recursal/Fanatic-Fandom huggingface dataset:
Gnestor Krawl

An orcini from Mokboral, one of the chosen scholars sent to scour distant lands for signs of the final war.

## History

The Krawls of Mokboral were never a blood-line of warriors and heroes. No member of their family had ever been picked out to serve in the final war. Instead the Krawls were a family dedicated to preserving their history and culture, serving as scholars and priests.

Gnestor Krawl, son of Bastor Krawl, was brought up studying ancient Mokborian history and the ages of prophecies. The chieftain of his tribe saw great potential in Gnestor as he grew, and sent him to the capital to continue his studies. With greater knowledge and a deeper understanding of the ancient Mokborian culture Gnestor would come to follow a path many of his ancestors had taken; becoming one of the officially chosen travelling scholars of Mokboral, searching the world of Solthris for signs of the prophesized final war.
Vladran Stormwill

The elven Godking of the nation of Daelarus in western Valthar, a charismatic and powerful leader with significant magical, martial, and political talents. Though his followers are devoted, some in his nation see him as a tyrant in the making.

## History

Vladran emerged almost two hundred years into the Lokusi's ravaging of Valthar, wielding potent magical power and uncanny magical skill. He quickly won a string of victories, securing their inland territories from the Lokusi and rallying many of the disparate elven leaders to his banner.

## Personality

A supremely confident individual, Vladran strives to lift his people up from ruin and restore them to greatness, but worries a single lifetime may not be enough to accomplish all he must do.
Njorthos

Njorthos is a region of northern Gruthar, separated from the rest of the continent by the Stormveil Mountains. It is home to several groups of humans, dwarves, and other races. As a result of the unnatural nature of the stormveil it has heavy rainfall and cold weather.

It has had no contact with the other half of the continent for centuries, but its inhabitants have raided Althesar and traded with Valthar in the past.
Dragonroost

The Dragonroosts are six large dragon lairs risen as mountains by the Nvordrak Njardr to hold the runic seals upon the Dread Serpent, located on and around the Drowned Reach, north of Xaxalin.

## Description

Six mountains rise around magical runes that maintain the seals upon the Dread Serpent. They are five in a ring and one at its center. Within, dragons of storm and sea make their lairs, boasting formidable defenses. Though none dared defy the powers within while Njardr protected them, they have fallen under darker times since his disappearance nearly a century ago.

### Dragonroost Fehu

Fehu lies upon a southwestern peninsula of Scythria, overlooking the Drowned Reach to the south. Though it used to be populated by both storm and sea dragons, it has recently been assaulted by a conclave of frost liches from the northern wastes and is now a haunted ruin populated by draconic bones in service of their dark masters.

### Dragonroost Uruz

Uruz lies upon the northern coast of Xaxin, overlooking the Drowned Reach to the northeast. Though it still stands, the humans who have established realms around it have taken a liking at dragonslaying, a fact that may cause problems for the storm and sea dragons that make their home there.

### Dragonroost Thurisaz

Thurisaz lies in the western ridges of the old Vyrandhi Mountains. A haven for storm dragons, it stands strong in the wake of Njardr's disappearance.

### Dragonroost Ansuz

Ansuz lies in central Magrok upon the eastern ridges of the old Vyrandhi Range and near the coast of the Gulf of Ruin. Its position between the warring orcini to the south and vampire colonists to the north has caused it to be drawn into the middle of a conflict that does not concern it. Nevertheless, after the disappearance of Njardr, a bold vampire campaign succeeded in conquering the Dragonroost, whioch has now been transformed into a fortress against the orcini raiders to the south. Any of the dragons who survived the attack have fled toward safer roosts, though tales claim that the shadowy spirits of the fallen still haunt the roost.

### Dragonroost Raitho

Raitho stands tall above the waves of the Drowned Reach, a haven for sea dragons and storm dragons both. All around it extends the merfolk Qualla kingdom of Dryssan, which holds the Dragonroost and its denizens in highest regard.

### Dragonroost Kaunaz (Njardheim)

Kaunaz is the central seal upon the Dread Serpent and is where the other five seals draw power from. Upon it, Njardr once made his lair, and many temples to the Nvordrak and his master Hafrjal dot the landscape, amongst which storm and sea dragons roam. All around the mountain, in its underwater ledges, lies the merfolk city of Zhyvess, capital of the Qyani Empire.

Njardheim is the most sacred place for all Qualla who follow the Edict of Storms, and the most well protected of all Dragonroosts.
Xaxalin

Xaxalin is a large supercontinent with most of its mass in the northern hemisphere. It is home to a variety of species and civilizations, but takes its name from the prominent Grand Xaxalin Empire that once ruled much of its landscape.

## Nulawa

Nulawa is the north-western region of Xaxalin, consisting of the lands about the Dragon's Gullet Sea, lush forests, and the Castle-State Merulos along its western coast. It is currently subject to an infestation of Lokusi which the local leaders have been slow to address.

