recursal/Fanatic-Fandom huggingface dataset:
Welkin

* Greater Welkin
* Lesser Welkin

Welkins are flying monstrosities that combine vulture-like features with that of lesser dragons such as wyverns.

Both greater and lesser welkins are sometimes used as flying mounts.

## Description

Varying in size significantly between the greater and lesser varieties, both types of welkin are unified by a few general features. First and foremost, welkins outwardly look like vastly-larger versions of many of the lammergeier vultures found through the Ironfangs, although with the addition of a large head frill, a club-like tail covered in bony spikes, and long tusks extending upwards from its jaw and downwards from their chin. When threatened, they are known to plummet from on high to strike attackers with their ram-like brow, before pummelling them further with their weighty tail.

Highly aggressive and difficult to train, greater welkins are known for their vibrant feathers, which usually develop into autumnal colours of orange, reds and yellows. By contrast, lesser welkins, smaller by a measure than their more colourful kin, instead usually have feathers shaded brown, grey and white-blue. Greater welkins, once fully grow, are capable of carrying three individuals and their belongings with space for further provisions with ease. By contrast, even the largest lesser welkins usually struggle to carry more than two individuals and their belongings.

## History

Both greater and lesser welkins are utilised by the Feather Fall of Aviacrest to aid them in their patrols around the city.

In 134WD, Glede-Amberlight, a group of adventurers from Amber Run hired a pair of Lesser Welkin and a Greater Welkin from Oroto Way's Haulage, a subsidary of the Galeriders. After training from Dakkik, the party used the mounts to fly to Ulding's Keep, with Lazarus and Faustus riding Faith, Arnica, Ellie and Rover atop Triumph, and Ódóvir and Ashewan flying atop Mayhem.
The Undying Queen

## Goddess of the Hoard

* Artwork
* Symbol

## Technical Information

### Symbol

A crown set with five precious stones - a ruby, emerald, sapphire, pearl and a black diamond

## Rules Information

### Domains

Trickery, War

The Undying Queen is an Intermediate Deity in Ahlus that occupies a place amongst the Malign.

## History

Known as Tiamat to those not native to Ahlus, the Undying Queen encourages greed, jealously and a desire to hoard in all that pledge their lives in service. Any of those seeking wealth will undoubtedly hear her whispers, seeding ideas in line with her arrogance, spiteful and vain nature. When they accrue wealth for themselves, acting upon her guidance, all that bow before the Queen are expected to pay tithe, allowing her to grow her own hoard.

## Enemies

The Undying Queen sees the teachings of Ilemer as nothing short than blasphemous. Whereas Ilemer instructs his followers to spend their wealth so they may gain in experiences and opportunities, the Undying Queen instead teaches that the collection of wealth is the greatest of achievements attainable for a being, be they mortal or eternal in nature. Likewise, the restrictions imposed upon the Undying Queen by the Lord of Nessus spurns the hatred of the deity and her followers.

## Commandments

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

Wren was a Half-Elf Sorcerer hired by Nelenet to explore the continent of Ahlus.

## Personality

Cocky, dishonourable and arrogant are all words that have been used to speak of Wren during his limited time in Ahlus. He was a suave individual, known for his great love of hedonism, siring a crop of a great many bastards throughout the world. He was deceptive at times, using various names and aliases to make sure that he could not be tracked by those he did not want to speak to. When he had to be, however, he was his own sort of kind. He ensured the safety of his son Fonteyne after discovering the boy's lineage, and he fought valiantly for his fellow adventurers.

Following his resurrection, this personality was lost.

## Backstory

Wren's father was a flippant and chaotic wood elf of great celebrity, from whom Wren inherited many of his more selfish traits. His mother was a human, who died under mysterious and seemingly magical circumstances, and whose killer was never found.

Wren was proficient in magic from birth. His bizarre and intense magic manifested itself often and loudly, which he began to exploit in public magic shows, earning himself a fine amount of coin. He travelled up and down the coast doing his shows until he became something of a feature of the towns he visited. He was no longer someone who could show up at any time and do anything. He was a routine man with a routine show, and that put him in a deep depression. That would not serve.

A crier at the docks one day heard spun a tale of a continent unexplored, requiring daring adventurers to partake in travelling there. That was good enough for Wren, who caught the nearest boat (and nearest teleportation circle) to Ahlus.

## Adventures in Ahlus

- Wren was integral in the discovery of the Dustlords of Anorcor, helping defeat the fiendish Khitros.

- Wren was present for the discovery of, and first clash with, the Legion of the Black Hand.

- Wren was a wielder of Iron Thorn which, by his own volition or otherwise, he helped name.

- Wren was slain by the forces of Nakhelos the Sacrosanct.
Vottyrmoor

* Artwork
* Map

Vottyrmoor is a small village located within the Ironfangs, near the base of the mountain known as Ulding's Keep.

## Description

Located in a broad and relatively flat valley at the base of Ulding's Keep, Vottyrmoor was an otherwise unassuming small village approximately fifty miles northwest of the city of Khonoldhur unto it suffered a landslide that cut it off from its liege state. Although patrols of Bynar Blades were sent to offer aid, in the end it would be a group of cloud giants and some of their auxiliary vassals - ogres and aarakocra, that would clear the valley.

