recursal/Fanatic-Fandom huggingface dataset:
The Crypts of Akhlo'Rohma (book)

This book can be found in a building in Dusps.

*During the time of Avsohm, a mass murderer known as the Lake Man struck fear into the hearts of the Drehmari. When he was captured, emperor Zorhis Ifeihl ordered the construction of a vast underground network of cells and tombs. Here, Avsohm would imprison and bury its greatest criminals.*

*Unfortunately, due to frequent expeditions from both magical institutes and the Order of Insohm, the Crypts grew unstable and collapsed in on themselves. All that remains are a few buried entrances that lead to nothing but rubble. The most well-kept of these is said to be northwest of here, along the coast, hidden among the cliffs.*

*The Crypts were a fascinating places of wisdom and learning that were unfortunately lost to time. Let it serve as a reminder that some knowledge has dire consequences.*
The Hunting of Greatbeast Muhs (book)

This book can be found in one of the buildings in Gozak.

*It is Av2 1583, and it is on this year that Greatbeast Muhs met his fate. Muhs, one of the Aspects created before the Second Avihm, is the father of all beasts within Drehmal. With that title, Father of BEasts, comes certain hatreds and worships. Some worship the Wyrm - particularly the people of Heartwood, the Gozaki. Others hate the Wyrm, for he created ferocious monstrosities that have caused many a Drehmari to meet a grisly fate. The Hunting Party is on the side of hatred. They believe that by slaying Greatbeast Muhs they shall not only end the scourge of murderous beasts, but also inherit his enormous party. The Hunting Party is wise and powerful - highly skilled individuals with a mighty Virmari amongst them. Greatbeast Muhs was a god, but even gods can die.*
The party entered Muhs' den, the enormous cavern along with Heartwood's western shore. Here they used powerful runic devices to ensnare Muhs and nullify his powers. Still, Muhs proved an incredibly formidable force, as a Wyrm.
The Hunting Party emerged victorious. The worshippers of Greatbeast Muhs mourned, hosting an enormous funeral ceremony, one of the largest in history.
The Hunting PArty was subject to a hunt themselves and were killed be swathes of angry mobs. The sole survivor of the Party was convicted of deicide and sentenced to life in prison within the depths of Ihted, the Avsohmic capital at the time.
May we remember the repercussions of the Hunting Party's goals and the impact it has had on the people of the Heartwood.
Drehmari

The Drehmari are the primary race of Drehmal, inhabiting most of the cities, towns, and settlements.

## History

The Drehmari were created at an unknown point, but it is suspected to be at the beginning of the second Avihm. After the war between Virturio and Maelihs, the Drehmari were free to grow into civilizations. In the second Avihim, year 1376, a Drehmari woman with unlimited potentia, bound together the lawless Black Jungle to form the Tidal Dynasty. In the year 1535, Drehn Mal’sohm becomes emperor of the Chosen Kingdom and reforms it into the Avsohmic Empire, with the goal to unite Drehmal and prepare for another war with the gods. Later, he dies and his empire falls apart without his morals. During 1551, Maelhis and Virturio return. In the year 1717, Avsohmic troops start fighting Maelihs. For an unknown reason, 80% of Avsohmic military units disappear. Maelihs launches an attack on Sal’Anyr, deploying the Skullmother and his airships for the first time. The city-stronghold falls within a day, marking the beginning of the Dune Wars and the end of the Second Avihm. Some Drehmari try to fight back, but until the Order of Insohm is created, they are losing. During year 643 of the third Avihm, The Battle for Drehmal begins. In the end, the Insohmics win the battle. This begins the fourth Avihm. The Order of Insohm has fallen more than a century after. Drehmal continues to slumber in the wake of an impending apocalypse. And at year 100, a group of Drehmari wake up in an ancient Avohmic Stasis Facility.
Mossfield

Minor Spoilers!*This article has minor spoilers. Read further if you want to know what happens in the story.*

## Mossfield

### Inhabitants

Drehmari

Mossfield (also New Mossfield) is a town in the Spearhead Forest region, located south of the Spearhead Forest tower across a bay.

Like most cities, it is heavily guarded by Runic Golems.

### **Lore**

Mossfield was originally constructed as a small port city by an ancient empire, but with the emergence of airships, it quickly began to grow in size. Within a decade it became the most populous city in the Spearhead Forest and was selected as the capital for the Order of Insohm. As more kingdoms joined the Order, Mossfield continued to grow even larger and became the largest city in drehmari history. Mossfield was a hub of culture, knowledge, art, industry, and trade. However, as relations within the order became unsteady, riots ensued, and for Mossfield's immense size and diversity, it was all but destroyed. New Mossfield lies west of the ruins of Mossfield, where the Insohmic Library stands as the only remaining intact building. It still boasts one of the largest populations in Drehmal, however the quality of life is slignificantly lower than ever before, and there still is mass migration out of the city - people searching for better opportunities. [Scroll down for more history, WIP]

#### **Unique Merchants and Villagers**

Mossfield is home to a market where permanent merchants offer the following trades:

* Spruce Merchant
	+ 4 Spruce Logs for 1 Emerald
	+ 2 Spruce Saplings for 1 Emerald
	+ 1 Emerald for 12 Spruce Logs
* Berry Merchant
	+ 6 Sweet Berries for 1 Emerald
	+ 1 Emerald for 24 Sweet Berries
* Salmon Merchant
	+ 3 Raw Salmon for 1 Emerald
	+ 1 Emerald for 12 Raw Salmon
* Meat Merchant
	+ 3 Raw Beef for 1 Emerald
	+ 2 Raw Mutton for 1 Emerald
	+ 1 Emerald for 10 Raw Beef
	+ 1 Emerald for 7 Raw Mutton
Gulf of Drehmal

### **Geography**

The Gulf of Drehmal is a coastal region that is mostly made up of rugged hills, forest, and swamp. On the eastern side of the region the coast is a low beach bordering large cliffs. There are two rivers in the region, one small river that drains from near the center of the region into a delta and then the main gulf, and the Resting river, much larger one that flows from much further inland in Purity Peaks and Akhlo'Rohma.

