recursal/Fanatic-Fandom huggingface dataset:
On the Dwarven Bathhouse

**On the Dwarven Bathhouse** is a book written by the dwarven historian Cassius Gallus detailing the rich history of the dwarven sanitary systems.

## Contents

Any person in Sahul knows that dwarves dig a lot, no matter the historical period. If someone encounters a dwarf there is most likely a pit nearby. This intense labour does make one sweat, but we are the dwarves are not filthy people, no they once owned an empire and perhaps the most unlikely place that proves we dwarves once had an empire are the bathhouses still found today. For owning an empire that stretches all across Sahul means that one has a certain dignity which can not be found in the filth.

So at first the emperors at the dawn of the imperium started the construction of great bathhouses, first in Aurum Invicta and later in the other paterna praetorium. The water was provided by great springs found in Ortus Mons, which with the use of great aqueducts were transported around providing not only clean drinking water but also bathing water. The water then arrives at the bathhouse, often open to the public with either a small or no entry cost except for the luxurious private bathhouses. Even the cheapest bathhouses could provide warm water to the citizens of the Dwarven Imperium. This water would be warmed by magma, which is pumped up from deep in the core of Sahul. They would then be transported via magmaduct to the varying batthouses, funily enough the magma in all the divering bathhouses in a paterna praetorium would often come from the same source.

Even after the fall of the Dwarven Imperium cities such as Tyria Rupes, Serenissima Capitale and Kretum still have many bathhouses which operate similar as described above. In non-dwarven settlesments this still of bathhouse has become more popular over the centuries. With even a bathhouse in this style opening in Scorch Gate and Plopsapolis.
Ziez

**Ziez** (Plural Ziez) are a group feathered serpentine celestials that live in both the dream and the physical world. The Ziez flow from plane to plane, moving with the winds of nature, and their alignment reflects that. Compared to Behemoths and Leviathans, Ziez could almost be considered benevolent, thou they are just as likely as the other two to be maleficent. When Behemoths and Leviathans come into conflict, it is up to the Ziez to act as judges as to prevent to much damage to the two worlds.

## Members

* Couatl
* Seraphin
Tortle Rookery

> "*The younglings are born
> Beasts attack the rookery
> Father stood his guard*"
> ― Tortle Haiku
>
>

The **Tortle Rookery** is the primary breeding grounds located on Rookery Island within the Wabu Islands. The Tortle Rookery is one of the few permanent settlements of the tortles. Every four years tortles gather here in Aurius to breed, laying their eggs which hatch around Ferrurer. Female tortles lay between four to twenty four eggs, which hatch in roughly 176 days. All male tortles guard the grounds with their life.

## Description

No one truly knows how the Tortle Rookery looks like. Since only tortles are allowed entrance to the locations. All Tortles swore to guard the secrets of the Rookery. Rumours exist of course. Some say the grounds are guarded by fortified walls rivaling those of old Aurum Invicta. While other say it is simply surrounded by a palisade wall.
Warlock: The Behemoth

***These are homebrew rules, discuss with your DM if you are allowed to use them.***

*Warlocks who swore their allegiance to a Behemoth are usually the least scholarly of all Warlocks. Usually falling into a pact through a chance encounter rather than a deliberate study. The Behemoths, most powerful of the Elementals, are masters of their aspect of nature and forever fighting the Leviathan.*

*Behemoths that are intelligent enough to have ambitions beyond devouring everything in their path will try to make a pact with a naive mortal when they in dire straights so they might be able to progress their own personal agenda. These agendas usually includes extending their influence into the Dream and taking out the other Behemoths so they can become master over all of creation. Thou they tend to hide these intentions from their Warlocks and keep up a benevolent facade.*

#### **Expanded Spell List**

The Behemoth lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

#### **Hunger of the Beast**

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

#### **Shaper of Elements**

At 6st level, you learn the *Produce Flame*, *Gust*, *Shape Water*, and *Mold Earth* cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

#### **Elemental Resilience**

Starting at 10th level, you can choose one of the following damage types: acid, cold, fire, or lightning when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

#### **Create Thrall**

At 14th level, you gain the ability to infect a humanoid's mind with the small piece of you consciousness, similar to what your patron has done to you. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a *remove curse* spell is cast on it, the charm condition is removed from it, or you use this feature again.
Talamaur

The **Talamaur** a powerful undead creature which can controls the souls of the departed like puppets and feasts on the recently departed. Once powerful enough they can use some of the necrotic mana which has build up in their bodies to turn themselves ethereal and project themselves as a ghastly apparition.

## Abilities

Talamaurs own a collection of souls called a Tarunua, from which they can summon several enslaved spirits to fight for them. They enslave these souls by ravaging their bodies and devouring their still-warm hearts. Talmaurs feed themselves by draining the vitality out of the dying and the recently deceased. Any wounds made to the spectral form of the talamaur appear on its physical body.

They have the ability to control dingos, magpies, and other smaller creatures with their willpower alone and can shapeshift themselves into the form of a Dingo or a foggy mist at dusk, dawn, and twilight.

