recursal/Fanatic-Fandom huggingface dataset:
Naja

Naja are a rare subrace of naga that were native the desert region east of the mountain/jungle region the city is in. Notably different from more common naga breeds by the cobralike neck hood, circular pupils, and mostly neutral coloration; typically shades of brown, tan, and black and greys. Naja are also uniformly venomous and also known to be able to spit their venom as a defense mechanism.

Culturally speaking, naja's typically were more reclusive and aggressive.

## Naja and the City

In modern times, pureblood naja are a rarity, often fetching incredible prices on the slave block, though being notably difficult to enslave.

The Ke'be'chet, a tribe of naga under the Anukesh banner as a honorary house, were originally a naja tribe, but over the centuries, due to their developing a tradition of adopting other naga into their number from refugees and escaped slave, the Keb have become a mostly mixed blood tribe, diluting the cobra attributes over generations. In addition, the underworld has altered them much in much the same way as the elves, turning their skin and scales shades of black, hair to white, and additional their eyes to yellows and golds.
Ral’Tazor Val’Har'Oldrin

**Appearance:**  Feminine face, slim build, shorter than avg. height for a male Drowlath.  He wears black robe exposing his belly with baggy tan pants.  He wears platform sandals to help increase his height.  He wears blue tone jewelry with orange foci.  Golden winged cape adorned his back that he can use to glide with.  His mask is of a beetle with winged ears and single horn holding a gem.  He wears cold eyeshadow.  His head is shaven minus his shy blue side bangs and long braided butt length braid.

**Personality:**  While the Ill’haress acts the part, Ral’Tazor is truly a level head, cold, calculating man.  He does not let needless emotions get in the way of the clan needs and does his best to maintain the power their clan has acquired and more.

**Brief History:**  Ral is no stranger to politics of clans and nobles.  He was born a bastard to a clan’s De’vess and a prostitute.  Ral was more than happy living as noble not seeking power. When one of his power hungry half siblings had a failed coup, he knew his life here would not be safe here any longer.  If one of them would point a sword at his mother then one to his own throat was not far away.  He happen upon Nissa as she was entering the Twisted Abyss.  When he saw her use of earth mana and how much mana she had, he knew she would be a good person to invest in.  It took decades, but he transformed the no named Nissa into a proper Ill’haress Isis’Lniss Val’Har’Oldrin.  He became her main advisor and govern mainly the political aspect and affairs of the clan.  His man affinity is wind.
Thalken Ammit Val'Anukesh

“Amonet’s mad guard dog”

Maahest Ammit Val'Anukesh, mother.

Sephiset Ammit Val'Anukesh, aunt, deceased.

## Appearance

Thalken is young lath male of moderate height with hazel eyes and messy white hair with black tips with slight sideburns, pulled to the right in the front and tied in a thick tangled tuft pigtail in the back. His left ear is mostly missing and his left cheek is a scarred mess.

## Personality

Thalken is rash, headstrong, and temperamental, and he often let’s emotions get the better of him. He takes serious pride as a member of the pack, to a point where he takes insults toward the clan as personal insults. The only thing he holds in higher esteem is Amonet, the very heart of the pack and the only one able to keep him in line. Any threat to her is liable to illicit a violent reaction from him without her to rein him in.

## Biography

Thalken is Amonet’s long time confidant, mate, and bodyguard. He is a constant member of her entourage, despite his temperament, kept in check by Amonet’s leveler personality. Amonet for her part enjoys his spirit, and holds him an example of the Packs’ drive to grow and survive.

He is a skilled warrior, though a bit bash and prone to risks.

Thalken’s wounds are a result of a hunting mishap in his youth, gained from a beast he promptly slew.
The Cascades

<<PICTURE OF THE CASCADES>>

The Cascades make an impressive sight as a huge waterfall falls thousands of feet down from the mountains above into a large, deep lake at the bottom. From the lake, hundreds of small rivers branches into rapids that flow into an underground river that leads out to the various other caverns of the city A great deal of vegetation grows along the walls and platforms about the opening and many species of underground aquatic plants have flourished at the base. It is a major source of water for the rest of the city. The air here is slightly humid but not as bad as it is on the coasts. Rain is occasional, but hard to distinguish from the natural spray of the cascade itself. It is cooler here and balmy, although some believe there is a constant chill in the air.

The wild rapids are unable to be used for transport given how dangerous they are and falling into them can often be a death sentence due to the water flowing below the surface than originally thought. There is some seismic activity, although it is far less here than in other parts of the city. Occasional large mountain creatures have been known to descend from above to cause trouble.

The water here is clean and fresh and does not need to be distilled as it would with ocean water. The mist settles in this area as well, meaning mana plants in particular seem to really thrive in the area. The area where the rapids is more open allowing for more structures and it lies at the heart of the trade lines from all directions making it ideal for a trade. It is here the **<<LINK Val’Indawo Clan>>** has risen to power, claiming the place as the seat of their new religion.
The Bluffs

The largest cavern that makes up the city spans hundreds of miles with a single opening high above. The bluffs lay closer to the entrance that leads out towards the mist valley and stretches along the northern half of the cavern to the mountain tunnel. The area here is more sheer and the elevation rises sharply towards the mountain path that leads to the Mouth of the Mountain and the Mountain Core. There are many natural smaller caves and paths that split off from the main path and there are remnants of ruins that can be found here.