Regions bordering the Gulf of Drehmal include:

* Merijool

* Capital Valley

* Purity Peaks

* Ahklo'Rohma

### **In the Lore**

*There little to no information on this region.*
Drehmal (God)

## Drehmal

**Drehmal** (not to be confused with the land of Drehmal), one of The Three Deities, is the Final Aspect and represent neutrality, creation, and balance. Born from the destruction of the Primal Tree, they're described as a gargantuan white wyrm with great, tree-like antlers and a dangling leafy beard. They sometimes appear to pilgrims and worshippers, but also to thieves, and always give wise advice to those who listen to them. They rest now, but their influence is unthinkable, having the ability to reform the realm at will.

## Drehmal's Territory

As the creator of the land of Drehmal, their influence can be seen all over the map. However, most of their worshippers live in the Capital Valley or the Palisades Heath, where their sanctum, the Drehua Temple, is located.
Drehmal Wiki

**Welcome to the Drehmal Wiki!**

We're a collaborative community website about Drehmal: PRIMORDIAL that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

Drehmal: PRIMORDIAL is a massive, one of a kind Minecraft survival/adventure map with a heavy emphasis on exploration. Featuring fantastical custom biomes, unique weapons with incredible abilities, thirteen custom villages, towns, and cities, over 400 loot-filled structures, new advancements, special traders, tons of dungeons, a fast travel system, and a nonlinear main quest. You can download and read about the latest version here: [1.16.4]

Drehmal v2.2 Apotheosis is now in beta and downloadable here: [1.17.1]

Official Discord:
https://discord.gg/qU8netB3jn

## Important articles

RegionsTowersCitiesItemsThe OriginThe Terminus

*Here are some helpful articles for you!*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also take part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Crypts of Akhlo'Rohma

**The Cryps** consist of an underground dungeon-like structure located North of the Akhlo'Rohma region, along the coast.

**Chests**
1x Golden Apple
6x Gold Ingot
4x Redstone Dust
3x Pumpkin Seeds
4x Bone
 **1591, 86, -1837** | 1x Golden Apple
2x Iron Ingot
5x Gunpowder
5x String
2x Coal
1x Wheat
2x Melon Seeds

A chest at **1591, 85, -1818** contains the legendary item **Orchidaceae**.

#### **Lore**

During the Second Avihm, an infamous murderer known as the Lake Man was captured. The Avsohmic emperor Zorhis Ifeihl ordered the construction of a vast underground network of cells and tombs that would be used to imprison and bury the greatest and most feared criminals. The location of Akhlo’Rohma was chosen for the crypts due to its magical properties. These are provided by the massive arcane lake beneath the region. This would ensure that the evil dead buried there would stay dead (these fears were due to an epidemic of necromancy in the Empire).

Nearly two millennia later, the Order of Insohm and other groups would use this place to conduct experiments and research into the lost knowledge of Avsohm. This led to a massive collapse of the crypts, which are now almost entirely buried under piles of rock.

The story of the Crypts is depicted in the book The Crypts of Akhlo'Rohma found in a building in Dusps.
Ancient Sacrament (book)

This book can be found in a small structure right off of one of the paths in Lorahn'Kahl.

*O, silnar-tuo Lorahn, creator of time,*

*O, terhmis-tuo Loruhn, home of drakes,*

*O, mari-tuo Lo'Dahr, throne of the divine,*

*Call upon your power, your bright tohsima, bring life to the unliving, in the name of Aok the First Dead!*
Av2 1812 - Scholar's Diary (book)

Av2 1812 - Scholar's Diary can be found in Mt. Yavhlix.

*To think we found it... the source of everything, of nothing, of all magic, of all material substances. With it, we can power Avsohm for millions of years, and create untold technological wonders. But - as they always say - everything has a consequence. I wonder if this will.*
Purity Peaks

### **Geography**

Purity Peaks is a region full of rivers, with forests and lakes dispersed amongst cliffs. A few marshes are also spread throughout the region.

Regions bordering Purity Peaks includes:

* Akhlo'Rohma

* Gulf of Drehmal

* Capital Valley

* The Heartwood

### **In the Lore**

*Terhmia is a beautiful land of rolling hills, lush forests, and large outcroppings of a pure white rock, hence the name ‘Purity Peaks’. Long ago, it was filled with followers of Virtuo, but during Av2 it housed a kingdom that worshipped the Aspects, the old dragon gods. Their culture revolves around the Aspects and much of their art and architecture features drakes, wyrms, and serpents. The nation has been conquered many times throughout history because of Terhmia’s location between three rivaling nations - the kingdoms of Dreh’Noha, the Gozak Union, and the Kingdom of Dusps. Because of this, the people have transitioned from castles and cities to be more nomadic. They do still have their old capital city of Sal’Terhmis, but it functions more as a city-state and trading center than a capital.*
Divine Ruins

MAJOR Spoilers!*This article has MAJOR spoilers. Read further if you want to know what happens in the story.*

### Location

Akhlo'Rohma

The **Divine Ruins** is the location of the first event in Drehmal's postgame. It can be found within Sunken Astral Body in the Akhlo'Rohma region. the A riddle (in the form of an advancement), found along with the *Cast-Aside Thoughts,* points players here.

The riddle reads:
*Travel east of the painted city, a fallen fragment from the home of the deities.*

If a player tries to enter the ruins before defeating Tethlaen, then a layer of bedrock will be there and players will be presented with the message "You have a splitting headache". The dungeon itself consists of long halls with stationary skeleton archers placed throughout. The player also keeps the jumpboost effect, normally present in the Astral Body, which is needed to traverse the ruins. At the end the *Primal Mind* is found.

