recursal/Fanatic-Fandom huggingface dataset:
Early Middle Gaz

**Early Middle Gaz** is the third stage of the Gaz language, spoken between 200 AD and 700 AD.

## Phonology

### Sound Changes

Many sound changes occurred in Early Middle Gaz which eventually gave rise to the vowel harmony system in Late Middle Gaz.

* Stage 1:
	+ s z → ʃ ʒ / \_C
	+ lv → vl
	+ CrV → VrC
	+ {t,d} → ∅ / \_{ʃ,ʒ}C
	+ C1C2V(L) → C2V(L)C1 / not covered by the above changes
	+ r → l / u\_C
	+ {k,g,q,ɢ} → ˤ / {t,d}\_
* Stage 2:
	+ A-Assimilation: In all syllables preceding a syllable with /a/ as a nucleus, **front vowels are backed.** More specifically, the following changes occur:
		- a → ɑ
		- ɛ → ʌ
		- e → ɤ
		- i → ɯ
		- y → u
	+ Dorsal Assimilation: When adjacent to /k/, /g/, /q/, and /ɢ/, **front vowels are backed.** More specifically, the following changes occur:
		- a → ɑ
		- ɛ → ʌ
		- e → ɤ
		- i → ɯ
		- y → u

## Lexicon

### Words from Old Gaz

* ɑrla: tea
* arʃdɔlʲ: to marry
* aʃdɔlʲ: marriage
* batsɯg: to create, to mold, to form
* bultˤan: rabbit, hare
* dɑqɑr: to kill
* dar: to do
* dɔɢɑvʲ: hut, shack, shed, small house
* dɔvlʲ: elk
* fɛnʌk: fox
* gɤkɑz: moon
* ɢɑntˤeks: emperor (of China)
* mʌgɤr: wood
* qɑzɢan: cauldron
* sɑqdaq: boot
* ʃulmsaq: garlic, leek
* tʃɯk: resin
* urtˤ: bamboo
Sharkoi

Native species of the mountain core hotsprings and the clan animal of the Val'Doeld'Uln.

Growing somewhere between half a meter to a meter, these rough-finned fish are very common in the outer water pools of the area. They breed surprisingly fast and are omnivores, using their teeth to rip apart meat, bones, vegetation, even body waste and small rocks alike. These traits of theirs have caused Doeld’Uln to use them as water purifiers and garbage disposer for anything organic as well as a fat-rich source of nutrients, and serving of sharkoi meat can be considered a high-sought treat, despite their less-than-appetizing regimen.

They are quite aggressive, even amongst their own species, and thus fight a lot among one another. These battle scars combined with mineral-heavy water they live in causes their skin and scales to take on dark black-ish areas around old battle wounds. Some people even grow them for fish-fighting sport, and these “arena fighters” can be near completely pitch black from the constant fighting they have to do. As they grow in age and size, these scars become permanent color pigmentations on their otherwise near-white bodies. This scarring also causes that sharkoi skin is very useful in beautiful craftsmanship, but it is rather weak and brittle and thus unfit for anything that requires durability.
Akul’charon

Native species to the Flooded Grotto and the clan animal of the Carched'Ylnaren

While small, the Akul’charon is an amphibious creature that are used often as guard dogs and personal pets. If well trained, they can help herd fish schools into nets to make fishing easier. Offensively, they are led in packs to deal with much more dangerous threats. Do not mistake the cute waddling as a sign of weakness, as they can move at a fast enough pace to catch people and other creatures at full sprint on land as well as sea. As a symbol, they are used as a notion that while small individually, they can be great in groups together.
Old Gaz

**Old Gaz** is the second stage of the Gaz language and the first attested one.

## History

Old Gaz was spoken between circa 200 BC and 200 AD, during the time of the Xiongnu Confederacy and the Han dynasty of China. During this time many Xiongnu, Mongolic, Turkic, and Old Chinese / Classical Chinese loanwords entered the language.

