recursal/Fanatic-Fandom huggingface dataset:
Jacob's Tower

**Jacob's Tower** is the headquarters of the MacMenzies Merchant Guild from which many of the guild's decisions are made. It is located in the city of Plopsapolis, the capitol of the Laiscuit League.

## Description

Jacob's Tower is a 96 meter tall and 38 meter wide clock tower in the middle of city next to a bridge which goes over the Gnice. The clock at the very top is often used by the inhabitants of Plopsapolis to check the time. Jacob's tower has two giant golden bells, engraved with the names of the founding members of the MacMenzies guild, which chime every hour and play a little song at high noon. The clock itself has two intricately designed hands on it which point to the hours which are written in Kanishian numerals. The face of the clock is made out of glass and behind it the guild master's main office is located. From here he can watch for miles across the city, keeping an eye on all trade from the comfort of his office chair. His office has been enchanted with a soundproof spell so that he doesn't get bothered by the loud chime of the clock, and none can listen in.

The main entrance of Jacob's tower is decorated with a marble floor and paintings of the founding members of the guild. On the second floor there is a sales room in which merchants can place bets to new supplies of high value goods and valuable treasurers. The floors above the sales room are dedicated to administration. Here an small army of bureaucrats work the days away to ensure that the guilds finances are in order and that the guild can acquire the rights to new exploitation opportunities. These bureaucrats are assisted by moon elf servants who bring them their paperwork and tea. The second to last floor is dedicated to R&D were gnomish arcanists and alchemists research new goods and tools which the guild can use to increase its value.

## History

The construction of Jacob's Tower was started in the year 1480 as a new office for the MacMenzies merchant guild. The guild desired a special office building after they had been coming together in a mansion outside of the city for the last three years. The tower was finished in the year 1485 by the great guild-master Jacob Spatterbottom (1390 - 1490) after who the tower was named.
Al-Kanish

The great city of **Al-Kanish**, sometimes simply called the **Great city**, was once a mighty city which served as a shining example for the rest of the world. It was the cultural and scientific centre of the world. Its scientific achievements are yet to be replicated almost 1500 years later. Some of the technological marvels that were a common sight in the ancient city were flying vehicles, living automatons, and many more which might never be rediscovered.

## Description

Al-Kanish was the size of a large county, and was made out of 9 separate neighbourhoods. These neighbourhoods were organised as rings around each other and each was surrounded by massive walls to separate it from both the other neighbourhoods and from the outside world. Most of these neighbourhoods were build primarily to house civilians, but a few focused on their own crafts and some were even dedicated to agriculture. These agricultural zones were designed to ensure the city of a steady supply of food so the city couldn't be starved out when besieged.

## Government

Al-Kanish was ruled by a counsel of nine lords representing the nine royal families. Each of these royal families control one of the neighbourhoods in Al-Kanish as their own small city state, but work together to ensure to prosperity of the entire Great city as a whole. Each of the lords on the counsel was chosen at birth to one day become a potential counsellor. As a potential counsellor the child had to be made into an eunuch as it was believed that having children would make the lord favour their families interests over those of the city. When the child became 17 years of age he would be put in line for a chance of becoming a counsel member.

## Disappearance

In the year 0 Al-Kanish disappeared without a trace in a mysterious event named the Event Horizon, leaving behind a gigantic barren crater that eventually would be named the Al-Kanish Desert. After the sudden disappearance of the city Non-Elemental magic began to appear all around Sahul, and some people suspect that the two might have been linked, although no proof was ever found.
Alora

**Alora** is the largest city in the Fo'lara Confederacy located south of the Adrio Basin in the Te'persus peninsula.

## Description

The river Filor flows from the south curving towards the west before going back east and entering the city to end in the Adrio Basin north of the city. The river has been mostly canalised along the parts were the people live. Surrounding the city is a large formidable wall.

### Districts

Like many other cities, Alora is divided in many districts.

#### Walls & Water Harbour

Perhaps the oldest part of the city. Once this formed the centre of town, but over time the city centre moved towards the south. The district is surrounded by walls and water, for the river cuts right through creating a wet barrier to the north, south and east. While the western side is protected by a wall. Nowadays this part of the city contains many docks and warehouses. Most of the wealthy merchants have their docks located here, protected by the walls and the water. In the centre at old town square the old city hall can still be founded, however nowadays it functions as a warehouse storing fish for the fish market located on the same square.

#### Iron Docks

The Iron Docks are not used for (un)loading goods, but to create ships of war. Located in the eastern part of the city, the district is surrounded by a strong set of walls and restricts access to only workers, guards and overseers of the harbour. In addition a large lighthouse can be found, which is operated by the city guards, who have their main guard barracks also located in this district.

#### Tortollini

An odd part of the city, for its housed primarily by tortles. Located in the far north-eastern part of the city, the tortles have created a new home faraway from the Wabu Islands. Many tortles fled towards mainland Sahul when it was clear that the Bugala Volcona was about to erupt. The city of Alora allowed them to settle in the north-east away from the city. Over time the two have grown and met each other. The district is has a distinct architecture from the rest of the city and houses two large temples dedicated to Shima and Jaci.

