recursal/Fanatic-Fandom huggingface dataset:
Turtle

Turtles are slow-walking reptiles with hard shell on their back. They can use their shells as a form of defence and retreat into them when threatened. turtles use their flippers to swiftly swim through the water, but these flippers also make them very slow and unwieldy on land. To lay their eggs turtles will always return to the same beach that they have been hatched on themselves. These beaches are made out of fine soft sand which makes it easy to dig a nest in with their flippers and isn't to harsh on their shells. An average nest can include as much as 110 eggs, of which only 5% will reach maturity.

## Culture

Turtle's are revered as messengers of the Azen by the Tortle people of the Wabu Islands. Their are especially sacred to the goddess of water, Shima, for the dedication and struggle that they put themself through to lay their eggs.
Selbbub

> “
> When Dragons dream a little dream, of how it feels to be one of the common folks, a dream where they feel actual terror that makes them wriggle and writhe. That is when they meet the screech of the outer dark, Selbbub.
>
>
>
> — Zorig Dreamrider
>
>
>

**Selbbub** is a dragon-like leviathan which roams through a part of the dream known as Dragon's Nightmare. Once known as Dragon's Respite, it is now infamous for Selbbub's reign of terror over the sleeping dragons who appear here. Selbbub sustains itself on the fears and insecurities that these dragons bring with them to bed, slowly growing in power each night.

## Description

Selbbub represents a dragon in silhouette, but with diseased wings covered in holes and wiggling tentacle across its body. Its body is a pale grey colour, like it is suffering from grey scale, and appears to be rotting in places. It has six lanky legs which are barely able to sustain its weight. Each of these legs ends into a single giant claw. Its face appears to featureless when it has its mouth closed, like a stump or cauterised limb, but once it opens its mouth the true horror reveals itself. A mouth made out of four jaws, each lined with sharp curved teeth, inside of which is a smaller two jawed mouth that it can shoot forward.
Badlands

The Badlands are an thinly populated arid wasteland mostly inhabited by tribes of dragonborn and gnolls. It is lays north of the Umamthakom Mountains and the Crescent Mountains and south of the Al-Kanish Desert.

## Description

The Badlands has little arable soil left, with most of it having eroded long ago and leaving a landscape of imposing cliffs and deep valleys behind with colourful shales. Hoodoos and balanced rocks form some of the most important landmarkes when traveling in the Badlands. Other interesting areas are the lakes of gravel, the dry rivers, and the rare piece of flat farmland.
Pitcheri

**Pitcheri** are large shrubs growing on the arid Nullarbor Plain. The plant's leaves are a popular ingredient for Pituri, a popular local herbal remedy and important export product.

## Description

The pitcheri grows as a round shrub of up to 4 metres tall and 3 metres wide. It has narrow elliptic leaves which range between 2 to 12 centimetres in length and 1 to 13 millimetres in width. The flowers of the pitcheri are white and bell-shaped with a striped violet pattern inside. These flowers turn into round purplish black berries of between 2 to 6 millimetres in diameter,
It has an erect habit, usually growing to between 1 and 3 metres in height and has long, narrow leaves. Flowers are white and bell-shaped with violet-striped throats. These appear between June and November in the species' native range followed by purple-black, rounded berries which are 3 to 6 mm in diameter.
Pax Rubens

The **Pax Rubens** is a organised crime syndicate run by dwarves following the way of the Astral Self. They hold great power in Serenissima Capitale and rival the city counsel in influence. They also have smaller cadet branches in the other two imperial cities.

## History

The Pax Rubens originally started as a group of monks from Anthonio's Island who got hired by wealthy families to offer them protection as their personal guards. However their numbers began to grow and some of the monks began to teach the way of the Astral Self outside of temple grounds to youths in the street. These youths took over from the old monks and began to run protection rackets as a side job. These protection rackets proved to be so profitable that the small groups of Astral Self guards could expend their numbers and turn themselves into full fledged organisation, each with their own turf.

Eventually all the turf in the city would be gobbled up and the organisations began to fight each other over control. From this boiling cauldron the Pax Rubens would rise as the absolute leader of Serenissima's criminal underbelly.

## Members

Members of Pax Rubens are separated into two main groups: the Socio and the Combattente. The Socio are those who have unable to learn the way of the Astral Self and are often just petty criminals who pay tribute to the rest of the organisation in exchange for protection.

The Combattente on the other hand are the true members of Pax Rubens who use their Astral Self to fight. Combattentes can often be recognised by their expensive and unwieldy outfits. The first rank of combattentes are the Soldato who work in groups of six for a single Capo who controls the turf. The capo in turn answer to the boss of the organisation. The boss of the Pax Rubens, simply known as The Boss, is a mysterious character of which little is known. Some believe him to be a jinn while others believe that he is an ancient talamaur, perhaps even Anthonio Columna himself.
Monstrosity

**Monstrosities** are monsters in the strictest sense - frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry, and others are the product of terrible curses. They defy categorisation, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
Turkey

The **Turkey** is a type of bird which roams the bush and farms of Sahul. They are kept for their eggs, feathers, and meat.