In doing so, a deal was struck/forced upon the surviving villagers. In addition to their rescue, the giants would augment the local weather and foliage to provide fertile soils capable of producing fruits and vegetables of monstrous size (apples the sizes of pumpkins, boulder raspberries larger than a humanoid's fist). In exchange, the villagers would routinely repeat their cries for aid to the wider world, thus attracting adventurers and other individuals likely to possess magic items to the area - from which the giants could then pillage freely. More routinely however, minions of the giants lay in wait within the city, using the roof loft of the village's windmill as a storing hold for the items until a courier descended from above to collect them.

It was uncertain whether the villagers were aware that their elder - Grydur Stroldeginn - had been replaced by a oni called Kirikagu, who served as one of Histrove's trusted aides. Nonetheless, the plot was uncovered by a party of Amber Run residents, who held fast against the attackers, before departing with the ill-gained spoils collected in the windmill awaiting collection.
Trele

Trele was a human child fostered by the firbolg Ronan.

## Description

Slightly shorter than a child of similar apparent age, Trele is easily dwarfed by their foster guardian Ronan, little more than a third of their height. Muddy blue-brown eyes and a mop of blue hair decorate an otherwise plain appearance, though their curious and kind-hearted personality garners much attention nonetheless.

They have not struggled to find others bigger and braver than them to help them overcome their struggles, fears and worries - whether they are concerns about the Church of Asmodeus or simply what to eat for breakfast.

## History

Trele was discovered by the Leonin Pride whilst overseeing expansion of the mines beneath Whittengrove. Sealed within an arcanely-locked casket, Trele was roused to consciousness, uncertain about how long they had been within the box. They made mention of their parents Meled and Sumah, as well as having previously lived in a village.

Before it was dispelled, runes in an unknown language were deciphered to read both "Embrace the Transcendent Flesh" and "Fear the Fearful". As such, a great deal of suspicion and attention has generally been garnered upon them, though never coming to blows. Shortly after celebrating a birthday, a crowd gathered to watch as Trele showed off their newly developed magical abilities - summoning minor illusionary animals, creating sparks of harmless light and warming and chilling things at a touch. In response, Ronan took Trele with him to the city of Rydoon, hoping to learn something more of the nature of his ward - but the pair has failed to yet return from the city.

Following an encounter with Glaring Freda, it seems increasingly likely that Trele was at one point a resident of the settlement Festertarn, located within Covengrove. Their likeless was seen on the walls of the hovel occupied by Glaring Freda under her guise as Bomenor, the village elder. Along with about a dozen others, Trele's drawing was decorated with eyes painted in a mixture of tree sap and blood.

## True Identity

In truth, the 'Trele' that resided with Ronan for a time was actually Magnhild Juniperspawn, having been transformed into a fascimile of a boy in her memories. It was only when 'Trele' turned thirteen that the latent magics that awakened in Magnhild at the same age restored a fragment of her memories, prompting her to seek out more of her kind - and eventually find herself through a ritual to summon Graz'zt, the Dark Prince.

As such, it is unknown what fate befell the actual Trele, who seems to have truly existed at some point.
Woods

Woods is a shifter ranger and rogue affiliated with the Green Quill Troupe.

## Description

Hailing from the lands of the Aethelwald, specifically those ruled over by Velenthir Estate, Woods found a simple living aiding lumberers operating in Candlegrove Forest seeking to harvest the Wickpine trees famed from within. Doubling up on his pay in doing so through the coin earned guiding the groups to appropriate groves and later clearing their pockets and pouches of further silver and gold - blaming the resulting thefts on fey spirits and counselling the lumberers to focus instead on the profits to be earned through the efforts, Woods turned from self-centred dishonesty shortly after meeting Imoros Corurian Prospero Trinvorn. Together, the pair travelled east to the Greensong forests, founding the Green Quill Troupe alongside the wood elf warlock Kelun.

Woods was present when the group carried out a ritual to create a portal to the Feywild at the behest of the Archfey Morgaelei. However, the resulting rift instead tore through to the Abyss, nearly allowing the egress of the scheming and deceitful Demon Prince Acherontia in the process. Despite this, with the primary rift closed, Woods continued to follow Kelun's lead, seeking to hunt down the remaining escaped demons in penance.
Tinker's Trove

Tinker's Trove is a workshop and enchanting store in the settlement of Whittengrove.

## History

A few months after his arrival in Whittengrove, the artificer Fafnir invested his newfound earnings to construct a workshop for his ongoing experiments, before expanding it further still to include a storefront and display shelves and tables for newly-enchanted trinkets and curious creations.

## Description

A pleasant chime rings out as you open the door to the establishment. As you look up towards the door you find the source, a small bell attached to the door frame.

As you begin looking around the shop, you start to find strange and varied goods. From the basic utilities of tools and the materials needed to utilise them, to strange constructions of a clockwork design. Including one of the owners newest creations, called a “time-ticker”, a small flattened mechanical orb that was wound up and when opened made a distinct ticking sound and was used as a sundial, but without the sun.