#### Long End

Located outside the city walls, the Long End sits south of the Filor river following it for a large part. Closer to the city walls the new and upcoming of the city life. Formally they are already considered citizens of the city. Further away the houses follow the river and a road, but slowly start to thin out. Nonetheless between the road and river a thriving part of the city is developing. With proposal within the cities government to expand the cities walls.

#### Wilara's Edge

Located north of the Long End, Wilara's Edge houses many of the dock workers of the Wall & Water Harbour. Despite being considered as equals the moon elves primarily live in these dense districts. The part of the district facing the Adrio Basin has many docks, due to lying outside the city walls these docks are generally considered less safer and are mostly associated with smuggling operations, hence being locally referred to as the Smuggler Docks.
Barrelstalk

**Barrelstalk** is a fungus named for its barrel-like shape. Its hyphae is sturdy and hallow, which the Barrelstalk uses to collect water as a reservoir for dry periods. The inside wands of its body are covered by its gills, and it spreads its poisonous spores through the water that overflows its top.

Miners use the Barrelstalk as a convenient container for food and water. First cut off the hyphae, then throw out the water and burn the gills and spores inside away with a torch until only the woody outerwalls remain. Then the Barrelstalk is save to use as a container. Barrelstalks that havent matured yet can be used as a source for fresh water after a recent rainstorm.
Dawnbringer

**Dawnbringer** is a legendary boomerang which once belonged to the royal house of Dyiraamalang who currently rules over Paterreagh from their castle in Gundagai.

## Description

The boomerang known as Dawnbringer is often described as being made from the golden wood of the Golden Gum growing in the dream. The weapon is decorated with tiny gemstones, depicting the sun rising over the bush. Despite these decorations Dawnbringer was always well balanced and could fly great distances distances when thrown while still hitting its mark true. Dawnbringer could return to the thrower at their volition and it was even told that Dawnbringer is able to bring the morning itself by flying over the horizon and retrieving the sun from its resting place.

## The Legend

The legendary boomerang of Dawnbringer was given to an ancient hero of the goddess Fiona named Jimmy Dyiraamalang for his service in protecting the last of her sacred groves in Paterreagh from a group of greedy poachers. Jimmy would eventually found the house of Dyiraamalang and with the aid of Dawnbringer Jimmy's descendent would over the ages make their way up to top of Paterreagh's society, eventually even claiming its throne. Eventually in the year 530 AD the weapon would be lost when king Clements Dyiraamalang and his party were ambushed by a group of bushrangers inside of a ravine pass. They were sent by an enemy house which king Clements had discovered was conspiring against him in an attempt to silence him before he could publicly out them. The rangers and the king's men put up a good fight, and king Clements slayed many would be assassin, but in the end he threw Dawnbringer to best its next foe, and he was put down before the weapon was able to return to him.

## Culture

The story of Dawnbringer has become a popular folktale in the region of Paterreagh, especially because of the allure of a mysterious mighty weapon which disappeared almost as fast as it had appeared. The first recorded telling of the story of Dawnbringer outside of the royal family was in 720 AD when bards and minstrels began telling the story to all who would listen. Over the years several poems have appeared in Paterreagh dedicated to story of the long lost Dawnbringer, each claiming to know the location in which the weapon hides away. But despite all this attention the weapon has never actually been found.

Despite their ancestor king Clements losing the weapon many years ago most people in the Dyiraamalang family still like to depict themselves holding their family heirloom in their portraits as a reminder of what rightfully belongs to them.
Divine magic

The art of **divine magic** is the magic of tapping into one's inner mana reserves through determination and prayer. Divine spells are considered generally less dramatic and destructive than arcane spells, with a greater focus on healing and protection and significant variance based on the domains of the deity granting them.

The art of divine magic is often attributed to Godly favours and guidance, but this is considered inaccurate by scholars. One does not have to be favoured by a god, but the focus and discipline required to channel divine magic is almost exclusively found in man of faith. And many of their spells are rehearsed in the form of prayers in religious ceremonies.

When a priest creates divine magic, they often feel a tangible feeling of appreciation, manifesting in different ways depending on the faith of the practitioner.
Emu Caller

An **Emu Caller** is a small tubular hunting device used to make a sound that represents the call of a female emu. It is used by hunters to lure male emus from their nest, after which other hunters can steal their eggs. An Emu caller is played by striking one end with an open palm.

Emu Callers are almost as popular with children as they are with hunters because of the silly sounds it makes with minimal effort. But surprisingly Emu Callers are even more popular with bushrangers. Its distinct sounds makes it perfect for long range communication between several people but is is also unremarkable enough to not be noticed by any unwanted ears. The Emu Caller has become such a common tool for bushrangers that they can often identify other ne'er-do-wells by the caller that they carry with them. Potential safe-houses for bushrangers are often marked by one or two Emu Callers hanging in front of the house.