## General

The turkey has black feathers and a red head. The underside of the body is sprinkled with white feathers, more pronounced in older birds. From beak to tail it is around 65 centimetres in length with a wingspan of about 85 centimetres. It has a prominent, fan-like tail flattened sideways. The males' wattles become much larger and brighter during breeding season, often swinging from side to side as they run. The turkey is a clumsy flyer and cannot fly long distances, only taking to the air when threatened by predators or to roost in trees at night and during the heat of the day.

They build large nests on the ground made of leaves and earth, 1 to 1.5 metres high and up to 4 meters across. The eggs of the turkey are very large for a bird of their size. The eggs are hatched by the heat of the composting nest. Once hatched the young are fully fledged, and can fly within hours, as soon as the feathers are dry.
Mudviper

A **Mudviper** is a venomous type of snake that lives in muddy and damp caves near marshes and swamps. They have a purplish skin, a tiny sharp horn on their nose and a sail fin across the upper side of their body.

## Behaviour

Mudvipers are not especially aggressive, but will attack people if they feel threatened before trying to slither away. They tend to make their nests deep in mud, which usually hatch all at once, making something that farmers reference to as a "Viper Bomb".

The venom of a mudviper can be extremely painful, but is designed to kill the small vermin it feeds on and not to kill large animals. The danger of a mudviper's bite doesn't come from its venom but from the Lasipia bacteria living in its mouth. These bacteria life on the skin of the vermin that it eats, and slowly build up in its mouth. Both the mudviper and its prey are immune to Lasipia but are often fatal to humanoids.
Sandberry bush

**Sandberry bushes** are low-lying bushes which grow on the rocky coasts of the Coarse Sea. Sandberries are commonly used by apothecaries as a remedy for insomnia.

## Description

Sandberry bushes grow up to around 30 centimetres high with a woody stem and thick wide spreading branches. They grow in an oval shape and often root into rocky terrain. Their leaves grow up straight to the sun and are around 7 centimetres long and 3 centimetres wide. The leaves are coloured green, feel very thick, and have a waxy texture. Their flat six peddled flowers are about 3 to 5 millimetres in diameter and have a azure colour. These flowers grow into small yellow berries of around 11 millimetres. These berries have a bitter taste but can relax muscles when brewed into a tea and can even help with sleeplessness.
Tawny frogmouth

The Tawny frogmouth is a small bird known for its large expressive face. During the day they perch on tree branches, using their feathers to camouflage themselves as another branch. When threatened a adult tawny frogmouth will make a shrieking alarm call to tell its chicks to remain still.

## Description

The tawny frogmouth ranges from 34 to 53 centimetres in length and weights between 157 to 680 grams. When relaxed their bodies are rotund and stocky, but when it is hiding from predators it can extend its body to look like a tree branch. Both sexes have grey feathers. Tawny frogmouths have rounded wings and short legs. Their have wide olive-black hook-ended bills. Their eyes are the size of marbles with yellow retinas and black irises.

## Culture

Tawny frogmouths have well adapted to live inside of urbanised areas. Often making their homes in parks and parks. They are very popular with wizards because of how expressive their faces can be. Old wizards enjoy telling their tawny frogmouths bad puns, just to see the annoyed expression on the bird's face. Many wizard academies have special towers inside of which they take care of entire colonies of tawny frogmouths.
Protectors of the Kin

The **Protectors of the Kin** is an elite bodyguard of unit tasked with protecting the High-Priests of Drazenia. Founded officially in the year 369. The unit always consists of at least 104 elite soldiers.

## History

The Protectors of the Kin were first founded as a small unit of retainers tasked with protecting the dwarven governor of the region of Drazenia after the dwarven conquest of the region. At the time they were simply known as the bodyguards. The soldiers consisted of loyal dragonborns who had proven their serve as axillary in the dwarven army.

However the guard wouldn't remain loyal to the dwarven governors. For many of the guard were radicalized by the many dragonborn priests advocating for a united front of dragonborn. A position that had become popular with many dragonborn at the beginning of the Troigh Leud. After the collapse of the Dwarven Imperium many of the bodyguards turned their backs to the dwarven governor, refusing to fight fellow dragon-kin. A few of the dragonborn remained loyal and tried to evacuate the governor out of Grauzier. However this was a failure as the guard was swarmed by an angry mob, the guard managed to kill a few fellow dragonborn but was overwhelmed by the sear amount of numbers they were phasing. The dwarven governor was imprisoned and later executed. They few soldiers that remained loyal were to live a solitary life as monks.

After these events had transpired a new guard was to be established this time to protect the High-Priests. Many of the former soldiers who had refused to fight were permitted in this new order. And so the name Protectors of the Kin came to by. These soldiers were now drawn from dragonborn who had proven their faith in the Greater Gods. After the foundation of the Reyimic Fellowship it became common for former Fellowship soldiers to be recruited into the Protectors of the Kin.