The climate here is cool as it benefits from the cool draft from the mountain path. There is some humidity as a product of the cascade, but overall, it is more tolerable here than on those locations closer to the surface and shore. There is seismic activity on the bluffs causing dangerous rock slides from time to time. There is not a lot, if any open space to build, meaning creative solutions would be needed to claim the bluffs. Wildlife tend to favor living in the caves, some of them being more dangerous than others.

It is a highly defensible spot and can act as a choke point of movement within the city. Invading the area would be difficult due to the narrow paths. The natural caves provide a natural shelter into the walls and have remained stable despite the seismic activity. It has a very good overlook of the city and the comings and goings of the main cavern and given its position, is in the main trade traffic lanes.

The ever vigilant <<LINK Val'Anukesh Clan>> have called these bluffs home and it is here they keep their vigil on the going-ons of the city.
Shan’gala Val’ Arv’shun

Master of coins and market trader

**Personality:** Shan'gala is a fierce drow, experienced and rule her work with a sharp mind. As master of coins of the clan she makes sure that every penny is allocated to the right budget and the expenses won't grow out of hands. Often mistaken for the ruler of the clan she often act like one and you need to negotiate and argue cleverly if you want her to put the clan's treasure into « get to work mode ». While Ran'shaeli is the official clan  figure for all the underworld Shan'gala is the other side of the coin, investing herself in all the inner clan's affairs and assure that the industries and the growth of the Arv'shunari are going well.

**Brief History:** Shan'gala is the current matriarch of the founding family, direct descendant from the original Arv'shunari. Several centuries of life gifted her experience into the development of the clan and the thin trading lines linking all of the clans surrounding the underworld.

She has a precise knowledge of every val bloodline in the underworld, seeing them as potential trade partner. She saw the rise and fall of many and always had a word or a conversation with them. This is what every noble knows of her name in return. She has metal affinity.
Fauna and Flora

(THIS IS FOR NON-SENTIENT FAUNA AND FLORA)

Fauna

Rock leach - mineral eating mollusk bug thing\*

Spindle vulture - arachnid scavengers\*

Silk moths

Sharkoi - large carnivorous fish.

Rock lizard - warm blooded reptile like omnivores.\*

Te're'vai - dog sized isopods\*\*\*

Ukhoti - Fluffy fish eating birds

Sun krill - glowing mana shrimp\*

Ropen - Flying/swimming scavenger/opportunistic predator. Can form dangerous flocks under right conditions\*

### **Cavern native, domesticated**

Barranrac - bipedal geckos. Bred from smaller native species.

Anukesh lizard mounts - bred from a particular larger rock lizard.\*

Kariator - large alligator

Cu'Cha - Small, fluffy rodents

### **Cavern introduced**

Caharr- Flat back turtle creatures (bioengineered)

Cliff wolves - pack canines able to scale sheer surfaces\*

Kahle - eyeless hooved carnivores

Cave Troll

### **Unknown to be classified**

Vil'flare Lava turtles

Har'Oldrin Beetles

Tozoti

## Jungle Fauna

Night Specter - large, silent murder lemur monkey\*

Frilled Mokele - Large herbivorous reptiles common in the jungles. Favor river regions.\*

Obsidianback Mokle - Larger than frilled cousin. Rarer and often sought after as a beast of burden.\*

Kul’karliik - Small armor plated herd mammals. Herbivorous with three toed hooves. Native to jungle lowlands.\*

Ropen - Flying/swimming scavenger/opportunistic predator. Can form dangerous flocks under right conditions\*

Jungle Troll

Jaguars

## Desert Fauna

Camels

Desert Troll

## Grassland Fauna

Sar’karliik- Large cousins of the Kul’karliik with a large nasal horn. More aggressive, favors open plains and grasslands.\*

Bii'Sod - Bison-esque herbivores

## Wetland Fauna

Ropen - Flying/swimming scavenger/opportunistic predator. Can form dangerous flocks under right conditions\*

## Mountain Fauna

Mogon - giant Omnivorous apex predator

Wawa - fluffy mountain goats

Mountain Lemmings

Snow Mouse

Ice Chinchillas

Ice Kitsune

Mountain Troll

## Cataclysm Fauna

Aberrant Troll

Gargantuas

Pilla'ri

Ash Deer

## Flora

Bloodsuckle Drads

Creeping Death Blooms

Mountain Lichen

Frost Willow
Herop Val’Ruulk’Naus

**Personality:**

Organized, dutiful, fierce, cheerful

#### **Brief History:**

As Ouwaela’s assistant, Herop has a very difficult job. It is his duty to utilize her research and recreate her experiments so that results can be manufactured. Since Ouwaela doesnt take notes or explain her thought process, Herop has to work backwards from her results and then create a practical application for them.