## Xaxin

Xaxin is the north-central part of Xaxalin, thick forest and mountain-lands, home to several dwarf, human, and elven states that were once part of the Grand Xaxalin Empire. Each nation considers itself the heir to the Empire's grandeur and political feuds sparking into brief border wars is not uncommon.

## Magrok

A rough north-eastern area in Xaxalin, human townships and ports dot its western edges, but it is primarily home to many flourishing groups of Orcini that broke free from the Xaxalin Empire. More recently it has become beachhead of a colonial vampire nation expanding into the region.

## Alrakhet

Home to the ancient nation of Ghebtun along its eastern coast, Alrakhet is the southeastern region of Xaxalin, defined largely by its massive central desert, which was once bisected by a flourishing river. Its southernmost peninsula is home to many Orcini and its western edges turn to lush grassland before meeting the river border of Nambali.

## Nambali

A warm, wet, mix of forest and jungle crisscrossed with rivers defines this south-central region of Xaxalin. It is home to a large Dark Elven nation, a sizeable Naga population, and several groups of Orcini and Gilloch.

## Zangami

This swampy southwestern region is the least populated area of Xaxalin. The Blood Marsh that sits at its heart is home to a terrible power that led to the collapse of the Naga's power in ancient times, and remains an unnatural and potent force in the area to this day.
Shenuan, the Lost Spires

An enormous series of chambers located beneath Zhanyi, once home to a flourishing civilization of trilobite-like mortals, **Shenuan** is a part of the vast Underworld, and is sometimes known as **the Lost Spires** due to the trilo's ancient decaying ruins - great columns stretching up into the cavernous ceiling. Today, the caverns serve as a secret site for a massive excavation by Jarin'sho, the Red Emperor of Zhanyi.

## Flora and Fauna

### Flora

Shenuan is full of myriad types of luminescent moss, enormous curling ferns, as well as many types of coral formations.

### Fauna

Many of the animals amidst the Lost Spires retain markedly aquatic traits, but seem to have naturally adapted, or perhaps been altered, to function out of water as well.

Floating tardigrade-like creatures consume the moss in the spires and form the basis of the food chain.

Corpses within the spires are often picked apart by floating hive-dwelling shrimp creatures that construct bee-like hives along the walls of the caves.

Cow-sized omnivorous isopods crawling along the walls and ceiling are a common sight, preyed upon by enormous fish that camouflage themselves as boulders along the floors of the caverns, which themselves are food for monstrous catfish-like creatures that glide across the stones and immobilize their prey with electric shocks.

## Societies

### Trilopoeple

Though they have not been seen in this part of the world for milennia, the ruins of the trilopeople's great cities still remain, as do many of the devices they crafted when their realm was at its height, which continue to light the way for the travelers that approach them. In some cases travelers and workers serving Jarin'sho have even claimed their spirits yet remain within the caverns, haunting digsites and ancient passages.

### Obakemono

A term used for any of the myriad shapeshifting mortal races traditionally originating in Zhanyi, the Obakemono have a number of communities deep within the caverns, though they have increasingly found themselves at odds with the Red Emperor's forces. Though they share many similarities with their surface counterparts, years underground have resulted in various differences in culture.

### Rakshari

Employed by the Red Emperor as enforcers, a number of ferocious reptilian warriors of the rakshari spend their time hunting and doing battle with warriors of the myriad Obakemono tribes, as well as rogue wyrms, dangerous animals, and other threats to the massive excavation taking place.

### Wyrms

Colloquially referred to as Shadow Dragons, these malformed creatures are often feral and violent. Rumors abound as to their origin, with many scholars believing they originate from the ancient catastrophe known as the Dragonfall, while others attribute them to horrifying experiments by Jarin'sho due to his use of them as guardians for his massive excavation.
Zarktak

The Zarktak are a militant and religious aven society located in Anzalin.

## History

The Zarktak were an offshoot of the Aven that emigrated from Daesalin after the moonfall.

## Geography

The Zarktak primarily reside in southern Anzalin, unable to move north due to the powerful gigas nation that dominates the center of the continent.

## Culture

Xenophobia is prominent in Zarktak society, as is the belief that as flying creatures they are inherently superior to other forms of life, and flightless Aven, whom they sacrifice to power much of their magic.

They are deeply devoted to the worship of a powerful phoenix deity, and fire is a key focus of their religious ceremonies and iconography.
Duramant Eldspear

A prominent elven general of Daelarus in the service of Vladran Stormwill.

## History

For years Duramant has defended the mountainous border that separates Daelarus from the once resplendent southern territories which have been infested by the Lokusi swarms.

## Skills and Abilities

Though he has only modest magical skill by elven standards, Duramant is equipped with the finest of enchanted weaponry and represents the pinnacle of martial skill.
Surdra

Surdra are a type of reptile that lives in Solthris. It is most common in Gruthar but can be found in other regions of the world as well.

