans are games, especially those where they can place bets to earn some money on the side such as competitive hawk racing.

When buying new clothes, a human specifically looks for something which is sturdy enough to withstand the outback. Their favourite materials are cotton and wool, although leather is also a popular option.

## Ingame-statistics

It's hard to make generalisations about humans, but your human character has these traits.
***Ability Score Increase.*** You can increase two of your ability scores by 1. These increases can’t raise a score above 20.
***Skillfull.*** You gain proficiency in one skill of your choice.
***Born Hero.*** You gain one feat of your choice.
***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orcish curses, Nullarborian musical expressions, Nanousian military phrases, and so on.
Inspirational Reading

A list of links for inspirational reading and interesting sources of information:

## Countries

### Australia

#### Native Australian myths

* Tiddalick The Frog -
* Kaenenner -
* The Rainmaker - Link
* The Whowie - Link

#### Native Australian Culture

* Bushcraft - Link
* Bushfood - Link
* Weapons - Link

#### Native Australian Dictionaries

* Noongar Dictionary - Link
* Wajarri Dictionary - Link
* Wiradjuri Dictionary - Link

#### Australian History and Nature

* Ned Kelly - Link
* Everything Australia - Link
* Australian animal tier list - Link

#### Creative exercises

* What If Australia Was A Pokemon Region? - link
* Savanna Wildlife - link

## Extra

### Worldbuilding

* Stoneworks World Building - Link
* Worldbuilding Magazine - Link
* Worldbuilding notes - Link
* G.R.A.P.E.S. - Link
* Types of World Landmarks - Link
* List of Structures & Landmarks - Link
* Chaotic Shiny, for all your random generators when you need inspiration (THIS IS A GREAT SITE USE IT) - Link
Construct

**Constructs** are artificially created autonomous objects capable of either fighting or performing some other complex task. Constructs lack the capability to think or reason, instead functioning as preprogrammed automatons following their creators orders. A construct is not considered alive, no matter how convincingly it acts like it does, and they do not reacquire to sleep, eat, or breath.
High Kanishish

**High Kanishish** is a now dead language that was once spoken by the citizens of Al-Kanish. No living speakers have survived the ruinous powers of the Event Horizon and the sands of time but yet enough fragments of High Kanishish have survived for people to read and write common documents in it. The vulgar form of Kanishish, once spoken by the peasants on the periphery of Al-Kanish's territorial expanse, is still alive and well and has become the primary language of the elven kingdoms up north.

## Preservation

A large part the language have been reconstructed from the verbal components of elemental spells which where first discovered by Al-Kanishian evokers. The preservation of High Kanishish is very important to scholars hoping to one day rediscover some ancient technological manuscript. A hope that has been proven correct by Professor Wrin when he rediscovered the secrets of makanium and kick started the Makanium Revolution. Wizarding universities all around the continent have their own wing or tower dedicated to the study of High Kanishish.
Coolamon

A **coolamon** is a shallow canoe shaped bowl made out of bark or wood with curves on both sides. Their size can vary from between fifteen centimetres to eighty centimetres in length and from eighty to twenty-six milometers wide.

## Usage

Coolamons have several uses like carrying food, water, or children, digging through the ground, or provide improvised protection against the elements. A coolamon can be used to carry objects in a myriad of ways. For short distances, like getting water from the local well, the coolamon will be carried by placing it under ones arm or will be carried over ones shoulder with two double strips of string. For journeys to further away locations the coolamon will be carried on a persons head with the aid of a circular pad for comfort. These pads are often made out of a piece of fur which is filled with grass or feathers for comfort. Then there are some people who like to attach some string to a small coolamon and wear it as a hat against the burning sun and pouring rain, and some people just hold the one they have on hand over their head as an improvised umbrella.

## Manufacturing process

Coolamons are most commonly made out of the bark of the stinking waddle. Although there are also examples of coolamons made out of a piece of tree trunk. After the wood has been cut the woodworker will insert a series of deep ridges into the wood with his knife. Then he will hold the wood over an open fire to give it its distinctive curved sides and harden the wood. After the wood has gained its form the coolamon's exterior gets decorated with a traditional painted pattern, after which it is waxed in Emu fat to waterproof the wood and prevent the decorations from being damaged.
Megalania

The **Megalania** is a massive draconian lizard. It is common for ignorant peasants to mistake them for dragons, which the megalania's aggressive attitude and deep, rumbling roars only encourage.

## Description

The megalania is 6 metres long and weighs over 900 kilogram. They posses a stocky, low-lying body covered in tough scales with a powerful tail, sharp claws, and a fierce maw which drools with special enzymes and bacteria that poison its prey.