**See also:**
Transcript- Divine Ruins
Planning a Voyage (book)

This book can be found in a shelter on the northeast island of Casai.

*I'm almost ready to set sail towards the Island of Dusk. Over 1000 meters north... quite the treacherous journey. Wonder what I'll find there? If I understand correctly, the only people who dare traverse the northern sea to the islands are miners and researchers, not tourists. Count me as one of the lucky few.*
Artisan Items

**Artisan** items are a new class of items introduced in 2.2.

Artisan items can be bought from Runic Blacksmiths at settlements.

## Drabyel Runic Blacksmith

**Helmet of Neutrality**

 **Enchants** | Unbreaking 2

 **Cost -** Leather Cap + 10 Emeralds

**Chestpiece of Neutrality**

 **Enchants** | Unbreaking 2

 **Cost -** Leather Chestplate + 14 Emeralds

**Leggings of Neutrality**

 **Enchants** | Unbreaking 2

 **Cost -** Leather Leggings + 12 Emeralds

**Boots of Neutrality**

 **Enchants** | Unbreaking 2

 **Cost -** Leather Boots + 10 Emeralds

**Fair-Minded Axe**

 **Enchants** | Unbreaking 2

 **Cost -** Iron Axe + 16 Emeralds

**Shield of Neutrality**

 **Enchants** | Unbreaking 2

 **Cost -** Shield + 8 Emeralds

## Solvei Runic Blacksmith

**Hefty Barding**

 **Enchants** | N/A

 **Cost -** Leather Horse Armor + 8 Emeralds

**War Barding**

 **Enchants** | N/A

 **Cost -** Iron Horse Armor + 12 Emeralds

## Thesund Runic Blacksmith

**Infused Birch Crossbow**

 **Enchants** | N/A

 **Cost -** Crossbow + 18 Emeralds

**Explorer's Boots**

 **Bonus Stats** | +10% Movement Speed

 **Cost -** Leather Boots + 15 Emeralds

**Knight's Boots**

 **Bonus Stats** | +4 Max Health

 **Cost -** Leather Boots + 13 Emeralds

**Warrior's Boots**

 **Bonus Stats** | +0.2 Attack Speed

 **Cost -** Leather Boots + 13 Emeralds

## Sahd Runic Blacksmith

**Lazulite Helmet**

 **Enchants** | N/A

 **Cost -** Runic Amplifier + Diamond Helmet

**Lazulite Chestplate**

 **Enchants** | N/A

 **Cost -** Runic Amplifier + Diamond Chestplate

**Lazulite Leggings**

 **Enchants** | N/A

 **Cost -** Runic Amplifier + Diamond Leggings

**Lazulite Boots**

 **Enchants** | N/A

 **Cost -** Runic Amplifier + Diamond Boots

**Pathfinder's Vestments**

 **Enchants** | N/A

 **Cost -** 36 Emeralds

**Guardian's Greataxe**

 **Enchants** | N/A

 **Cost -** 17 Emeralds

**Zedoh Tower Shield**

 **Enchants** | Fire Aspect 3, Unbreaking 10

 **Cost -** 30 Emeralds + 16 Obsidian

## Schlonko Runic Blacksmith

**Hat**

 **Enchants** | Unbreaking 2

 **Cost -** 20 Emeralds

**Shield**

 **Enchants** | Unbreaking 2

 **Cost -** 18 Emeralds

## Tahva Runic Blacksmith

**Tahvan Sailor's Charm**

 **Cost -** 16 Emeralds + 1 Compass
Island of Dawn

The Island of Dawn region is in the west, and is home to the Island of Dawn tower.

### **Geography**

The Island of Dawn is a vibrantly colored island mostly filled with plains and plateaus. Trees are scarce, and giant mushrooms are present. Transparent crystals litter the ground as well.

The Island of Dawn does not border any other region directly, but it is close to a neighboring island, the Island of Dusk.
Pillager Report (book)

This book can be found in a chest in one of the buildings in Gozak.

*I've received reports of pillagers from the Verdant Labyrinth moving into the old ruined castle on the black mountain northeast of here. Apparently its quite the formidable force. We'll have to assemble a squad of guard to take them out or persuade them to leave.*

*I wonder why they've moved here. The group in the Labyrinth is practically a small army - they have a stranglehold on the area and plenty of resources. They're and extremely formidable force, but I don't see why they would expand to that old abandoned castle? Maybe they're looking for something. I've head rumors about that mountain hiding something within it, but they're just that - rumors.*
Islands of the Realm (book)

This book can be found in Highfall.

*There are many islands across the entire realm, dotting the oceans, visible from the coastlines. Yet, there exists a pair of twin islands, far out of sight and lied undiscovered for many centuries. The Islands of Dusk and Dawn, discovered in Av3 298, being a staple in an age of rediscovery and learning. These islands, far to the north of Casai and Merijool, feature stunning purple grass and crimson trees. Interspersed through the branches and soil are massive crystals, which are used to create various magical items. The Island of Dusk in the west is the more overgrown of the two, and has yet to succumb to the intense 'crystal infection' that plagues its sibling. The Island of Dawn is much more sparse of wildlife, with the most dominant form of it being mushrooms. Some say there exists a secret third island, to the south of the Black Jungle (the land even further south than Mossfield!). The tree in the town center is supposedly from this fabled land and was gifted to us millenia ago when Highfall was still a powerful capital of trade and commerce.*
The Ebony Veldt

## Geography

The Ebony Veldt is located in the west, and is primarily a savannah, and as such its geography is dominated by vast plains with relatively sparse, low trees and few major topographical features.

Regions that border The Ebony Veldt include:

* Mount Ebonfire

* Casai

* Merijool

* Tharxax Plains

* Nimahj Swamp

* Anyr'Nogur
Origins of the Casain (book)

This book can be found in the Athrah library.