## Description

The Emu caller has a cylindrical shape and can reach in length between 28 to 40 centimetres with a diameter of 7 to 25 centimetres. Emu Callers are often decorated with paint or burn marks, depicting symbols of nature and the twin gods Fiona and Floris.

Emu Callers are made from the thick branches of Mallee Eucalyptus which is hollowed out by termites. A tree with the right resonance can be found by looking for a appropriate tree, ripping some bark off, and knocking on it with the tip of a fingernail or the tip of a tool. The branch is cut down and stripped of bark. Then the branch is cleaned and the insides are carved of any irregularities to create a small wooden tube instrument. After that the ends are trimmed and the exterior gets shaped the create something that lays comfortable in a person's hands.
Cat

**Cats** are rare animals that can be found in the households of the wealthiest individuals of Sahul. They are famous for their a cuteness and their ability to catch rodents like boodies.

## History

When Professor Wrin and his cat Cakar pillaged the Library of Frroep its protectors, the Kenku, swore that they would take revenge on them by exterminating cats. In a matter of weeks almost all domestic cats had disappeared. Only those locked in the mansions of the rich remained, and they began to build more elaborate defensive structures to protect their priced pets. First they built walls around their mansions, then they began to finance the construction of walls around their city districts, and eventually walls appeared around entire cities.
Gniceside

The town of **Gniceside** is a large mining town in Brabantsia which lays on the riverside of to the Gnice. It is known to be the home of the famous Brabantsian fried dough dish known as Rooiebak.

## Economy

The people of Gniceside earn their bread by mining the silver which can be found in the surrounding hills. The silver can be found in thin but plentiful veins which get searched by manual mining. Once a vein is found the tunnel gets evacuated and the miners pump the tunnel full with a burst water which blasts the vein open. Then they pump the water back out again with the help of a windmill and shift through the water looking for grains of silver.

With the silver found in the Gniceside mines craftsman from around Brabantsia are able to make beautifully decorated plates and bowls. They decorated these plates with with imagery of the local wildlife and of the two sacred mountains known as the Wittewieven which tower over the entire countryside. These bowls and plates are then send downstream to the city of Plopsapolis where the wealthy gnomes of the Laiscuit League eagerly await new batches. The womenfolk of Plopsapolis love to decorate their homes with authentic Brabantsian silver.
Home Rules

1. All alignments except Chaotic Evil. (Unless RPers are EXTREMLY talented)
2. Milestone Levelling.
3. Wild Magic goes up with every attack that doesnt trigger it.
4. Infinite Ammo for all ranged weapons (except for items such as Net).
5. It's assumed that you pick up your items after combat ends, unless otherwise stated.
6. Dual wielding allows you to take a bonus action for a secondary attack.
7. Resurrection requires an Religion + Persuasion check or a Medicine + Nature check.
8. Goats are immune to Petrification.
9. Halflings have advantage on Luck roles.
10. Gnolls have advantage on Taste roles.
Behemoth

**Behemoths** are a group of towering elementals that roam the lands since ancient times. They are highly intelligent but decide to roam alone. Most Behemoths will attack anyone weaker or less intelligent than them when they get the chance as this is the way of nature. They are natural enemies of the Leviathan, who they feel have intruded on their land when influencing mortals.

## Known Members

* Krusulu
* Scaull
* Taniwha
Elder Shells

The **Elder Shells** are ten Tortle shells located on the aptly named Elder Island held within the building of the Elder Conclave. The Elder Shells are the shells from the ten tortles who founded the first Tortle Elder Conclave, the most important governing body of the Wabu Islands.

## Culture

According to Tortle tradition the first Elders lived during a time where the Wabu Islands consisted of only three islands instead of today's six. The story told in tradition of the Tortles is as follows:

Ten months before the Bagula Volcano violently erupted one of the Elders got a vision of a great impending doom that would hit Wabu Islands. The elder called the conclave together to discuss this vision, but no one believed them at first. Nine months before the eruption another elder got the same vision just a bit less blurry and again the council was called together. At first the other eight Elders where skeptical of these visions, but slowly they got more convinced and started to discuss what this apocalypse would be. Months passed and with each vision an elder got the cataclysm became more clear. It was sure now the Bagula Volanco, which provided a fertile ground for the Tortles, would erupted in great flames never seen before. One month before a plan was finally hatched the Tortles would evacuate to the rest of the world until the great calamity was over. One the day that the eruption would come to pass the final elder got the vision, this time everything was clear. He saw himself and the other Elders standing a distance from the volcano and there they would die. Some of the Elders wanted to flee like that others but they decided to have the vision come to pass as was shown to them. The volcano blew up with a vigour never seen before in the history of the world. Lava washed over the Elders killing them in an instant, some say that they got another vision where they saw Tortlekind prospering again on the Wabu Islands.