Occasionally, special items might be available for sale. Either small pieces of any new projects of the owner, or magical items acquired that the tinkerer wished to share with others. But that’s not what you were looking for today.

It was rare that a customer would meet with Fafnir directly, the dwarf tended to be too busy for such. Still, today you saw him walk through the shop, a conversation with one of the workers, a young child at his side as he walked into the back rooms. His time mostly seemed spent working on his own projects, as well as his personal life, which was not very commonly known. Despite his outgoing and friendly nature, the artificer was clearly a rather private person.

Those who know him well enough to have seen the back rooms and workshop could notice the complex systems of communications interlacing the rooms, allowing for simple signals to move from one room to the others. Also of note were the arcane wards placed throughout the backrooms. Some would have seen the sparsely decorated but well equipped workshop.

Fewer still has seen the attached residences, both for workers and the owner himself. Neatly furnished, with separate areas for individuals, allowing a surprisingly private space, given the interconnected nature of the establishment. All protected from curious ears, via a Private Sanctum spell.
The Vaulted Gardens

* Artwork
* Map

The Vaulted Gardens is a region within the Laayo Wilds known for its vibrancy - and danger.

## Description

Located a day or so west of Laayo Lake, the Vaulted Gardens are a vast complex of ancient courtyards, plazas and cloisters, all reclaimed by the jungle surrounding it. That structure which remains form towering archways choked with vines of yellow, orange, purple and green colouration, with a plethora of flowers, shrubs, trees and other plants growing throughout. Shallow rivers wind through the region, collecting rainfall and providing further sources of growth, with mosses, creepers and grasses stretching across their banks. Many rare plants, including that of Obvert Moss and Shimmer Leaf have been found in the region, as well as more common jungle affair, such as Sourgrass, Purple Apricots, Amber Ivy and Kava. It is speculated that the region may, in the right circumstances, be one of few where Night Lotus might readily grow.

Compared to much of the surrounding jungle, the region is quieter, but not entirely silent. It is an eerie and haunting place, with many beasts and other creatures of the forest actively avoiding it, on account of its infestation with assassin vines such as Allamandas, and more hazardously so, a particular density of Tvivalki, including rarely-encountered varieties, such as Bloodreapers, and supposedly that of the legendary Gloomphantom. For this reason, it is largely unexplored, the origin of the ruins uncertain and their extent unknown.

## History

While on the trail of the Preacher of Poison, Torrun Rudd, an adventuring party passed through part of the Vaulted Garden, within which they were quickly set upon by a pair of Tvivalki and a Tvivalki Bloodreaper, despite the efforts of a lizardfolk herbalist trying to warn them of the danger. Suffering grievous wounds from the encounter, the martially-inclined party managed to fight them off, securing an alcove to rest and tend to their wounds, before promptly moving onwards.
Yarbeck Tor

* Artwork
* Map

Yarbeck Tor is an island off the northern coast of Ahlus.

## Description

One of the major isles of the Brumal Deep, Yarbeck Tor is predominantly covered in glaciers, ice and snow plains, with a central band of mountains that runs through its centre. Near the southern edge of this range is the peak of Vorndarim, which steadily stirs a plume of soot and ash skyward. For many, Vorndarim is a beacon that guides their passage on clearer days, though the isle is often embroiled in vicious blizzards that stand as a frigid contrast to the sulphurous warmth near the island's heart.

Small colonies of dwarves and orcs are known to reside along the isle's southern shorelines, hailing down passing vessels for sake of trade before disappearing into the frozen plains once more.
Morennel Uthreloth

Morennel Uthreloth is a Drow Wizard hired by Nelenet to explore the continent of Ahlus.

## Personality

Morennel believes that the control over the world that his magic grants extends to him personally; that his skill lends him a greater position amongst mortals - that he is some form of near-spiritual ruler. He is a flatterer, in truth, willing to tell people what they want as long as it benefits himself. He is somewhat aloof, and holds few real connections to people. He has a great interest in his own magical capabilities and will not be halted in his pursuit for more power. For the greater good, of course. He is not prone to bouts of cruelty, but can be as efficient in battle as he sees fit.

Morennel's haughtiness has lessened somewhat after his death and subsequent revival. In his mind, it felt as though he was instantly returned to Ahlus and instantly in great pain, but for the second of 'death' that he remembers, he thinks of it fondly. He wishes to recreate the peace he felt in death by exercising control over the world through his magic to bring harmony.

## Backstory

Wizardry was a ladder; a ladder to a better life, to better conditions to better status. For Dark Elves cursed with a male form, it was one of the few ways to rise in society. The Uthreloth Den was one of many in the Underdark, and it had three powerful sons, Mor among them. And though he was the youngest, he was the most praised of his family, for his use of dunamantic magics was without rival in his bloodline (though he still had much to learn). When war broke out in the Underdark, the dens destroyed the Arkenviir family without mercy. Morennel did not like this - he could not. As his own family's forces moved in to destroy the Arkenviiri, Mor struck down the commanders of his den's army and fled after the last survivor of the Arkenviir den (and her loyal servant). Spending his time in Ahlus practising with his chronurgy, he has finally deemed himself ready to enter and explore the world.
Waxhusk

Waxhusk is a plant with alchemical and herbal value.