While they are large enough to catch and eat dire wombats and dromornis, the megalania prefers to hunt much smaller prey that it can gulp down in one greedy swallow; humanoids and kangaroos are among its favourite meals.
Giant Death Adder

**Giant Death Adders** are big venomous snakes that live in caves and under piles of leaves.

The Giant Death Adder has a broad flattened, triangular head and a thick body with bands of red, brown and black with a grey, cream or pink belly.
Giant Death Adders do not hunt for their food, instead preferring to ambush their prey.
Aspère

**Aspère** is the chaotic Azen of determination, aspiration, and inspiration. Aspère might be one of the least understood members of the pantheon and was born of the part of Az's brain which Tenno stabbed. She is known to be a fickle goddess who responses even less often to prayers than the other gods do, preferring to reward those that stay loyal to her no matter the reward and those she deems worthy of her blessing.

Aspère's favourite mortals are as spontaneous as herself, and they will occasionally receive moments of brilliance from her in their time of need. She seems to rewards those who push themselves to the limit and face significant opposition head on, maybe for their foolishness, maybe for their determination: with Aspère its hard to know. Those who begin to rely too much on her blessings however are prone to overconfidence and punishing such hubris is a favourite activity of Aspère. Often she likes to lead proud mortals to do something so monumentally stupid that they either learn their lesson, or get destroyed.
Fungus

A **fungus** (plural: **fungi**) is an organisms that usually lives off of the deceased tissue of other creatures. This group of organisms includes for example Mushrooms, Yeasts, and Molds.

Some fungi can be dug up and eaten by humanoid creatures, while others have achieved enough sentience to prey on humanoids themselves.

## Members

* Barrelstalk
* Ebonfellow's Bread
* Scarlet Polyp
* Violet Polyp

## Notes

* While Fungi are in a separate kingdom from the Plants in real life, they are considered Plants in D&D for mechanical reasons.
Makanium cell

A **Makanium cell** is a orange Makanium crystal which is capable of storing several types mana for later usage. The crystals is cut into a hexagonal shape which ends in two cylinders on either side. Three of the six sided are then marked with sigils drawn in green makanium.

Makanium cells are used as ammunition in several magical devices including the caster which is a special type of wand which can shoot bolts of mana even when the user lacks any skill with magic.
Boodie

The **Boodie**, also known as the **Burrowing Bettong**, is a type of small marsupial that roam the dry bush-land of Sahul. They live in borrows, that they can only make in sandy ground, where they collect and eat a variety of flowers, roots, grasses, fungi, and termites.

Boodies are usually hunted as food by local wild men and adventurers.
Caster

A **caster** is a special wand which can be used by anyone despite their skill in the art of magic. Casters shoot bolts of phonic mana from their tips by using makanium cells as ammunition.

The wands are made out of a bronze shaft which is decorated with runes drawn in green makanium. On top of the wand is a hole with a mouth-like construction which can be open and closed. In this hole a makanium cell can be placed which the device uses as ammunition. Once the cell is depleted the user has to manually reload the caster by pulling the old cell out of the mouth-like contraption and placing an new one in.

There are casters of several sizes, with the smallest fitting in one's palm and the largest of them requiring two man to operate. These large military grade casters are capable of shooting phonic bolts strong enough to blast a slab house apart.
Hopping Mouse

The **Hopping Mouse** is a small rodent which hops around urban areas. The mouse is unique in it's movement, instead of a regular walk it hops. It does this by using it longer tail as a balancing mechanic. The arms of the Hopping Mouse are shorting than a regular mouse.

The Hopping Mouse can be found all throughout Sahul. From the Coarse Sea where is searches for the few plants available, to the shrublands in the north where the mouse get slightly bigger due to more food being available. Some scholars have suggested that the two Hopping Mouses found throughout Sahul are slightly different species. As in the words of Grushmash the walker of the skies once said: *"The two Hopping Mouse in the shrublands and Coarse Sea are more cousins than brothers."*
Az

Az
--

**Az** was a toad born in a frozen drop of dew which fell endlessly through the void. Eventually he became so fat that he absorbed the dew drop and began to spew a waterfall from his body into the void. Inside of this waterfall the gods Tenno and Konsulh where born who eventually slayed Az and used his body to create the universe. His left eye was turned into the sun of Wuriun and his right eye the moon of Indeko.
Boomerang

A **Boomerang** is L-shaped wooden throwing club which has a chance to return upon throwing.

## Usage

Boomerangs are primarily used for hunting game. Large prey such as Kangaroos are hunted by throwing the boomerang in such a angle that the creature's trajectory and that of the boomerang cross each other, after which the impact breaks the creature neck. Meanwhile game birds are hunted by throwing the boomerang over the grass and scaring them. These birds are then caught with a net as they fly up.

Besides this a boomerang can also be used as a digging tool, allowing one the dig a pit for the fire one which they can cook their recently caught game.

## Homebrew

melee weapon (simple, Throwing Club)
Damage: 1d6

Damage Type: Bludgeoning

Properties: Light, Range, Thrown

Range: 80/320
***Return Chance:***
1d20 + DEX for return chance roll
Makanium plague

When exposed to large amounts of Makanium many ailments can developed. The most infamous of these is called **Makanium plague** which in the past has made miners gone mad from prolonged exposure to Makanium while others developed horrible mutations. Any existing mental instability gets amplified by the infection.

