recursal/Fanatic-Fandom huggingface dataset:
Dakryphagous Spiders

That old saying that spiders drink your tears while you sleep? **Dacryphagous spiders** take out the whole eye. Sweet dreams!

Dakryphagous spiders have notoriously infested almost every corner of Fallen Bomenya, and a truly enormous number of them can be found in the Rocky See, where they act as the rulers of the gnomic settlement there.

## Burn the Whole City Down

Dakryphagous spiders are terrifying arachnids that grow to about the size of a cat. They infest quite a few corners of Bomenya, to the point that the Department of Menace Eradication often pays handsomely for sacks filled with their legs. Rooms full of dakryphagous spiders are sometimes used for executions, especially for unfortunate players of the Great Game. The landlord of the Blind Helmsman runs a spider-pit, where Bomenyans place their bets as spiders fight to the death, and dakryphagous spider silk is surprisingly popular as a fabric. Furthermore, the Observatory near Clockworker's Hill is home to a blind cult of astronomers, who seem to worship the spiders as some sort of idol.

Dakryphagous spiders have the mysterious ability to travel between mirrors, which can be useful for infiltration and assassinations.

It turns out that dakryphagous spiders can *actually be tamed*; apparently, they can be quite intelligent and prone to ambition. Now, what *is* their ambition?

### Spider-Councils

Every now and then a bunch of dakryphagous spiders come together and combine to form a hulking **spider-council**. These monsters can grow even larger than a horse, and they often fester in the crypts of abandoned buildings. Dakryphagous spiders actually bring these monsters stolen eyes, in which they lay their eggs. In particular, spider-councils seem to value the eyes of those "blessed" with the Signatures.

Also, *they can talk*. A smooth, silky contralto, as one would expect. One infamously huge spider-council resides in Salvatory Stones, and another, even larger one patrols the nearby eastern waters of Gossamer Way.

## A Web Hung Between the Stars

There's no particular limit to how big a spider-council can grow; all they need is more and more spiders. Well, okay, there is a limit, namely that there can be only so many spiders in a council before it becomes a threat to the gods themselves. These planet-sized groupings are called **spider-senates**.

Long ago, a spider-senate was formed by laying an egg in a star but was defeated by the Corundum King. After defeating it, he imprisoned the spider-senate in the frozen White Well.

A spider-cult from the Fourth City called **the Motherlings** are attempting to create another spider-senate. They know the art of knitting two spider-councils into a bigger one, and with this process they tried to create a spider-council large enough to lay an egg on the Sun. When the Khanate, the remnants of the Fourth City, took to the skies, the Motherlings followed them to Raptor Heaven. Perhaps they will assist the existing spider-senate in some way . . .
191 years ago

Both the College of High Priests and the Holy Holbytlano Emperor confirmed Venehwa's rights over the Hatwy at a peace conference attempting (and failing) to end Ludolvu II's War in the Hemeya. Neutral Venehwa hosted the conference because it had cunningly avoided becoming entangled in that war, preferring to seek treasure and trade among the dragon-ruled city-states of the Dragon Coast and the giff nation of Taweret.
Hokey Pokey and Other Great Dances for Kids

Hokey Pokey and Other Great Dances for Kids is an album released in April 3rd 2001

## Tracklist

1. Hokey Pokey (new version)
2. Mickey
3. The Elvis Medley (Heartbreak Hotel, Hound Dog and All Shook Up)
4. Say You'll Be There
5. Yellow Submarine
6. MMMBop
7. Proud Mary
8. Da Doo Ron Ron
9. Hungry Eyes
10. Walk Of Life
11. Superman
12. Boogie Fever
13. Baby One More Time
14. Material Girl
15. Burning Love
524 years ago

Owfiran's service to Awhantey'aryas comes to an end as he prepares to leave Ismeju Zatanai. On the day of Owfiran's departure, he gives Awhantey'aryas an apple that rejuvenates youth drained from enemies on the battlefield. Shocked and horrified, Awhantey'aryas delivers a worrying vision of a doom for Owfiran worse than death.
Deznin Malaut

**Deznin Malaut -** jeden z antagonistów w serii, mąż Charlotte Siberian, a później Ankaddy Ruselleniver. Biologiczny ojciec Springera i Huskyna i ojczym Jacka. Bohater drugoplanowy w ,,Jestem Ronnie i nazywam się Jack" i ,,Najeźdźcach", a także jeden z dwójki protagonistów w nowelce pt. ,,Irrealna Jednostka".

## Wygląd

Deznin jest sporym, rudym malamutem o oczach w trudnym do zidentyfikowania kolorze przypominającym żółć. Od prologu ,,Najeźdźców" nie ma ogona, ponieważ odciął mu go Natanaell Nai.

## Charakter

*Ta część artykułu będzie jeszcze zaktualizowana.*

## Moce

Talentem Deznina jest telepatia. Głównie opanował i najczęściej używa ,,funkcji poznania", która polega na tym, że gdy tylko poczuje czyjś zapach, to bardzo dobrze wie już, kim owa osoba jest, nawet jeśli spotyka ją po raz pierwszy.

## Historia

### ,,Irrealna Jednostka"

*Ta część artykułu będzie jeszcze zaktualizowana.*

### ,,Najeźdźcy"

*Ta część artykułu będzie jeszcze zaktualizowana.*

## Ciekawostki

* Deznin jest jedną z najstarszych postaci w tym uniwersum.
* Jak dotąd powstały tylko dwa rysunki przedstawiający Deznina, z czego pierwszy jest jego najwcześniejszym koncept-artem.
Naviri Fire

**Naviri Fire** (czyt. nejwiri fajer) **-** postać drugoplanowa w ,,Kronikach Kotiańskich". Jest synem Nakke Fire i Yllbe Ashreia oraz młodszym bratem Jaydena i Ariva.