## Description

Adapted to survive in arid environments, the majority of Waxhusk is located underground, with the overground portions appearing like wizened roots covered in a thick putty-like residue that gives off a faintly citrus-like scent. This residue has an number of reported properties, including serving as a the foundation for a number of make-ups, paints and other pigments for safe use of skin and structures alike, whereas the roots contain a residue of water that can be used in emergencies as a source of hydration.

## Usage

When combined alongside Dragon Fennel and flaked morganite gemstone pieces, Waxhusk serves as a primary ingredient for brewing a Potion of Impersonating. This colourful potion seems to spontaneously shift in colour and viscosity. A creature that drinks this potion gains the ability to cast *Disguise Self* at-will with only somatic components for the next ten minutes, as well as the ability to mimic the speech of another person or the sounds made by other creatures. The drinker must have heard the person speaking, or heard the creature make the sound, for at least 1 minute.
Tinaemortum

Tinaemortum is the collective name given to 207th to 211th layers of the Abyss, ruled over by the Demon Prince Acherontia.

## Description

Filled with lush and vibrant jungles and forests that fall away to reveal stunning vistas of staggering pulchritude, the layers of Tinaemortum sprawl as vast valleys of flowers in bloom, nestled beneath a cloudless sky filled with radiant motes of light and dancing auroras of green, blue and pink. The air is perpetually filled with the cloying sweetness of a thousand nectars produced by myriad plants unlike any found elsewhere in the Planes of Existence, and the sound of babbling brooks, chirping insects and calling birds echoes throughout.

However, such splendour and beauty is a façade, for each petal and stem hides hidden thorns, sweet nectars are in truth deadly poisons, and the rose-tinted light overhead saps at the strength of any that linger too long. Fittingly, conventionally-encountered demons are further corrupted by the presence in the layers, affording them outwardly beautiful floral forms, though such appearances are quite literally skin-deep.

The five layers of the Abyss that Tinaemortum sprawls across are arranged to form the body and paired forewings and hindwings of a butterfly or moth, continuously folding past each other with the flurry of the wings.

## History

Under the guise of pretending to be the Archfey Morgaelei petitioning the wood elf warlock Kelun and the Green Quill Troupe to create a supposed connection to the Feywild, Acherontia tricked the group into opening a rift to Tinaemortum using the weapon Toil as a sort-of tuning fork, allowing for a number of demons to escape in the Material Plane. Despite this, Acherontia made no concerted effort to escape themselves, instead revelling in the panic sowed by the discovery of the deceit dealt unto the group.
Vonnos

Vonnos was a Shadar-kai mercenary affiliated with the cult of Venari operating within the Feywild.

## Description

Like most Shadar-kai, Vonnos was an elven figure lithe and near deathly in appearance, with dark and sunken eyes, mournful and joyless in his manner and nature. He wielded no obvious weaponry, although could summon a long whip wrought from shadow using the *Gloves of Grasping Gloom*, his pair of enchanted gloves, as well as some limited spellcasting ability.

His Shadar-kai heritage allowed him the ability to jaunt between areas of shadow, albeit but a few times a day.

## History

Upon a journey to the Feywild to deliver a Heartgerm of a Chromarind Heart Tree to the Archfey Ilena, a plot was discovered that involved followers of many followers of Venari, Vonnos included. At Teneserral Fort, Vonnos was witnessed making conversation with the vampire Kristoph, the latter of whom moved to leave by means of a Gloomstalker mount - although interrupted in the process by Timbermitt casting *Streaking Jolt*. The vampire subsequently landed, ravaged Timbermitt and drinking deeply of his blood, before with a sudden promptness commanding Vonnos and his soldiers to kill the rest of the party before departing.

Vonnos did as bid, aided by a Bloodwood Giant, Gloam Rangers and Dusk Hunters, but was eventually slain by Arnica using her bow, who planted a thunderous arrow through the back of his head as he moved to reposition himself.
Tomb of Ayep

* Artwork
* Map

Naldri

Siebern Kuiper

Zareyl Arkenviir

The Tomb of Ayep was a moderate size temple just north of the Remnant Hills, in the base of a mountain in the western Ironfangs.

## Description

Located at the end of a winding valley, the Tomb of Ayep was created by digging directly into the stone at the base of one of the numerous mountains that make up the Ironfangs. It is made up of a entry chamber, two side chambers, each with additional siderooms, as well as the central tomb chamber in which Ayep the Zealous once rested.

## Notable Features

Upon the arrival of the expedition party of Otealt-Greencrown 4WD, they found the tomb to be a desolate location, already visited by another group and the eponymous Dustlord not present. Nearly all of the sarcophagi around the structure had been emptied, their contents either pillaged - or raised. Even the thickset sandstone door guarding the burial chamber had been smashed through, although apparently from the inside-out, instead of the opposite.