## Transformation

To become a talamaur one has to find a freshly diseased corpse or someone on the brink of death. Once they find a suitable candidate they have to concentrate themselves on the soul of the diseased and begin eating the body. When done correctly the young fledgling will slowly turn undead over time and gain control over the soul of the recently departed as his own personal puppet. This will become the first part of his Tarunua or soul collection.

Young fledglings will be surrounded by a mysterious aura of pestilence and dread, which can become big enough to cover entire counties. People inside of this aura will become extremely sick and entire villages can die out, providing the young fledglings with a steady supply of souls to add to his tarunua.

## History

Throughout its history the people in Sahul have had an desire for power, for life, for total control, or in short: for the power of the talamaur. When the cost revealed itself to them most would back away, too preoccupied with morality to proceed such a heinous act. But those lacking ethics, the truly desperate and deranged would find their way to the talamaur's power. Sometimes they may discover it by accident: just indulging in their deprived fantasies as the suddenly become invigorated with a new sense of power. But other would find their way through studying ancient forbidden tomes or by the guidance of an older talamaur.

But no matter how they find their way to the road to power, and no matter what their reasons may be. In the end, all of them will join in on the great feast of the graveyard.
Unified Rim Area

The **Unified Rim Area**, or **URA** for short, is a federation of seven city-states located in the Rim, south of the Thurndi Mountains. The URA is embroiled into a bitter rivalry with the Laiscuit League and Brabantsia after these two nation seceded from it at the end of a bloody civil war. Its capitol is the city of Burnthall, the greatest city-state amongst equals.

## Government

The URA is ruled by a senate of forty-eight men who determine the URA's financial, security, and foreign policies. Senators rule for four years and they are determined by a lottery draw. In this lottery their names are placed on a list of influential individuals which updates every five years and whoever gets drawn gets to represent the people. To get a chance to get on the list one has to be financially sound, not have any criminal records, and be a member of one of the influential families of the URA. The senate is ruled by a supposed elected first citizen, although in practice this title is hereditary title for the Beersa family.

## History

The idea of a unified Rim was first entertained when a coalition of city-states lead by republic of Burnthall challenged Brabantsian expansion in the region. This created an uneasy peace between the two sides in which trade flourished. Over the next 64 years the many nations of the region became economically depended on each other which the Burnthallian statesman Eckbert Beersa used to unify region. Finally in 1277 AD the URA was created with Burnthall as its centre of power. For the next 110 years the URA flourished, mining the Thurndi Mountains for ore and then refining them into arms and clockwork novelties. But then in 1387 AD the Thurndi Mountain mines dried up over night sinking the area into a economic crisis. Tensions between the Laiscuitians in the south and Brabantsians in the east boiled over into a full blown civil war known as the Metal Wars. The Metal Wars were to end in the year 1427 with the signing of the Articles of Secession.
Primal magic

The art of **Primal Magic** (also known as **wild magic**) was the first form of magic that sentient beings learned to master. It is the manipulation of unrefined mana; an extension of the native ability of every beast and plant in the natural world to interact with the various components of mana.

Some people are born as natural conduits for unrefined mana, becoming wild magic sorcerers. These sorcerers get hit with a overloading surge of unrefined mana from time to time. Which normally follows an lost of focus or dicipline, and turns into a extremely painful explosion of chaotic magics. The effects are unpredictable, and range from the weird (a burst strange music, or a rain of rotten fruit) to the dangerous (a firestorm sweeps through the area, or all creatures present are lashed by negative energy).
Silphium

**Silphium** is a herbal plant used as both an contraceptive and as an cooking ingredient. It is collected for its powerful resin and grows on the highest parts of the steep cliffs bordering the Sea of Resonance. Silphium is especially popular with Dwarves who believe no self respecting cook can be found without some Silphium resin on hand. The overuse of Silphium in one's diet can result in a condition known as Love sickness.

## Description

Silphium is flowering plant growing several clusters of yellow plants. It has thick roots covered in black bark, and grows to a length of about 48 centimetres with a hollow stalk.The fruits of the Silphium have two lobs, creating the shape of a traditional heart symbol.
Te'persus Dwarven-Elven Treaty

The **Te'persus Dwarven-Elven Treaty** was signed in the year 378 and ended the Second Te'persus Dwarven-Elven War. The treaty was signed by the dwarf Julianus Vatinius and a series of minor elven nobles, the most important being Virion Magmaer, later refounder of the Kingdom of Al-Guin, Elisen Elsatra and Alwin Eilsandoral, both being precursors to the elven movement known as Elsatraism.

## History

Te'persus was originally controlled by varying kinds of elves, with eventually the Kingdom of Al-Guin managing to unify the area under a single banner. This ended when the dwarvens under Julius Vatinius arrived, starting the First Te'persus Dwarven-Elven War which ended with the dwarves fully conquering the peninsula in the year X. After the fall of the Dwarven Imperium many petty elvish nobles declared themselves free. This new elvish peace did not last long as the dwarf Julianus Vatinius went north the establish in an area to rule over for himself, for he had become disillusioned with the Dwarven Imperium after its collapse. The arrival of the legion of Vatinius led to the Second Dwarven-Elven War. Which ended in a minor stalemate as neither party was able of fully vanquishing the other, in turn leading to the signing of the Te'persus Dwarven-Elven Treaty.