## Wygląd

Naviri Fire jest niskim, pręgowanym, rudym felidą. Ma jasny spód ciała. Jego oczy... trudno określić jego kolor oczu. Można powiedzieć, że ognisty - jest czerwono-żółty przechodzący w pomarańcz. Tuż nad jego ogonem znajduje się nieduża blizna. W sumie ciężko stwierdzić, skąd się wzięła. Jest też bardzo poobijany, zwłaszcza jako nastolatek, ze względu na jego przypadłość, którą jest ustawiczne spadanie z dosłownie wszystkiego. Ma też niezwykły talent do potykania się.

## Charakter

Naviri jest niezwykle energicznym, ruchliwym i wrażliwym felidą. Usiłuje grać twardziela i śmieszka, ale niekoniecznie mu to wychodzi.

## Talent

Talentem magicznym Naviri'ego jest pirokineza, tak samo jak w przypadku Melissy, jednak nieco się różni, ponieważ felidka powoduje wybuchy, zaś Naviri w jakimś stopniu potrafi kontrolować ogień (nie potrafi np. ugasić pożaru, za to może kierować płomieniami).

## Historia

### Sztuka Życia

Tak bardzo ogólnie, to Naviri jest jednym z adeptów w Westnon szkolących się na kotiańskich żołnierzy. Staje się najlepszym przyjacielem Natanaella. Przez całą historię stara się załagodzić konflikt pomiędzy jego najstarszym bratem, Jaydenem, a byłym złodziejem. Przypadkiem staje się też świadkiem pewnego... hm, aktu (każdy wie o co chodzi) pomiędzy Natanaellem i Scarlett, przez co czuje się dziwnie w ich towarzystwie przez jakiś czas.

### Najeźdźcy

Naviri nie ma zbyt dużej roli w ,,Najeźdźcach".

*Ta część artykułu będzie jeszcze zaktualizowana.*

## Ciekawostki

* Jest imigrantem z Catavrii.
* Podobnie jak Dalieh Ostven zmarł przez utonięcie. Ma się to stać podczas akcji ,,Upadku Imperium". Kiedy Kayner (syn Jacka [jako kannina] i Connerit) był jeszcze postacią kanoniczną, Naviri miał zginąć, ratując nieostrożnego królewicza, jednak teraz KovuNi nie do końca jest pewna jak poprowadzić ten wątek. Wie tylko tyle, że z pewnością go w jakiś sposób zachowa.

## Galeria

Nin.jpegKovuNi zapomniało się o wzroście Naviri'ego, ale wygląda to git, przynajmniej wg niej
Hut'anbaon

## Religion Traits (Pathfinder, 1st edition)

You may only select one of these traits if Hut'anbaon is your patron deity.

* **Alluring:**  You have the art of turning a passing glance into love.  You receive a +2 trait bonus on Diplomacy checks with those who find you attractive.  You can use *daze* once per day as a spell-like ability, with a caster level equal to your character level.
Sivanahh

The Seven Veils are popular among illusionists of the Gnomic City-States, though many insist that the Fourth Veil holds the real mystery, with laughter in their voices.  They see in this empty philosophy the nature of existence and a promise of a hidden truth, and so initiated members often carry four veils of different colors and materials.

It also finds many adherents among the Mardomyli and in Zelzi, making Sivanahh one of the most widespread of the non-theistic religions of Aoqina.
Garden of Veils and Masks

A haunt of poets, prostitutes, and other low types, and location of the notorious Seed from a Hanged Man's Cock, **the Garden of Veils and Masks** is a district in central Bomenya best known for its bohemian leanings.

## Wine, Song, and Pleasure

One can find many scandalous delights in the Garden of Veils and Masks, from illicit affairs to honey-dens to pawns in the Great Game. Given the typical bohemian penchant for artistic pursuits, this is also the district for aspiring writers.

Although Spite is much more infamous for its pickpockets, one would be well-advised to keep their purse close about their person ~ especially while admiring the street performers that dot the district.

## Notable Locations

* Seed from a Hanged Man's Cock

* St. Fyachrei's Cathedral

* Tyrant's Gardens

* Three-Candle Books (booksellers)

* Hollow Street (honey-dens)
601 years ago

Adolescent Owfiran and his friend Khasuli botch a summoning, causing Owfiran's younger brother Bi'arik to become possessed and transform into a fiend. They call upon Awhantey'aryas for help, but things go awry as Earl Aturrowowlitan Azal'aowhinan arrives. Bi'arik dies, and Awhantey'aryas is banished from Angurlow. Owfiran follows Awhantey'aryas to Ismeju Zatanai and becomes their apprentice.
The Lwatlo

This new 50-yard-long pontoon bridge of wood crosses Venehwa's Grand Canal between Nas Bol and Nas Molgo. Goldsmiths, moneychangers, bankers, jewelers, and other luxury sellers line the streets. Running north from the Lwatlo along the Grand Canal are Venehwa's three great marketplaces, the Emwetilwa (fruit and vegetable market), the Besgetilwa (fish market), and the Beggatilwa (abbatoir and meat market). On the east side of the bridge, the immense Voldago Tedesgino serves as a warehouse and merchandise mart for traders from the Mirrorwood in Venehwa.
21 years ago

With relations between Bomenya and Hell far less strained than they used to be, then-Lord Mayoress Vigyinya negotiates the opening of the Hinterlands to Bomenyans, and creates the Ministry of Upper River Development.