## Tactics

Each of the High-Priests as at least 4 soldiers always at their disposal for protection. The highest class of High-Priests even have 8 soldiers protecting them at any times. The unit always consist of at least 104 soldiers. 52 to protect the High-Priests at any time and an additional 52 who are on reserves or simple on guard duty of the island located in the Temple District of Grauzier.

The soldiers are equipped with large square shields which are raised around the priest to protect them from any incoming attacks. They carry a spear with them at any times and an additional sword. They fight with their spear first keeping any potential enemy at a safe distance so that any High-Priest who comes under attack can retreat to safety. If however the fighting erupts at close quarters the guards drop their spear and equip their swords.
Snow Lion

The **Snow Lion** is a mighty beast who stalks the snowy tops of the Umamthakom Mountains. Snow lions lives on the snowy summits of mountains, usually at the border of the treeline were trees become more rare. In this snowy landscape they use their white fur to camouflage themselves from the sight of their prey. In the snow they move which such care and grace that their paws never leave any prints behind them, which makes some people believe that the snow lion can levitate. They can leap up to 10 metres in distance while hunting and can fall 20 metres while landing on their legs.

## Description

The snow lion is a large feline creature with white fur and icy blue manes. They reach between 1.2 to 1.7 metres in length and stand 1.07 centimetres at the shoulder. They weight between 140 to 170 kilograms and can grow as old as 108 years in age. While resting their manes droop over theirs head but flows with the wind when the snow lion begins to run. Both the male and female snow lion possess manes, although those of the males are slightly longer. Snow Lions have yellow eyes which are capable of seeing through thin materials like snow and flesh. These eyes allow them to find their prey while its hiding in the snowy landscape.

Snow Lions mate with a single partner and produce litters of two to three young. The snow lioness sweats milk from special glands in her paws. Her cubs then lick the milk from her paws. This milk is said to be full of beneficial nutrients which restores one's body and mind from any ailment and brings the drinker back into balance.

## Social structure

Snow lions live in prides of two to four individuals, usually with two males and two females. Both genders hunt together, with the females stalking the prey and the males controlling its movement with the use of their roar. The roar of a male snow lion is powerful enough to cause small avalanches, which can either trap their prey directly or block a potential escape route.

## Culture

To the dwarves the snow lion represents the power of the mountains themselves and their solitude. The dwarves like to capture snow lions and fight them in their colosseum exactly because of this cultural associating. The gladiators want to proof to themselves and the rest of the world that they are stronger than the mountains by fighting a snow lion.
Slab house

Most people throughout the Sahulan outback live in small self made houses called **slab houses**. They are build from scratch by their inhabitants and can be broken down in a relatively short fashion when the need arises. However this easy of deconstruction has left these buildings unstable and it is not uncommon for someone to have to rebuild their house more than once furring their lifetime. The main idea behind these traditional outback house is that it should provide a safe place to sleep at night, away from the many, many dangerous creatures that stalk the night. They are more functional than intimate but do give off a cosy atmosphere. Most couples build their own house once they move out and host their children until they are ready to move.

## Design

### Exterior

The traditional outback houses in Sahul is build out of locally acquired wood which is cut into planks, the planks are then bound together spinifex rope and nailed into the building frame. They are build on a foundation of poles which is filled up with big rocks and stand at around half a meter of the ground. After the construction is finished most couples choose if they either want to paint their house or keep its natural colours. If they do choose for painting the house will usually receive a light hue to set it off against the trees and sandy grounds.

Most houses have simplistic porch on both sides of the building and stand at around two stories high, with the upper floor being used as the sleeping room. On the side of the house is small extension which houses the hearth with a chimney like construction on top.The windows are covered by a plank which opens vertically and can be kept open with the use of a stick.

## Interior

Most outback houses exist out of one large room with thin walls being able to get added at the owner's digression. The walls are covered in planks on which various objects are stored: plates, pots and pans, billies, knives, bottles, hunting trophies, etc. Ropes are thrown over the rafters to hang sacks filled with food and clothing as to prevent any nasty critter from creeping its way inside. A kitchen can be found next to the hearth which is often made out of a table or a cut log to cut on and a tripod which holds the pan over the fire during cooking.
Wine

**Wine** is an alcoholic beverage popular throughout the world. Most wines are poured into wooden casks for transport. The casks are then tapped by innkeepers or other consumers. Merchants and Innkeepers prefer to bottle alcoholic beverages such as wines to easily sell small quantities of them to costumers and mass producers usually store wine in giant wooden barrels.

## Notable vintages

### **Red**

Ollwin's Red Serpent
A homegrown vintage from the Sleepy Serpent.
### **Fortified wines**

Marabilloso
An elven wine known for its high alcohol percentage.
Naga

**Nagas** are powerful serpentine creatures from hailing from Koiturland. Once human, they are now cursed to walk around as half human, half snake monstrosities. They are mysterious and enigmatic, seeking lost magic to a fanatical extent in a desperate attempt to regain their human form. They delight in causing suffering and death with the powers they possess as life has long ago lost all meaning to them.