## Content

''It shall be noted that on this day the dwarves and elves of Te'persus are to be living in peace. Both sides have fought hard and well but neither could beat the other. It has been decreed that this peace shall be enforced for the next 40 years, all the parties have agreed to this before hand and shall reconfirm this by signing below this very article. In addition to agreeing to piece this treaty shall hence fort divided the land between the differing parties so all may live in peace.

The area around the city of Kretum shall be granted to the Julianus Vatinius and his forces, Vatinius is allowed to reign how he sees fit over these lands. As long as the elves are to be left in relative peace and free to leave. The north and east shall be divided among the differing elven factions. The dynasty of Magmaer shall be allowed to reform the Duchy of Da-Guin, all be it in a limited fashion. For the are not allowed to claim the new dwarven lands, or form the Kingdom of Al-Guin, which shall be seen as defunct. This on request was made on behalf the many Bandaru elves in the north who which to form a new a series of governments away from a predominant sun elf society.

Let this treaty therefore usher in a new area of peace between all the parties and let a new dawn, away from bloodshed, set on this prosperous continent. Under signed by:

* Julianus Vatinius
* Virion Magmear
* Elisen Elsatra
* Alwin Eilsandoral

''
Siege Engine

A **siege engine** is a device designed to be used generally during a siege to assault fortifications during a siege. These range from devices capable of launching projectiles at the enemy or platforms such as battering rams or siege towers. Siege engines aren't only used to assault an fortification but also to defend said fortification. Siege engines have also found their uses on ships, from the ships that sail the Sea of Resonance to the ones found in the Coarse Sea.

## Types of siege engines

### Aíthepolis

The Aíthepolis is type of siege engine which shoots flames from its long iron hose. The device is made from a large bronze pot placed on a wooden platform with 4 wheels and is filled with a special flammable substance called Zantheum.

### Ballista

The ballista is a type of siege weapon used to launch large bolts or rocks at the enemy. Resembling a large crossbow the ballista uses a torsion spring controlled by two levers to launch a bolt forwards.

#### Scorpio

A scorpio is a smaller ballista about as height as half a human. It fires smaller bolts than a regular ballista but weights significantly less and is therefore easier to move. Many scorpios have found their way on ships used as an anti-personnel weapon.

#### Polybolos

The polybolos is again a smaller ballista type but remains larger than a scorpio. The polybolos is capable of rapidly loading multiple bolts and is as such capable of firing 11 bolts per minute. These are very popular to be used on ships.
Umam Shrines

The **Umam Shrines** are a series of fifteen shrines located on the mountainsides along the Rauver Valley. These shrines function as an important religious point for the giants. The shrines are made out of simple wood with metallic reinforcements made. The shrines are maintained by giants leaving in the towns at the beginning of the steps leading towards the shrines. Once a week a giant will make the climb up to the shrine to maintain it.

## Pilgrim's Journey

Once a year large group of pilgrims leaves from Brenningr, which over time has developed itself as spiritual capital of Wal-Rauver, to journey all the shrines. A though journey with thousands of steps being climbed along the way. While this might seem a easy step for the tall giants to take the paths are often narrow only allowing a few giants to move at a time.

Before the pilgrims leave Brenningr they gather ample supplies for the journey ahead. A mass prayer is held after leaving town, the expedition leader will start with a common prayer. After this each pilgrim will loudly pray one by one, announcing their intent for the gods and the pilgrims. After each pilgrim has said their prayer the party will continue with their journey. On their path they will sing songs related to the god which is going to be visited next. Once the pilgrims reached the town located at the stair leading up to the shrine they will buy an appropriate offering. Each town has developed in speciality in the offering of their respective gods. A lively market has sprung up near the stair, with many merchants trying to sell their crafts. After having brought an appropriate offering the party will start the climb to the shrine. Once this climb has started complete silence is expected, anyone who breaks this silence shall is not allowed to travel with the party any more and will be left behind once leaving for the next shrine. Once on top of the shrine each pilgrim will pray in silence. Once done with the prayer the pilgrim will offer their offering, after which the pray again in silence. Afterwards they will leave the shrine and head towards the top of the stairs, waiting for each pilgrim to complete their offering and prayers. Upon all the pilgrims being done the party will travel together down the stairs, in silence. The party stays in the town for the night and leaves the following morning, continuing the cycle.

###
Questing Beast

The **Questing Beast** is a monstrous creature that stalks the Emerald Forest.