Some 1st-level orc or half-orc PCs were born this year, but only if they are alchemists, clerics, druids, inquisitors, magi, monks, or wizards (as these classes tend to require the most training).
Clay Men

**Clay Men** are living statues from the far-off land of Libbugal. The Clay Men are cheap, strong, contented immigrant labor imported en masse across the Unblemished Sea. Are they really clay? Well, that's a very personal question. They don't ask you if you're really meat.

## Are You Really Meat?

They come to Bomenya as workers, and you’ll often find them among the Docks hauling cargo. Though they have their own language, called Loamsprach, Clay Men can speak other languages. If you don’t recognize them by their grey countenances, you can instantly recognize one by his DISTINCT AND PECULIAR SPEECH PATTERN.

Many Clay Men reside in **the Clay Warrens**, which can be found under Merrybones Road. Though most Bomenyans treat these humanoids as second-class citizens, they are diligent and obedient workers who wouldn’t dare hurt anyone.

It can be difficult to distinguish between an Unfinished and a Clay Man who was simply wounded. This leaves the Clay Man as a whole one of the more mistrusted and oppressed factions of Fallen Bomenya, rivaled only by the Aspic-Fleshed Folk. Sadly, many unionized dock workers are rather irked that the Clay Men are replacing their jobs, leading to strikers destroying Clay Man shipments and occasionally smashing the poor things themselves.

## Unfinished Men

**Unfinished Men** are exactly what they sound like - Clay Men who are missing something ~ sight, a voice, a hand, conscience, obedience. You can't really tell a crippled Clay Man from an Unfinished Man, except that ordinary Clay Men are never criminals. The distinction, unfortunately, often evades Constables and citizens alike. Some say that the essential thing all Unfinished Men lack is compassion. That it is the first thing to go. That's why their limbs begin to fall off, their senses to decay. That compassion is part of every Clay Man's fabric, that it is Bomenya that wrings it out of them.

However, despite this start, and their unfortunate reputation, not all of them are bad, and a few may even be helpful.

A couple of notable examples of these are **Jasper** and **Frank**, who work as enforcers for the Archons. No one knows what the pair are missing, though.

## What Births Them

Clay Men are formed when the Hundred-Hearted King has a dream, Unfinished Men are formed when the King has a nightmare. The King himself is a Clay Man, and he resides within Libbugal, ever still. Each Clay Man has a tiny shard of the Mountain of Light within his chest, which keeps him alive; said shard is a fragment of the larger shard within the King's heart. Hence, the "Hundred Hearts".
Strength

## Connections to Other Deities

### Ancestors

Night (great-great-grandmother on two sides and grandmother on one side), Darkness (great-great-grandfather on two sides and grandfather on one side), Day (great-great-grandmother on two sides), Unclosing (great-great-grandfather on two sides), Time (great-great-grandfather), Necessity (great-great-grandmother), Lightbringer/Lust (great-grandparent), Lady of the Earth (great-grandmother on two sides), Sky (great-grandfather), Aether (great-grandfather), Ram King (grandfather), Sea (grandmother)

## Religion Traits (Pathfinder, 1st edition)

You may only select one of these traits if Strength is your patron deity, though in some cases he shares the trait with a few other gods.

* **Battlefield Caster:**  Your faith protects you even as you unleash spells in the thick of battle.  You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

## Common Spells (Pathfinder, 1st edition)

* Mighty strength (*Dwarves of Golarion*)
Empress Vikhorya

### Children

The Empress's Shadow (daughter), The Redundant Heir (son), The Dutiful Daughter (daughter), The Brooding Captain (son), The Heartbroken Bibliophile (daughter), The Recalcitrant Sculptress (daughter), The Bellicose Prince (son), The Delicate Duke (son), The Playful Prodigy (daughter), The Captivating Princess (daughter), The Generous Princess (daughter)

The **Traitor Empress Vikhorya** is the ruler of Bomenya and all its territories. The Traitor Empress and her consort live safely in the Shuttered Palace, in the protective custody of the Agora. No-one is permitted to use her name anymore.

Freed from the grip of the Archons when she launched Bomenya into space 16 years ago, **Empress Vikhorya** is now able to use her real name, as well as the title of "Her Renewed Majesty." She now presides over time itself thanks to her artificial star ~ the Clockwork Sun; she rules her little corner of Translunar Night from the Throne of Hours. She is so powerful that she has managed to wrangle at least one former Archon into her service. She is purportedly capable of ending lives on a whim and could, in theory, deal with the unraveling time in her domain, but that would be beneath her. Despite this power, she is still reclusive, only allowing her subjects an audience with a body double.

Unfortunately, thanks to leaving the unnatural vitality of the Great Below, the Rescued Consort is in even worse shape than before. He is interred in the Most Serene Mausoleum, along with a number of the Empress's favorite courtiers ~ who are alive, being provided with extra hours, and living in luxury there, but *legally* dead.

> We sit on the Throne of Hours. Do you think our dominion is subject to petty chronology? We are History's Empress. History is mutable. We are not.
>
> Empress Vikhorya

## All This Was Her Doing

The Empress is the sole party responsible for Bomenya's fall into the Great Below, having orchestrated the Fall to save the life of her dear Consort. She and her family are confined to the Shuttered Palace. There is a reason for this; they are not what they seem, anymore . . . .

The Empress is sensitive to light and noise, although she is known to enjoy symphonies which attempt to imitate the Signatures, indicating that she is more powerful than she looks.