*The Casain ethnicity is an offshoot of the Ebohni tribe (direct descendants are called Ebonfolk), a group centered in the present-day Ebony Veldt and Southern Casai. They interacted a lot with the tribes around them, mostly the Ebohni but occasionally Merians (tribes of Merijool) and Tharhans.*

*What made the Casain tribes stand out from the rest was their general peacefulness, especially those at the tip of the peninsula. While the climate was dry and the sand unfit for farming, the central valley along the peninsula had the perfect conditions for large expanses of farmland. The development of agriculture made the tribes in Casai much more advanced than any group before it, betean only by the city-states of the Central Plains.*

*Eventually, dense communities began to form, growing in size until they had a semblance of rulership and government. The first among them was Athrah.*
Possible Mining Location (book)

This book can be found in Ebonrun.

*With the new taxes Mael's generals have put onto us, we need to grow our mining operations... quickly. So, I've scouted out a new, previously untapped mining location - and it's not too far from here!*

*Simply follow the roads to the east - towards Merijool.*

*Once you find a small river, hop on a boat and travel north. You'll be going through the sea between Casai and Merijool for a bit, but at the northern end is a volcanic island littered with dead trees.*

*I did see a plume of smoke rising from the northern side of the island, however. Maybe someone already lives there? We'll have to check before we start any sort of operation.*
Rhaverik

The ruins of Rhaverik

**Rhaverik** was a mining town that was part of the Order Insohm during Av3. Its ruins are located in The Heartwood, east of New Drabyel. The Rhaverik trading outpost is located just to the north for travelers and former residents of the town.

**Chests**
4x Dark Oak Log
 **1102, 73, 2114** | 4x Emerald
14x Dark Oak Log
 **1092, 74, 2140** | 1x Enchanted Book (Respiration 2)
7x Book
 **1094, 48, 2133** | 1x Name Tag
8x Lapis Lazuli
8x Torch
3x Beetroot Seeds
3x Powered Rail
 **1112, 46, 2157** | 3x Gold Ingot
1x Powered Rail
3x Activator Rail
5x Torch
3x Glow Berries
1x Diamond
2x Bread
4x Glow Berries
20x Rail

## Lore

This mining town salvaged rehntite for the order of Insohm. However, the haul was never as Insohm's top surveyors hoped: the seams were shallow, thin and full of mostly impure rehntite. For years, a witch and her tribe had been coming to warn the locals that further digging and mining in the surrounding forest would lead to a disaster.
Until one day, the mine collapsed on itself, killing dozens of miners. The town was then abandoned.
The Underwater Citadel (book)

This book can be found in the Exodus Citadel.

*Truly a feat of engineering, the Exodus Citadel is. Deep underwater under Lake Nimahj, protected from the outside world and attacks from Maelihs, hidden in the black void of water. I wonder if we should continue constructing our bases and facilities underwater.*
Av2 1695 - Emperor Ifeihl

This book can be found in Sal'Mevir.

*Ifeihl will be the end to this great empire. I know what he wants. He just wants power. He's going to resume the construction project and go after Maelihs, I swear. This technology will be the end of us all. I rejoiced when I heard that the project was halted. Everyone here tells me I'm just overreacting, I'm superstitious, and I'm too traditional. They don't understand the full capabilities of this energy.*

*Whatever left the energy in that mountain would not be happy to know that we're stealing its power.*

'
Drehua Temple

"Drehua Temple" contains information about things that dont yet exist!*This page contains information about a future release or beta. If something doesn't make sense, you're probably looking in the wrong place.*

## Drehua Temple

### Inhabitants

Drehmari

The **Drehua Temple** is a shrine dedicated to Drehmal. It contains an altar where players can improve their Devotion with the god for rewards.

 ?

**Chests**
 **-102, 164, 2825** | 1x Leather Pants
 **-101, 164, 2825** | 1x Leather Boots
 **-102, 165, 2825** | 1x Leather Cap
 **-101, 165, 2825** | 1x Leather Boots
 **-101, 164, 2835** | 1x Leather Cap
1x Leather Pants
 **-101, 165, 2835** | 1x Leather Tunic
1x Leather Pants
 **-95, 172, 2843** | 1x Saddle
1x Iron Sword
1x Iron Chestplate
1x Iron Leggings
3x Iron Ingot
1x Apple
 **-93, 164, 2834** | 6x Raw Mutton
 **-93, 165, 2835** | 8x Apple
 **-93, 165, 2834** | 5x Apple
 **-96, 164, 2818** | 6x White Wool
The Aspects (book)

This book can be found in the Drabyel Bookstore.

*The Aspects are minor deities that assisted the Primal Tree in the creation of the realm before Av2. They no longer have much influence over the realm, as they wish not to interfere with it anymore. All of them are reptilian in some way, most of them being great winged beasts.*