Miraculously the shells of the Elders survived. Here the shells are still stored today on the same spot they where found, around them a building was erected commemorating the Tortle Conclave and the ten Elders saving most of Tortlekind. Bagula had ripped the old island apart into three new ones and the island the shells where found on became known as Elder Island.
Dream

The **Dream** is one of the two planes that exists in the world of Sahul and stand opposite to the *waking world* or *Primordial plane*. The dream consists mostly out of a pitch black void, with floating landmasses spread about the plane. Some say that the dream lives in the reflection of pools and mirrors. The dream serves as a resting place for the deceased and the unconscious. In here the dead try to peacefully wait for their second death and final departure from the world, while the unconscious have a place to calm down and contact lost compatriots and relatives.

Ones upon a time the Dreaming and Waking world were one and the same, but they got split by the gods to counterbalance each other after the great beasts of Body and Mind threatened to overthrow the gods themselves. Only the beasts of Spirit assisted the gods and were royally rewarded for this. In the new divided world these beasts, the ziez, now the final arbiters of justice, gained the ability to travel freely between the two planes, They got the daunting task of making sure that if one of the two sides threatens to succeed at their goals and would danger the balance they could be stopped. However the two sides indirectly keep the balance themselves with the beasts of body, the behemoths fight from the primordial with the beasts of mind, the leviathans, from the dream where their continuous skirmishes and scheme weaken both sides.

## Purpose

The dream serves as a resting place for the deceased and the unconscious. In here the dead try to peacefully wait for their second death and final departure from the world, while the unconscious have a place to calm down and contact lost compatriots and relatives.

## Notable locations

One of the more widely known cities inside of the dream is the city of Wheke, a gigantic layered city on the head of friendly leviathan that travels through the cosmos.
Ghost

A **ghost** is the spirit of a deceased sentient creature. Ghosts are incorporeal in nature and are only vulnerable to silver weapons when they are in the land of the living. They exist on the border of the two planes, the dream plane of the dead and the primordial plane of the living.

A ghost's spirit is bound to a body of water, where the veil between the dreaming and waking world is at it's thinnest. These water bodies are called haunts, and a ghost's connect to the primordial plane gets severed when these haunts dry out, but after the water returns so will the ghost after a few days. Ghosts can be a repetitive nuisance for those who live near one of their haunt.

Ghosts can also be controlled of wizards, sorcerers, warlocks, etc. In this case the ghost will finally be put to rest when destroyed on the primordial plane or the master of the ghost dies. It is very uncommon for this to happen as it is frowned upon by the Hilalian school of Necrotic Powers to bind an incomplete sentient being to your service. A ghost's weapon of choice usually consists of whatever weapons they preferred to carry in their mortal life, and maybe a spell or two if they were a wizard or sorcerer.
Fort Ravensong

**Fort Ravensong** is a small orc fortification on the Desert Road which serves to protect travellers and merchants while they travel in eastern Hilal.

## Description

Fort Ravensong has four cobblestone walls which together form a square. On each corner stands a tall spiral towers which stands sentry over the grassy plains that surround the fort. Inside of Fort Ravensong are barracks for the warriors positioned there, a training ground for them to train on, and several wooden houses for travellers to rent and spent the night at.

## Ownership

Fort Ravensong is owned by the warlord known as Mork the Grim. Mork is strict, even by orcish standards, and has swore an oath himself to keeping his part of the Desert Road clean. He swore his oath of dedication when he received the news that his little sister and several of her accompanying ancestors were slain by highwayorcs because of his and his father's lax behaviour. In the night following his sister's death Mork sneaked into his father's bedchamber and slayed him, swearing an oath of redemption on the blood he spilled and claiming his late father's position as warlord of Ravensong.
Incense

**Incense** are long slender sticks covered in aromatic plant material and treated with ritualistic oils. Burning incense releases a purifying smoke which is used for religious ceremonies.

## Description

Incense sticks are made out of a core of sandalwood which is coated by a thick layer of paste rolled around it. This paste is made out of tea tree oil combined with the leaves of the berrigan emu bush and charcoal dust. When the outer layer burns away its inner core burns away as well. The smoke has in general only a slight odour as the main purpose of an incense stick is to produce the purifying smoke.

## Usage

The white smoke produced by incense sticks is used for ritualistic purification to ward off sickness and necrotic mana. Thin sticks are burned during religious ceremonies or during sacrifices to the gods. Thicker sticks are burned during childbirth to protect both mother and child or during funerals to protect the attendants. The sticks themselves are sometimes used to keep track of time during the night. Some specially treated incense sticks are to repel insects.
Crow

The **Crow** is a black bird with white irises and blue ring around its pupils. They have colourful bases on the feathers on their neck and head which can be seen when they get ruffled by the wind.