## F. F. Gebrandt's Museum

In the summer of 16 years ago, scientist Efef Shebyantt opened the Museum of Prelapsarian History in Garden of Veils and Masks. The quantities of sphinxstone demanded for the museum's construction caused much suspicion among Bomenyans who knew of the substance's true nature ~ it retains memories, concentrated nostalgia. Their questions were answered when Shebyantt put on a grand spectacle of a demonstration, in which an experimental device briefly summoned an apparition of the Consort, very much alive compared to his . . . questionable current state. The two embraced, though the Consort seemed rather confused at his predicament. As the device failed and the Consort disappeared, the Empress forbade Shebyantt from switching it off, resulting in a massive space-time abnormality that forced pieces of the Second City into Bomenya.
Irhere

## Demographics

### Population

67% gnome, 10% dwarf, 6% syrinx/owlin, 4% halfling, 3% other and mixed, 2% human, 2% gnoll, 1% Asimar, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur (carryover from main kingdom; could be individualized)

### Notable NPCs

Apolhumi

ruled by Apolhumi (gnome champion fighter 3/bard in the college of glamour 5/divination wizard 3/Light cleric 3) ~ 6th level spell slot, knows 2 3rd-level bard spells, cleric spells of up to 2nd level, and wizard spells of up to 2nd level

Nestled at the base of a waterfall on a mountainous island between the island-crowded Hemeya Sea and the wine-dark Voda Sea, Irhere boasts some of the most exotic architecture in Aoqina.  The mists of the cascade shield much of its citadels from view, but the twisted spires of the translucent, rainbow-flecked glass monastery rise above the haze on even the foggiest of days. These inspiring buildings phase in and out of the world at irregular and unpredictable intervals, and only those who return can verify their destination.  Sadly, no one has ever survived the journey save the wise and enigmatic mystics who make the citadels their home.  Thus, access to the citadels themselves is restricted to prevent outsiders from being trapped in their mysterious extraplanar realm.

Today, gnomes frequently make pilgrimages to Irhere.  Though the settlement is near a number of other island cities, citizens of Irhere maintain a policy of extreme isolationism and rely almost entirely on pilgrims who come to see the citadels firsthand for trade and news of the world abroad.  Few natives leave Irhere, but those who do often possess preternatural wisdom and insight ~ a result of even deeper reflection than that characteristic of their kin.

## Demographics

### Race

67% gnome, 10% dwarf, 6% syrinx/owlin, 4% halfling, 3% other and mixed, 2% human, 2% gnoll, 1% Asimar, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur (carryover from main kingdom; could be individualized)
The Stained-Glass Mount

the Mountain's Fair Daughter

The Stained-Glass Mount is a beast of the Unblemished Sea who lurks near the Door Where Dark Meets Dark.

## Her Mother's Wounds

One of the Unblemished Sea's most ferocious sea-beasts, the Stained-Glass Mount is a gigantic, purple mountain floating in the most northerly reaches of the sea, near the Door Where Dark Meets Dark. Her mother is the sea-god Bedrock, and her father is Wear-Your-Face, the first Douter.

The Stained-Glass Mount may also be connected to the Lifebergs that drift near her in Light-Headedness's Approach. It is unknown what these creatures are or what connection they have to the far more fearsome Stained-Glass Mount, but they share some connection to the Dark beyond. Perhaps they all share a father, or perhaps she is their mother, but of course we cannot ask either party for the truth.

## A Living Weapon

> The Mountain cast us all out of the Garden, when it found that our progenitor had taken jewels from its wombs, to make a weapon to serve its hatred. I will tell you of the weapon it made.
> And you see the stained-glass shadow on the black glass of the sea. You hear its groaning hunger, and the death of the ships it breaks. You see its father Wear-Your-Face, coming and going, dwelling in it for a time like a maggot in a peach.
>
> Flint-and-Stone, a Douter

Long ago, Wear-Your-Face, the first Douter, stole jewels from Bedrock's wombs and used them to create the Stained-Glass Mount, a weapon to "serve its hatred." If you can't already tell from the rampaging glass mountain, Wear-Your-Face hates *a lot* of things.
Mucilaginous Men

> The Mucilaginous Men are the ones who resemble squids, a little. They trade deep amber for the brains that they eat, and for gnomic music. They seem sad, anxious and very polite. But they are terribly menacing. Faces like squid! Occasionally one is stoned to death in an episode of civic high spirits.
>
>

> Do you recall how they came to that place? And we sang of our lightnings and shapeful disgrace? They tilted their vanes and ennobled their spires. We welcomed them then and commingled all choirs. If we could remember those days. If only we could remember.
>
>

Mucilaginous Men, sometimes called illithids or mind flayers, are mysterious crosses between squid and humans, who generally cannot speak intelligibly.

## Lovably Disgusting

Mucilaginies deal a brisk trade in amber; they are also eager to take their amber back. Despite their apparent harmlessness, they still face xenophobia and its effects ~ devils refuse to take their souls, and occasionally one is stoned to death. Even so, at least one of them has risen high enough in Fallen Bomenya's society to be an at least semi-influential businessman; he's called the **Tentacled Entrepreneur**.

The lemon-scented slime that the Mucilaginous Men exude appears to have healing properties, favored by the wretched, forgotten, and desperate. Use of the substance as a restorative may result in mild side effects, like spasms, hair growth, and nightmares.

The Mucilaginous Men, though outcasts in gnomic society themselves, have also turned away one of their number: the Nacreous Outcast.

## Do You Recall?

The Mucilaginies hail from the planet Exile, brought to the Great Below by the Agora. This was a part of a failed deal between them and the Agora. Despite their failings, they uphold their end of the bargain, which was to never love.