### Basics

Most favored amongst orcs and hobgoblins as companions, but found in all Dominion settlements south of the bogrins chilly mountains, these reptilian creatures can grow up to 4.5ft in length, and can withstand extreme temperatures, nesting comfortably in hot coals or open flames. It is not known when they were first domesticated but records of them sleeping in orcish forges or hob/gob ashpits predate the first Lokusi attacks. They are commonly used to root through scorched battlefields to root out any injured Lokusi or hidden eggs. Surdra are very adaptable and live as comfortably in rocky terrain as they do in swampy terrain, though different breeds have developed different colorations in such areas over time. Most surdras carry an incendiary or acidic compound in a throat-pouch which they will spit at their prey. They are not tremendously social creatures, but are obedient, loyal, and even friendly when properly trained.

### Grutharin Zodiac

This creature has a place among the star signs of the Grutharin Dominion.
Nulawa

Nulawa is a sub-continent of Xaxalin.

It is home to the Dragonspine Mountains and a mix of human and dwarven nations. Several dwarven cities along the Dragonspine venerate the dragons that still make the area their home.

The mercantile 'Castle State' Merulos  stands off its western coast.

The northern edges of the Dragonspine have recently come under assault from Lokusi  advances.
Fey

Elfland, in the long distant past, opened many portals to Solthris, through which members of the bright and dark courts poured through. They partook in the great wars, and eventually their realm was sealed off by the virtues of the Godspact. Over the centuries that followed, they speciated further, spread across the world, and eventually became one third of the Ancient Empire of Xaxalin. Since the fall, the elves of Xaxalin have retained much of their culture, but no longer follow a single lord, king, or emperor. Likewise, Valthar, first entry point of the bright courts, has recently been devastated by the Lokusi threat. This land, now in ruins, is now mostly populated by distant, rudimentary city-states clustered around patches of valuable resources. The magic-scarred wasteland is still inhabited (?) by some of the Lokusi, and networked with thin trade lines.
Ogres

Ogres are a large, physically powerful race of Orcini found in Gruthar and Xaxalin.

## Appearance and Physiology

Ogres are a very large race, with most individuals standing between 7.5-9ft, but it is not uncommon for individuals to grow even larger, reaching heights of 12-15ft.

Most ogres have two sets of tusks in their lower jaw, though an uncommon development, ogres are also one of the few types of Orcini to have horns.
Starhorrors

The universe is infinite, and beyond the skies of Solthris there are worlds both barren and wondrous, but the vast majority of creation is filled with cold, empty darkness, littered with the nascent energies of new stars and the crumbling fragments of dead worlds.

These are the domains of Starhorrors.

Inscrutable Dybaloths, colossal Starbeasts, and Unfathomable Elder Gods from the furthest reaches of reality, these are the eldritch beings that have influenced Solthris over the millenia, some with eerie subtlety, others in acts of cataclysmic disaster.
Karl Kastor

Karl Kastor is a famous scholar of the arcane arts, most widely recognized for his contributions to the study of necromancy. He is widely recognized as the first successful lich, and inspires a dedicated following of devoted undead necromancers to this day. There are rumors that he still lives and maintains connections to the Circle of archmagi, though few believe it. He prefers it this way, generally disdaining contact with other sapient life as he continues his sleepless studies into the nature of magic and life in his studio upon a frozen island northwest of Scythria.
Cosmology

This project's cosmology is currently under construction.

## Solthris and its Moons

Solthris is currently envisioned as a spherical body significantly larger than the Earth.

Solthris was once orbited by two moons.

Long ago, one of these moons was shattered, and a large portion of its mass was sent plummeting to the southern pole. The rest of its mass remains in the form of twelve 'wanderers' which follow erratic paths through the sky and play a significant part in many of the world's astrological traditions.

The second, larger moon remains intact, and is the primary mover of Solthris' tides.

## The Sun and/or Stars

The sun and stars of Solthris has not yet received significant development.

## Other Planes

There are other worlds or planes beyond any three-dimensional access from the terrestrial plane of Solthris. They vary wildly in constitution, from utterly inhospitable realms of elemental fire to endless woodlands of untouched splendor. It is to these planes that many of the gods and higher powers retreated in the wake of their last cataclysmic war.
Solthris Wiki

## Welcome to the Solthris Wiki

This is your handy, dandy, soon-to-be comprehensive repository of all knowledge and lore related to the world of Solthris, a collaborative exercise in world-building and story-telling. Here, we compile all the development we have nailed down with regard to the original species, nations, historical records, cultural traditions, and other elements of this shared universe.

## Project history

This project originated on the (ostensibly) Warcraft-oriented fan-site Scrolls of Lore. That said, if you really want to join the fun, you may discuss the matter with our council of elders on that site or its Discord channel.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Ybasz

Ybasz, also known as the prismatic void, is one of the most powerful dybaloths on the terrestrial plane of Solthris in the eras following the Godspact.

Ybasz commonly takes the form of a wanderer wrapped in long robes, gloves, and hood. In the visible spectrum, these garbs appear white. To those with further sight they blaze with scintillating hues and induce a pain that is difficult to forget.
Cevallan

Cevallan is the northernmost portion of Althesar, defined by conflict between the Cevals and the Cerniad. The Cevals that gave the region its name are made up of predominantly humans, but have trace numbers of dwarves and other races. The refugees that would become the Cevals emigrated to the region fleeing the oppression of the Knauros and Argos that dominated Gaivus, the central region of Althesar.