All of the evidence of the identity of the group that beat the expedition to the tomb seems to point to that of those allied to the Dustlords or Nakhelos himself, for the remains of either Clam or Drogglet were discovered before a shrine capable of dealing out significant quantities of psychic damage, as well as an obvious trap being laid for any that came to the tomb to investigate in the form of Anorcorian Soldiers lying in wait.
Wren's Wildberry

Wren's Wildberry is a fruit cider brewed in the farms and fields surrounding Whittengrove.

## Description

A lightly-sparkling cider brewed from a mulch of blackberries, red currants and apple, Wren's Wildberry was first brewed by the Undervine, the vineyard once owned and operate by the drow cleric Zareyl Arkenviir. It has since proliferated with numerous equivalents and knock-offs found in most taverns through the Lotus Basin and beyond, featuring names both exceedingly similar (such as Wren's Berrywild and Ren's Redberry) and far more distinct and thus products in their own right.
Theamera

## Goddess of Song and Story

* Artwork
* Symbol

Theamera, also known as the Eternal Minstrel, Lady of Melody and the Dancer Between the Stars is a member of the Ahlusian Pantheon known as the Principal Sixteen.

She is the Goddess of Song and Story.

## Commandments

* Chronicle that and those around you, seeking inspiration to create anew from it.
* Find the charm in life, upholding innocence and beauty by moving to protect it with your words and deeds alike.
* Your legacy and story will live on for centuries to come. Ensure it is a heritage that you are proud to call your own.

## Holy Day

Poet's Feast is a celebration of storytelling, both spoken and musical in which all members of society are encouraged to contribute. Whereas the Holy Day of Kroai, known as Redmeet's Remembrance, celebrates historical battles and heroes, the Poet's Feast is a more general event with stories of comedic occurrences and sorrowful tragedies among the most popular. Shared meals and dances fill the evening, providing further entertainment throughout the night.

## During Aita's Gift

During Aita's Gift, Theamera taught the races the secrets of language, showing them how to weave it to create poetry, music, tales and histories. Each and every language known to the Principal Races was designed by Theamera, based upon the whispers of the substance from which they were carved. The tongues of the dwarves and giants were hardy, resilient and deliberate, whereas the Common speech popular by humans was easily shaped and flavoured, malleable as the sand.
Tonic of Fur Growth

Tonics of Fur Growth are uncommon magical potions that protect their imbiber from the hazardous effects of the cold.

## Description

An atypical use of a Fundamentum Fortis base combined with antler velvet and Stubble Balm, Tonics of Fur Growth find infrequent use, given the peculiarness of their effects and being largely superseded by use of conventional furs or other winter clothing. Nonetheless, they have found novel usage in some covert operations, in which operators have used their effects to pass as beasts when viewed from afar, allowing them to engage in reconnaissance and subterfuge.

## Effects

This tonic is a thick brown liquid that smells like roasted venison. When you drink this tonic, you sprout a shaggy coat of fur, six inches thick. The fur lasts for 8 hours, after which time it falls off harmlessly. This fur mimics the effects of cold weather gear, protecting you from extreme cold.
The Tethered Harness

The Tethered Harness was the first Arcane Store to be officially created on the continent of Ahlus by those allied to Nelenet's Expedition Guild. It was also the site of a Magical Enchanter. The Tethered Harness is found within the settlement of Whittengrove.

## History

Funded by the earnings of the adventurer Siebern Kuiper, the wizard ordered the construction of the Tethered Harness from the building that had been his home in Whittengrove since his arrival. Outfitting it initially as a personal study, it was later expanded to serve the community of Whittengrove in matters mundane and magical alike.

## Description

The main store entranceway is overlooked by a balcony on the western aspect of the building that connect to the personal chambers of the wizard Siebern Kuiper, a room which takes up most of the first floor.

On the ground floor the main room is stocked high with bookshelves of empty pages ready for transcribing, as well as scrolls, inks and parchments, and the shop also produces small quantities of acid, antitoxin, perfumes, oils and potions. As such, the overwhelming scent within the Tethered Harness is that of acrid steam, layered with thick cloying tinctures and the musk of leather and ink that only adds to the sense of vellichor.
Volantar

Volantar is an aasimar spellcaster, researcher and member of the Avneclave.

## Description

Volantar was first encountered when an adventuring party travelled to the forest of Rossthane Thicket, finding the curiosity that Volantar had dedicated himself to studying too - the inclusion of a stretch of tropical rainforest at the heart of an otherwise unremarkable boreal forest. Dressed in a dark grey-black robe, and openly wearing a pendant of the Sovereign of the Nychthemeron, he introduced himself as Lan, seemingly conducting his research from a village contained within one of the large encloses used to demarcate different regions of the augmented forest.