## Phonology

### Sound Changes

Placeholder

* Stage 1
	+ N → ∅ / \_N
	+ rV → Vr / ! V\_
	+ ∅ → n / y\_#
	+ V → ∅ / first vowel in a word with three syllables or more
	+ CV → Cʲ / \_# ! C is semivowel
	+ {p,b} → v / \_#
	+ m v n s z ʃ ʒ → mʲ vʲ nʲ sʲ zʲ ʃʲ ʒʲ / C\_#
	+ ∅ → a / #\_rC
	+ k g → q ɢ / a\_ | \_a
	+ x → q
	+ {k,g} → ɣ → ʕ → ˤ / {t,d}\_
	+ dʃ tʒ → dʒ tʃ

## Lexicon

### Words from Proto-Gaz

* antsyn: knife
* ardʒɔgɔrʲ: arrowhead
* aʃdɔlʲ: marriage
* aʃʲ: woman
* batsig: to create, to mold, to form
* daqar: to kill
* dar: to do
* draʃdɔlʲ: to marry
* dɔlvʲ: elk
* dɔlʲ: man
* dɔɢavʲ: hut, shack, shed, small house
* fɛnɛk: fox
* gʲ: 1SG
* ɢaʔaz: people, clan, culture
* gekaz: moon
* govʲ: cow
* jev: axe
* kirz: to grasp firmly, to squeeze
* kirzgɔvʲ: to milk
* kuʃʲ: birch
* leger: horse
* lynʲ: to swallow
* maɢar: fire
* maɢjɔr: sun
* maltʲ: to bend
* mamɔg: mother
* mɛger: wood
* mɔlʲ: water
* nok: before
* pulnʲ: ash, dust
* qazɢan: cauldron
* srumsaq: garlic, leek
* ʃeger: spear
* tbulɢan: rabbit, hare
* teja: marinade
* tenir: Tengri (sky god)
* ter: to sit (on)
* tsevlʲ: sled
* tʃɛs: larch
* tʃik: resin

### Loanwords

* arla: tea (from Old Chinese 茶 /\*rlaː/)
* ɢantˤeks: emperor (of China) (from Old Chinese 皇帝 /\*[ɢ]ʷˤaŋ tˤek-s/)
* kte: paper (from Old Chinese 紙 /\*k.teʔ/)
* marɔn: dragon (from Old Chinese 龍 /\*[mə]-roŋ/)
* nas: to condemn, to criticize (from Old Chinese 怒 /\*naːs/)
* nɔg: jade (from Old Chinese 玉 /\*[ŋ](r)ok/)
* rons: to govern, to administer (from Old Chinese 亂 /\*[r]ˤo[n]-s/)
* saqdaq: boot (from Xiongnu sakdak)
* truk: bamboo (from Old Chinese 竹 /\*truk/)
Kahle

These small friendly creatures were the companions of the first Indawo. They often walk around, owned by the clan as one. They are carnivorous and hunt in packs - or did, because with time they grew lazy, feeding off the scraps the drow feed them, despite having sharp enough canines to cut the hide of most species. While rummaging in the streets of the clan they are a frequent vision, often taking a nap or walking around with their tails high up in the air, patrolling. When trained they are highly efficient companions for soldiers, their strong hide allowing them to take hits and be usable in actual battles.
Gaz language

The **Gaz language** is the official and majority language of the Republic of Gazoon, with about 2.5 million native speakers.

## Phonology

### Orthography

Main article: Gaz Cyrillic alphabet

The Gaz Cyrillic alphabet, introduced in the late 18th century, is still used to write the language. Movements to reintroduce the Hebrew alphabet, as well as the Latin alphabet, exist but do not have much national support. The following table is in alphabetical order.

## Lexicon

### Loanwords

*Main articles: List of Russian loanwords in Gaz, List of Chinese loanwords in Gaz, and List of English loanwords in Gaz*
Gaz has borrowed many words from various different languages over its long history. In early stages it borrowed from Mongolic, Turkic, and Sinitic (i.e. Chinese) languages. More recently it borrows and/or calques from Russian, Chinese, and (to a lesser extent) English. Government policy has shifted over the years from favoring Russian loanwords to Chinese as part of its change in foreign policy.
Modern Gaz

**Modern Gaz** is the current stage of the Gaz language.

ng appears in emg due to chinese influence and mostly stays until pre-modern gaz where it disappears and instead nasalizes the preceding vowel. need some sweet nasals to make this language even worse

### Grammar

"who dat boy, who him is" - present tense copula disappears; if the object is a pronoun and not a noun, it *reappears* (not *stays*) at the end of the sentence.