## Description

The crow is a large avian, 48 to 53 centimetres in length but with a robust bill and lanky legs. The plumage of the crow is glossy black on the back and dull black on the breast with inconspicuous throat hackles. the tail is broad and has a distinctive square-shaped tip. Its bill is dark grey and about the same length as the head. The legs and feet are a similar dark grey colour with pink foot soles. The crow has white irises with a fine, blue eye-ring. Crows characteristically shuffle their wings after landing.

## Culture

Sometimes a crow is born with a plumage of diverse colours. These rare crows, known as rainbow crows, are seen as important omens by Elves. They represent the divine gift of lordship from the gods to the elves. This has more than once caused strife between lords and their subjects, such as during the aptly named War of the Rainbow Crow.
Fo'lara Confederacy

The **Fo'lara Confederacy** is an elven republic located on the Te'persus peninsula. The country is ruled by the Fo'lara parlement seated in the capital city of Alora, located at the end of the Adro Basin. The Fo'lara Confederacy is inhabited by a mix of all the different elves, but primarily by the Bundara and Wilara. In the confederacy there is not a hierarchical system based on the race of a elf.

## History

The area around the Adro Basin was always inhabited with many smaller settlements, who add first survived on fishing. But as the towns developed the turned bigger, allowing for the creating of more goods and the advent of trade in the area. Slowly the many fishing villages were replaced with bustling towns and even cities. So the history of the Fo'lara Confederacy started, with many smaller towns slowly growing and uniting in a larger whole. But the idea of Elsatraism was yet to be thought of and the region was primarily ruled by sun elves in monarchical systems, the most important being Al-Guin.

### Elven Kingdoms

Before the Fo'lara Confederacy came to be the area was ruled by a series of petty elven kingdoms. Some of them ruled by the star elves but most by sun elves. The two most important kingdoms being Al-Guin and Al-Merl. Al-Merl came from the south around the area that now belongs to Vatinia. From the east Al-Guin came, who were the first to contact the many smaller petty kingdoms around the Adro Basin. Al-Guin swiftly conquered these disunited areas gaining a significant amount of the gold and wealthy resource areas in the progress. Al-Guin and Al-Merl would come head to head and Al-Guin would win, conquering the entire Ter'Persus peninsula. This state wasn't to last, for everything changed when the dwarves attacked.

## Economy

The economy of the Fo'lara Confederacy can be divided into different aspects. The few inner lands of the nation are focused primarily on the production of the regions special wine. However the main food source of the nation is fish caught in the Adro Basin or Sea of Resonance. The strategic location of both waters turned the confederacy in a trading power, forming a decent place to rest for the many trade ships within the regions.

## Government

*To understand the Fo'lara government you need to understand its history.* - Maylin Grehorn, star elven historian.

The Fo'lara Confederacy is by its very nature a republic, which once consisted of many smaller merchant republics along the Adro Basin. Over time this has created a bloated bureaucracy and many different odd ways to rule the lands.

In general each city or town elects a mayor every five years, however often the same mayor rules in smaller towns until their dead for many of the simple townsfolk do not care about the business in Alora. In the regional capitals the term limits are more adhered to, creating a lively political scene. The regional capital sends out envoys to the smaller surrounding towns collecting taxes and also sends representatives to the gathering of one of the main republics. These in turn will send representatives to the Fo'lara Parlement, which discusses matters of defence and trade of the nation.
Bushranger's split tongue

**Bushranger's split tongue**, often simplified to just **Split tongue** and sometimes called **Thieves' cant**, is a secret codified language used by bushrangers and other people living in the underbelly of society to talk with each other.

As long as there are two criminals alive on the surface of Sahul, there will be people speaking Split tongue. Split tongue, much like evil, follows civilisation as a spectre of the darkness and greed inside of the hearts of man. Only once society has moved past the need for want and is capable of truly keeping every single person in comfort for his entire life, only then will Split tongue disappear.

## Description

Split tongue allows two bushrangers to talk about their criminal activity while being right under the nose of the authorities without raising any suspicion. In Bushranger's split tongue almost every word has a double or split meaning, from which the language gets it name. Sentences can often sound strange our right out innocent to the uninitiated: but make no mistake, often these conversations discuss activities to horrid for the faint of heart to ever hear.

## Script

Bushrangers often uses an book cipher when encrypting their messages to each other, with each letter represented by series of 6 numbers representing its place in the source text. These messages are often kept short but appear to outsiders to be extremely long because of the amount of space each letter takes in. Each group usually has a series of three to six books used in their ciphers, with the number of the book being hidden in the margins of the message.

When out in the field Split tongue uses symbols depicting the local fauna to hide messages in plain sight. For example a Crocodile represent dangerous authorities while an dingo means that the locals are cowardly and that one can get away with more than they usually would.

## Vocabulary

**To bleach**
To kill

**Carp**
Loot

**Pick up**
Assassinate

**Plate**
Guard

**Bunch of plates in the way**
Well protected

**Pretty**
Valuable, well payed

**This friend**
Target

**To herd**
To steal

**Tree**
Fortress

## Phrases

**I want to herd some carps from the tree, but there are a bunch of plates in the way, could you help me?**
I need you for a heist on the fortress, it is well protected.