Herop was one of many assistants at one point, all working together to organize the lab and study Ouwaela’s work. One by one, these intelligent eager volunteers quit in frustration or were ‘repurposed’ by Ouwaela. Only Herop stood the test of time- keeping pace with Ouwaela, not getting in her way, quickly turning around results, and remaining impartial.

Ouwaela’s reclusive nature has forced Herop into the spotlight, making him a bit of a celebrity in the clan. Unlike Ouwaela, Herop takes time for self care and celebration, so its common to see him outside the lab.
Vijya Val’Duran’desh

Appearance: Tall and powerfully built, with red eyes, shoulder length white hair, and purple lips, Vijya wears all black plate armor wrapped in black cloth and a diadem on her head. Her aide-de-camp is her younger sister Radica.

Personality: A cerebral warrior, Vijya is loyal to her mother, the Ill’haress, and shares her sense of justice. She especially cares about the welfare of children in her sphere of influence, and hates the consumption of intelligent beings. The commander carries out her orders efficiently and bravely.

Brief History: Vijya is a commander of the Val’Duran’desh army. Her legions have fought in every battle that involved the clan, including excursions on the surface. As such, Vijya has centuries of combat experience. When not abroad, she would be in charge of defending the outer walls of the clanhold. In 1117, her legion spearheaded the multi-clan relief effort in northwest Har'Ol'Nek'Preya, crushing the invaders in the battles of Mist Valley and saving the city from further incursions.
Orobas Ruulk'naus

#### **Personality:**

Orobas is poised and stolid, with an air of tranquility and mystery. She is the current leader of the Ruulk'Naus Clan.

She is not the kind of Illharess to kill indiscriminately. Orobas has a duplicitous nature and is willing to appeal to  her strongest enemies. She is always planning ahead, and her patience and preparation have bolstered her clan with wealth and little bloodshed.

#### **Brief History:**

The eldest daughter of four, Orobas inherited the clan in a ceremony that ended her mothers life. Growing up she was groomed for leadership, and had limited life experiences. Her inauguration celebration that lasted a week, and offered every indulgence she had abstained from in her childhood.

Orobas focused on specialized mercantile goods, and educating her clan’s population was the best way to achieve this. Schools and guilds were built, and heavily attended.
The Mist Valley

<<PICTURE OF MIST VALLEY>>

The mist valley lies within rolling hills of land wedged between two mountain systems on either side that have formed deep ravines. Here, there is a plethora of natural growth and even small forests of spindly trees. It is much lighter here and there is occasional bouts of strong sunshine or peaks of blue sky through the mist above from time to time. The climate is mild but humid, and the temperature rarely fluctuates between warm and hot. There are only two seasons: A dry and a rainy season. The dry season tends to be the “winter” for the region and the rainy season is the summer. Hurricanes and storms are possible given the proximity to the coastline, however, flooding is not common as there are natural barriers of rocks that help to hold back the ocean's full furry. Warm sea breezes moving through help to make the humidity bearable.

The land here is very fertile, and is perfect for growing crops and raising livestock. It is an ideal place for agriculture of any kind. Wood affinity is more common for those living in this region. With the open spaces provided, it is easier to build and expand in the area. It is a major artery into the city meaning all trade will come to this point.

The region is more open to attack from outside forces and is prone to raids, as it has few natural defenses once the valley itself is breached. Add to this, the powerful storms can cause major damage which can often cause a loss of crops. The region is also one of the most unstable regions of Har'Ol'Nek"Preya, even more so with the fall of the Val'Darv'wcaan Clan. For a brief time, a few minor factions attempted to bring order to the region, however after the Great Quake and a series of intense raids, they too would fall, the region once more falling into chaos as infighting between various factions heats up.
They Who Flay the Sun

They Who Flay the Sun, Leader of the Tenochirath

They Who Flay the Sun is one of the known named living gods and it is believed that they themselves are the leader of the tenochirath people. They have never been encountered in person, but their name has been invoked in religious ceremonies according to eyewitnesses and even the other living gods seem to treat the name with great reverence.

It is believed that They Who Flay the Sun is the most powerful of the living gods and is the patron of the capitol city of Chichihuac, thus why they are not seen beyond the boarders of the city but are referred to quiet often. Much like other living gods, their true name is unknown as it is believed mortals cannot hear the true name of ones so holy. The title "They Who Flay the Sun" gives little detail as to their role in the society, although some scholars speculate that this living god is the one who initiated the great sacrifice and the abandonment of the old ways of Alfheim, thus "flaying" the sun which is often connected as a symbol to the old royal family of Alfhem.
Vrax

**Vrax *Father of the Kariators***

**Brief History:**

Vrax is almost 500 years old, making him the oldest Kariator alive of the cave. He was raised by Mellissandra and was his war mount when they were both youngers. Hatched from a small stolen egg, he is today a monstrous beast, weighing several tons.

The reptil is currently living on a cavern on the side of the cave, allowed by the Ill’Haress to freely roam on the Lowland.

**Personality:**

Only known Kariator able to talk, Vrax is a hot blooded but highly intelligent creature. During his long years of fight, he grows a hate for dragons, killing them at sight, adult or youngsters.