"exact" becomes less exact, whereas "general" becomes more speicifc

### Orthography

Main article: Gaz Cyrillic alphabet

The Gaz Cyrillic alphabet, introduced in the late 18th century, is still used to write the language. Movements to reintroduce the Hebrew alphabet, as well as the Latin alphabet, exist but do not have much national support. The following table is in alphabetical order.

## These are actually for older stages but the fandom team is mad at me for deleting wikis so often so i will tyea

### begadkefat

they become friccs unless they are preceded by a fric already
if they are preceded by a plosive, the first plosive kaboom but the second stays immune

in addition /s/ and /z/ in this case become sh and zh because coolio

e.g. testing word kriz goba (squeeze cow i.e. milk verb) becomes kirzgoba then xirzhgova then now xihzhgov
but kriz nok goba becomes kirznokgoba then xirznogova and thus xihznogov

### jeff bezos

/s/ and TH become /ts/ after n
/d/ and DH become /(d)z/ after n as well
Invasion on Avranches

Strength| 400 fighters | 300 fighters

* 10 armored vehicles
* 10 artillery pieces

Casualties and losses| **377+** casualties

* 48+ killed
* 329 wounded and captured

* 10 wounded

## Timeline

**1ˢᵗ October, 2021:**

* Intense fighting were reported on the outskirt of Avranches Republic; artillery shelling are reported in the area.
	+ Infiltration of Avranches Republic's main city by Avranches Special Ops Team, ongoing siege on the main city while the military personnel are evacuating civilians.

**2ⁿᵈ October, 2021:**

* The city of Avranches falls under the Avranches Special Ops Team, the remaining forces surrenders.
They Who Watch the Dead Lands

## Appearance

Like most living gods, They Who Watch the Dead Lands is massive, however, they are noticeably more muscular than their kin and bare various scars from battles with the various beasts of the cataclysm. They wear body pant all over their body and wear the elaborate dress befitting a living god. They often seem to be wearing a dour expression on their face, considered to be something of a brooder. Their eye color is noted to change depending on their mood.

## Personality

Compared to most of their kind, They Who Watch the Dead Lands is not inherently hostile towards others unless they attack first or are somehow interfering with their duty guarding the rim of the Cataclysm. Because of this, they are far more approachable than most living gods, although they will answer few to any questions about their homeland. They seem to be more amused by curious drowlath than upset and often speaks more as if every person is on the same level as them, including goblins. However, despite being less hostile, if roused, they have shown to be as violent and ruthless as other living gods.

## History

Nothing is known about They Who Watch the Dead Lands' past or where they came from, only that, by their own admissions, they have lived long enough to see the cataclysm itself take place. Since then, they have taken up a vigilance at the edge of the cataclysm, wanting to keep it contained and if possible, start to reclaim the land as much as possible. They do not mind people going into the cataclysm as long as they realize the danger they may bring back. However, if anyone were to mess with the bloodsuckle dryads at all, he is quick to grow violent.

The first encounter with this living god was Yurak'riti long hunters who were entering the cataclysm to hunt the beasts there for rare resources and for relic hunting. Since then, more drowlath scholars and hunters have passed into the region and met peacefully with the god most times save for a few who attacked them first and were slaughtered.

They have been seen battling gargantuas and seem to be very intent on keeping the beasts contained and were the one to pass on the knowledge to any who ask in how to contain them. They are knowledgeable about the art of containing demons and again, are more than willing to share that with those that pass by to an extent. Often on their long vigils, they are accompanied by a pure one named Nena'Tila whom has been identified as their consort, showing that the living gods do intermingle with the others of their race. The two seem to have a rather close relationship as They Who Watches the Dead Lands can get testy if those passing through make any moves towards her or make comments towards her.

Currently, they are still maintaining their vigil at the northern boarder of the cataclysm, keeping the dryads there strong in order to repel the twisted beasts of the land and continue to contain and push back against the infestation that plagues the land.
Potty, Wipe, Flush, Wash

Potty, Wipe, Flush, Wash is a song about Kat & Ana using the bathroom property.