Volantar holds an easy sense of confidence, though without foundation in an overbearing ego. Instead, they are comparable to that of a supervisor at a place of work, a priest leading a congregation, or even perhaps a paternalistic presence. Despite increasingly hostility from Ódóvir to the right of Howell Holdings to station troops within the forest, he retorted with measured replies, citing recent land expansions by Atralran into the Bristlebacks and historical efforts by the Hollow Concord to claim the Savage Creek Hills. Compared to the White Coats on duty, he offered respite to the party, citing the length of their journey, offering them simple affairs afforded by the land. Regardless, he was particularly evasive with his answers, which only served to further rile up the paladin.

## Abilities

As a member of the Avneclave, it is expected that Volantar is a capable spellcaster, a few confirmatory hints to this fact gleamed by the adventuring party during their encounter with him. When Cassiope tried to pry into his mind, she found it beyond her reach, and after their departure, it grew increasingly abundant that the memories of Cass, Coel and Enor that their journey to Rossthane Thicket had been altered, with Arnica and Ódóvir managing to resist its effects. It is assumed that Volantar was the cause of this anomaly, and thus the reason for his hospitality.
Ulmusar

Ulmusar, usually addressed with the title of Scion of Sohryca is an ancient treant based in the Morlet Cascades and affiliated with the Quiet Covenant.

## Description

Standing some forty feet tall, Ulmusar is a fearsome and grand treant that acts as the guardian, custodian and steward of the grove within the Morlet Cascades, an array of towering and stunning waterfalls in the northeastern Ironfangs near the Halmbrae Hills. In this role, Ulmusar was aided by a number of wood woads of various kinds, including at least one so-called 'grove warden' wood woad capable of wielding a mixture of divine and primal magic, as well as possessing a form more favourably suited for combat.

Whether from poachers and other opportunists seeking to profit off the abundant wildlife in the region, or marauding foes that would seek to destroy the natural beauty of the land itself, Ulmusar and his allies took a hard line to would-be corruptors, seeking to maintain the place and those similar in the name of the deity Caihrnn alongside a number other of their kind.

## History

Ulmusar was encountered by an adventuring party that found their way to the Morlet Cascades on the hunt of the accursed briar beast subsequently discovered to be a member of of the Gilraey family by means of *Contact Other Plane*. When the party arrived, they were immediately assaulted by wood woads, the guardians riled up and extra defensive following reports of a growing corruption elsewhere in the network watched over by the Quiet Covenant. Reporting to have lost a number of wood woads in the efforts to remove the corruption of unknown source, Ulmusar offered to reach out to the other members of the Covenant to search for clues in exchange for the adventuring party taking a *Root of Revitalisation* to help remove the corruption - motioning for the party to leap from the Cascades to find themselves transported by primal magics to what they would subsequently come to discover to be Renia Covert.
Zakiti

Zakiti was the handmaiden of Queen Lysiphoia and as such resided in Chalimar Palace.

## Description

Cautious and respectful, Zakiti was slightly below-average in height, her bright orange hair the most eye-catching feature. She has shown a willingness to diligently carry out her Queen's orders, moving quickly well needed to achieve what was requested to the best of her abilities. She had shown herself to know the layout of Chalimar Palace intimately, as well as its contents - down to each book in the assorted libraries dotted throughout the construction.

While her Queen was calm and confident, Zakiti's words and gestures were more cautious.
Vincent Frostbrooke

Vincent Frostbrooke was an Atral elf serving in the Silvertowers and the Régysseur of Amber Run.

He was killed during the Attack on the Isle of Midalios.

## Description

Born just to the northeast of Storm's Break, Vincent found himself drifting towards military matters in his later adolescence, serving for a spell in the ranks of the Duchy of Rethamia. When Eldarion I Goldlor ascending to the throne, Vincent pledged himself instead to the Atral army, later being stationed at Hobs' Fall.

A capable swordsman trained in the art of spellslinging, Vincent's day-to-day activities involved his management of the training yards of the stronghold before being promoted to the rank of Mettlemajor and tasked with overseeing the construction of a new settlement to the north. In doing so, Vincent was raised from Régyr to Régysseur.

As a child and an adolescent, Vincent delighted in falconry in the lands around the Malberry Falls, but upon pledging his support to the House of Goldlor has found little time for such pursuits - and so instead blazoned a falcon on his shield as a reminder of what he has given up in name of his fealty.

## Personality

Vincent had proven to be a diligent individual, willing to negotiate and listen to the individuals that he has been tasked with looking other and otherwise protecting, guiding and provisioning for. At the behest of many of the residents, he had a small office constructed at the centre of town, in which he held open forums for the townsfolk to come and share their potential concerns or desires. This diligence had been shown outside of official expectations, most notably with his care and attention to the plants provided for him by Arnica to liven up his office.

He showed a steadfast dedication to his Crown and the Marquis of Hobs' Fall, enforcing their laws and edicts - such as those affirming the outlaw of worship of the Elemental Princes - without hesitation. He moved quickly to respond to the theft that took place at Skålhalla, arresting Marl in response to the trail of evidence uncovered.