The Mucilaginous Men were created by the Zhahmay Voo to interact with humanoid beings. Part of their interaction involves the circulation of amber, which absorbs humours that may be used to alter a being's place on the Great Chain. Such amber is used by the Mucilaginous Men in Ocarina Street to conduct various strange experiments, and the Thin Men use deep amber in their own rituals.
Revolutionaries (Fallen Bomenya)

Most **Revolutionaries** oppose the Agora and the Archons, though this group . . . isn't really a group. Some call them the dynamite faction, but they're very far from united. Socialists, anarchism, foreign agents: only their hatred of the Archons unites them.

## The Decanic Council

The **Decanic Council** is the primary revolutionary organization in Bomenya. Its members, named after groupings of about ten days throughout the year, are for the most part plotting and planning for their end goal, **the Liberation of Night**. The philosophy behind it is spreading across the Unblemished Sea and up to the Surface and predates the Council itself.

## Past Revolutionaries

* The **Rosers** were a group of artists and revolutionaries who were responsible for the end of the Fourth City and took refuge in the hidden city of the Arbor.
* The **Copper** was a group of revolutionaries from the Fourth City who worshipped the God-Eaters.

## Related Factions

Some other groups have desires to upend the status quo of the Great Below, the world, or just everything. They have some ties to other revolutionaries but don't share the goals of the Decanic Council or most of the street-level revolutionaries, not appearing preoccupied with the Archons or Night at all.

* The New Sequence is a rebellious faction of the Admiralty that serves the Dawn Machine. They can be identified by their gold-speckled eyes.
* The Seven Against Hadin are a group of individuals who seek to liberate the secret of immortality from the Diocese.

## Other Revolutionaries

* The Curt Relicker was on the Council until he fell in love with the Lord of Great Strength and was kicked out.
* **The Affluent Photographer** is one of the Council's main correspondents.
* **The Secular Missionary** is a charming lady who has come to the Great Below searching for her missing husband. She looks innocent but is actually well-acquainted with anarchist causes. She has an apparent connection to, or preoccupation with, Yoyanarcem. Her ulterior motive is to find the Deepest Cave, for use as a source of wealth or power, and potentially to sell the location to the highest bidder. She may not know its location but does know how to enter it.
* **The Revolutionary Firebrand** is a recent arrival in London and the exceptionally handsome husband of the Secular Missionary. He is known for being a bit of a cheapskate. His ulterior motive is to find the Deepest Cave, for use as a secret location for plotting the Revolution. He doesn't quite know how to get in, but he knows where it is.
* **The Radical Factotum** is tasked by the Council to collect materials for the production of light-extinguishing unclear bombs. He also extracts memories of the Asymptote.
Dhom

## Demographics

### Population

67% gnome, 10% dwarf, 6% syrinx/owlin, 4% halfling, 3% other and mixed, 2% human, 2% gnoll, 1% Asimar, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur (carryover from main kingdom; could be individualized)

### Notable NPCs

Emahha

ruled by Emahha (gnome thief rogue 7/psionics wizard 7) ~ up to 4th level spell slots, knows wizard spells of up to 4th level

A boisterous gnome settlement among the feuding city-states, Dhom generally attracts residents whose curious and impulsive natures have gotten them into trouble in more lawful settlements.  Though the city’s population consists primarily of brigands, exiles, and wanderers, its residents generally refuse to give in to backstabbing, instead relying on each other for defense and welcoming newcomers with open arms.  And if those open arms happen to pick a pocket or two, well, what’s a little prank between friends?

No governing body oversees Dhom.  Instead, dozens of opposing political factions hawk their qualifications at every opportunity, and new alliances break apart as quickly as they form.  Virtually every resident of Dhom belongs to at least one such faction of like-minded or similarly talented individuals; neither rules nor ethics prohibit a gnome from belonging to multiple factions, and most citizens hold allegiances to three or four at a time.

## Demographics

### Race

67% gnome, 10% dwarf, 6% syrinx/owlin, 4% halfling, 3% other and mixed, 2% human, 2% gnoll, 1% Asimar, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur (carryover from main kingdom; could be individualized)

The city consists of low, wooden structures built into the sides of a cluster of small hills. Secret underground tunnels connect many of these buildings to others in the same hill or even across town, and various factions use them to communicate and maintain their working relationships.  In the village square, the taverns and feast halls are constantly abuzz as political hopefuls use their funds (both honest and ill-gotten) to throw grand parties in the hope of currying favor.  Visitors are welcome, though they might wake up the next morning finding they’ve donated more than they intended to someone’s cause.

Naturally enough, Dhom generally enjoys good relations with most Mathogu.
Victory

## Connections to Other Deities

### Ancestors

Night (great-great-grandmother on two sides and grandmother on one side), Darkness (great-great-grandfather on two sides and grandfather on one side), Day (great-great-grandmother on two sides), Unclosing (great-great-grandfather on two sides), Time (great-great-grandfather), Necessity (great-great-grandmother), Lightbringer/Lust (great-grandparent), Lady of the Earth (great-grandmother on two sides), Sky (great-grandfather), Aether (great-grandfather), Ram King (grandfather), Sea (grandmother)

## Religion Traits (Pathfinder, 1st edition)

You may only select one of these traits if Victory is your patron deity, though in some cases he shares the trait with a few other gods.

* **Battlefield Caster:**  Your faith protects you even as you unleash spells in the thick of battle.  You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

## Common Spells (Pathfinder, 1st edition)

* Planned assault (*Dwarves of Golarion*)
* Tactical formation (*Dwarves of Golarion*)
19 years ago

Some 1st-level orc PCs were born this year, but only if they are alchemists, clerics, druids, inquisitors, magi, monks, or wizards (as these classes tend to require the most training). Some 1st-level half-orc PCs are born, as well, but not barbarians, oracles, rogues, and sorcerers (who start adventuring at younger ages).
Iron corruption

This disease comes from prolonged exposure to iron worked in conditions of extreme toil and misery (such as is commonly done in devotion to Toil).  Iron corruption often spreads from a stab wound or an arrowhead lodged in one’s flesh for too long. The victim is gripped with terrible chills.  Her skin turns a dull metallic hue.