**I want you to pick up this pretty friend of me. Yeah the redheaded Moon Elf. Try not to bleach any plates.**
I am hiring you to assassinate a redheaded Moon Elf without killing any of the guards. I will pay you well.
Elf

**Elves** are a race of slender humanoids with pointy ears. They divide themselves into three sub-races which also decided the cast that they belong to. All three sub-races share a common culture, language and ancestor. In the cast system the sun elves are seen as the absolute rulers and the moon elves as born servants.

## Types of Elf

There are three casts of Elf:

* **Garangu** - The ruling class, these elves spend most of their time studying magic and writhing about the world.
* **Bundara** - The working class, these elves are the most common to find in Sahul.
* **Wilara** - The lower class, these elves are forced to work in the mines by their fellow elves. Some wilara may escape and form rebel communities.
* **Half-elf** - The bastard offspring of elfs and humans, half-elfs usually fall under the same cast as their parents if they grow up in an elven community.

## Name

### **Common Elven names**

These names are common across all layers of elven society and elven parents are likely to choose one of these names for their Half-elf child.

**Male names**: Abbe

**Female names**: Adeljada

### **Garangu names**

These names are most common in the higher echelons of elven society and as such are most often used by garangu. High ranking bundara and wilara may also give these names to their children in the hope that this will give them more prestige.

**Male names**: Abioye

**Female names**: Amara

### **Bundara names**

These names are most common among the bundara and are the ones non-Elves will most often hear. Some human parents may also use these names as a creative name for their children

**Male names**: Nettle

**Female names**: Adler

### **Wilara names**

These names are most common among the wilara. Elven officials will often dismiss applications and other paperwork signed with these names. It is very unlikely that half-wilara will be given these names by their elven parent, thou some may adopt these as signs of honouring to their heritage.

**Male names**: Adelram

**Female names**: Hyanda
Dolphin

**Dolphins** are aquatic mammals living in the oceans around Sahul. They are known for their social nature and live in large groups called a diddle.

## Description

Their size can range from 1 to 2,7 meters in length, although females are a bit smaller than the males. Their dorsal fin is short and triangular in shape. They have a dark dorsal feature that resembles a cape, which extends from just above the eyes and neck down to their belly. They have a dark grey colour with the flanks shading to a lighter grey. They have a jagged edge on their tail flukes. They use echolocation to navigate and hunt in the dark waters.

## Behaviour

Dolphins have a varied diet, eating fish, shrimps, and cephalopods. They hunt by dispersing themselves over a wide area and herding their prey into a trap. They also sometime spit jets of water across the ocean surface to make fish leap from the water, which make them easy prey for the dolphin. They life in groups of up to 14 individuals. They communicate between each other in the form clicks, pulses, and whistles. Dolphins mate year-round and the gestation lasts for ten to twelve months. Lactation lasts for more than two years and it takes up to three before a female is ready to produce another calf.

## Culture

It is believed that the goddess Barnumbirr considers dolphins to be sacred. They say that Barnumbirr sends a dolphin to save people anyone lost at sea who's time hasn't come yet.
Ghoul

**Ghouls** are mindless aggressive undead humanoids that reek of carrion and are entirely driven by their instincts. Ghouls are created from humanoids that have died near sources of powerful necrotic mana, such as mass graves or cult temples.

The mouth of a ghoul is filled with dangerous symbiotic bacteria, which feed on the magical energy of their host and use it to cause a powerful paralysis in throughout the body of a ghoul's victim.

## General

In physical appearance, a ghoul's flesh is constantly rotting off, appearing very raw and discoloured from necrosis. Lips and eyelids are sometimes absent, and noses are in almost every case completely rotted off. Ghouls typically appear to be heavily malnourished and hunched over. Although often lacking strength due to their decaying tissue, ghouls have sharpened nails that have grown unkempt over time, which they can use to slash at their prey.

One of the most common side effects of ghoulification is sporadic or even complete hair loss: few ghouls retain enough hair on their heads to actually maintain something resembling a haircut, and ghouls with facial hair are even rarer. Another is vocal degradation: ghouls with clear voices are very uncommon, most having a raspy rattle to theirs. While the exact cause of the typical "voice damage" is unknown, it is more than likely partial decay of the vocal cords.

Ghouls live considerably longer than normal humanoids, though they are sterile. The reason for this longevity has to do with the necrotic energy that they feed on, and the ability of ghoul flesh to regenerate at a rate unmatched by that of other species. The unnaturally long lifespan of a ghoul is also due to their immunity to disease and plagues following exposure to excessive amounts of rotting flesh and filth.