## Description

Nagas have serpentine bodies with black scales and red markings, the head of a woman, and the body of a snake. Their humanoid faces are framed with stringy hair. The bite of a naga is deadly, as it contains a deadly venom. The eyes of the creature are no better, as their gaze can cause to who look to fall under the control of the naga's will. The average naga grows to about 4 meters in length and weighs about 140 kilograms.

Nagas were creating during the Event Horizon when the entire region of Koiturland was mutated with magic. Only woman were turned into nagas, creating an exclusively female species. Nagas have no need for males however as they are immortal and don't need to reproduce. When one dies or is slain its body gets reformed in the place were it was first cursed, granting them virtual immortality when not slain with an immensely powerful spell.
Tortle Rum

**Tortle Rum** is an alcoholic drink made by fermenting and distilling sugarcane grown on the Wabu Islands. The drink is popular among many tortles and many sailors in the Sea of Resonance.

## Description

Tortles is often either white or golden rum. The gold rums are popular for their stronger flavour and are often drunk in the taverns spread across the Wabu Islands. While the white rum is more popular with captains of ships who don't want to intoxicate their crews to much but still provide them with drink. On the Wabu Islands its custom to over any guest a glass of white rum, depending on the occasion golden rum will also be offered.
Sheela's Springs

The town of **Sheela's Springs** is an abandoned mining settlement in the south of Ishim.

## History

Sheela's Springs was founded in 1388 by miners from the Rim searching for new veins of ore after the ones at home had suddenly dried up. In the first few years Sheela's Springs prospered as it sold iron ores to the homeland for use in the Metal Wars and more settlers joined the town.

Everything went well until one day a dogs disappeared. The owner filled a complained by the head of the expedition, Sheela Swayer, but she waved it off as an unlucky dog who had either gotten lost in the desert or had gotten eaten by a tribe of gnolls passing by. However over the month more and more livestock began to disappear and Sheela was forced to look into the issue, but she couldn't find a trace of the lost creatures. More months passed on and Sheela kept searching high and low for any clues that could lead her to the culprits while also managing the town. After three months a child, the first to be born in Sheela's Springs, suddenly also vanished. This was the final straw. Sheela gathered a militia of townsfolks and began to search every house for the kidnappers. They broke down every door and searched far and wide until the came to a small mismanaged slab house on the outskirts of the town. The kicked in the door only to find a stairways down.

The militia went down the stairs with Sheela in front. She lead the charge down the slim dirt hallways with torch in hand but didn't notice that as they went deeper her militia was growing smaller. One by one her followers were picked of by things hiding in shadowy alcoves and coming from hidden trapdoors. Eventually she reached a large dimly lit chamber where a robbed creature stood, barely visible by the light of candle light in front of it. Its eyes were red like tracers in the night, its face was covered by slender whiskers which jittered with anticipation, and in its long nailed hands it delicately held a small object. Sheela made a few small steps forward just to see what it was holding. *Crack!* She had stepped on something that broke under her weight and the creature turned to her. It slowly stepped toward her with a snarl on its long face. She tried to step back into the tunnel and to raise her knife, but was blocked by something... Something furry. It grappled her and took away her weapon. The creature in front of her came closer and closer and Sheela was finally able to see what it had hold. It was a small skull, unmistakably human but covered in small teeth marks an scratches. The wererat before her raised its claw and sliced her neck open. Hot red blood was streaming out of it and Sheela tried to scream, but was unable to make a sound. As she began to struggle to breath she saw more pairs of red eyes peeking out from the darkness and as she lost consciousness they began to pounce on her in a frenzy. That night the town of Sheela's Spring drowned in a tide of vermin and blood and the settlement was lost forever.
Wererat

**Wererats** are humanoids cursed to transform into degenerative rat-man when the stars fall from the sky. The randomness of their transformation has driven many afflicted wererats insane and paranoid and makes them plot against the surface world from their dens and uncities. They also like to steal anything that they determined to have any value, which is mostly shiny stuff, resulting in accumulation of piles of shiny junk that may contains something of value.

## Description

When they are in their normal form the cursed tends to be a thin, wiry individual of shorter than average height with man often growing thin, ragged moustaches. The curse has left their faces contorted and elongated into a spits ratlike state. Their mouths have turned into an overbite and their ears have grown in size. Their eyes constantly dart from place to place and a particular odour hangs around cursed individuals. All of these traits results in them being condemned to the settlements ghetto and forced to beg, if they don't run off to the uncity .

But once the stars begin to fall from the sky they transform into form of the wererat. They shrink a tiny bit and its head, torso and tail become those of a rat while its limbs stay more akin to those of a humanoid in appearance. Wererats are cannibals, eating uninfected humanoids and subsisting on what they can scavenge or steal.