#### ***--GREATER ASPECTS--***

***Mystic Elder Khive**, Great Arcant Aspect. Khive turned magic into something usable by other deities and mortals.*

***Land-Fall Drake Taihgel**, Great Land Aspect. Created the land and continents.*

***Abyssal Elder Dahr**, Great Sea Aspect. Brought water to the realm and made the oceans.*

***Star-Rise Drake Rihelma**, Great Sky Aspect. Created the skies, the clouds, and most things above our heads.*

#### ***--LESSER ASPECTS--***

***Summit-Drake Nahyn**, Mountain Aspect. Child of Taihgel.*

***Wise Worm Koh**, Aspect of Stone. Child of Nahyn.*

***Noha of Meadows**, Aspect of Plains. Child of Taihgel. Deceased.*

***Lahrs**,* *the Ever-Flourish, Aspect of Growth. Child of Noha and Vayniklah.*

***Water-Wyrm Dahroehl**, Aspect of Water. Child of Dahr.*

***Tempest Palaesida**, Aspect of Storms. Child of Dahr and Rihalae. Deceased.*

***Zephyr Rihalae**, Aspect of Wind, Child of Rihelma.*

***Lai**, the Brightwyrm, Aspect of Warmth*

***Infernal Lailoehn**, Aspect of Fire. Child of Lai*

***Glacial Elder Loe**, Aspect of Cold*

***Loeleyhn**, the Avalanche, Aspect of Snow. Child of Loe.*

***Soul-Stealer Voynahla**, Aspect of Death. Deceased.*

***Life-Bringer Vayniklah**, Aspect of Life*

***Greatbeast Muhs**, Aspect of Beasts. Child of Vayniklah. Deceased.*

***Mari**, the Great Drehmari, Aspect of Man. Child of Vayniklah.*

***Abominate Maen**, Aspect of Hate. Child of Mari.*

***Kind Wyrm Moen**, Aspect of Love. Child of Mari.*

***Tethlaen**, the Ever Fear, Aspect of Fear. Child of Mari. Deceased.*
Blue, Red, and Green (book)

This book can be found in the Exodus Citadel.

*Avsohm has selected us, Blue Exodus, to be apart of the exclusive group known as the "Big Three". We shall operate as a military and construction organization, taking contracts from the government. The other two members of this group are Red Dawn, a scientifically-focused alchemical group, and Green Serpent, an organization focused around commerce and trade.*
Thesund

***Will be coming with 2.2***

The Village of Thesund

**Thesund** is a small village in the Capital Valley region, located west of The Origin.

Like most cities, it is heavily guarded by Runic Golems.

#### **Unique Merchants and Villagers**

Thesund is home to a market where permanent merchants offer the following trades:

* **Runic Blacksmith**
	+ Upgrade Leather Horse Armor to Hefty Barding for 8 Scales
	+ Upgrade Leather Horse Armor to War Barding for 12 Scales

**Chests**
9x Potato
2x Apple
 **-370, 108, 746** | 4x Raw Mutton
1x Raw Beef
 **-378, 108, 769** | 1x Emerald
1x Flint
 **-361, 108, 769** | 1x Compass
4x Paper
 **-360, 108, 769** | 3x Bread
1x Empty Map
5x Paper
 **-350, 95, 771** | 1x Runic Catalyst

#### **Lore**

Thesund is within New Drabyel's sphere of influence, (likely to be under the same government) as noted by the same banners within the settlement.
Mohta

Minor Spoilers!*This article has minor spoilers. Read further if you want to know what happens in the story.*

Mohta is a fishing village in the Lorahn'Kahl region, located east of the Lorahn'Kahl tower along the road.

Like most cities, it is heavily guarded by Runic Golems.

#### **Unique Merchants and Villagers**

Mohta is home to a market where permanent merchants offer the following trades:

* Coral Merchant
	+ 4 Coral Blocks for 1 Emerald
	+ 4 Coral for 1 Emerald
* Sponge Merchant
	+ 3 Sponge for 1 Emerald
	+ 1 Emerald for 12 Sponge
* Jungle Merchant
	+ 4 Jungle Logs for 1 Emerald
	+ 2 Jungle Saplings for 1 Emerald
	+ 1 Emerald for 12 Jungle Logs

#### **Lore**

Mohta is a remaining city of the Tri-Moon theocracy, an ancient civilization that, instead of worshipping the gods of the realm (Drehmal, Maelihs and Virtuo), cast their prayers to the moons Lorahn, Lohrun, and Lo'Dahr. In Av2 1383 several Necromancers fled the Chosen Kingdom (what would become the Avsohmic empire) due to rising hatred and discrimination towards the magic. As Avsohm grew, so did their feelings towards necromancy, and the theocracy based themselves in Lorahn'Khal. As the region bordered the domain of Maelihs, Mael would occasionally send raids and squadrons to the Loran'Khal coast to create chaos, and eventually the Tri-Moon Theocracy responded with a massive undead army. To combat the threat, Avsohm assassinated the theocracies high priests, leading to its downfall and allowing Avsohm to occupy Lorahn'Khal in Av2 1748. However, without the preists or necromancers of Lorahn'Khal, the undead army was and remains and uncontrolled threat.
The Heartwood

## Geography

The Heartwood is the thickest and largest forest in Drehmal, the region is split into 3 main parts. The Lesser Heartwood to the north, where rivers flow through the region, the Greater Heartwood south of the Lesser Heartwood, and the Heartwood exclave, which is a part of the Heartwood disconnected from the rest of the region with prismarine cliffs and caverns instead of the normal stone.

Regions bordering The Heartwood include:

* Capital Valley

* Purity Peaks

* The Verdant Labyrinth

* Mael's Desolation

#### **Notable Locations**

* The Town of Gozak
* The Underwood
* Castle Scarstone

## In the Lore

*This forest is a thick collection of hardy trees that grow wildly. These trees are very difficult to maneuver around and have come to encompass a huge region. Most of the area remains unexplored because of the dense canopy and the difficulty of traversal. The people that inhabit this area, the Gozaki, have long struggled with the never ending growth. Eventually they began constructing out of the tree’s strong roots because the stone they used to build became embedded with them. There*

   *are two sides to the people of the Heartwood; those that wish to become more intune with the nature around them and embrace it, while others wish to try and develop a method of halting the growth. They primarily serve Virtuo and Drehmal, though the worship of Lahrs, the Aspect of Growth, is also common. The Gozaki are said to hate Maelihs more than all, because of the crimes he has committed against them.*
Avsohmic Vault

The **Avsohmic Vault** is an Avsohmic library sealed behind a vault, located on an Island off the Western coast of the Casai region.

 Arriving at the Avsohmic Vault grants the advancement "Vault of Knowledge".