Living no more on the Val’Dorak Fortress owing to its size, he is still welcoming his mistress with joy in his cavern every time she visits him, even more when she is coming with barrels of meat and alcohol.
Jayavanti Duran’desh

Appearance: Jayavanti is a doughty, grizzled veteran soldier with a scar on his face, one red eye, wears an eyepatch over his missing eye, has short cropped white hair to his collar, and wears standard black armor covered in black cloth.

Personality: Jayavanti is like a coiled spring, he always scans his eye and looks people up and down to determine motivations; he is somewhat soft-spoken, but always ready for action.

Brief History: Jayavanti is the commander of the Ill’haress’ guards, and as such is the highest ranking male in the clan. This makes him a very visible Drow, constantly accompanying Gaya’keshwaren wherever she goes. There is some rumor that perhaps HE is her mate, but note that he does not bear a Val title. In case of invasion, he would direct the guards and any troops within the clanhold itself, a great responsibility and honor for a commoner male.
Ramba'randr

Ramba'randr, commonly known as rock lizards, are reptile-like creatures native to mountainous regions and deep caves of the southern continent.

## Biology

Ramba'randr are warm blooded reptilian creatures measuring roughly 3.5 ft (106.68cm) in length on average, and about 1.40 ft (42 cm) at the shoulders, with a medium slung body ending short, broad tail

The hide of the ramba'randr scaly with hard plates running down their back. Their hide is usually shades of grey or brown with some greens. Their head is broad and boney with a short frill in the back. In place of teeth they have edged, boney ridges.

Their legs are well muscled, ending in wide paws with long, hard, hooked claws.
The Clans of Har'Ol'Nek'Preya

The city of Har'Ol'Nek'Preya is not one large cavern as one may see in many of the Northern Continent Cities, but is actually a series of smaller caverns linked together by a network of large tunnels. Within these regions various groups of settled, each bringing their own cultures and experiences. Those of similiar cultures tended to settle in specific regions and grew into the various clans and factions of Har'Ol'Nek'Preya.

The Great clans rule the city through a council as there has not been a reigning clan and ruling clan for centuries. This has allowed the clans more power to dictate rules within their own territory and even using different trade rules, however this is also a weakness of the city as large changes usually do not come to pass as the clans very rarely tend to void unanimously on any one subject and some great clans rarely attend.

It should be noted that clans of Har'Ol'Nek'Preya tend to be much larger than those of the Northern Clans and the commoners often fall under the direct banner of the clan. In some ways, it should be seen more that the clans and their holdings are like small villages that grew up near each other and have some concept of unity between them through the will of the council.
Yhl’behan Vel’Kor’taari

***Ill’haress of the Vel'Kor'Taari Clan***

**Status: Unknown; Presumed Dead**

***Appearance:*** A Tall, lean and graceful <<LINKTODTWIKIVer'drowendar>>, she sports long braided hair falling from under her hood. The quality of her robes and her fine jewels, paired with the traditional accessories of her clan, contrast greatly with her more utilitarian personality. Her most distinctive feature, apart from the sealed suit that every Kor'taari wears, are her four golem arms. They represent a direct link to the old kingdom of <<LINKSholanan>> and are seen as the greatest sign of power within the clan.

***Personality:*** The cruel, calculating and manipulative head of the clan, Yhl'behan doesn't share much of her power outside the selected few composing her inner circle. She sees the drow as flawed beings that needs to be fixed and improved, even against their will, for perfection as no cost in her eyes. Yhl'behan thoroughly monitor every aspect of her clan at all times, leaving little in the way of personal freedom to her subjects.

***Brief History:*** Not many were aware of Yhl'behan before her accession as the current Ill'haress of the Vel'Kor'taari Clan, some four centuries ago, most of the servants that were tasked with caring for her being either found dead, exiled to the surface or simply vanishing in the dark tunnels. Rumored to be the fifth daughter of the previous head of the clan, her position in the succession line should have kept her far from the power she craved. One by one, her sisters were caught in accidents, charged for treason or even assassinated in plain view. Since rising to the throne, she involved herself in almost every aspect of the Kor'Taari, slowly reshaping them to what they are today. Yhl'behan is responsible for many of the more extreme measures taken by the clan in recent years, from the tainting rituals to replacing limbs for golem prosthetic.
Gaya’keshwaren Val’Duran’desh

The current Ill'haress of the Val'Duran'desh Clan.

Appearance: She is beautiful, with a complexion of onyx, her eyes garnet, her lips amethyst. She is the tallest and most buxom Drow in the clan. Impossibly slender in her revealing dress of gold thread, she wears a necklace of gaudily huge gemstones around her long neck and narrow waist. Atop her long platinum flowing mane of hair that nearly reaches the floor is a tiara with more big green gems. She normally wears matching golden gauntlets on her otherwise bare arms, with another gem embedded on the back of each hand (assumed to be foci, type unknown).