Later, when the murders of Jeremiah and Henrik Greyblood were discovered by adventurers checking in on Dane, he responded with sincerity, locking down that part of the town to investigate the matter further - later deducing that Henrik had been poisoned with Moonlight Sorrow, and Jeremiah stabbed from behind by an individual significantly shorter than him. His investigations also uncovered the remains of Flame Born, buried beneath a deer corpse to throw off the scent.

### Death

Vincent continued to follow up this thread alongside Rover Custard Augustine, before travelling to the city of Rydoon with his gathered evidence to present it to the Guild of the Guerdon following the arrest of Cassian. After splitting away from the party to visit the guild on the isle of Tike, he then made his way to the island of Midalios to once again rejoin the party. Subsequently, he was caught in the blast of the storm that ravaged the island, his death confirmed when Euora attempted to cast *Sending* to contact him, but found that should could not establish the necessary mental connection.
Vyra

## Goddess of Curiosity

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* Symbol

Vyra, also known The Avid One, The Secret Sister and The Beguiling One is a member of the Ahlusian Pantheon known as the Principal Sixteen.

She is the Goddess of Curiosity.

## Commandments

* Follow the whispers of the world, sate your curious urges hunting the secrets that it holds.
* A little mischief to bring joy and success is far more desirable than a lacklustre life lived bound rigidly by the chains imposed by others.
* Aim to bring laughter to those that never had laughed. A grin upon the face of a stoic figure is a victory greater than any battle can provide.

## Holy Day

Tricksters' Night takes place on the 15th day of Otealt, the third month of the year. It is customary for the youngest members of society to utilise both costumes and illusions to swap places with their peers, challenging each other to remain undetected in their deception for as long as possible. Within each social circle, whomever manages to learn the most interesting and intriguing secrets in such a time is proclaimed the victor.

## During Aita's Gift

During Aita's Gift Vyra bestowed the Races the wit to understand the world around them and seek out new knowledge. She serves as the patron god of halflings and gnomes, who believe that Vyra toyed with Aita's creation before she had a chance to breath life into what would become the first of their kind, The Secret Sister imbuing each with a purer and truer form of her nature - prompting greater curiosity and mischief in them respectively. Furthermore, Vyra is also credited with creating kobolds, who were shaped from the Dragonborn, granting them a more devious nature.

## Since Aita's Gift

Vyra was once served by an Exarch that was destroyed in the flame of a creature known as the Bane of Nidaynia, but the Secret Sister declined to offer her aid to reform them. It is speculated this was the result of her growing disapproval after they had bound a cabal of Cloud Giants to worship of themselves in place of her.
Vlondril

Vlondril is a drow paladin affiliated with the Eternal Night.

## Description

Shrouded in shimmering silver-blue plate armour, Vlondril casts a stern gaze upon those that fall into his path as he patrols the periphery of the Plane of Dreams. Accompanied by a miniature giant space hamster called Marble and an animated blade that glows with a blinding radiance, he wears the colours of the Eternal Night with pride.

He has been shown to possess the ability to duplicate himself, but in doing so seems to decrease the corporealness of each version of himself with each further conjuration.

## History

Vlondril was encountered briefly by adventurers seeking to secure a supply of Somnellow Bush, a process that saw them inadvertently project their consciousness into Dal Quor through the freeform nature of their dreams. Scolding the group as he rescued them from nightmarish spirits, he gave them a few brief moments to collect what they had come for, before calling for them to depart once more.
The Church of Taranis

The Church of Taranis is a religious building in the settlement of Viridell.

It was destroyed in 7WD, Loghelt-Amberlight by the Ancient Dragon Irsecrinth but shortly after rebuilt following sizeable donations of gold and labour from Grognac, Reginald S. Augustine, Hassk and Ignatius Saurwind.

## History

Upon arriving to Ahlus, the adventurer Derecho Dan quickly learned that upon the continent his chosen deity instead was revered under the name Taranis. In a pledge of fealty and zealotry both, he commissioned the construction of a church in the name of The Morning Light and is involved in the services that are carried out each dawn.

## Description

Upon a raised area of stark stone a shrine was first constructed, then walls. Immediately noticeable however was the absence of a roof, for worship within a place devoid of direct sunlight was deemed both foolish and blasphemous by Derecho Dan. Due to this design choice, natural lighting brings life to the place of worship, furthered only by the large crystalline shrine that bathes the congregation in warm orange-gold light as it thrums in the warmth of the sun.

The head priest, a brass-scaled dragonborn called Bavramux, is aided in his services by the genasi Derecho Dan.

## Temporary Destruction in 7WD

During the Fourth Battle for Viridell, the Ancient Dragon Irsecrinth in his Tempest Ascendent form destroyed the building housing the Radiant Waymark, thunderously shattering the frame houses the Wayfinder Stones. Consuming them in turn, he then escaped with all eight, before his storm buffetted the rest of the settlement, including the Church of Taranis, into ruins - leaving few survivors.

Within the turn of the year, it had been rebuilt following a combined effort of financial aid and workforce availability.
Slativet

Slativets are butterfly-like fey creatures known to swarm in great numbers.