Cevallan is largely defined by dense forest, but many tracts of land have been converted into farmland as the Cevals have settled the region.
Drezarc

Large, carnivorous beasts found primarily in Gruthar. While dangerous predators, many domesticated breeds exist in Dominion settlements.

### Basics

Drezarc range from a mere 3ft long to as long as 6ft, depending on the breed. Their massive jaws make them a favorite among orcs and bogrin who make raids down into Lokusi territories to rip through soft-bodied workers or crunch harder shelled foes, as well as to make short work of more mundane prey. Many of the largest are even utilized as mounts, while some Grutharin will keep three or four smaller drezarc as traveling companions or as 'guardarcs'. Like most large carnivorous beasts in the Dominion's employ they are fed a mix of true meat and protein-slime cultured by the Dominion's weavers to keep them sated. They are generally very sociable creatures, and some settlements keep semi-domesticated packs nearby as early warnings against Lokusi or other wild beasts.
Jahcekri

Heron-like bird species known for nesting in volcanic caverns and its ability to wade in and withstand extreme temperature mud and water. Also known as "Rock Weavers."

### Basics

Its beak, feet, and legs are actually outgrowths of natural ceramics with large air gaps, allowing it to survive temperatures that would otherwise quickly boil most things alive. Similarly, its tendons are strips of its own skin and feathers that grow at a prodigious pace, then dying out close to the attachment points at various junctures, giving the impression that their legs are baskets. They live off commensal bacterial and fungal colonies in the mud, which they use their beak to strain out and cool before consuming. To avoid continual overheating of its brain, its skull and respiratory system is located well above its beak and GI tract (e.g. torso/head is on a separate section from its throat and abdomen), however beak tendons are located at the skull, again giving off the appearance of woven baskets. The species typically carries multi-faceted hues from the mineral build-up within their plumage and in their limbs (due to excretion). During grooming, removal of volcanic mud post-feeding is often mistaken for guano. Due to diet and form of growth, they only excrete guano if they manage to consume larger meals (aka, opportunistic feeders) on rare occasions. This guano is more reminiscent of birds of prey (e.g. undigested remains) as their digestive tracts are incapable of complete digestion of such items.The rapid growth of their beak and limbs also allow them to burrow into volcanic rock faces (albeit slowly), and their extremely thin forms allow them to fit into small passages. Seeing one on the surface often implies volcanic activity is nearby.

Its wings are a standard size with an extra set of joints for climbing around stalactites/stalagmites. Three small air sacks are also found on the lower back of its abdomen, used for storage of high buoyancy (and potentially flammable) gasses either produced by bacterium or absorbed in the body (via respiration, digestion of mud products, or via skin). Filtering into these organs provides the Jahcekri helps to reduce energy requirements for flying (especially post meal when mud can weight them down). They only completely release these gasses when they need to relieve pressure in the sacks (e.g. cramped spaces) or as a last resort when unable to flee from predators.

Awkward on the ground, this species is extremely proficient in the air of the open-air caverns it survives in. Nests are actually combinations of old plumage and strained mud, creating large colonies over time. Reasonably intelligent for birds, grooming is communal in the colonies.
Frelherth

Frelherth is a continent between the elven homeland of Ourothris and the Xaxalin subcontinent of Nulawa.

It is divided by the Splitterban Mountains into the Arcturan Wastes of the north and the magically temperate forests of the south. The Wastes are inhospitable to all but a savage race of dwarven nomads, but to the south lives a civilization of nymphs, sheltered by the mountains and their own green magic.

In the mountains separating the Arcturan Wastes from the rest of the continent is an ancient dwarven city populated only by the automata used by its now-vanished people.
Hobgoblins

Hobgoblins are a type of Orcini, found in both Althesar and in Gruthar, where they were one of the founding members of the Grutharin Dominion.

## Appearance and Physiology

Hobgoblins usually stand 5.5-6ft tall. Generally slender of build, hobgoblin skintones are usually shades of grey, brown, and black, with shades of red and green present but less common.

More than any other Orcini, Hobgoblins are adapted to extreme heat, able to survive with minimal amounts of water and working comfortably in high temperature conditions, contributing to their industrialization in Gruthar and enabling them to dwell comfortably in mountains near the edges of Althesar's central desert.

Uncommonly, Hobgoblins will have small tusks.
Dyath

A megacavern of the Underworld located beneath Alarkhet, the **Dyath** was once a land lush and full of water. Now, it has become arid and desolate, not unlike the surface desert, though some marshes and reservoirs remain to supply the cities of Lower Ghebtun.

## Fauna and Flora

The flora of the Dyath consists of various plants and fungi, including reeds of all kinds. The most intriguing of these is the Ghost Reed, which glows in silvery light, providing light in the darkness. In a particular marshland area of the Dyath, vines grow in an enornous area on the ceiling of the caverns.