## Culture

Wererats have an collective love-hate relationship with the dreaded "*Backflip*" and will mercilessly slay anyone seen doing one. This hatred comes from the story of knight Massawass and the wererat: In this story a knight constantly tried to perform a backflip while his page fought with a powerful wererat. This annoyed the wererat so much that they eventually did a single backflip of their own and pierced the hearts of both the page and the knight in one fell swoop.

Wererats like to congregate in massive numbers beneath cities were they build their own underground settlements called uncities, these cities are crude copies of the city above and get the same name as the city above it with the prefix Un- added in front of it (for example Ungreta is the wererat settlement under Greta). From these uncities they constantly make insane plans against the surface world that surely wants to slay them for their therianthropy.
Wretchling

**Wretchlings** are small bipedal leviathans that roam the dream. Here they hunt down any wandering spirits that have gotten lost in the dream. They hunt in small packs of 6 wretchlings, who will each jump at their target and attach themselves to its limbs with their tentacles. They then gnash their way through the body until their prey dies.

## Description

Wretchlings are around 30 centimetres at the shoulder and 50 centimetres from face to back. They have long slender legs with three toes that end in sharp claws. These legs are attached to a lightbulb shaped body. Their faces are like those of a cuttlefish, with slid-like eyes and tentacles which hang over a sharp beak.

A wretchling is moulded out of thoughts of depravity and cruelty. The more inhuman the thought is the bigger the wretchling becomes. While normally these creatures are manageable by the inhabitants of the dream, there have been moments where the waking world was filled with such evil that the wretchlings turned into a raging swarm.
Riverina

**Riverina** is a flat marshland in which a great amount of rivers find their way to the sea. One of these rivers is the Iníon, a distributary of the Glasglas river. The landscape of Riverina stands in stark contrast to the hilly forest of its northern neighbour Alba. The soil of Riverina is extremely moist and has an iconic red-brown colour to it. The climate in Riverina is warm with low moisture in the air.

The population of Riverina is quiet differs with the large native population of humans, and sun- & star elves sharing their land with smaller populations of dwarven and gnome immigrants.

## Points of interest

* **The Den of Books** - An enormous public library maintained by the Lore Hounds.

## Important settlements

* **Eyheyh** - The regional capital situated on the banks of Spire Lake.

## Culture

The people of Riverina are known for their strong food and wine culture, and hold several festivals dedicated to feasting throughout the year. This strong focus in food has allowed the people living in Riverina to have a more nutrient diet, resulting in them growing larger and more fit than members of their race outside of Riverina's borders.

They are also known to enjoy the art of poetry and literature, which has resulted in Riverina having one of the highest rates of literacy outside of the Imperial cities. This high rate of literacy has also caused the population to value the conservation of history more than others. This is why they have founded the order of the Lore Hounds, an order dedicated to the seeking, preservation, and respreading of forgotten knowledge.

## Economy

Riverina is famous for its wine, exporting high value vintages to cities such as Plopsapolis, Scorch Gate. The production of wine was introduced to Riverina in the year 371 AD by dwarven immigrants who fled to Riverina as their empire fell from grace after the loss of the Troigh Leud.

The terrain of Riverina makes it ideal to produce Harakeke Flax, a plant which is used in the production of ropes and fine clothes. The plants are cultivated in small flax nurseries and bigger flax plantations by farmers near the coast where the colder winds make the labour intensive work more bearable.
Scaull

**Scaull** is a Behemoth that exists out of boiling tar and pieces of death trapped animals that perished inside of the Tar. Each time a creature dies in its tar, Scaull absorbs some of its life energy and body and grows in size. When he was newly formed Scaull was small but very active buy after growing bigger and bigger he eventually fell dormant, only waking up once every thousand years.

Scaull lives in a collection of boiling hot tar pits known as Scaull's Scar, which grew in size and numbers as Scaull's mass did.
Technologic Masterpieces Wiki

## Welcome to the Technologic Masterpieces Wiki

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## Describe your topic

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The Courageous Travelling Caravan Troupe of Concerto Troublemakers

**The Courageous Travelling Caravan Troupe of Concerto Troublemakers**, or the **Travelling Caravan** for short, is a travelling group of artists who tour all year long around the Sahulan outback. Whenever they arrive in town they bring joy and excitement with them as the entire place is turned into one giant circus.

## Members

Members of the caravan are usually young man of an artistic disposition. Most of them have been inspired by the story of The Caravaneer and have used its hidden guide to meet up with the rest of the travelling caravan. Most of them will leave the travelling caravan again when they feel the desire to either settle down or go their own way, but those sticking around have a chance to be promoted to the rank of Ring Masters. The oldest and most well respected of these ringmasters becomes the Conductor, a rank well respected all over Sahul.