## Description

The rippling wings of a slativet takes the appearance of a broad leaf, and thus, at rest, swarms of the fey creature might simply look like a particularly thick canopy of leaves overhead. When hunting, slativets can cause a hypnotic array of lights and colours to sprawl across their outstretched wings, stunning, charming and otherwise stupefying their living prey. Once entrapped as such, the slativet descends from above, uncurling a pair of chitin-covered humanoid-like legs to stroll over to the victim, typically shattering their chest open with a mallet-like beak and proboscis to feast on the insides.

Once properly treated to ensure they retain their scintillating properties, the wings of slativets are used by some fey to make fabrics, particularly so cloaks and capes.

## History

The Atral Knight Bona Windbell fought druids leading swarms of slativets in the Greater Greensong in her campaigns against the Fomorian warlord Zrazrott.
Zuggtmoy

## Prince of Shedaklah

* Artwork
* Symbol

Zuggtmoy, known also as the Lady of Rot, is a Demon Lord of the Abyss.

## Description

Considered by some scholars as a peer of Juiblex, Zuggtmoy also claims dominion over the Layer of Shedaklah, although seems to find enjoyment in the presence of the Glistener, who Zuggtmoy is said to consider and treat like a favoured pet.

Although many Demons have interests in the occurrences of the Underdark, few do so with as much vigour as the Demon Prince Zuggtmoy, whose mycelial webs have spread further still recently with the diminishment of influence experienced by the Mother of Lusts. Given further time, it is possible that the Lady of Rot may seek to wrest away the divinity held by Lolth, but for now the Goddess of Trickery remains too far elevated to fall into Zuggtmoy's grasp, although finds herself teetering further still.
Zylvari

Zylvari is a pallid elf affiliated with the Wildguard, the group of vagabonds led by her husband, the eladrin Dane Evergreen.

## Description

Suave and duplicitous, Zylvari has integrated herself perfectly with the rest of the Wildguard, matching them in their quips and retorts, meeting them as equals with blade, and just as capable at talking her way into a room as she is working her route clear with a tensioning tool and lockpick. Whether pretending to be a noble, government official, dockhand, merchant or travelling performer, she seems to revel in the performance of playing a part, a skill she has used for a number of purposes since. Since her impromptu marriage to Dane Evergreen, she had been a constant presence at his side.

With Dane's disappearance shortly after the Attack on the Pearl Ward, Zylvari likewise vanished, although it was noticed that unlike Dane, many of her belongings were missing from the Wild Cape tailor shop.

## History

A native of Viridell, Zylvari's family came to live within the city shortly after its founding, having operated a small theatre in what would become Lambert Quay for a number of years, before dwindling interest resulting in the building being bought out from beneath them. To their surprise, the new owners were amenable, allowing the family to continue to operate the theatre, but after a time Zylvari found herself drifting towards changing interests - a path that would eventually lead her into the way of Dane Evergreen and the Wildguard.

## Coded Messages

During Trickster's Night, Arnica noticed that Zylvari seemed to have the odd habit of sitting by open fires and chattering to herself in a manner outwardly similar to dramatic lines from a theatre play - although this was later suspected to be some kind of coded language, akin to that of Thieves' Cant. These comments were noted down by the artificer, and passed onto Vincent Frostbrooke for further investigation.

*"By passage of bloom's fall, or the wither of leaf and branch."*

*"The wind grows cold, just as per the depths of winter."*

*"Thumbs and fingers, feet and toes, all will chirp like the cricket's call."*

*"Even though the worm has just started to squirm, the fish already grows hungry."*

*"The ripples sprawl from the pond, as the pebbles are scattered from above."*
Titan of the Battlemistress

The Titan of the Battlemistress was a huge statue built upon the isle of Midalios.

## Description

Constructed around the same time as the Hippodros of Midalios during the reign of the Tyrant-King Namerta, the Titan of the Battlemistress was originally commissioned by the monarch to be a statue of the Black Hand, but instead was constructed to the appearance of Kroai out of defiance by the masons and other stoneworkers. The collapse of the Tyrant-King's regime came shortly after its erection, and it is commonly believed that the proclamation of faith to the Battlemistress through its construction was what provided the soon-to-be first Conclave of the Hollow Concord the strength sufficient to claim triumph and victory.

Standing over four hundred feet tall, the Titan of the Battlemistress stood atop the northwestern tip of the isle of Midalios, its feet built into the soil and stone beneath. It was widely believed that in times of great peril the statue would become inhabited by the spirit of Kroai herself, springing to life to defend the city from its foes.

## History

It was tradition for all individuals seeking to partake in the Kroan Games to make the journey up the hill to the Titan of the Battlemistress, bowing before her to make their pledge of intent to enter, swearing to abide by its rules to ensure the spirit of the games is maintained.

In 134WD, Carrast-Highreign, a detonation akin to a condensed and highly-destructive arcane storm erupted during the Opening Ceremony of the games, undermining the soil and stone of the isle so greatly that the Titan of the Battlemistress' left leg shattered, causing the bulk of the statue to fall - subsequently rended to nothing in the ball of arcane energy. Ever since, only the right leg, severed at the waist remains, itself still a pillar around two-hundred feet in height.