## Mechanics Note

Iron corruption was originally published in the Dungeons & Dragons, 3.x edition *Book of Vile Darkness*, but in the Velvet Kaleidoscope, because it tends to affect dwarfs and their descendants, it has the ravaging disease template from the Pathfinder, 1st edition book *Horror Adventures*.
Valkder thyrie

“And what is this?” I asked, pointing to a small figure in the corner of the tapestry.

“Ah, the valkder thyrie atop its steed.  One of the holier beings in our stories of the world!  There is a great message in its existence, we think.”

“Yes, my friend?”

“Yes.  The valkder thyrie are the most honored of the dead, blessed as a result of their virtue or greatness or courage to be taken back through time to the veriest beginnings, to witness and participate in and defend the digging of the Way Out.”

“The tunnel by which the dead can leave this world and join the gods and non-gods in their realms beyond, yes?”

“Oh, yes!  But the valkder thyrie are even more honored than merely what I have said, for, having completed their construction, the valkder thyrie choose by their own vow to remain in the world until the last soul leaves through the Way Out.  They take on the work of helping everyone else leave ~ heroes they are, truly!”

“That does sound like, as you say, a great message, my friend!”

“Ah, but that is only half of the message, or less than half, maybe.  Their steeds are the most cursed and reviled of the dead.  Dispassionate lives they did lead, and unfeeling, until they had become like the very ice and snow around us, and this has earned them a frozen afterlife, as you can see in this masterful tapestry.  Bound to the valkder thyrie as obedient steeds, without control of their direction and only scant control of their actions, they are likewise chained to another's vow.  No matter their choices or late-discovered desires, they cannot leave until their rider does.”

“And what ~”

“And woe betide the steed whose valkder thyrie rider is somehow slain by fiend or villain, for they can never leave and do not fall under the compassion of the other valkder thyries' oath.”

“That does sound horrible.  What meaning do you Mardomyli take from this symbol?”

“We take at least twice as many meanings from the symbol as there are Mardomyli, my oh-so-desperately foreign and civilized friend!  The world feeds us only symbols, we eat them with our perception, and meaning is the action and result of our digestion of them.  Better you should ask yourself that question!”

“It is the intestine that does the work of digestion that provides the nourishment, eh?”

“Now you begin to understand!  There is hope for you yet, southerner!”
Hemeya Sea

## Hazards

The waters of the Hemeya Sea occasionally retain some scrap of the apocalyptic magicks the gods used to punish Stihaar. No one knows ~ though, of course, there are theories upon theories ~ why certain patches of water have these effects, why some of those patches wander the vast island-crowded expanse, and why some remain stationary. In addition to tidepools, ponds, and inlets among the lands that border the Hemeya and naturally sustain this enchantment, certain arcane rituals can preserve the oddities of the water when it is removed.

### Captivating Water

Some narcissistic people need little encouragement to stop and admire their visage in the surface of the water, but occasionally this behavior comes from the bizarre supernatural influence of the water itself.  A creature that sees its reflection in the surface of this captivating water becomes fascinated by the reflection, finding it hard to look away. Over time, they become consumed by the desire to kneel by the surface of the water and stare at its reflection, its nose nearly touching the surface, or even to plunge its head under the water, at which point the fascination suddenly gives way to paralysis, rendering the creature unable to hold its breath.  The creature’s allies can pull its head from the water, but meet with surprising resistance with unusual strength.

Captivating water was originally written up in the Pathfinder, 1st edition book *Horror Adventures*.

### Divining Water

Occasionally, Hemeya water grants insight into the spirits of those reflected in them.  The reflections of creatures that appear in divining water show the true form of each creature, bypassing any illusions or shapechanging effects and revealing the creature’s true form.  However, either right away or after establishing their divinatory properties, the reflections sometimes shift to show images of horrific creatures (generally undead and evil planar beings) instead of creatures’ true forms, especially when the viewer is in a state of fear or mental turmoil.

Divining water was originally written up in the Pathfinder, 1st edition book *Horror Adventures*.

## Ghost Ships

Just as the depths of the Hemeya preserve in everlasting death the heights of the old minotaur empire of Stihaar, just so does the sea oft refuse to allow those who die upon or within it travel to the Way Out and the after-realms beyond. This leads to phenomenon like the watery grave haunt (Pathfinder, 1st edition *Horror Adventures*) being sadly all too common among its waves.
Olsnol

To keep up with new maritime technology, the dukes are expanding this great naval shipyard of Venehwa. In the Olsnol's acre and a half, drydocks, cranes, and other equipment stand by for repairs to storm-damaged galleys, while trained olsnolotti use mass production of interchangeable parts to turn out entire new warcraft in mere days. The great rope factory, the Tana, runs 184 yards along the south front of the Olsnol.
Laborious Kingdom of Thugrakaḥ

## Demographics

### Race

67% dwarf, 10% gnome, 6% human, 4% syrinx/owlin, 3% halfling, 2% Asimar, 2% other and mixed, 1% gnoll, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur (carryover from main kingdom; could be individualized)

## Heroes

Ownijal Blackhammer, also known as the Reaver, a bloodthirsty and widely feared tunnel fighter from Thugrakaḥ was famous for wearing a leaden clasp depicting a fearsome dwarf hewing down kytons with twin handaxes.  It was him. Having led numerous forays into the depths of the old seaside caverns, Ownijal was overcome by an almost religious zeal to reclaim fallen Ikul'u Athaksa.  The heavily scarred, red-bearded dwarf led several crusades against the ruin, and had the clasp commissioned as a testament to his ferocity.  The Clasp of the Kyton-Slayer is now held in a place of honor in Uthuhlam, returned to the dwarfin citadel after Ownijal was slain by his lifelong foes during his final crusade.