Personality: An otherwise caring leader who supports justice and protecting her clans people, Gaya’keshwaren is however a typical Drow monarch who is racially prejudiced regarding goblins. Not a stickler for courtly propriety, she does not mind speaking frankly with people of lower station if asked. Her sense of justice may cause her to choose insurrection over blind obedience to a superior who is sufficiently abusive and undeserving of her loyalty.

Brief History: When the Duran'desh arrived and became a Great Clan 560 years ago, Gaya’keshwaren was a very young heir to her stepmother, Queen Dishani’matrika. The stresses of the evacuation and the hardships of living underground wore on the queen’s mind, and when faced with famine on top of it all, she finally cracked and began ordering the consumption of intelligent species. At first it was limited to non-Drowolaths; but soon, even Duran'desh were no longer safe from being provendered. Criminals, then slaves, and eventually political rivals were executed and consumed. Young Gaya’keshwaren could not abide by this cannibalism, especially with those whose only crime was to dissent against the queen. Two hundred years ago, Gaya’keshwaren’s faction fought a brief civil war against Dishani’matrika. The queen’s forces were defeated, and the heir was elevated to Ill’haress. She oversaw the reconciliation of the clan, and peace brought further trade. The influx of food made the consumption of intelligent species unnecessary as well as undesirable. Overall, her clan is satisfied with her rule. She has numerous children, the most prominent being her daughters Vijya and Radica.
Kuychi Val’Yurak’riti

## *Appearance*

A drowussu woman with pale skin stark white hair, and brilliant blue eyes. She is short for the average height in Yurak’riti and always wears thick furs and the typical colorful clothing of the Yurak’riti people.

## *Personality*

She is a no-nonsense sort of woman and is always straight to the point when it comes to diplomatic ventures. She can be belligerent if another clan is trying to pressure a relationship, but makes an attempt to keep an open mind about meetings. She tends to keep to herself at diplomatic gathering, more than happy to watch the going ons rather than participate at the center of things. Many mistakenly think she is the clan leader given they will most likely see her more so than the Rikunaunay.

## *Brief History*

Kuychi is one of the attendants of the Rikunaunay and as such, was raised at the side of their leader to better a relationship and friendship between them. She was an attentive student and out of all the attendants, excelled at dealing with outsiders leading to her appointment as the lead diplomat for the clan. She now tirelessly moves outside the walls of the clan on diplomatic ventures that are usually arranged by the Val’Doeld’Uln as the middleman and is in close contact with said clan in regards to any diplomatic ventures or passing of information for wares. She is never far from the attendance of her two bodyguards and mates.
Falma’ress Val Kal’ren’silin

She is the Ill’haress’ second daughter, but the oldest living one and also the heir-apparent to her clan. Like her mother, she is an embodiment of the clan’s values and lifestyle. Falma’ress is a beautiful and elegant Kal’ren’silin mix-blood princess. She has clear blue eyes and ankle-long light grey hair usually done in a loose braid decorated with plenty of jewelry.

She is a master of Light sorcery, expert dancer, acrobat and singer. Falma’ress is also a skilled sealer and blade wielder (unlike her mother, she enjoys practice duels very much). There is no secret regarding her fondness for strong, powerful and muscular warriors, and to satisfy this taste a yearly tournament is held in which any male (Val or not, from the clan or not, as long as they are drow) can compete to become the new mating partner of the beloved princess. However, Falma’ress apply these tastes of hers even more towards females, and rumors say she invites the Vil’Flare’s Hammer as often as possible so to court her…
They Who Hold the Shadow's Mirror

They Who Hold the Shadow's Mirror

## Apperance

They Who Hold the Shadow's Mirror is one of the very few and rare living gods that can be found in lands outside their own, although for now, they have only been observed in Ali'Yuga. They are extremely tall, as most living gods are, and often wear body pant and elaborate clothing that resembles a jaguar. They are known for having large retractable claws, muck like a cat's claws, and their pupils are noticeably slitted like that of a cat. They are rarely seen without a feral at their side or being held in their arms.

## Personality

They seem to be taking on the role of a diplomat of sorts to Har'Ol"Nek'Preya on behalf of the ruling powers of Tenochirath, but still are considered to be a rather hostile entity and will often disregard most attempts to engage with them. They are very haughty and tend to look down on everyone, especially those of dark elf ancestry.

They will speak with drowussu and mix-blood individuals of "pure lineage", that is, sharing a bloodline with someone born of Alfheim. They seem to have an uncanny ability to tell if someone is of "pure lineage" or not, but this might be able to pick out certain facial features and the like that indicate someone of Alhfeim ancestry.

When asked questions, they often will deflect questions or not aswer them at all, being a rather secretive sort, although they do seem to love to talk about ferals in great detail. Like most tenochiraths though, they are prone to sudden bursts of temper and violence if they don't like someone, having already killed a few curious drowlaths that got too close to their liking. Since then, the policy has become "by appointment and at your own risk only" for anyone wanting to seek an audience with them.