Jackals roam throughout the canyons, and crocodiles lurk in the waters. Dangerous beasts known as Ammits can be found here, as well as terrible vulture-beasts with two heads.

## Societies

### Lower Ghebtun

A kingdom mirroring that of the surface, Lower Ghebtun remains strong while its upper neighbor has fallen to the hordes of the dead. Twelve great temples dot the landscape of the realm, for the twelve great gods of Ghebtun.

#### Connection with Upper Ghebtun

Refugees from the surface have come down into the Underworld.

### Orcini Territories

Orcini tribes in the south make their home in the Dyath.

### Naga Territories

Naga with forms resembling cobras live in an empire in the depths, with grand constructions with serpentine motifs.

### Goblins

Differently from their cousins in the overworld, the goblins of the deep earth are intelligent and friendly traders, who live in a nomad lifestyles upon great wurm beasts. They roam across the Underworld, and are found commonly in the Dyath.
Solthris

## Overview

Solthris is the name of the terrestrial plane with which most of this wiki's information is concerned.

## Continents

The major continents of Solthris are classified by most scholars as Althesar, Gruthar, Rakshar, Valthar, Freltherth, Scythria, Xaxalin, Anzalin, and Zhanyi.

### Gruthar

Gruthar is a large continent in the east of the current map.

### Rakshar

Rakshar is a large continent south of Gruthar.

### Althesar

Althesar is a medium/large continent west of Gruthar.

### Valthar

Valthar, formerly known as Ourothris, is a small/medium continent east of Gruthar and west of Frelherth.

### Frelherth

Frelherth is a medium continent in the north of the current map.

### Xaxalin

Xaxalin is a super-continent in the west of the current map.

## Major Sub-Continental Land Masses

### Istos

Istos is a small, apparently uninhabited island of indeterminate location. There is nothing of special interest to be found here and no merit to further investigation.

### Merulos

Merulos is an ancient mega-structure which now serves as a hive of commerce.
Buel Olthan

Buel Olthan is a representative for Ogres on the Thar'zash, the governing body of the Grutharin Dominion . His rank among the ogres is 'Du Grandis' meaning he is technically the second in command, but handles all governing decisions for his partner, their 'Grandis' or leader, Algok Molhun.

## History

Born upon a chilly village in northern Mok'gruth, as a youth Buel worked on his family's ranch, raising gludrons, but was possessed with grander ambitions which led him to travel south to explore new opportunities. Much enjoying the warmer climate he developed a fascination with plantlife and alchemy, though much to his dismay he had little talent for the latter.
After failing out of an alchemic education, he worked for some time in the coastal villages participating in philosophic forums and debates, before serving several years in the Dominion military where he awakened an innate talent for magic, and was a prominent combatant for several years before being greivously injured in an irregular off-season swarm. While recovering, Buel applied his magical skills to his passion for plantlife and alchemic understanding to organize several farms on previously inarable grounds.
Buel leveraged the new groves to become an influential political figure in the Dominion, sadly his power nearly warped his goodnatured soul, as he spiraled into a life of indolent greed, beginning to abuse his authority, until he encountered the then Gladitorial Champion of the dominion, Algok Molhun. Algok humiliated Buel in a series of blunt political attacks, and then humbled him in a formal duel. Surprising many Algok and Buel became fast friends afterwards as Buel reformed and began taking a broader look at the health and happiness of the Dominion.
Buel became Algok's closest partner and supported him both on and off the battlefield, gaining seats at the Thar'zash, where Buel often governed in Algok's stead. With the eruption of the Firemaw, Algok has traveled east to Valthar, while Buel continues to work at cultivating dominion holdings on the mainland.

## Personality

Like most ogres in the Dominion, Buel is naturally confident, but he is possessed of an outwardly more jovial and friendly demeanor than many in the Dominion.  While he maintains his love for the finer things in life, Buel works towards the betterment of the whole of the Dominion. Over the years, Buel has developed into a deeply patient individual, a trait which helps offset some of Algok's impulsiveness.

## Skills and Abilities

While most ogres develop their prodigious strength, Buel's life has given him a wider range of skills. While he never developed much skill at alchemic mixing himself, Buel Olthan possesses modest alchemic knowledge, which supplements his understanding of plants and animals. Buel is also a tremendously powerful natural caster, especially adept at controlling rock and plantlife. Most potent of all though, is Buel's intellect and charismatic oratory skill.
Gilded Ocean

The **Gilded Ocean** is the oceanic division located between the continents of Gruthar, Althesar and Rakshar to the west, and Xaxalin and Freljerth to the east, with Valthar bordering its northern edge.

It is frequently crossed by merchants and explorers moving from one continent to another due to its numerous powerful currents.
Karcinite

A mortal species native to the vast underground caverns and passages found in Solthris, the Karcinites have increasingly begun moving up through tunnels to assault regions of the surface over the past few years.