## Description

Questing Beasts have the head and neck of a huge serpent, the muscular body of a leopard, and the broad hooves of a stag. It is constantly on the hunt, stopping only to eat it's latest catch or to sleep at night. It rarely gives up a quarry once it has given chase, and bounds with a peculiar gait.
Nulla-nulla

A **Nulla-nulla** is a heavy wooden war club. They are about one metre in length. They are made from the wood of either young trees or from where a branch meets the rest of the tree. Some nulla-nullas are painted while others are left clean looking. Some nulla-nulla's have custom stone or metal heads attached them to increase the damage they deal and further specialise them.

## Usage

A nulla-nulla can be used for hunting, for fishing, and for battle. They excel at breaking shields, and are a populair chose of weaponry against armoured foes. They find further use in punishing people who break the law. Criminals get their hands tied and suffer a heavy blow against the back of the head, often resulting in the skull fracturing and blood pouring out. However there have been people known to survive this punishment, after which they are considered free man again.
The White Snapper

"On a cloudless night, when the moon is full and naughty children go to bed, they might hear a noise from the plains.

*snap snap snap*

It begins as a distance whisper. Just a strange sound carrier on the wind. But over time it becomes louder, and louder, and louder, and closer.

snap snap snap

A dark shadow appears in the window, a shadow bigger than two man. It appears as a kangaroo wearing an alligator hat. Its a massive Bonesnapper.

**snap snap snap**

The window quietly opens, and a white arm comes out from the dark. If you sit perfectly still it wont see you and move on. But if you jump out of bed and begin to panic you get snatched by the claws of the beast.

**SNAP**

With one powerful pull the creature rips off your lower jaw. You try to scream but you have no mouth left. The white Bonesnapper puts you back in your room, leaving you to live your life without a jaw."
Tri-fan Galleons

The **Tri-fan galleons** are armed commercial cargo dune-ships who haul cargo and people across the Coarse Sea. They are primarily owned by trading companies hailing from sandports such as Scorch Gate who hire captains and crews to sail and trade in their name. Most captains can create a comfortable life for themselves out of this agreement and retire after around 30 years of service, However there are captains who, either out of malice or greed, have taken full possession of their galleons and raid the sandy dunes, terrorising the trade lines as Dune picaroons. It is not uncommon for a tri-fan galleon to have up to 50 ballistae on board divided over its two sides.

## Design

A tri-fan galleons carries three or more masts from which each between two to four sails hang on a cross-like design. Each of these masts has a central spar from which two other spars are attached on its sides. These spars are slanted to the sides which gives the entire mast a fan-like look. It is from this design that the tri-fan gets its iconic name.

Tri-fan galleons are build out several types of wood. Most of the ship is build out of mahogany except for the masts and keel. The masts are carved out of blackbutt lumber and the keel is made out of box wood. The hull is made out of several layers of planks, with each layer overlapping the one below which makes sure that as little sand as possible can find its way into the tri-fan galleon.

Every Tri-fan galleon is equipped with a anthem compass to allow them to find their way through the moving dunes of the Coarse Sea. The anthem compass is a special device which always points to the centre of the Coarse Sea, called the Stone of Anthem, a magnetised stone formation which, when looked at from the right angle, has the form of a singing woman.

## Variants

### Tri-fan war galleon

The Tri-fan war galleon is an upscaled version of the Tri-fan Galleons with at least four masts, as the name describes it's specifically designed as a ship of war. These heavy ships protect the trade ships within the Coarse Sea. These big vessels of the coarse sand can carry up to 150 ballistae contained within the hull. On the top of the deck two heavy ballistae are located, used to launch large boulders at the enemy. Being a captain of a war galleon is not a lazy job with hundreds of sand sailors being under your command. Not many of these ships sail the Coarse Sea; most of them are owned by the city of Scorch Gate and are primarily under the command of the [epicly named elite fleet].
Sgwad Sgowtiad

The **Sqwad Sgowtiad** is a secret organisation that dedicates itself to the hunt and extermination of the wicked creatures of the night.

## Members

Members of the Sqwad Sqowtiad only get introduced ones they have come into contact slayed a abomination of darkness. Ones a potential recruit is deemed worthy, the Sqowtiads will follow them while leave subtle hints and messages for them of the organisation's existence, if the recruit picks up on these hints and find their way to a secret meeting place, they will be introduced into the order.

Members of the orders usually don't life in one place, tracking along the countryside to find cases of unnatural hauntings and abominations.
Nutonists

The **Nutonists** were a group of rebels inspired by the works of the gnome natural-philosopher Adan Nuton. Most Nutonists hail from what is now called the Laiscuit League. They rose up against the Unified Rim Area during the Metal Wars, wining independence for the many city states that now make up the League.

## Believes

The believes of the Nutonist movement are primarily based on the treaty "*Etat*" by Adan Nuton. In Etat Nuton claimed that a state ruled by enormous groups with diverse interests would, by trying to keep itself together, slowly descend into a state secretly ruled by a single influential individual. A loose state ruled by a counsel of local representatives (who are free to associate and dissociate at their own discretion) would however be able to uphold the general interest of all its citizens. Nuton also said that throughout history the only consistent aspect of the concept of the state has been that trade forms its lifeblood. Because of this the logical conclusion, according to Adan Nuton, would be that the more a state dedicates itself to trade the more powerful it and its citizens become.