Becoming an ghoul is not an immediate phenomenon; the process takes months or years for some. After a few weeks, their skin slowly starts to flake off and crack, as well as partial or complete hair loss.
Júk's song

> "*Júk was a giant man, who marched the world around,
>
> to every town he came he played a little bout.
>
> He marched with his banjo and with every step he took,
>
> the earth began to tremble and every tree was shook.
>
> Then he passed little Paterreagh and the kids jumped out of bed,
>
> to join him on his journey to wherever it may led.
>
> Júk sat at the billabong, playing his little song,
>
> then he went to sleep, for his day was getting long.
>
> The kids all went home, talking 'bout the fun they had,
>
> but the mothers feared the giant, and they all got very mad.
>
> The mothers went to the sheriff, asking to do something at least,
>
> so he gathered his man, and went out to slay the beast.
>
> The sheriff rode to the billabong with his troopers, one, two, three,
>
> and stabbed poor Júk in his kidney, before he could ever see.
>
>
>
> Now old Júk is no more but don't be sad you see!
>
> for when you visit Swagman's rest, you might catch a bit of his glee.
>
> Good old Júk might appear to you, playing his little song,
>
> That you can keep in mind for the journey along.*"
> ― Júk's Song
>
>
Black Monolith

**Black Monoliths** are a type of rock famous for their smoothness. It is quarried out of the ground as a single massive stone. These raw black monolith has to be cut into slabs before it can be used in construction. Due to it hardness this can only be achieved with obsidian or diamond saws. This makes black monolith slabs very expensive, making it a status symbol to build one's house out of it. Slabs made out of black monolith are known for their sturdiness, making them excellent for the construction of defensive walls or to enhanced buildings.

## Description

Black Monolith is a non-reflective material. When it is found underground a monolith is usually an extremely flat and rectangular with a smooth surface. It is known for its hardness, scoring a 10 on Mohs' scale of hardness. Black Monolith is often found near ancient volcanoes and other sites related to the age of divinity. When found underground they often make perfect rectangular shapes of 4 meters wide and 13 meters high. It is rare to find more than one black monolith in a 20 kilometre radius from another, thou clusters do exist.

## Culture

The people of Sahul associate Black Monolith with divinity because of the places where it is commonly found. Because of this most of the religious statues inside of wealthy communities are crafting from the black stone, however this has also caused the dragonborn to see the usage of these sacred stones to be heresy.

Black Monolith by some jokingly called the "Evil twin" of marble for its similar looks, usages, and exuberant price. While elves and especially dwarves prefer to use marble, humans and orcs rather use black monolith and form the core of its consumer base. The gnomes are all to happy to supply the precious stones, assaulting Dragon-kin temples and quarrying sacred lands to get their hands on it.
Love sickness

The overuse of silphium resin can cause a condition known as **Love sickness**. The condition is called Love sickness because it is commonly assumed that the reason why an individual would consume too much silphium is that they are using it for its contraceptive properties, which often means that the person in question has a lot of "love" to give. However the possibility that an individual can also consume too much silphium from their diet is often not considered despite the fact that the plant is a popular ingredient in many recipes.

## Symptoms

People who suffer from love sickness often feel lightheaded, fatigued, and have a chance to randomly faint. Over time they become more and more frail until they feel the need to seek treatment. Those who continue to ignore their condition or are incapable of seeking treatment will continue to faint more often until they eventually fall into a coma and die.

Love sickness appears in both adult men and women, although it is more common in woman. This is because men are sometimes too stubborn to consume silphium when their partner is already doing so, believing that if it works you don't have to do it twice.

## Treatment

To treat love sickness a doctor often recommends the patient to go on a diet of plain bread and water, rests as much as possible, and avoid any social contact. He does this in order to reduce any stimulants which could introduce feelings of lust in the patient and to filter their body of any resin which might have been left behind. The patient has to follow this treatment for around a month of two after which the doctor will reevaluate their health and conclude whatever the sickness has gone away or not.

Rich patients might build a special room for their treatment. This room often lacks any windows and is sparsely decorated except for a sofa and a little table.
Bilby

**Bilbies** are small animals who make borrows throughout the Sahulan grasslands. They make complex tunnel systems with a dozen surface entrances which the bilby uses by moving from entrance to entrance before an predator could see them.

## Description

Bilbies can grow between 29 to 55 centimetres in length and weight anywhere between 1 to 3.7 kilograms. Bilbies are characterised by their long ears, which they use in combination with their excellent smell to notice predators from far away. The fur of the bilby is soft and silky and has a blueish grey colouration. Their tails are 38 centimetres long with a black and white colour. Bilbies have strong forelimbs with sharp claws well adapted for digging.

## Usage

Bilbies are commonly caught by humanoid hunters as an easy meal. Bilby meat is cheap and easy to get and as such it is a common dish on the menus of taverns across all of Sahul. The skin of a bilby is used to make small objects such as pelt hats or leather shoes, or to make glue by boiling the skin and adding a mixture of tree resin and urine to it.
Gauntlets of Penitence

The **Gauntlets of Penitence** is a cursed pair of rune-inscribed gloves. They were forged deep in the dream by an ancient leviathan smith who's name has long been forgotten.