## The wagons

The Wagons of the Travelling Caravan are small ramshackle wooden carts decorated with beautiful colours and drawings. Inside of the wooden carts are small living spaces for the artists which are shared by two artists. They live together like roommates, give each other peer-to-peer feedback on their music, and take turns driving the cart.

The Caravan wagons communicate with each other on the road by waving a series of encoded flags. The wagon on the front, who is driven by the conductor, will sent his message first. Then each wagon after them will raise the same flags so the next wagon can see it and sent it backwards. Some of the wagons have small towers on top of them which function as crow nests. From top of these crow nests the scouts can see for miles around the caravan, noticing any potential threat before it can come too close and endanger them.

The wagons of the Travelling Caravan are pulled by a group of dire wombats clad with colourful clothes. While these wombats don't travel fast they are capable of walking from nine in the morning to nine in the evening. Halflings are usually the ones who take care of the Wombats because of their natural affinity with each other but other members also make sure the wombats are kept in good shape.
Tara tree

The **Tara tree** grows around dryer areas near the coast of Sahul. The gum of the tree is harvested to creating a potent sleeping poison called Culfuin.

## Description

Tara trees can grow between 2 to 5 meters tall. It has a dark grey bark covered in prickly thorns. Its leaves are 6 to 8 centimetres in length and have a dark green colouration. The tara tree is renown for its beautiful flowers, which can range from yellow to orange on the same tree. These flowers grow on long strips and each have 4 pedals which are 1.5 to 4 centimetres long.
Woomera

A **woomera** is a wooden spear-throwing device which serves as an extension of the user's arm. A woomera is shaped like a long curved palm leaf made out of wood with a small inward hook on the top. It can be between sixty to ninety centimetres long. Woomeras have been used by humanoids throughout since the dawn of time. People like to customise by adjusting their shapes and adding small carvings or paint to the woomera.

## Usage

Woomeras are used primarily to throw spears, but also has a few other usages. They can be used to carry water and produce. Many woomeras have sharp edges attached to the end of their handles with adhesive from the triodia. These sharp edges for cutting wood and food.

A woomera is used by holding it in one hand while placing the spear on the hook with the other, the hollow curve makes it easy to place the spear in its place. This allows the spear to travel at a greater speed and force than possible with only the arm. Some scholars believe that a spear thrown from a woomera is more powerful than a arrow shot from a bow.

## Homebrew

**Here are some homebrew ideas:**
***This simple device aids with throwing javelins by increasing the hit chance and damage.:***
+1 attack, +1 damage
Skeletal Spider

The **Skeletal Spider** is a skeletal abomination made out of leftover bones. They are often made by novice necromancers as a training exercise. Only after they have mastered the act of creating abominations such as these do they move on to creating a true undead servant.

## Description

The skeletal spider is primarily made out small bones which form the main body such as fingerbones, emu wings, and ribs, and with a random skull which the creator found laying around as a head. Skeletal spiders ofcourse do not have their own natural armour, but their masters sometimes cover their "fangs" in poison to give it a poisonous bite.
Mountain Eagle

The **Mountain Eagle** is a species of eagle living in the many mountainous areas of Sahul, from the Thurndi Mountains to the Sand Shield Mountains but they primarily live in the centrally located Umamthakom Mountains.

## Description

The Mountain eagle is typically reported as measuring 86–102 cm in total length and weight between 4-7 kg. It has a wingspan of 184 to 220 cm and a wing chord length of 57.4–61.4 cm. The eagle's nape is adorned with long, brown feathers that form a shaggy, manelike crest. The eagle has a dark face and a creamy-brown nape and crown. The back of the eagle is dark brown, while the underside and underwings are white. The heavy legs are yellow, with large, powerful, dark claws, and the prominent, large, high-arched, deep beak is a bluish-gray. The eagle's eyes are blue-gray. Juveniles are similar to adults except their upper part feathers have pale fringes.

## Culture

The Mountain Eagle is seen as a symbol of power for the Dwarven Imperium for this great bird soaring through the mountains had accomplished what dwarves never could not even with their technological might, the ability to fly. In turn the dwarves decorated the top of their battle standards with the Mountain Eagle.
Shark

Sharks are aggressive carnivorous fish who live in the seas of Sahul. Sharks either hunt alone or in small groups. They are known for attacking people that they mistake for prey. A shark can reach speeds up to 25 kilometres per hour and go as deep as 1200 meters below the surface.

## Description

Sharks can reach between 3 to 6 meters in length and can weight over 2000 kilograms. Sharks display countershading, meaning that they have light undersides and dark upsides. This allows their undersides to blend with the sunlight and their upside to be camouflaged against the darkness of the see. Sharks have large robust snouts with which they can smell bloods from miles away. They have beady black eyes with which they search out their preys. Their maws are filled with several rows of serrated teeth which can be used to replace any teeth that breaks of.
Undead

**Undead** is a term that collectively refers to once-living creatures which have been animated by spiritual or supernatural forces. Undead are almost completely animated by necrotic mana, and have an desire for the restoration of their inner mana pools, usually by draining it from the living.