## Regional Traits (Pathfinder, 1st edition)

You can only choose these traits if you have strong cultural connection, probably since early childhood, to Thugrakaḥ.

* **Perseverance:**  In time, any obstacle can be endured and overcome.  When you have more than 1 Will saving throw to overcome an effect (such as *greater command*, *hold person*, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.

## Unique Magical Items (Pathfinder, 1st edition)

* Clasp of the Kyton-Slayer (modified clasp of the orc-slayer; *Dwarves of Golarion*)
Asimar language

## Glossary

**a:** with; in; within

**aai:** among

**babalond:** harlot; prostitute

**bai:** to stoop; to attack

**londoh:** kingdom

**Londohasim:** the Kingdom of Angels; Natsiyaasim as a political entity

**Londohnatsiyaasimem:** the Kingdom of the Land of Angels; the Kingdom of Natsiyaasim

**croodzi:** beginning

**Croodzilondohm:** the Beginning of the Kingdom; the early portion of Asimar history

**deune:** across

**sobam:** who; whom

**om:** us

**gimaraba:** to prepare
20 years ago

Some 1st-level orc PCs were born this year, but only if they are alchemists, clerics, druids, inquisitors, magi, monks, or wizards (as these classes tend to require the most training). Some 1st-level half-orc PCs are born, as well, but not barbarians, oracles, rogues, and sorcerers (who start adventuring at younger ages).
The Cheesemonger

**The Cheesemonger** is an important player in the Great Game.

The Cheesemonger's real name is **Alhiss**. She prevented Kyinyeih and Asimar agents from killing an Archon of the Agora, but at the price of a good portion of her family (who were also in the business). She is now a fading star, and she's worried someone might murder her soon.

She has a daughter, **Chathyin**, and a sister, for whom a servant at the Shuttered Palace had some affection.
Paper and Ink

The most common residence found in Lhazolpot'a is a simple tent on a raft of driftwood or a flat-bottomed rowboat. These allow for easy crossing of the morass's outer banks to an interior area where they can remain within the flow. The older buildings were generally built upon carcasses found secured within the morass. Paper and Ink is built in a tree.

This is not a tree whose seed was brought by a bird and slowly grew in the morass. This tree started out as a feather. The blue-green-haired wizard Malchush had brought it to Lhazolpot'a intending to use it to set up his new home in the colony. A *tree feather token* causes a great oak to spring into being with a 5-foot-diameter trunk, 60-foot height, and 40-foot top diameter; the tree is living and grows as any normal oak tree would.

Malchush has a blue-ringed octopus as a familiar. Twice a day, with the familiars’ permission, Malchush harvests a cloud of ink from the octopus’ aquarium ball. Every full moon, Malchush provides the ink used for the voting. He also takes the leaves once the process is complete and spends a day trying to salvage as much ink from them as he can before he uses them to create paper.

Malchush makes paper mostly from leaves of seaweed. In the fall, when the leaves of the oak tree turn colors, he uses them as well to make paper. He will not harvest the leaves off his tree until they begin to die naturally, as he does not want to hurt the tree.

That is also why he does not allow limbs to be cut from the tree. The last person who tried was put down with a *lightning bolt*. That was thirty years ago.

Not to say that Malchush did not build in or manipulate the tree. Using a *wand of wood shape* Malchush began constructing his crude home. He transformed branches into roofs, walls, and floors as well as permanent furnishings.
Whore's delight

This mildly debilitating disease saps the sufferer's strength and has an odd side effect.  It causes their genitals to excrete a paralytic poison which can affect anyone having sex with a person suffering from whore's delight.

This disease earned its name from unscrupulous flesh merchants who often use doxies, pretty boys, and enby prostitutes suffering from whore's delight to rob unwary customers.  It is a common infection in Mathog and Zelzi, although Natsiyaasim's enshrining of prostitution as a religious vocation means it is well-known there, as well. Some whispers say that the Congress of Madams in the Bloody Coast have turned this disease into a weapon against their colonial oppressors.

## Mechanics Note

Whore's delight appears in the Dungeons & Dragons, 3.x edition *Book of Erotic Fantasy*, but in the Velvet Kaleidoscope it has the lingering and ravaging disease templates from the Pathfinder, 1st edition book *Horror Adventures* added to it.
3044 years ago

Upon Uthulrak the Industrious's death after 45 years of rule, the dwarfs once again fractured and tried to wrest power for themselves and their families.  Uthulrak’s son, Gabudi, was crowned only after much infighting and passionate negotiation.  Unfortunately, a new treachery was afoot: Gabudi's cousin Raddikaḥ ~ his closest advisor, his constant companion, and also a cleric devoted to the god Toil ~ never let Gabudi out of his circle of influence, controlling him with addictive substances and forcing him to cede more and more of his power to the priests of Toil.
Exalted

This clockwork goddess is often beloved in the abstract, as an assemblage.  Many gnome worshipers regard her not as a true goddess but as an example of a perfected construct, though others defend her divinity with a passion that borders on (and sometimes appears to take the form of) romantic love.  When they offer her their devotion, many gnomes ask her to share her perfection with their crafts and to help bring them closer to the smooth function of natural biology.  Their offerings to her are of oil, grease, and beloved tools.
Duke's Palace (Venehwa)