## Uprising

The sudden disappearance of the mining industry in the Rim many gnomes were out of a job. Visiting public symposiums had because of this become a popular past-time for the unemployed gnomes. During these public symposiums natural-philosopher would tell the public about their theories on the metaphysics of the universe and about their philosophical pondering.

Some gnomes watched with excitement how the first weeks of the Brabantsian uprisings unfolded, details of which were swiftly reported back in the rest of the URA through the newspapers. A few weeks later Adan Nuton would hold an public symposium in Plopsapolis in which he once again deliberated on the statements he made in his treaty. The audience listened with excitement and become more rowdy with every sentence. The crowd walked away shouting his believes in the streets. The crowd turned into a riot, and they peacefully took possession of the goverment buildings inside of the city. The following days saw more of the gnome majority cities rise up in the name of Nuton's philosophy, joining in together into the Metal Wars as an unified front.
Wuriun

The orange sun of Sahul is named **Wuriun**. It is the origin of most of the radiant mana that flows unto the planet where it is used by plants and animal for energy. Wuriun is synonymous with the creator god Tenno, who is believed to hold his court inside of the orange sun. Wuriun's brother is the red moon of Indeko.

## Description

Wuriun is a large yellowish white star, which weights 2.055 × 10^30 kilograms and has a temperature of 5645 Kelvin. Wurium is heavier than earth's sun and a bit brighter. It orbits around Sahul once every 372 days.

## History

Wuriun was originally made by the great god Tenno from the left eye of Az. Back then it was only a small sun and Sahul still saw rainy falls and snowy winters like any other world does. But this all changed when the Azen began to leave the mortal realm. Yiskarang, god of ice, tried to claim Sahul as his personal realm of eternal winter in their absence. Tenno was displeased by Yiskarang's disobedience and as punishment of his crimes Tenno decided to grow Wuriun over seven times its original size. Wuriun burns now with such fury that it melts any snowflake that so much as dared to lay down on the lowlands.
Scorpin

The Scorpin is a social insect which stalks the deserts of Sahul. The Scorpin, unlike the scorpion, has only six legs, making it an an insect instead of an arachnid. It is believed that they evolved from long extinct giant flying wasps. Scorpins have a complex social structure which contains several sates and classes.

## Description

### Life cycle

Scorpins begin their life as grubs which are mostly harmless even though they can bite. After a few months these grubs develop into nymphs which resemble their full grown counterparts and bear a deadly venomous sting. Once the Nymph reaches adulthood they develop into one of four different classes.

The webscorpin form the major work force. They dig and spin silk from which they craft small nests. Scorpin silk is a fabric with special properties and can be made into armour which is as light as cloth but similar to scale or mail in strength, the downside is that the silk is highly flammable.

The soldiers are large armoured Scorpin with a fearsome stinger and powerful claws. the exoskeleton consists of so called metalochitin which is an organic material in which both iron and lead can be found giving it a high resistance to physical and energy attacks.

The hunters closely resemble their ancient flying wasp ancestors. They can fire poisonous darts which can tranquillise any unsuspecting foe after which it abducts the helpless for sinister purposes.

The Queen is the largest of the Scorpins and rules over the tribe. The queen can fire darts from its tail, which also holds a small hive-like structure from which it can summon a swarm of wasps. It also has a lance/pike like stinger which can be used to deliver devastating melee attacks.

## Culture

Scorpins are extremely protective of their eggs in addition to being very territorial, killing any trespassers they come across. This risks has made their eggs, which are considered a delicacy, highly valuable and can fetch a high price when sold to a the higher echelons of society.
Paterreagh

The kingdom of **Paterreagh** is a arid rocky grassland with seasonal rainfall. It lays south of both Wal-Rauvar, the realm of the giants, and the orc Kraterocracy of Hilal, and borders the Sand Shield Mountains in the south. It is a rough land where most rivers run dry and many billabongs have formed across the land. Plant life is scarce with mostly dry grasses such as spinifex being present. The land is all but dead for most of the year but gets revitalised during the rain season. During this time the rivers start to flow, the billabongs refill, and the plants bloom once again.

The kingdom of Paterreagh is ruled by king Billy of the house of Dyiraamalang, who lives mostly in his castle in the city Gundagai. King Billy holds little sway over the daily life of the locals and most towns are ruled by the local sheriffs instead. These sheriffs receive their supplies from the king Billy in Gundagai in exchange for the due taxes.

## Points of interest

* **Swagman's Rest** - A small billabong haunted by the ghost of a giant bard named Júk.

## Culture

Pattereaghans are known for their cheeriness despite the roughness of their homeland. The locals love to work during the day and to drink during the night. Most Pattereaghans play or make instruments as a way to make the time herding their packs more bearable.

Some Bards consider Patterreagh to be home of music, though this is often because they themselves are from its wild lands. However this hasn't stopped some romantics from writing poetry about Patterreagh. In their poems they idealise its rough lands as the breeding grounds for strong man and the locals relaxed way of living as utopic.