**Chests**

A chest at **-3696, 76, -1199** contains the legendary item **Ultva’s Bowblade**.

#### **Lore**

This chamber is one of the Vaults ordered by the Avsohmic Emperor Ifeihl in Av2 1724 to store pieces of knowledge that were dangerous to the public, such as all information surrounding the Yavhlix facility and Primal Energy. Its access was exclusive to higher ranking members of the Avsohmic government.
Later discovered, it was cracked open and its secrets studied by the Order of Insohm. One of its founders, Ultva Utofal, went mad inside the Vault while searching for ancient technology to fight Maelihs and was subsequently lost to nothing.

The Vault is mentioned in three books: The White Vault found in Athrah, Journal of Councilman Kihfs’Mihnar found in the Insohmic Library and Av2 1724 – Creation of the Vaults, which is inside the Vault itself.
The Kiln

**The Kiln** is a temple dedicated to the goddess Virtuo located on an island near the city of Firteid in the Black Jungle region.

 Reaching the Kiln of Virtuo will grant the advancement "Domain of Virtuo."

The item Countenance of Virtuo can be found inside a chest at the bottom of the pool of water in the center of the Kiln.
Caer Adacia

**Caer Adacia** was once the largest Avsohmic city in the Ebony Veldt region. Only its ruins are visible today, in a savannah in the northeast of the Veldt.

#### **Lore**

Caer Adacia, the city-stronghold, was built between Av2 1000 and 1546. At that time, it was the capital of the Tharhan Empire.

During the Dune Wars, Caer Adacia functioned as the capital of the Avsohmic resistance and withstood a siege for years. It is said that Mael used various siege engines to try to breach the city walls and suffered many casualties. Caer Adacia finally fell in Av3 21, marking the end of the Wars.
Elvett

**Elvett** was once an Avsohmic city. Nowadays, only ruins remain, boarding a river in the Western Coast of The Ebony Veldt region.

#### **Lore**

Elvett was an Avsohmic city attacked by Maelhis during the Dune Wars. The city resisted more than expected and was not captured until the end of the wars, presumably in Av3 19 or 20.
The Pawn (book)

The Pawn is a book that can be found in The Frozen Bite Region, in the same house as Nihilist's Notes and the book Creature of Nothing (books)

*There is most definitely another pawn of this higher being. Avsohmic documents are missing letters, words, paragraphs, entire pages. Ripped out by something. But what, and for why? Why act in this way?*

*These three - the monster, the pawn, and the entity that controls them - are working towards something sinister. And are extremely powerful. What else could topple a super advanced, continent spanning empire?*
Mael's Desolation

### **Geography**

Mael Desolation is a barren desert with little to no signs of life. Several craters can be found scattered throughout the land. One of the most prominent crater in the region is its epicenter, a massive black crater with a white inner crater on its center.

Regions bordering Mael's Desolation include:

* The Heartwood

### **In the Lore**

*The beginning of the Third Avihm is marked by the fall of Avsohm and the start of the Dune Wars. Maelihs began his conquest, and the Drehmari fought back. In Av3 8, Virtuo deployed her Virmari to help in the fight. In response, Maelihs used a creature of immense power to completely decimate more than half the Heartwood. This act of destruction was meant as a threat to Virtuo, telling her to withdraw her forces or her Kiln would see the same fate as the Southern Heartwood. Nearly two millennia later, Mael’s Desolation remains uninhabitable. The Drehmari who decide to live here are outcasts, the forlorn, mining crews, and pirates who raid the southern ocean.*
Av2 1753 - Envoys (book)

This book can be found in the Black Jungle Library.

*Our great king has decided that, in order to gain and advantage over our rivals, is to try and gain land and join forces with the civilization that taken root in the Black Jungle. We should send envoys and see if they are willing to join forces. I have received word from the envoys. They were slaughtered by an army coming from the "Tidal Dynasty". Only one survived and made it back here to our outpost. Apparently, the Dynasty's ruler, the Tide Queen, recalls our old history where we sent prisoners to the mainland. She aims to "wipe us from history". Find by me. I'd rather stay our of mainland conflicts of I'm to be honest.*
Moons of the Realm (book)

This book can be found in Okeke.

*Lorahn*

*Lorahn is the largest and most prominent moon in the night sky. During different parts of the year, Lorahn will change color and phases, and is what the calendar is based off of. Lorahn's orbital period is somewhat erratic, but typically spends more time visible in the sky than not. Lorahn is also the furthest moon, meaning telescopes or advanced magics cannot see its surface.*

*Loruhn*

*Loruhn is smaller than Lorahn and always visible. it's a rocky moon with a small atmosphere that absorbs energy from Torahn's light, giving it a permanent aurora borealis visible at night. Loruhn is always visible, both day and night.*

*Lo'Dahr*

*Lo'Dahr is a small bright yellow moon that never moves. It is only visible during the night, hanging just above the Southern horizon. It is known to be the home of Drehmal's deities and their more ethereal forms, created by Dahr, one of the elder Aspects. There is a large fallen fragment of what is believed to be Lo'Dahr directly east of Dusps, and is a popular site for researchers or religious groups.*
The Moonlight Sanctum

Minor Spoilers!*This article has minor spoilers. Read further if you want to know what happens in the story.*

### Location

In the caves below the region

The Moonlight Sanctum is a dungeon-like cave found in the Lorahn'Kahl region.

 Entering the cave grants the advancement "The Moonlight Sanctum".

The cave functions similarly to an ocean monument, and is filled with warped dahrmari, skeletons, drowned, and guardians. Since there are three elder guardians, the player will also be inflicted with mining fatigue, and cannot break anything until the curse is lifted.

Once the player defeats the three elder guardians, and completes the puzzle, they can obtain the Mythical weapon Ascendance.