This imposing building on the east side of Venehwa's Hwattla Hwadelano resembles an immense cubical fortress festooned with looted ancient art. Two corner towers face the sea on the south side; the various councils hold court in chambers along the east side. Deeper within the building lie armories, dungeons, and torture chambers. The duke's quarters are on the northeast, and his personal barge, the Bugiitolo, docks there.
Omes'a

## Demographics

### Population

62% gnome, 14% syrinx/owlin, 5% dwarf, 5% halfling, 3% human, 3% Asimar, 2% other and mixed, 2% gnoll, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur

ruled by Dyash (gnome barbarian on the path of the storm herald 6/gunslinger fighter 6/Dominion cleric 3) ~ 2nd level spell slots, knows cleric spells of up to 2nd level

This entire village is suspended from the trees above the ruins of a former syrinx town on the border between the Gnomic City-States and Syringia.  2079 years ago, just before the start of the Ttoi War, the syrinx seers of the town retreated further into Syringian territory. Gnomes occupied the area during the syrinxes’ absence, leaving the structures on the ground untouched.  Upon their return, the syrinxes were forced to admit that the gnomes hadn’t actually trespassed.  Amused by the tree-dwellers’ audacity, the syrinxes allowed the gnomes of Omes'a to stay.

Today, the tree-village is a weird shrine to the power of rope.  Rope bridges connect tree limbs, and woven ivy makes walls and thatched ceilings for the gnomes’ buildings.  Gnomes travel from tree to tree via zip lines and get to the ground and back in great woven baskets hauled up and down by winches.  Windmills protruding from the canopy turn a complex set of pulleys around the village, their spare energy winding up enormous flywheels for when the wind stops.

## Demographics

### Race

62% gnome, 14% syrinx/owlin, 5% dwarf, 5% halfling, 3% human, 3% Asimar, 2% other and mixed, 2% gnoll, 1% elf, 1% orc, 1% troll, 1% giant & goliath, 1% centaur

As Omes'a is located on the boundary with Syringia, surrounded on three sides by the owlfolk realm, its residents see little trade except with syrinxes from the surrounding region.  Engineering is highly prized in the community, and most residents spend their free time designing and implementing practical systems to accomplish large-scale work through mechanical means.  The syrinxes of Syringia look on Omes'a as an ongoing experiment in openness, though the gnomes’ culture of audacity is sometimes grating.  The little folk ask many awkward questions and appear cheerfully oblivious to others’ resulting discomfort.
Psiowyjec

**Psiowyjec** (właściwie: Imperium Psiowyjskie) **-** największe państwo w tym uniwersum.

## Klimat i położenie geograficzne

Z racji swojej wielkości (zajmuje prawie połowę nie nazwanej planety na której się znajduje) klimat Psiowyjca jest bardzo zróżnicowany. Jest w nim kilka miejsc oznaczonych liniami sihirograficznymi (linia sihiriczna informuje o wielkim natężeniu magicznym. Tak wielkim, że wpływa na przyrodę, a mieszkańcy takiego miejsca często mają więcej talentów magicznych niż jeden. Zaznacza się ją na mapach fizycznych przy pomocy koloru złotego), a nawet jedno niewielkie skupisko liń keranograficznych (owa keraniczna linia zaznaczona na mapie geograficznej ciemnoszarym kolorem sygnalizuje z kolei wręcz niedobór magii, który cechuje się zmianami w przyrodzie i najczęstszym brakiem talentów magicznych wśród mieszkańców tych obszarów), ale jest bardzo małe, więc mało który Psiowyjańczyk ma w ogóle o tym jakiekolwiek pojęcie, a już co dopiero reszta świata.

## Ustrój polityczny

W Imperium Psiowyjskim panuje monarchia stanowa. Jednyny znany nam z nazwiska Wielki Ród Psiowyjca to ród Siberian, zaś znani władcy tego państwa to Aeloria, Ferdian i Springer Siberian (jest to troje ostatnich władców państwa przed jego upadkiem).

## Wojskowość

Imperium jest prawdziwą potęgą militarną. Posiadają ogromną flotę (wodną i powietrzną), ciężkiej artylerii (czołgów, armat i moździerzy), a co ważniejsze - mnóstwo mieszkańców. W razie wielkiej potrzeby wszyscy - oprócz tych zaopatrujących wojsko w pożywienie - idą na front czy im się to podoba czy nie.

## Mieszkańcy

Psiowyjec zamieszkiwany jest głównie przez kaninnów. Jedynie tereny niegdyś należące do Catavrii, Kotianu bądź kilku innych felidzkich państw mają jakiś tam procent felidzkich mieszkańców.

## Znani Psiowyjańczycy

* Aeloria
* Aydar
* Ferdian

### Bonelaw

* Rivira Bonelaw
* Tipp Bonelaw

### Siberian

* Charlotte Siberian
* Uinn Siberian
* Springer Siberian

* *Huskyn Siberian*

### Ruselleniver

* Ankadda Ruselleniver
* *Jack Ruselleniver*

### Vnik

* Jarto Vnik
* *Jimmy Vnik*

### Inni

* Seyel Jearhey
* Deznin Malaut
* Bwyick Bosseck
3918 years ago

Minotaur slaves in Ikul'u Athaksa bloodily won their freedom in a mass revolt. Strangely, Ikul'u Athaksa was sealed at the same time, causing rumors to arise of minotaur spellcasters summoning dark horrors into the land to fight by their side. None are allowed entry back into Ikul'u Athaksa, by royal order.