## History

Nothing is known of their history or where they came from, only that They Who Hold the Shadow's Mirror, came to Ali'Yuga a few months after its founding and made demands for a gift which were promptly given within reason. Satisfied, the living god vanished for a few months before returning, this time demanding the leader of the colony come out to speak to them in person. It was at this point it was explained that only because of the connection to Alfheim was the colony being left alone for now, but that certain rules needed to be set down to continue their "shallow peace" as they put it.

Since then, tentative discussions happen every few months with the living god to navigate the strenuous relationship between the tenochirath and the people of Ali'Yuga and the people of Har'Ol'Nek'Preya as a whole. For now, they have agreed to a tentative peace as long as the border that has been place is kept, although they have made it known should any drow clan push into their territory, even by an inch, there will be "unspeakable bloodshed" to come.
The Anvil of Obsidian, ‘Fanie’

## Personality

Fanie is a shut-in who has long given up on social skills in order to perfect her metalcraft. She is still young but does have the calmness that most the clan shares. She’s smart and quick to say how the odds really are. Her words can get ahead of her though, and, combined with her social awkwardness, leaves an impression of being insensitive.

## History

As the Vil’Flare clan respects achievements above all else, Fanie climbed the ranks of the crafters quickly despite her age. On par or better than Xalyth’s skill at craft, Fanie falls short on any combat ability. She serves as Xalyth’s second-in-command of the clan’s Crafters.
Orm

Orm is the catch all term to refer any of the serpentine mana bearing creatures native to the southern continent. Possibly related to dragons and filling the same ecological niche, orm come in number of variations, but fit into to primary groups.

* Lindwurms - Land based orms with two limbs, often used to crawl, dig, or climb.
* Amphetheres - Winged serpents.
The Mountain Core

<<ART OF THE MOUNTAIN CORE>>

Away from the Mouth of the Mountain is the core is tucked further back in the cavern and although still cold, experiences a bit more heat from rising vents in the floor from the cavern below. This creates small pockets of hot springs within the cold and creates small patches of growing life. Near the steam vents and hot springs, the temperature is warmer and cozy, although at the edges, it has a biting chill still that grows more lethal in the winter months. There is not as much snow in this area, although ice can still be a problem if left to take root uncheck against the rocks, creating slick conditions.

Much like the mouth of the mountain, seismic activity, the ever present cold, and low mana makes the area difficult to live in without proper preparations.

The hot springs provide a natural attraction to locals and visitors alike. The area is more open and does not have the same risk of avalanches triggered by seismic activities as the neighboring areas. It is easily defendable as well, having natural rock formations that can help to guard holdings.

The <LINK Val'Doeld'Uln Clan>> have claimed this area as their own and have opened up hot springs that are open to all who travel up the mountain seeking their council.
Har'Ol'Nek'Preya

<INTERACTIVE MAP OF LOCATIONS TO BE CREATED >8I ONCE I FIGURE OUT HOW!>

The Mist Valley

The Flooded Grotto

The Stagnant Grotto

The Cavern Heart

The Bluffs

The Mountain's Mouth

The Mountain's Core

The Cascades

The Lowlands

The Twisted Abyss

The Geyser Fields

The Mushroom Forest

The Shimmering Cavern

The Murmuring Depths

The Magma Tunnels

The Historic District

HISTORY OF THE CITY

FACTIONS

Clans of Har'Ol'Nek'Preya
Mirail’andine Val Carchedylnaren

**Personality:** Due to her past, she is often quiet in tone, but stern in meaning. She is not easily riled, seeking to be calm even in the middle of a storm.

**Brief History:**

Born the 3rd child of the Ill’haress of the Carchedy'Inaren, not much was truly expected of Mirail except to perhaps rise to the ranks of leading a trade caravan into <<LINK Har'Ol'Nek'Preya>>. One incident however changed her life. As a child, she was tapping into her latent empathic abilities, able to commune with the sea life while skipping classes one day. Taken in by the priests of the Seven Shoals, she honed her skills in both blade and empathy.

During her training with the Sel’svet, she formed a relationship with a young male, and when they were of age, conceived a child with him. While it was not forbidden, the nobles often looked upon such as a small taboo. Yet, Mirail did not care for their views or opinions. She viewed the Sel’svet as citizens of their community, not just as pawns for some political game.

It wasn’t until the day that would be known as the Battle of the Broken Oar that she truly came to be a well known figure. Avenging the murder of her mother and first sister, she would take the ancestral trident and don the crown, anointed by the priests to be the next worthy successor. For over a century, she has ruled, seeking to mend relations and tie new ideas with the traditions of the past.
Heka'ne Val'Ezbehqesi

**Appearance:** A Stern looking  Lath woman of average height. Heka'ne got clear signs of aging visible on her face (think human woman in her 50s) Golden dyed straight hair with rust red coloured tips

**Personality:** Heka'ne is a far cry from the most common stereotype associated with her clan, calm, factual and a bit cynical, she leaves the optimism to other members of her clan Expect her to avoid grandiose speeches, and instead focusing on facts.

Brief History: Heka'ne was born the youngest child of the previous Ill'haress, fortunately for Heka'ne, she was the only female of the bunch, but that was where her advantages ended. As many others, she had to prove herself before she was allowed to become the clan leader. Far into  the depths, where the heat was merciless, and darkness was almost constant, she learned of the hardships one had to go through in order to help the clan succeed, using her metal affinity she made iron leak like mercury from the walls themselves, making the work a bit easier for her comrades.