**Chests**
3x Raw Salmon
2x Raw Cod
 **-596, 71, 4911** | 1x Iron Chestplate (Protection III, Thorns II)
1x Diamond Shovel (Efficiency IV, Fortune II)
 **-647, 69, 4874** | 1x Diamond Helmet (Blast Protection IV)
13x Gold Ingot
 **-631,68,4920** | 1x Empty Map (*Ancien Theocracy Rites*)

#### **Lore**

The Tri-Moon Theocracy used this place as a necrotic engine. Using the potentia of Dahrmari, ascended worshippers of the Aspect Dahr, they performed abhorrent rituals and raised thousands of undead.
Deity War

The Deity War was a war between Virtuo and Maelihs over the fact that Maelihs created Maelmari out of Virimari.

## Prelude

In the year Av2 16, Virtuo created a Virimari from a Drehmari. Maelihs saw this and became jealous. He created a Maelmari out of a Virimari. Later in Av2 100, Virtuo is appalled with the spread of the Maelmari across the west. She tells Virimari to attack and kill any Maelmari they see.

Little is known about what happened afterwards.

## Conclusion

Maelihs and Virtuo ended their battle in a stalemate and both returned to the Ascendant Moon, Lo’Dahr.

## Aftermath

The civilizations became free to grow, and many individual kingdoms rose. Maelihs would return eventually, but for now there was peace.
Sunken Astral Body

The Sunken Astral Body is a mini-biome found east of the Akhlo'Rohma region. The player is affected by low-gravity (jumpboost) there.

Arriving at the Sunken Astral Body grants the advancement "I'm on the moooon... it's made of cheese."

The Divine Ruins can be found here.

#### **Lore**

The Sunken Astral Body is in fact a fallen fragment of the moon Lo'Dahr, home of the Deities.
Fort Nimahj

Minor Spoilers!*This article has minor spoilers. Read further if you want to know what happens in the story.*

Fort Nimahj is a fort in the Tharxax Plains region, located just west of the North Tharxax tower.

Like most cities, it is heavily guarded by Runic Golems.

#### **Unique Merchants and Villagers**

Fort Nimahj is home to a market where permanent merchants offer the following trades:

* Wool Merchant
	+ 8 Wool for 1 Emerald
	+ 1 Emerald for 12 Wool
* Beetroot Merchant
	+ 4 Beetroot for 1 Emerald
	+ 5 Beetroot Seeds for 1 Emerald
	+ 1 Emerald for 15 Beetroot
	+ 64 Emerald Blocks and 64 Diamond Blocks for God's Brew
* Clay Merchant
	+ 8 Clay for 1 Emerald
	+ 8 Bricks for 1 Emerald
	+ 1 Emerald for 10 Clay
* Geraldo del Rivero
	+ 38 emeralds and 6 iron ingots for Steel Sword, an iron sword with Sharpness V and Unbreaking I
	+ 38 emeralds and 8 rotten flesh for Silver Sword, an iron sword with Bane of Arthropods IV and Smite IV

#### **Amenities**

Several homestay rooms, market, blacksmith, stable, throne, and watch towers

#### **Lore**

Fort Nimahj is a fortress constructed during the Avsohmic Era in order to secure their western provinces. It has remained standing for hundreds of years, despite being captured for a few centuries by Maelihs after the Dune Wars. The Siege of Fort Nimahj caused considerable damage, however the fort stood strong. It was recaptured by the Order of Insohm in the Third Avihm, and used as a base of operation for the Reconquest of the West.

Ever since then, Fort Nimahj has remained strong and welcomed those in need, even when neighboring regions fell to the Empire of Mael in recent years. It is a beacon of hope for Drehmari throughout the realm.
Creature of Nothing (book)

This book can be located in the same house as Nihilist's Notes in The Frozen Bite Region

*After what I saw beneath the Tidal Palace, I knew it was over. What I found was what ended Avsohm. I thought it was only myth - holes, endless holes, consuming and encompassing all.*

*I had to write down everything I found before I went mad. This... creature, I'll call it the Gaping Hole. It kills with its glare, turning anything it wishes into Nothing. It invaded Avsohm's most secretive places and destroyed them from the inside out, killing any and all that witnessed it.*

*The monster is clearly driven by some higher power, but what? Its simple minded and seems to go wherever it pleases, but its gone now. Otherwise we'd all be dead.*
Priestess of Virtue's Notes (book)

This book can be found in the Parish of Virtuo in Highfall.

*I'm sick and tired of this day-by-day worship of Virtuo, the goddess who has abandoned us. My ancestors refused to worship her for a reason, and a good reason it was. In the north, Tethlaen worship is far more common, but in Highfall, they are blinded by a false hope of peace and prosperity, despite there being none since the dawn of the realm.*

*They always tell me that I'll be executed for my words against the city's faith, but I do not care. They are insane fanatics. They tell me that Tethlaen is dead, fell off the face of the realm. I don't believe it. Why would a deity die in such a simple manner? They must be hiding out, or they wish not to engage in Drehmari affairs, given how simple minded we can be.*

*Maybe, sometime in the future, I can rebuild the old Chapel of Tethlaen. But that won't happen as long as our current ruler is in charge.*
The Carmine

## Geography

The region is extremely volcanic, with almost its entire eastern border being a single vast lake of lava. The general geography is characterized by plains of lava, magma, and massive bones broken up by climbable ridges and, in the northern reaches, sheer bluffs of obsidian.

Regions that border The Carmine include:

* Tharxax Plains

* Lorahn'Kahl

* Crimson Gorge
The Verdant Labyrinth

## Geography

The Verdant Labyrinth is a region in the mountains as the crossroads from the Central Valley of Drehmal to the East. The region is elevated and consists of valleys and canyons with winding passageways along the cliffsides.