## Physiology

Most Karcinites are roughly 5.5ft tall, they are eyeless and hairless, they have no neck. Their skulls have visible clusters of colored veins that are typically pale blue or purple, it is believed this is what allows them to 'see' despite the lack of traditional ocular organs. Their skin ranges from pale grey, and fleshy pink, to sickly green. Their bodies are often pockmarked and covered with oozing sores and scabs, or bulging with boils, tumors, and pustules overflowing with puss, disease and parasitic organisms that they weaponize against others.

Most karcinites have two primary arms and legs, a single mouth, a set of slits in the middle of the face that serve as their nose, and two depressions on either side of their heads that serve as sound sensitive organs. However Karcinites have a high rate of mutation among their species, leading many to additional deformed, vestigial limbs or sensory organs, or other unnatural developments.

Rarely, some karcinites will develop thick, chitinous plating on their bodies and grow to more than twice the size of traditional members of their species. Even more rarely a Karcinite will be born with a bulbous, raised 'lobe' in their skull granting them more complex magical aptitude. These individuals typically become leaders of Karcinite groups.
Felanwn

**Felanwn** is an enormous megacavern of the Underworld beneath Althesar, home to a stunning crystalline sun, and myriad underground societies. Beneath its vast jungles, the ancient ruins of the trilopeople can still be explored.

## Fauna and Flora

The fauna of Felanwn is notable for its myriad molluscs, of many different colors, luminescence and sizes, ranging from smaller than a human's finger to gigantic sizes larger that a castle. Apart from snails and slugs, there are many kinds of crabs and lobsters, with a similar variance of size. In the southern reaches of the cavern, several salamander species roam.

## Societies

### Elves

There are two notable elven tribes in Felanwn. The first is based off the immense shell of a long dead snail; their magic is fungal, and philosophies of spirals permeate their culture. The second tribe built their capital in the shed shell of a gigantic crab, which provides a formidable fortress; their military often uses claw-like weapons in battle.

The elves of the caverns are sabage to a large degree, living in a survival of the fittest environment which would kill them rapidly should they falter.

### Knauros

The knauros of Mozarn have established a few colonies in Felanwn, which take the shape of upside-down towers rising from the cavern ceiling, as if great stalactites, shaped by their geomancers. In the towers, they are kept safe from the dangers of the ground, and are granted great sight of the lands below.

An enclave of knauros lives on the ground level itself, rebels and outcasts from Mozarn, who have attempted to create a free society for themselves. In the harsh landscape, they have tamed a number of salamanders, which they use as beasts of war.

### Centipeople

The centipeople have a number of permanent groves in Felanwn.

### Cults

A poweful cult lives in the southern edges of Felanwn, where they worship the mother of all monsters, Echidna.
Cerniad

The Cerniad are a druidic culture in northern Cevallan made up of three main groups commonly known as the Verdant Shield, the Silver Sickle, and the Sun Axe.

They have a tense relationship with the knightly and monarchic Cevals and have feuded with them for generations, but are also involved in the region's ancient feud between the Fae and Devils.

## The Verdant Shield

The largest of the Cerniad groups, they occupy the region that borders Cevallan lands and defend against incursions by Ceval lords that seek to expand into their territory, as well as otherworldly forces that seek to invade their idyllic forests.

### The Oakthorns

Formed to slay servitors of the Fae and Devils that are too cunning or powerful to be defeated through traditional means, the Oakthorns exist to hunt down foes outside the natural order.

### The Cult of Thagos the Miser

Created in order to subvert and to help stir up controversy within the Ceval kingdoms and prevent any individual group from succeeding. Outside Dall's core conspiracy, the Thagosian ministers, advisors, and pastors truly believe the righteousness of their cause, despite the counter-logical policies that the Cult puts into motion. The fictional Thagos purportedly struck himself in the head with his own hammer while building a farm fence, causing him to have the revelation that "there is a natural separation to all things, and the only fence we must build is in our minds!" The cult's symbol, a hammer striking a head, also inspires its rituals, which can often lead to reckless behavior or brain damage to the less careful membership.For the upper-class, Thagosians promote socially beneficent concepts that appear almost democratic, but often cause too much hardship or otherwise lean into dictatorial control To the poor they promote personal control over their (limited) property, which when combined with the social intrusions of the government create absolute chaos. These competing claims both center around "to my own nature be true," which when properly twisted both prevents interlopers from touching the wildlands the Shield seeks to protect and halt's civilization's progress.
Teexla

The Teexla are a sapient mortal race that live in large floating cities, they are typically cruel and self-centered creatures that abduct beings from across the world and utilize them as slave labor in their cities.

## Physiology

Teexla take the form of large clusters of slime and tentacles that live in large isolated chambers in the center of their floating settlements, they range in diameter from 30ft to 60ft. Their bodies are typically pink or yellow, but other colorations do exist.

Though their tendrils are capable of reaching up to 90ft from their main body they are fragile enough that an adult human peasant could tear them apart bare handed, though the main body is more durable. They carry innate magical abilities, and are able to instinctively project spells, though they study magic to enhance their abilities and operate their magitech devices.

While not immortal, Teexla are exceptionally long lived by nature, and extend their already lengthy lives through abhorrent methods.