When Heka'ne well was given title Ill'haress, she showed herself to be a talented administrator,  improving the security for the commoners and modernizing the equipment for the Thef soldiers. Heka'ne has also taken steps in improving diplomatic relations, offering trade to many other clans, in exchange for food, water, and other goods. A more controversial decision of hers, was when she decided to legitimize the growing population of Sightless among the clan, creating a new Sub-house for them, House Qorr'faz, this to avoid having scared commoners throwing away workforce, the Sightless has been able to find good patches of lichen, but many of the clan still frowns at the sight of the members of this new house.
Eriodas

Eriodas Son of Mellisandra

**Brief History:**

Elder son of Mellisandra, Eriodas is a clever sorcerer and a skillfull steward. In charge of the economy of the clan, he constantly cross right through the Val’Dorak cave in order to count,measure and assess every ressources of the clan.

He is helped in his task by Sarla, a young but skilled treasurer from the frog folks.

**Personality:**

Calmer than the rest of his family, Eriodas is a workaholic, spending most of his time between the producers of moss-hop of the cave and his office. Watching his mother loose more and more interest for the clan’s future, Eriodas work twice as hard to be able a day to take back the reins of the clan.
The Stagnant Grotto

<<ART OF STAG GROTTO>

This large cavern sits up higher than the neighboring cavern and is the first major cavern on the way down into the underground portions of the city. It has but a single large opening to the sky above which is covered in some plantlife. The water that comes in from the rain rests within a single pool that has but one underground opening that flows out into the neighboring flooded grotto. Given though that the opening is far above, there is less light here and it is far more dark and damp.

Rain comes down from above, more so during winter than summer, but the climate within rarely changes. The humidity here is more stagnant and oppressive with no real breeze reaching the lower parts. Flooding can happen quickly and without warning leading to a flash flood warning but also can experience times of near drought causing the water to recede into stagnant pools. The unpredictable flooding and drought makes it hard to plan buildings or grow reliable crops. The stagnation of water also attracts many insects, many of which can carry potent fungal and parasitic diseases. The humidity can become very oppressive and cause individuals to pass out if they do not seek some escape. Also the place does tend to have an odor to it of rot.

Yet the moist climate means that mushrooms and insects thrive in this hole and both can grow to rather large sizes for consumption. It is very well defended with but one major opening into the area making it easier to keep others out. It is close to major trade points while keeping out off the main path, allowing for ease of access to trade points.

The **<<LINK Val’Kal’ren’silin Clan>>** have called this grotto their home since the settlement of Har'Ol'Nek'Preya.
The Flooded Grotto

< PICTURE OF FLOODED GROTTO>

This system of caves lies just at the foot of the mountains and opens up directly to the ocean into a natural harbor. It is a strange place of twisted natural rock bridges over huge pools of water that in of themselves contain hundreds of underwater caves where all matter of sea creature might live. The climate is mild but humid and temperatures rarely fluctuates between warm and hot. There are only two seasons: a dry and rainy season. The dry season tends to be the “winter” for the region and the rainy season is the summer. Powerful coastal storms and hurricanes are common and there are no natural barriers against the ocean causing huge amounts of flooding into the cavern. A constant breeze tends to lift the humidity from this area combined with the caves many natural openings to the sky above.

Flooding is extremely common, even when there are no storms. Given it has a direct open to the ocean, the tides come and go constantly within the caves, making it hard to plan and build structures as they may be washed away if not water-tight or floating. Dangerous sea life lurks in the caves and it is hard to explore these caverns safely leading to increase of drowning from dangerous currents and getting lost in the underwater cave systems. The land is covered in saltwater which leaves little to no land arable in the caverns for farming purposes. Most in the cavern have taken to utilizing the natural harbor for trade purposes and harvesting what they need from the ocean as there are many exotic coral reefs and pools filled with pearl-producing shellfish.

The locals of the region call the grotto **Nau Kentaar.** It is home currently to the Carche'Ylnaren minor clan, although the region has recently become somewhat unstable.
Falma’suul Val Kal’ren’silin

Almost 600 years old now, Falma’suul is the 3rd Ill’haress of the Val'Kal'Ren'Silin

She became Ill’haress about two centuries ago, when a nether incident claimed the lives of her mother, several of her sisters and brothers and her own eldest daughter. This event rooted a still lasting deep hatred of nether summoners and worshippers. She began her reign by fully exterminating the minor clan involved in the incident as well as purging her own clan from tainted and supporters of nether arts. Since, she long calmed down toward tainted and showed back her friendly, open-minded personality. She kept encouraging and developing arts, crafts, trading and education for her clan, and formalized alliances with Val’Carched’ylnaren and Val’Vil’Flare clan.