Infected at first notice small rashes across their body, followed by an bursting headache. Eventually this headache turns the infected mad. During this process flesh across the body slowly turns into a green crystal like substance.
Kraterocracy of Hilal

The **Kraterocracy of Hilal**, which is often referred to as simply **Hilal**, is the traditional homeland of the Orcs. The Kratercrocracy shares its name with its capital city Hilal, around which much of the local culture revolves.

## Government

Every territory in Hilal is ruled over by a warlord and his tribe. These tribes all answer and pay tribute to the great warlord of Hilal, who stands as a unifying central power. Every tribe has its own set of laws based upon the original laws brought forth by Zog the Eldest which have been slowly been adjusted by generations of warlords and their sorcerers.

A Hilalian who breaks a law which he feels is either unfair or inconvenient has the right to challenge either the warlord or sorcerer to a duel, depending on his own strengths and talents. If he wins the duel the law gets changed to what he deems to be more fair or abolished, but if he loses he either gets executed for insubordination or punished for breaking the law if he puts up a good fight. If the challenger manages to kill the warlord or sorcerer during the duel before they have hit the ground they get offered their opponent's previous position. After all if the previous ruler died that easily it must have meant that they were too weak to rule and that this new guy is mighty enough for the task.

## Important settlements

* Hilal - The wall city of Hilal is home to the great warlord, ruler of all lesser warlords and to the Hilalian school of Necrotic Powers, the most prestigious school in the art of necromancy.

* Falev - The people of Falev are talented crafts-orcs who pride themselves on the quality of the blades that they forge. Falev is home to one of the last dark-forges, build in the style of those that the Dusk Lord himself used to forge his weapons of war.

* New Catraz - Named after the site of the orc rebellion's first victory, New Catraz is one of the more important cultural centres of Hilal and home to the Half-breed games.

* Mezar - Conquered from a loyalist tribe during the orc rebellion, Mezar now functions as the primary military base of the kraterocracy and the first line of defence against those who dare to threaten the great wall capitol.
MacMenzies

> "*Flying to your future on Makanium wings*"
> ― Motto of the MacMenzies
>
>

The **MacMenzies Merchant Guild** (officially pronounced MacMingis), more commonly known as **MacMenzies** or the **MMG**, is a international gnome run trading organisation.

## History

The MacMenzies was founded in 1477 AD by a group of five young squatters from Plopsapolis with the intend to secretly trade the resources of their newly acquired lands between them under the guise of a trading guild. The squatters had approached the Horace Bank to lend them the initial money for the scheme, after which the became close allies. After three years of working from the mansion of the great guild-master Jacob Spatterbottom the original five founding member of the MacMenzies had grown to over fifty legitimate traders, most of who had no idea of the insider trading that was going on between the guild leaders. In 1485 the guild moved to their new headquarters in the newly build Jacob's Tower.

## Members

The MacMenzies is run by an board of gnome squatters handpicked by their predecessors. They primarily hire fellow gnomes to work on the floor, but are also known to employ skilled members from the other races. These none-gnome employees mostly work as researchers or mercenaries. For the purpose of manual labour the MacMenzies likes to buys moon elven and gnoll slaves to work in their mines, quarries, and farms.

## Activities

Macmenzies is primarily interested in acquiring and trading natural resources such as makanium and wood, with a side business of selling land to desperate princes who want to start their own kingdoms.

They usually took these resources by investing in the exploitation of lesser developed realms such as Ishim.
Brabantsia

**Brabantsia** is a duchy in the Rim, located in the basin of the Wittewieven. The people of Brabantsia like to life simple lives with not too much trouble. They are famous for it's merriment, friendliness, partying and, most of all, for being the capitol of drugs in Sahul. However Brabantsia is also one of the rare realms that worship the religious heresy known as Mattoism and its druids function as its priesthood.

## Description

Generally a small nation dominated by agriculture. These farms are fed by the Gnice and its tributaries which find their origins primarily in the mountains surrounding Brabantsia. The country-side is characterised by the ever luring presence of two giant mountains, called the Wittewieven, which tower over the entire basin underneath. On these mountains the Order of the Wieven harvest perma-snow from under their sacred oaks.

## Important settlements

* Den Peen - Capitol of Brabantsia and home to the university of natural sciences.
* Gniceside - A mining town know for its delicious fried dough dish known as rooiebak.
* Kruisigem - Large city on the Gnice known for its boat builders and relaxing steam baths.
* Ernestbeet - City on the eastern border famous for having beat back an attack by the Dwarven Imperium and fighting religious extremist back today.

## Culture

Once a year a gigantic harvest festival, called *Lasjouffe* is held. This is a party that lasts for a whole week, where all residents let loose and party day and night. During Lasjouffe it is traditional to eat small cubes of local cheese on a platter with some slices of sausage. The cheese has been ripened for three weeks in local beer