## Economy

The Paterreagh economy primarily runs on the exportation of wool and wool textile. For most of the year the people of Paterreagh herd their sheeps to the sparse patches of vegetation that can be found in the Nullarbor Plain. While their sheep graze the Paterreaghians lay in the field jamming on their instruments to keep themselves from falling asleep. Once the end of Ferrurer approaches man from across the continent will travel down to Paterreagh to work as shearers in the wool industry. Once the shearing has finished most of this man will spend their newly acquired wealth on food and drink, further invigorating the local economy.

The second largest industry in Paterreagh is the production of musical instruments. Many bards prefer to play on Paterreaghan string instruments, and especially the Paterreagh banjo is popular. The Travelling Caravan makes a special stop in the lowly populated Paterreagh just to stockpile on instruments and repair any broken ones they have laying around.
Order of the Wieven

The **Order of the Wieven** is a druidic circle dedicated to protecting and preserving the wildlife of Brabantsia. Most members are in charge of their own piece of woodland and only see other members during special occasions. A few members, known as the Sniekalds, however life together on the top of the two large mountains known collectively as the *Wittewieven*. Here they have small settlements of dolmen houses and produce the elusive drug known as Perma-snow

The order considers the oak to be a sacred tree because of its healing properties and uses its wood for most of its tools. However they would never directly damage the tree and likewise only use pieces of the tree which have already died. Members are also known to ride around on the backs of Green Mantas which are native to the area.

## Recruitment

Only priests dedicated to the family of Maka are chosen to become members of the Order of the Wieven. Potential recruits are asked random questions over a period of around two season by members in disguise who report these answers back to the Sjeer. The sjeer then starts to look into his scrying bowl with this information to determine if he is worthy or not.

Recruits deemed worthy of becoming members are kidnapped in the early evening and brought to one of the sacred oaks to commence the initiation ritual. They are dipped head first into a giant barrel of ale containing enough alcohol to kill a Dire Python. Once the recruit finishes his trail and somehow survives the whole ordeal they get educated into the way of the druid and become members.

## Members

**Druid** - Basic member of the order.

**Sniekald** - Elite members of the order who are responsible for the production of Perma-snow.

**Sjeer** - An elder who decides over the fate of the order and provides advice to the lower members of the order.
Spinifex Parrot

The **Spinifex Parrot** is a small secretive bird which builds its nest in spinifex grass and hops around dusty ground of the bush. They are mostly active at night, where they sing their whistle-like call.

## Description

Spinifex Parrots are a yellowish green bird mottled with dark brown, blacks and yellows dots. They feed on the spinifex seeds and other herbs which they help spread around as they hop.
Will-O-Wisp

**Will-O-Wisps** are the souls of critters that have been bound to a swampland. They appear as levitating flames, torches, or lanterns that float across the swamps. A Will-O-Wisp feeds itself with the negative emotions of sentient creatures and likes to play around with children. This behaviour makes them beloved pets for moon elves.
Sylléktis

**Sylléktis**, or *the collector* in common tongue is a mytholgical creature in dwarven lore. Sylléktis is a dwarven worst nightmare. Not a collector of souls but the collector of their wealth. Sylléktis devours all the wealth the dwarves have created. Some say that the demon was send as a way to punish dwarven greed.

## History

The many stories of Sylléktis vary between the Ancestral halls, some tell the tale of Sylléktis as a monstrosity who takes away the wealth from the dwarves as a form of punishment by the gods for the dwarven greed. Others halls talk of a story were Sylléktis takes away the wealth from the dwarves to give to the poor of Sahul. Nonetheless Sylléktis gathers the riches of the dwarves, for what reason does not matter to many of the dwarves.

Tales about Sylléktis were particularly popular during the collapse of the Dwarven Imperium, for much of the fortune vanished that day from the dwarves.

### Poem

*It comes for our wealth*

*And causes the greatest fear of all*

*For it makes the dwarves ill of health*

*And brings our might to a crawl*

 *.*

*Some say we are punished for our greed*

*While others say it was send to cause grief*

*Some say it gives to those in need*

*While other say it is a thief*
Mist Drake

**Mist Drakes** are air-elementals that life through the swamp, hunting small critters and looking for carrion. They are skittish, headstrong, and a little bit dumb. They appear as big beaked avian creatures with the teeth and the tail of a crocodile that seep out a constant stream of mist.