Personality:

Falma’suul is the 3rd Ill’haress of the clan, and embodies its values. She is a beautiful lady, adorning herself with the jewelry made by her clan, she is well-spoken, poli , gracious. An emeritus dancer and acrobat, but also had mastered the art of making mosaics out of bug’s shells as well as her water affinity. She is also a very caring mother and Ill’haress, and an accomplished spear and blade wielder. Falma’suul has great love for arts and crafts, that she will encourage and patronize. She currently has 12 children, 4 of them being mix-bloods (including her favorite daughter and heir-apparent).

Falma’suul is also known for having a pool of favorite mates, liking to pick from allied and friendly clans as well as (of course) from her own-clan. It is no secret that her favorite mate since decades is Sha’orcha Val Carched’ylnaren, the elder brother of the Carched’ylnaren’s Ill’haress. As last note, she will usually be seen with at least one of her beloved pet-frogs.
Tawn’Karu Val’Yurak’riti

## *Appearance*

A tall drowussu male with short red-violet hair and cobalt blue eyes. He has a few scars down his left cheek from conflicts in the past. He gained the nickname “Blizzard” for his hit-and-run tactics often using white-out conditions to make the strike.

## *Personality*

He is a kind-hearted man and something of a bleeding heart who would rather figure things out diplomatically before turning to fighting. This has caused others to underestimate his ability in a fight, taking his mercy for weakness from time to time, a mistake few live to make again. He has a terrible sense of wanderlust and prefers to leave the clan and even the lands of the city entirely to explore untouched places of the world. Sometimes he gathers up groups of intrepid explorers and guides them out into the wilds on relic hunts.

## *Brief History*

Tawn’Karu is considered a prodigy in the clan, rising to power quickly at a very young age and serving in the army of Yurak’riti for a long time. However, with every war, every battle, his attention and desires always turned towards exploring beyond the horizon and seeing what had become of the old world.

Eventually he would ask to retire from the military and with the Rikunaunay’s blessings, he was granted leave to pursue his passion of exploration. He is known to frequent the Doeld’Uln and sell information on locations of ruins to the clan for supplies and the like for the Yaruk’riti. Also is where he tends to frequent to pick up adventurers to guide on excursions out into the wilds. He also tutored Fina'llaki and trained her in the arts of mogon handling and war, and he still keeps close with his angry niece.
Ran’Shaeli Val’ Arv’shun

**Personality:** Despite her relative youth she is holding the grace and the presence of a woman of the nobility. She excels in social relations and the manipulation of the words. Theses traits made her quite skilled into diplomatics, plots and trade negotiation. She always makes a point to keep the interests of her clan prior to everything else and works a lot to keep things the way she intended to.

But the casualness of the youth is also one of her traits as she often pleases herself into party, games, ball and dances with the other members of the nobility but we can't say that she is a woman of debauchery . She was born with a graceful body and loves to explore the ways of the flesh and, perhaps, how to use it into the future for her mind games. After all the clan is well-known to place some of its members into political unions and negotiations. On that part Ran'Shaeli still has room to evolve.

**Brief History:** Ran'Shaeli is a young drow with few decades of life, barely entering the age of adulthood. Yet, the clan is confident in her skills to protect the interests of the Arv'shunari. She is the fourth daughter of the previous ruler but unless her older sisters she has been recognized by the families branches as the most talented girls among all her contestants. During her teenage years, she showed a great capacity to store knowledge on the world, the art of trading, the clans and geopolitics. She is able to see things on a much larger scale than the average peoples and how to secure assets for her own goods and family. She never learned how to fight, she doesn't even have a mana affinity but does have a certain inner talent to manipulate mana in various ways with the use of focis. She has yet to make a place next to the others Illharess on the political theater but her lineage is guiding her towards her future.
Arv'Shun Moths

The geysers fields are not a proper area to see large creatures and powerful wildlife. Instead, into the fog lingering on the mosses around the geysers, some specific species of silk moth came to colonize the area and are the base of all the silk industry into the cavern.

The Arv'shunari chose this little flying animal as official mascot.
The Mushroom Forest

<<PICTURE OF MUSHROOM FOREST>>

Following the major riverways flowing away from the **<<LINKS cascades>>** and **<<LINKSlowlands>>,** the riverways lead downwards into the mushroom forest. This area is a rich biome filled with giant mushrooms that have created a closed in forest with little room to move between the surprisingly sturdy mushroom trees. Some light is produced by pockets of glowing moss that glows a low green color in the dark. A single river runs through, trickling down into the lower end of the cavern rather than flowing towards the ocean passage as most waterways do. This river ends in the **<<LINK murmuring depths>>** where it flows over the edge into fathomless abysses. The climate is moist and mild, not having any extreme temperatures and tends to stay the same.

The mushrooms themselves play host to many strange creatures that can cause problems and the mushrooms themselves have a few poisonous and toxic varieties that need to be contained and could be dangerous if exposed to water used for drinking. However, the mushrooms grow large quickly and can be cleared for a rather odd “lumber” that can be used in construction and the like. The area lies in a more central location and despite the dangers, it is relatively safe and contained, making it popular for population growth.

These twisted woods are where the **<<LINKVal’Ruulk’naus clan>>** makes their home and practice their strange arts.