## Lyrics

Potty, Wipe, Flush, Wash

Potty, Wipe, Flush, Wash

When you need to go potty

Show Shuritana and Sasuke

Sign potty and do the potty dance

Potty, Wipe, Flush, Wash,

When you need to go potty

Show Shuritana and Sasuke

Sign potty and do the potty dance

Potty, Wipe, Flush, Wash,

Go potty ‘til you know you’re through

Wipe! Wipe! Wipe! Shuritana or Sasuke can help you

Flush and watch it disappear

Wash your hands with Soap

Wash your hands with Soap and give a Cheer!

(Switching over to Kat)

Potty, Wipe, Flush, Wash,

Potty, Wipe, Flush, Wash,

When you need to go potty

Show Shuritana and Sasuke

Sign potty and do the potty dance

Potty, Wipe, Flush, Wash,

When you need to go potty

Show Shuritana and Sasuke

Sign potty and do the potty dance

Potty, Wipe, Flush, Wash,

Go potty ‘til you know you’re through

Wipe! Wipe! Wipe! Shuritana or Sasuke can help you

Flush and watch it disappear

Wash your hands with Soap

Wash your hands with Soap and give a Cheer!

Go potty ‘til you know you’re through

Wipe! Wipe! Wipe! Shuritana or Sasuke can help you

Flush and watch it disappear

Wash your hands with Soap

Wash your hands with Soap and give a Cheer!

(Song Ends)

Ana: I'm done using the bathroom Mom.

Kat: Me too.

Shuritana: Well done! It looks like both used the potty.

## Trivia

### Innuendos

* After Ana uses the potty, she watches Kat uses the potty, which is not a good idea to do in real life as people need their privacy.
Radica Val’Duran’desh

Appearance: Radica is a daughter of the Ill'haress, and a bit shorter and more slender than her older sister Vijya. She has red eyes, her long white hair is braided down to her butt, has purple lips, and wears all black armor wrapped in black cloth. She has a prominent chain hanging on her hip, which has a flail head on it.

Personality: A bit of a pampered brat due to her Val upbringing, Radica is somewhat crass and a total hedonist. Overzealous in carrying out her duties, she can be called cocksure and unabashed about getting her way. Before the civil war, she had no qualms about eating intelligent species (especially little Vanir children…’tender little morsels’...not that she got much opportunity to). She lacks the restraint and cerebral nature of Vijya, but is just as brave and decisive in combat, and loves her older sister very much. Over the past 200 years, her attitude towards Light Elves had changed for the better, and she no longer has any desire to harm Vanir children.

Brief History: Radica eagerly joined the army to rise up to become Vijya’s aide-de-camp. She remembers the old Queen Dishani’matrika, and liked her rule. When the civil war had broken out, ironically, Radica ended up leading the surviving Light Elfin children out of the clanhold under Vijya's orders. This prolonged exposure to Vanir children softened her stance towards them. She serves as second-in-command of the forces guarding the outer walls. In the 1117 incursion in the northwest, she led elite foot soldiers inserted by Revenue Cutters behind the invaders, preventing their escape. This stonewall proved to be the anvil Vijya's Armored Caharrs hammered the enemy against. While she is more apt to use her weapons in melee combat, Radica is also known to cast powerful mana bolts at distant or fast-moving targets.
Yorlii’kada Val Kal’ren’silin

Youngest sister of the Illharess, she was mostly raised by her after the tragic incident that costed so many lives- included that of their mother. Though considered a “princess” in her full-right and in the throne succession line, Yorlii’kada choose to cast away politics so to embrace a fully military life. As such, she is the leader of the Peace Guards, a fierce and merciless warrior feared and respected by her soldiers as well as by the population in general. Yorlii’kada is a bit small Lath woman with dark green eyes and long gray hair with white tips.

A water sorcerer, she is known to also use fire focis and mastered about every type of weapons as well as golem piloting. Yorlii’kada has a reputation of being grudge-holding, hater of Vels and explosive temper, being more kin to “solve” disputes with her fists (or weapons) than with talks. However, her loyalty and love for her family and clan is as deep as her temper is short.
Ill’haress Mellissandra Val’Dorak

**Clan Leader:**

*Ill’haress Mellissandra Val’Dorak*

**Personality:**

Mellissandra is a cheerful and bon-vivant leader, despite her rank she stays humble and is still close to her clanfolks.