## Abilities

Mist Drakes posses a strong beak that they can use to deliver a crushing bite. Their wings, while useless for flight, can be flapped to create strong gusts of wind. Their skin seeps out a continues stream of mists, and Mist Drakes can force out a cloud of mist to obscure the vision of their enemies, giving them the opportunity to either dash away or to ambush their foe.
Wheke

> “
> I was once in Wheke. Or should I say on Wheke, for Wheke is both a city and a giant octopus. And I never wanted to wake ever again.
>
>
>
> — Kora Shortsnore
>
>
>

**Wheke** is plantation-sized squid that flies through the dream. It has a large oval shell on its back made out of a beautiful cloudy marble which would go for a fortune in the waking world. The spirits of the deceased have constructed a city on its back, build with the same cloudy marble that make up its shell. Between these buildings are rolling grassy hills sown into wheke's slimy flesh, on which an endless pack of woolly dogs run before entering the marble city to play. Wheke consider the spirits building in his shell to be nothing but ants on the back of a dire wombat. However Wheke sometimes does communicate with the spirits of deceased hobbits who find their way into his sight.
Soultaker's Bathhouse

**Soultaker's Bathhouse** is a private bathhouse in the city of New Catraz staffed by an entire crew of undead orcs. The bathhouse is owned Ogrul Soultaker, latest in the line of proud bathhouse overseers. Soultaker's Bathhouse is especially popular with the rich and influential of New Catraz, who work out business deals while relaxing in one of the many baths.

## Description

The bathhouse stands at 4 floors tall and is made out of white bricks. The building has a stair-like design with every floor becoming a little bit smaller. The outside walls are covered in red mosaic's forming intricate patterns and the roofs of the lower floors are covered with lush gardens. The roof of the highest floor is covered with a dome with skylights installed which reach all the way down to the first floor.

On the first floor of the bathhouse stands the welcoming lobby and the changing rooms where clients can put down their heavy armour and equip some soft towels. Their armours are taken by the thralls who clean and trim the armour for them while they take their baths. On the second floor stand the baths, each separated with wooden walls for maximum privacy. These baths are filled by water mixed with herbal mixes and is pumped up straight from the boiler room. Undead thralls stand ready with brushes to scrub the costumer clean and cold grog as a refreshment if they client desires. On the third floor are the restaurants in which the clients can enjoy some fresh meats and hot tea after their bath. The fourth floor is the private apartment of the Soultaker family themselves from where they can keep watch of both the interior of the bathhouse and the entire park outside. Under the bathhouse is a special boiler room where the bathwater is kept warm. In the boiler room thralls slave away to keep the bathwater hot and to mix herbs for inside the water.

The bathhouse is located in Liberator's Garden, a public park in the more well-off part of New Catraz and stands on a island in the middle of a small lake.

## Legality

Despite all its bright splendour on the outside there is a darker side to Soultaker's Bathhouse: Its manager, Ogrul Soultaker, has broken many of the rules of necromancy. It is an open secret that he raises unwilling people into undead servitude and keeps them longer after the moral service time for an undead expires. The more shady of his clients often give Ogrul Soultaker kidnapped orcs that they want to see disappear. He raises them into his undead servants and they are never heard of again. Agents of the HNP have tried many times to stop Ogrul Soultaker, but his influential cliental has stopped them every time through both political actions and brute force.
Stone of Anthem

The **Stone of Anthem** is giant rock formation in the centre of the Coarse Sea. The formation got its name from the fact that, when looking at it from the right angle, it looks like a singing woman standing alone in the middle of nowhere. The formation is known to constantly pulses a magnetic field out which can be sensed far beyond the coasts of the coarse sea. As a giant magnet it would be logical that the magnetic flux from the bottom half would disrupt the magnetic field of the stone, but because of the sheer size of the rock formation this southern pole gets buried far under the depths of the sandy waves.

For centuries the stone of anthem formed a location of significant cultural and religious significance for the nomadic tribes of the desert. Every year the leaders of the tribes would travel to the stone on their Sand-Botters to trade and strengthen diplomatic relationships. However this practice declined as commercial travels increased, which where made possible after the invention of the Anthem Compass. The anthem compass uses the magnetic field of the stone of anthem to point where the centre of the coarse sea is with a small piece of magnetic stone.

## History

Legends say that the stone of anthem was once a normal woman, who claimed to be more beautiful than any of the goddesses. She claimed that all man, from far and wide, would forever be attracted to her. One of the goddess, Maka, took her up to that offer and travelled with her to the centre of the desert. At first the desert was empty, and Maka laughed, thinking she had proven her point. But on the horizon several dune-ships appeared, filled with man who came to worship the world famous beauty. Maka was enraged, and she turned the woman into stone for her hubris, so she might forever attract the man of the desert to her.
Apple II

The **Apple II** (stylized as **Apple ][**) is an 8-bit home computer developed and released by Apple Computer Inc. in 1977.

## Why It Is Great

1. Lots of good software.
2. Eight expansion ports to enhance the computer.
3. Color support for monitors.
4. It had VisiCalc, a very important software program at the time.
5. It spawned a series of computer line.
Dwarven Holds

בעבר הרחוק הגמדים בנו מבצרים רבים בצפון העולם להגן מפני פשיטות של אורקים וענקים שהיו מגיעים מ Spine of the World רבים מהמצודות הללו נהרסו עם השנים אך מספר קט מהם עדיין עומדות ומאוכלסות

החשובות מביניהם הם Mitrhal Hall, הממקומות בתוך ה Silver Marches והיא נחשבת להכי פתוחה כלפי שאר הגזעים וישובי האזור והמבצרים Citadel Adbar & Felbarr.