The sentience of an undead depends on which type of undead they have become and how sentient they were in life. An Will-O-Wisp for example used to be a tiny animal, therefor being unlikely to be much smarter than one.
Yali-manda-shondi Reef

The **Yali-manda-shondi** **Reef** is the largest coral reef in Sahul, stretching from the northern coast of Al-Roc all the way down to the coasts of the Wabu Islands.

## The Beast of the Reef

Its many exotic plants and fish have always fascinated any traveller sailing through the reef. However there was one oddity which could not be explained. Early sailors used the smaller islands within the reef as a way of navigating, but noticed that one of the islands seemed to be moving. It was never to be found in the same spot. Rumours that the moving island contained treasure started to spread around sailors, but no one who dared to come close enough. Until one ship tried and was sunk in the act of entering the island. Few sailors survived they claimed that the islands was a great moving beast hungry for the life of sailors of the sea.

Years passed with no one approaching
The Caravaneer

**The Caravaneer** is the story of a young half-elf named Kiln Rimson who leaves his home and joins the Travelling Caravan of artists. The book details his escape from home and the many adventures he ends up in while travelling the many realms of the continent. The Caravaneer is a popular novel with both youths and the elderly alike. For the elderly it offers a nice form of escapism from the drudgery of daily life, but for the disillusioned youths it is a peek into a new and more exciting life.

For those able to read between the lines the Caravaneer is a structured guide about how to join the caravan with several timetables for the caravans travels, and detailed descriptions of the various different types of art one could master inside of the caravan. The story of Kiln Rimson has inspired many youths to follow in his footsteps and leave behind their own old lives to join the travelling caravan. With the information from the book they find their way to the caravan as it travels near them become a member of them. Inside of the caravan they learn how to take care of them selves, how to create art, and how to entertain a crowd in order to become self-sufficient. After a year or two most people will leave the caravan and rejoin society as fully fledged adults, now equipped with a new view on life and new skills.

## History

The Caravaneer was written by the halfling Deron Nowherian. Nowherian was one of the founding members of the caravan who joined after he was kicked out of his hometown. His poem was misinterpreted as suggesting that the queen enjoyed spending nights with kangaroos which Nowherian would claim wasn't the intention at all for as long as he lived. Kiln Rimson's adventures were an amalgamation of several stories that Deron Nowherian collected over his time with the caravan.
Via Prima

The **Via Prima** or **First Road** was one of the first and most important roads that the dwarves build after conquest of lands outside their homelands. The Via Prima goes from the ancient dwarven capital of Aurum Invicta to Tyria Rupes. Even after the collapse of the Dwarven Imperium, during the Troigh Leud, the road still remains an important trade route, albeit in a less glorious state.

## History

The construction of the Via Prima started unofficially when dwarven soldiers made their way to the north, conquering the many tribes of Drazenia. Dwarven engineers and soldiers build a basic road good enough for marching. The road followed the many passes in the Umamthakom Mountains creating a very winding road. The road then connected up with the town that would eventually become known as the capital of Drazenia, Grauzier.

After the conquest of Drazenia and the eventual other conquest of the lands, the road was continued to the dwarven port city of Tyria Rupes. During these times the road was widend and improved, ditches on the side were added to catch rainwater. In the Umamthakom Mountains giant tunnels were dug, lit and guarded by soldiers. After the collapse of the Dwarven Imperium the Via Prima wasn't properly maintained. Many tunnels through the mountains have therefore collapsed and become home to animals or sometimes bandits. For a while the road was known as the Skeleton Road, for the many dwarven bodies that littered the road and travellers who died in the collapses of the tunnels.
Weet weet

**Weet weet** is a popular wooden children's toy. Weet weets are made from a single piece of wood, shaped to resemble a tadpole. They have a bulbous head which causes the weet weet to bounce off the ground for a small distance when it lands. The weet weet is thrown by whirling it in a circle overhead and then releasing it. Smaller weet weets however can also be thrown overhand. A skilled thrower can throw his weet weet over 200 metres away.

## Game

Weet weets are used in a game which is also called **Weet weet**. During the game the participants have to throw their weet weets either onto a target on the ground. When a weet weet lands it will bounce, going either further or closer to the target. This is repeated three times for each player. The game is then won by the person who's weet weets end the closest to the target.
Waterdeep

The City of Splendors, The Crown of the North

אחת הערים הגדולות בעולם והגדולה בצפון השוכנת על גדות ים חרבות.

עיר מדינה המונה יותר ממאה אלף תושבים בעיר עצמה (יותר מפי שתיים מכל עיר אחרת בצפון)

נחשבת למרכז הצפון ולעיר החשובה באזור

העיר נשלטת על ידי אוליגרכיה סמויה, קיימת מועצת הלורדים שמחליטים על מה קורה בעיר ושולטים בה, אך בעקבות מספר תקופות של נסיונות התנקשות ולחצים מצד סוחרי העיר שליטי העיר לא ידועים לתושבי העיר, בכל זמן נתון יש לורד בודד מתוך המועצה שמתגלה ומייצג את המועצה כלפי חוץ וכלפי נתיניהם אך לרוב שאר חברי המועצה נשארים חבויים.