## Culture

Teexla are almost universally arrogant and cruel, while benign members of the species exist they are typically isolationists and do not take action to stop other members of their species from abducting, enslaving and experimenting on members of the 'lesser' races of the world.

Teexla are deeply self centered and typically only live in gatherings of 3-4 aboard their immense city, unable to stomach the company of more of their kind, or share more resources than needed.

In order to acquire new slaves Teexla will often release a small number of artificially created monsters near isolated villages and then "Rescue" the inhabitants after they have been sufficiently weakened or frightened by the creatures using magitech bodies controlled from a distance to present trustworthy appearances. They will then seduce and deceive their targets to bring them to their floating castles, portrayed on the surface as false utopias, until the time comes for them to be rendered slaves through addiction, brainwashing, and other methods. Some are even altered through experimentation into unrecognizable forms.

Eventually the slaves and horrifying constructs made from them will be worked to the point of exhaustion, turned into fuel or 'recycled' in other ways that the Teexla deem amusing or useful.
Anzalin

Anzalin is one of the major continental landmasses on Solthris. Its dominant political powers in modern times are the northern dark elves and the southern giants, although there are also major Aven settlements throughout the continent.

### Major States

#### The Dark Empire

The largest unified dark elven empire, the elves of this nation believe their departed Fae masters to be the proper lords of Solthris. For centuries they have sought to bring the complete set of Anzalin Faery Rings under their control, in the hopes of reopening the way for the Gentry to return, but at present their borders encompass only three of seven. Within the circumference of the greatest of these rings, they have built the Dark Temple, a massive Gate to the Underworld.
The States of the Szirian Coast

North of the large dwarven kingdom of Ghebtun, crammed in between inhospitable deserts and the vast ocean, lie a number of smaller states and tribal coalitions. Initially inhabited by the orcini, and later colonized by the great Xaxalin empire, the region has become home to not only the region's natives, but also dwarves, elves, and humans.
After the fall of the Xaxalin empire, the colonies and former orcini states would become self-governed. In the harsh landscape competition grew fierce, and the political divides between the newly formed states would only grow wider.
Many of the states formed trade and military alliances with the flourishing kingdom of Ghebtun, and would become satellite states to the desert dwarves.

## Architecture

Using what scarce resources the areas along the Szirian Coast provide the people residing there have developed an architectural style using sandstone primarily when building their cities. Wide, towering slabs of rocks with reliefs and patterns carved into them, stepped pyramids with temples on top, and pillars along the roads.

## The States of the Szirian Coast

* **Attarea** (warrior state, red three-headed eagle on black banner, predominantly orc/ogre/dwarf, independent)
* **Zahiirin** (mage state, gold/black runes on red/green banner, predominantly elf/human/goblin, independent)
* **Harbaraqia** (farmer/trader state, yellow wheel symbol on green banner, predominantly orc/goblin/human/dwarf, allied to Ghebtun)
* **Talonia** (warrior state, black shield and crossed spears on white banner, predominantly ogre/dwarf/human, allied to Ghebtun)
Ancient Empire of Xaxalin

The Ancient Empire of Xaxalin, not to be confused with the more recent 'false' human and dwarven empires of Xaxalin, was a union of dwarven, human, and elven civilizations in the northern half of the Xaxalin super-continent.

### The Fall

The Fall of Xaxalin happened over the course of several centuries, during which time the Empire continued to exist in one form or another. The fall of the Unified Xaxalin Empire is generally considered to have begun with the treason of the human triarch, roughly 1200 years Before Medias Res.
Cevals

The Cevals are the numerous, predominantly human, petty kingdoms and nations that occupy Cevallan, they were pushed into the region eons ago by Knauros and Argos aggression, and pushed the Cerniads into the northern half of the area.

They have a long history of feuds and power struggles, only coming together to resist outside aggression and falling back to infighting quickly, though recent rulers have made attempts at more concrete alliances, they are still beset by the scheming of Fae and Devils.
Rosharis Goldwind

Leader of one of the major merchant clans supporting Iskra, he controls the most skilled riders in Valthar, their dune-lizard patrols carrying swift word of Lokusi swarms to nearby outposts, as well as civic messages and goods of all kinds across the east and even the west, braving the infested lands of the south to communicate with the west on the rare occasion Iskra or others require it. He has a personal distaste for the 'scaled worms' that Iskra traffics with, but he is not fool enough to let it jeopardize his forces at the southern plateau and he's no zealot like the northern tribes that calls for war with the serpents while the Lokusi yet pour across the continent.

What moves his heart? Gold, loyalty, patriotism or something more?
Muzash

Muzash was the first overlord of the Grutharin Dominion, who united the myriad Orcini of the continent and slew the first Lokusi devourer. He is a prominent cultural hero for the Dominion, particularly among its ogre populations.

## Quotes

*“I will bring down all the terrible weight of the earth upon them.” - First Overlord of Gruthar, Muzash*
Thernok

Creatures of myriad size that straddle the line between Reptile and Mammal, found largely in Gruthar.