Regions bordering The Verdant Labyrinth include:

* Spearhead Forest

* The Black Jungle

* The Heartwood
The Exodus Citadel

MAJOR Spoilers!*This article has MAJOR spoilers. Read further if you want to know what happens in the story.*

### Location

Nimahj Swamp

The **Exodus Citadel** is a derelict and abandoned Blue Exodus facility. While most of the facility can be explored and the Voidtear Dagger can be found at any point in the main quest, the vault under it is locked until a player reaches 50% Towers. When a player reaches 14 towers they will be directed by avSYS to visit the Exodus Vault. This direction is given with the advancement "Hunt For Exodus" and the coordinates lat-2588 lon2220.

The facility's ruins are found in the Nimahj Swamp, southwest of the tower. The facility is large and made of prismarine. When the facility was in use, the swamp was a lake, this is why there is a submarine docked near it.
Skull Disciple Ossein

Minor Spoilers!*This article has minor spoilers. Read further if you want to know what happens in the story.*

## Physical description

### Species

Undead

Skull Disciple Ossein is a boss that can be found in the Mael's Desolation region, in the center of the epicenter arena. As the player approaches the skull shrine in the epicenter and the button to engage the boss fight, a message will appear: *A calamitous energy radiates from the shrine...*

 **Strategy** | Players may think that it is beneficial to kill Ossein's Skeleton horse to make him easier to hit, and slower, but doing so also allows them to use their special attack. Therefore, killing the horse is not worth it. He becomes a larger threat, despite being able to hit him easier. Shields are essential to defeating him, as it will block all of his arrows. If you do not have the Dragon Greatshield, Falcon Shield, or Spider Buckler, it is highly recommended to bring multiple shields, as they break very quickly in the fight. For armor, projectile protection is very useful because it greatly reduces arrow damage, but regular protection may also work. Either protection 3 or 4, or projectile protection 3 or 4 diamond or netherite armor is the best choice. For a weapon, any Legendary or Mythical with smite 4 or 5 is recommended, as Ossein is a skeleton and takes a lot of damage from this enchantment. Osteogenesis may also be used for having smite level 10.
* The boot slot should be class boots, as the highest tier you can manage, with protection/projectile protection 3 or 4
* The helmet and leggings should be diamond or netherite gear with protection/projectile protection 3 or 4
 **Stats** | Mob: Skeleton
**Mainhand:** Bow with the enchantment Power 20. Drop Chance: -327.67 (0%)
**Offhand:** Tipped Arrow with the custom effect of Blindness for 40 seconds. Drop Chance: 0.085 (standard)
**Head:** Player head with a custom texture resembling an ornate wither skeleton skull. Drop chance: 1 (100%)
**Body:** Diamond Chestplate with the enchantment Unbreaking 1. Drop Chance: 0.085 (standard)
**Legs:** The Mythical Weapon: Calamity. Drop chance: 100 (100%)
**Boots:** Diamond Boots with the enchantments Unbreaking 1 and Soul Speed 1. Drop Chance: 0.085 (standard)
**Health:** 150
**Max Health:** 150
**Follow Range:** 100
**Knockback Resistance:** 100%
**Movement Speed:** 0.5

### Lore

Despite many people assuming Ossein is a skullbeast, that is false. He is a skull disciple, worshiping the bones of a fallen skullbeast in the ruins of the Southern Heartwood. He formed a weapon of immense power from the bones of the fallen beast, inheriting much of its savageness and power.
Av2 1647 - Frostfang Catastrophe (book)

Av2 1647 - Frostfang Catastrophe can be found in Sal'Mevir.

*An ecological disaster has struck. With the ongoing skirmish between the Frostfang Tribes and Avsohm over the land surrounding Mt. Yavhlix, tensions have been high. Homli Tasgahn, a member of the Tribes, used his unlimited potentia to push back Avsohmic forces... but something went wrong. Homli managed to create an intense blizzard that increased in size and severity until it grew out of control. That blizzard has enveloped the entire North. Faehrcyle, the Gulf, Merijool, and Casai have all been affected by this catastrophe. The land surrounding the mining operation at Mt. Yavhlix has become uninhabitable. While this sounds bad, this means we can continue the operation without interference. We have the technology to withstand the cold.*
Old Mossfield (book)

This book can be found in the Mossfield Library.

*Mossfield, the quaint seaside village you see today, was once a bastion of hope for all Drehmari. Originally constructed as a port city for an old kingdom, Mossfield was small and unimportant. It quickly grew in size, and when powerful trade companies utilized airship technology, it allowed the city to rapidly grow. Within a decade, it became the most populated city within the Spearhead regions. Because of this, it was chosen as the capital of the Order of Insohm. Once more kingdoms began to join the Order, Mossfield grew even larger, and became the largest city in known Drehmari history. It became a center of wealth and knowledge, art and writing, industry and trade. It truly was the crown jewel of the Third Avihm.*

*Unfortunately, riots ensued after relations within the Order grew unstable. These riots were especially volatile in Mossfield with its incredibly diverse population. The city is nothing but rubble now, with the only remaining structure being the Library of the Insohmic Council.*

*The ruins lie east of here, up the hills, and serve as a reminder of what once was.*
Av2 1675 - Top Secret (book)

This book can be found in Sal'Mevir.

*The Avsohmic High Court has recently made the punishment for revealing the Yavhlix construction project even more severe. A representative came here and said that if any public knowledge was traced back to us, we would face an eternity in temporal stasis.*

*I wonder why they want to keep it so secret. I understand wanting to keep the energy to yourselves but I think the fact that we have so much energy is common knowledge now. Hell, nearly everyone knows about Yavhlix and how that's where the energy comes from. It's just so few people outside of the construction workers have been inside there. I've heard rumors of people going insane in there, but... they're just rumors, right? I understand that this primal energy stuff is incredibly volatile and dangerous, yet Avsohm must be taking precautions against that, right?*

*It just doesn't make sense to me. There has to be something else going on in that mountain.*