הלורד הגלוי הנוכחי הוא Lord Dagult Neverember ששולט גם ב Neverwinter שבצפון
Scorpin-silk gambeson

**Scorpin-silk gambesons** are padded jackets quilted from up to thirty layers of scorpin-silk fabric. The inside is stuffed with a special silk hardened with a mix of tree resin and bilby glue.

Most arrows that come in contact with the scorpin-silk armour just bounce off it and those that do manage to pierce the skin get wrapped in a layer of fine silk which makes them easy to gently remove without further damaging the body.

One of the major weaknesses of this armour however is that it is highly flammable because of the scorpin-silk it is made out of. This has made the usage of fire arrows against armies wearing this armour highly effective because the arrow doesn't draw any blood which would sometimes douse the flames.

## Homebrew

light armor (armor)
 AC: 12
***Flammable:***
Disadvantage against fire attacks 2x damage from fire damage
Shoosuva

A **Shoosuva** is an abhorrent monstrosity created from a hyena by dark rituals.

The creature bares the same silhouette as its hyena brothers, but bares a poisonous stinger on the end of its tails and elongated spikes along its spine.

The Shoosuva bonds with the first creature that touches it, which is usually the one that led the ritual, after which it will fight alongside its master until the bitter end. Savage Gnolls will usually see the presence of a Shoosuva as a sign that the gods have bless them, while more peaceful tribes see them as affronts against nature.
Sand Shark

**Sand Sharks** are a large predatory species of shark that life inside the Coarse Sea. Sand sharks are a common source of food for the people of the coarse sea, who hunt them for their meat which is high in nutrients and fat. The skin of these sand sharks is used to produce sand shark leather, a popular material for local clothing.

## Description

The Sand sharks are large carnivorous fish with brown scales and counter shaded beige underbellies. They average at about 5 meters from snout to tail and weights in at around 890 kilograms. They have rows of sharp teeth, small beady black eyes, one main dorsal fins on their backs and a spike-like fin going over their backs.

## Usage

Sand shark leather is the cured skin of the sand shark. It is used by the inhabitants of the coarse sea to make clothing and armour which is resistant to the desert heat. Sand Shark leather is commonly used to craft leather armour which is popular with local guardsman and dune-ship captains. Sand shark leather is a dark brown material with a rough, course texture filled with natural ripples. The leather gives of a strong vinegar odour and tastes of sandy earth. Sand shark leather is thick, flexible, and rubbery, which allows it to resists slashes from blades and daggers, however the material still breaths enough to allow clothing to be worn in the desert.

To produce a piece of sand shark leather a tanner first puts a raw piece sand shark skin into a vat of oils to cure it into a garment-grade leather. After which the leather is dried of in the hot desert sun. Sand shark leather is a popular product on the markets of big sand ports such as Scorch Gate. Here merchants from across the continent purchase vast quantities of the leather to bring with them on their travels. Where they sell the exotic fabric for exuberant profits.
Wendigo

The Wendigo is a dangerous creature roaming the more densly forested regions of Astrohanasia. They hide during the day and only come out at night to hunt. The Wendigo is a solitary being, they even attack other fellow Wendigos to stop their craving for food.

It's rumored that Wendigos first were regular humanoids - Humans, Orcs, Dwarves - corrupted by cannibalistic practices.
Numbat

The **Numbat** is a small, colourful insectivore that lives in the bush. They make their home inside of the lonesome hollow trees that mark this landscape. Numbats are very fond of termites and lick them up with their long tongues. These termites both form their major source of food and water.

## Description

A numbat can grow between 35 to 45 centimetres long, including the tail, with a finely pointed muzzle and a prominent, bushy tail about the same length as its body. Their weight varies anywhere between 280 to 700 grams.
While all numbats have black section on their lower body the colour of a numbat's upper body will vary drastically from area to area: with anything from soft grey to reddish-brown, often with an area of red on the upper back. Eleven white stripes cross the animal's hindquarters. The underside is cream or light grey, while the tail is covered with long, grey hair flecked with white.

The numbat has a long and narrow tongue coated with sticky saliva to eat small insects like termites. The numbat is able to gain a considerable amount of its water need from their diets, allowing them to survive in arid environment. Numbats also possess a small glands which they use to mark their territories.
Spell (disambiguation)

**This article is a disambiguation page for Spell (disambiguation)**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Spell** is a non-definite term that can mean different things depending on the context, though indefinitely it refers to a power or ability created by performing some form of magic.

Spell can mean:

* Spells, a form of powers that creates their abilities by fragmenting different components of mana.
* Evocations, a form of powers that focuses on the usage of unrefined mana.
* Prayers, a form of powers that draws on ones inner mana pools.