It was once used by the ancient Astrohanasians as a cruel punishment for betrayal. Those who wear the Gauntlets of Penitence have to follow the instructions of their master or be exposed to the most exuberating pain that they could ever imagine. If the wearer tries to escape their punishment by cutting off their own arms or by death the gauntlets will simply heal their wounds and return their spirits back to their wretched bodies. The only escape from the Gauntlets of Penitence is to be released by whoever put the gauntlets on them.
Coorinna

**Coorinnas** are small predators who roam the coastal areas of the Kallgoor Gulf hunting flightless birds. Unlike dingos the coorinna relies on sight while hunting. They hunt by laying ambushes in packs and working together to secure a kill. They are admired for their fearlessness and willingness to sacrifice themselves for their pack.

## Description

The coorinna can grow as long as 130 centimetres from head to butt and has a shoulder height of 60 centimetres. They weight around 30 kilograms. Their short fur is light orange and they have up to twenty black strips on their back. They have long slender tails which are almost 65 centimetres long. Its oval ears are about 8 centimetres long and stand right up on their heads. They have special jaws that are capable of opening up to 80 degrees.

## Usage

Coorinnas are hunted for their blood, which is used to make potions of heroism. However it is common practice to draw a little bit of blood from the creature and then release it back into the wild again instead of killing it. This is done so the coorinna can regain its blood for further harvesting.

## Culture

The coorinna symbolises bravery for it is believed that they will always protect small children from other aggressive wildlife. For this reason they are a common part of the heraldry of fighting guilds and other types of warrior lodges.
Garlatown

Garlatown is a small township in the kingdom of Botania. The town is primarily inhabited by Botanian orcs but has a sizeable halfling minority.

## Description

Garlatown is located in a small valley surrounded by gentle hills and blackbutt forests. On the outskirt of town the Sanderi river flows, a gentle river flowing from the mountains up east. Most of the houses and building are made from locally sourced mud and timber. They are build in the traditional hilalian-style with flat roofs that can serve as makeshift defensive structures.

## Economy

Garlatown is known in the region for its high quality sheep's wool which it exports to the surrounding towns like Rybukton to be woven into fabrics. The rest of the town is mostly dedicated to food production for local consumption.
Chesterhills

One of the many (abandoned) mine entrances doted around Chesterhills

**Chesterhills** is a large mining town located in Alba, settled in a hilly landscaped. The rolling hills are named after the Chester family, who have ruled over the town for generations.

## Layout

Three roads lead into the town, one from the south, the other from the south-east and the other from the north-west.The city is walled by a palisade, with some parts of the wall even being build out of stone. Construction is on the way to upgrade to wall to be made fully out of stone. This construction is starting to encase a large empty hill in the south-west of the town. Here preparations are made for an expansion to the city, with construction of a proper building for the local mining guild. However the O'Dowd Trade Consortium has also moved into town, buying one of the mines and establishing a trading outpost on the same hill. At the southern gate a stables is located, allowing easy transportation of people in and out of town. The stables has expanded in recent years to also accommodate the increased transport of mining goods.

Towards the hill a new market has been founded, replacing the old market at the old town square. The old town square is surrounded by many simple wooden houses and two taverns the Tin Tavern and the Jolly Golem. From the square a road leads up to the Chester Castle settled upon the highest hill in town. Next to the path towards the castle is a temple to Maka and graveyard can be found.

## History

The town is home to a large source of tin. The source was discovered on accident by count Chester I who tripped over a tin containing rock while on a hunting trip in the then heavily wooded Chesterhills. Count Chester at the time just lord Chester scrambled together money for an expeditionary force to find the source of tin, upon the discovery of large vein he immediately the scouting party mined some of the ore to sell it in the nearest city. Using the money he gained from selling the rocks he set out to build a small town in the wooded lands. After constructing a permanent settled and mining operation he officially informed the king of the land of his source. At first the king was enraged at Chester for not letting him know years earlier about the source. However Chester knew the king was in search of tin and blackmailed him in giving him the land in an official capacity hence becoming count Chester I. Since these events passed Chesterhills has grown out to a large town.
Billy Bulletins

**Billy Bulletins** are paid newsletter subscriptions containing information about political, military or economic news. Usually read with a cup of tea made from a billy, hence the name. The newsletters come in two forms, secret and public. The first containing well secret information not meant to be read by a wider audience, the latter are written with for less detail containing only general information.

A subscription to an organization that publishes bulletins can be quite expansive due to the high costs of labour to collect information and produce a Billy Bulletin. Therefore Billy Bulletins are less read by those of a lower class, however sometimes its possible to obtain a bulletin for cheap by simple theft or by buying it for a lower price from someone who has a subscription. Speaking of theft, due to the nature of the information contained in sect Billy Bulletins they are seen as a lucrative way to obtain valuable information, which then might be sold once again to someone.