### Basics

These creatures are found all across the Dominion and serve in myriad roles depending on their breed, with larger variants pulling carts or as labor in construction, while smaller ones serve as pets, warbeast, or livestock. They straddle the line between reptile and mammal, and their intelligence and behavior vary wildly. Humans would consider them as running the gamut of roles from housecat and guard-dog, to horse and oxen. Some have large horns or fangs, while others have no teeth at all and instead swallow their prey whole.
Maps of Solthris

At time of writing, the maps of Solthris are neither complete nor final. This page's current purpose is to display our latest version of the regions we have currently charted out, but in the future it will hold more detailed information on the macroscopic features visible at each of the following scales.

## World Maps

This section will hold maps, or links to maps, of the terrestrial plane as a whole.

## Continental Maps

This section will hold maps, or links to maps, of continent-scale maps.

## Regional Maps

This section will hold maps, or links to maps, of sub-continental regions.
Dron Irongaze

Dron Irongaze is the current orcish leader in the Grutharin Dominion. After the eruption of the Firemaw, Dron led the Dominion's assaults on reclaiming the southern half of the continent, and coordinates their efforts from a new fortress being built into the side of the massive volcano.

## History

Though he began life as a simple blacksmith, crafting weapons for the Dominion's soldiers and living a quiet life in the northernmost regions of the Gruthar, Dron was soon drawn to battle as he saw his friends and family return home from battling Lokusi with grievous injuries... or not at all. Wracked with guilt, feeling his weapons and armor had failed those he had created them for, he set out to the front and quickly developed a reputation for his fearlessness.

Before long, Dron was well known as a cunning tactical mind amidst the Dominion's soldiers, and steadily rose to prominence in the Dominion military.

## Personality

Dron is quiet, patient, and thoughtful, but while he is relatively subdued in disposition for an orc, Dron is fervently dedicated to the Dominion and its people.

## Skills and Abilities

Dron familiarized himself with a wide range of weapons from a young age, though as he developed his skills in the Dominion military he favored heavy axes and maces for hacking apart lokusi limbs or crushing thick lokusi shells. He also honed his skills in harsh training with other soldiers within the Dominion, with only the ogre Algok Molhun surpassing him.

Dron has continued to hone his blacksmithing skill over the years, and has also learned to imbue his weapons and armor with magic to enhance their destructive power.

While comfortable using a wide variety of weapons, Dron prefers to wade into battle directly, clad in heavy armor, while using magic, technological devices, and alchemic potions to supplement his inspiring skill in melee combat.
Lord Bruce Enfield

A minor Ceval noble that was shamed out of courtly circles for fleeing a battle. In their desperation to regain their standing they fell under the influence of a Spiteful Devil. Infamous for his far ranging raids into neighboring lands, they now indulge in depthless sadism and directionless cruelty, even upon their own subjects.
Aldremar

An ancient Cevallan mage and founding member both of the Aethenmoor Institute and of the Circle; his contributions to the fields of enchantment and metamagics are valued, if unrecognized, by mages across the world to this very day. Though he is best known as the father of the Aethenmoor Institute he has been involved under one name or another in many of the Gloaming Crusades, at the behest of and in opposition to his childhood friends Celia and Morwen. Of particularly modern interest is his role as arcane advisor to the young and ambitious King Thomas of Cevallan, whom he mentors under the name of Talles.

Aldremar was born a peasant in primeval Cevallan during the legendary [War of Roses], in which Fae of the Bright and Dark Courts struggled for dominion of the spiritual essence native to the land. As a child, he grew familiar and eventually friendly with a pair of half-fae children named Celia and Morwen, respectively born from human unions with Bright and Dark Fae. His refusal to partake in the dark bargain that later chained both Courts within the devilish anti-Ring, the Shackle Stones, would not be enough to spare him from the millennia of conflict that followed, as his immortal childhood friends vied against each other in the interminable Gloaming Crusades.

His relationship with King Thomas of Briroa began when the latter claimed the enchanted sword Mithrend from its resting place in Athlmark. Since then, the enigmatic wizard Talles has attended to the young king, guiding him toward a destiny few yet may comprehend.

### Mortal Life

The age in which Aldremar was born was one of strife. Well before the Godspact sealed all foreign Powers away from the terrestrial sphere, Cevallan was the site of a mystic conflict between the Fae of the Bright and Dark Courts and a cabal of devils patronized by the Prime Evils of Envy, Deceit, and Spite. Most humans of this era were little more than chattel, bound in servitude to either Fae or fiend.
Wilhelm's Deep

A huge megacavern in the Underworld that is located roughly between the surface continents Rakshar and Zhanyi. The most noteworthy feature of Wilhelm's Deep is the enormous bottomless canyon system that occupies a majority of the space within. The megacavern is the home of the dybaloth Uau.

Wilhelm's Deep is dark and quiet, and to the unobservant onlooker completely void of life. But even there, in dark crevices and damp walls, lifeforms stir. Pale insectoids and shelled molluscs, among other things, make the canyons and plateaus of Wilhelm's Deep their home.