בעבר המאוד רחוק לפני למעלה מ 3 אלפי שנה, כל המצודות הללו היו חלק מאימפרית Delzoun שחוסלה על ידי ידי יצורים ממימד אחר, לפני עשור התגלו פתחים חדשים ומחילות שהגמדים מאמינים שמובילים לעיר הבירה של האמיפריה, Gauntlgrym
Commodore 64

The **Commodore 64**, also known as the C64 or the CBM 64, is an 8-bit home computer introduced in January 1982 by Commodore International.

## Why It Is Great

1. 64 kilobytes of RAM.
2. Lots of software was developed for the system.
3. **It is the highest-selling single computer model of all time**, a record unlikely to be broken by any computer now.
Tulsi Abbey

**Tulsi Abbey** is a winery located on a small island in the Iníon delta on the coast of Riverina. The island is a small hill which is covered with vineyards on all sides. The abbey itself stand on top of the island, keeping watch over the flowing waters and marshy lands that surround it. Behind the abbey is a small garden in which medicinal herbs grow. Tusli Abbey can only be accessed by a ferry which normally goes once a week to bring in supplies and to take away barrels of wine for export.

## Description

Tulsi Abbey is made almost completely by hand with bricks made from the red-brown clay harvested from the surrounding riverbed. The outer walls of Tulsi Abbey are beautifully decorated with carvings of a variation of vining plants crawling about. In the central place itself stands a fountain with a central statue of a bilby, a symbol sacred to Zayn-Geif. Inside of the abbey fresco's can be found depicting scenes of apothecaries creating medicines and healing the sick and of Zayn-Geif creating his Pill of Immortality and distributing them to the other Azen.

## History

Tulsi Abbey was constructed around the year 122 AD by a group of monks in dedication to the god of medicine Zayn-Geif. When construction was finished the abbey was to become a true ecclesiastical institute dedicated to their god and which also functioned as a hospital for the sick and as a place of rest for travellers in the region. In this abbey monks used to experimented with several different herbal medicines to find cures for as many illnesses as possible in dedication to their god.

When wine was introduces to the region in the late 300's most monks brushed it away as a new indulgence for the common folks on holidays. However some of the monks would discover that alcohol was able to relieve one's sense of pain when the abbot hit his head on the table and laughed it off after he had one to many to drink. After this the abbey would begin to produce wine. First only for themselves and their visitors but later also to trade for the supplies they need. The wine Tulsi Abbey produced would end up becoming so popular that the monks slowly dedicated more and more of their land to vineyards and the production of wine and slowly they would begin to neglecting their religious duties. Nowadays the monks have become full wine makers and the Abbey has become a secular institution with almost all rooms dedicated to wine production. The only bit of its ecclesiastic past which remains in use is the old altar which the workers sometimes use to pray to the gods for a bountiful harvest.
Wombat

**Wombats** are short-legged, muscular quadrupedal marsupials that life in Sahul. Expert diggers, wombats are notorious for their fury when threatened; despite their small size, when angered their sharp claws can be highly dangerous and they are known to crush the skulls of predators with their butt.

## Description

They are about 1 metre long with small, stubby tails. They have special plates of keratin in their backs that allows them to shrug of blows from behind and to crush the skulls of any creature foolish enough to stick its face into its burrow. Wombats poop out cubical feces which are incapable of rolling away.

## Culture

Wombats are admired by gnomes and can often be seen as getting pet like "lapdogs" by Gnome leaders.
Turndun

A **Turndun** is small hand instrument used in by holy man during several different religious ceremonies. Only priests are allowed to make use of a turndun on punishment of death, thou children are known to secretly make their own imitation turnduns.

## Description

The turndun is made of a oval-shaped slat of either wood, stone, or bone which ranges between 15 to 60 centimetre in length and 1,25 to 5 centimetre in width. The edges of this oval slat are sharpened. The slat is then attached to a long cord or rope, the length of which influences the sound the turndun makes. The instrument makes a strange "nyooom" sound which can be heard for miles.

## Playing

The turndun is played by giving the cord a slight twist and then swinging it around in a circular motion on either the horizontal or on the vertical plane. The motion of the turndun then keeps it spinning on its axis. The pitch of the turndun can be changed by winding up or loosening its cord.
Kobblin

It's big brother doesn't like you laughing at his legs!

Kobblins are a Pre-Hardmode forest enemies that spawn during they day. They follow the fighter AI walking, at an extremely low pace. In terms of combat, they are slower zombies.

## Notes

-After being hit, the Kobblin will speed towards you if you are in it's line of sight

-The Kobblin appears to be a skinny, wooden figure with grass hair

-The Kobblin is a reference to the Minecraft mod, "Divine RPG"
Apple Macintosh 128k

The **Apple Macintosh**, later renamed the **Macintosh 128k**, is the first in a line of computers created by Apple Computer Inc.

## Why It Is Great

1. It introduced the concept of the GUI to the public, or at least a "Clipboard".
2. Low price due to having limited hardware, solving one of the problems that the Apple Lisa had.