Jovial by nature, she likes to organize banquets and parties to keep  good neighbourly relations with the other clans.

**Brief History:**

Mellissandra is born shortly after

the settling of the clan on the Lowlands, her mother, the first leader, like most of the others Elfs had a hard time to accept her daughter's color difference, however Mellissandra learned quickly how to make herself feel  appreciated with her cheerful attitude and her pleasant comportement.

When her mother died in a battle, she naturally took the lead of the clan.

While the Val’Dorak clan was slowly dying on underground wars, Mellissandra took the choice to order a withdrawal on the Lowlands.

The new Ill’haress started to reorganise her clan using the natural resource of the cave to create an impressive agricultural machinery.

Clearing the cave from its predator, the crocodilian beasts ‘Kariators’, she stole the remaining eggs and managed to tame a young one, becoming the first Kariator knight.
Ouwaela Val’Ruulk’Naus

**Personality:** Erratic, adventurous, babbling, manic, filthy

#### **Brief History:**

Ouwaela is easily the most important member of the clan. She is their lead scientist, creating innovations that sustain the clans wealth and developing poisons and weapons that defend them. She could be Illharess, if she ever made sense. Ouwaela’s fanaticism might appear as insanity, but her genius is unrivaled. She has tried to teach, but its proven impossible.

Ouwaela was found wandering the forest, setting off explosions and disrupting farmlands. Instead of killing her, Orobas’s mother instead adopted her and ordered a guarde manage the area surrounding her work to prevent casualties. Over time, this evolved into her laboratory and these guardes now had the task of identifying the plethora of finished experiments.
Viturhimin

Appearance: At first glance, Viturhimin looks much like a red-eyed Vanir. As tall as Gaya’keshwaren, Viturhimin has long straight BLACK hair and WHITE complexion, black nails, red eyes that are slightly incandescent, always has a peaceful expression on his face until the rare times he becomes violently angry, and wears a black robe that looks like it is made of tar hanging off of his body (but isn’t...he's a strange man).

Personality: Viturhimin is very polite, very rarely displays anger, but appears to lack empathy as he remains impassive even under situations that others would find stressful. He seems to know everything, as he can answer almost any question up front.

Brief History: He is not a native of the clan (some question whether he is even a Drow). While not Gaya’keshwaren’s mate, Viturhimin is often seen with her in public, especially on clan functions. The ‘albino Vel’akar’, as some refer to him behind his back, is an advisor and confidant to the Ill’haress. He is rumored to have considerable influence with some unknown outside powers. *Secret: for all intents and purposes, he appears to be a Vel'akar who took over a Vanir host. He comes from a nether peoples who are more advanced than most Drow. He spent most of his time before Har'Ol'Nek'Preya living among Alfheimr Vanir wearing tinted glasses to hide his eyes. In one battle with the Vartoj upon an Alfheimr city, he helped the Dokkalfar destroy the city, but in the process was thought to be killed when a building fell on him. Later, he appeared uninjured before the Vartoj commander, and has been in the service of Vartoj, and later Val'Duran'desh, ever since. Due to his Vel'akar nature, it is not known if he can even be injured, and he appears to have vast knowledge and use of mana, which is exceptional for any demon.*
Amonet Val'Anukesh

Hathmet, eldest sister

Streeka’sitre Val'Anukesh, older sister

Chathnese Val'Anukesh, older brother

Niarthnese Val'Anukesh, older brother

Nizzret Val'Anukesh, older sister

Seral'ket Val'Anukesh, aunt

Thalken Ammit Val'Anukesh, mate

Khepri'chesut Val Anukesh, oldest daughter

Z'resset Val'Anukesh, second daughter

Aintasha of the Keb'a'chet, attendent/lover

Amonet is the clam, quiet leader of the Val'Anukesh

## Appearance

A slim, tall Lath woman with warm brown eyes and a calm expression. Her hair is black with white tips trimmed short and straight save for a single braid down the middle that goes just past her shoulder blade.

## Personality

Amonet carries herself with an air of almost serene calm and absolute confidence, which does well to hide her quiet bouts of self doubt about her worthiness to lead. She is quiet and observant, preferring to allow others to talk or act before she does.

## Biography

Amonet is the youngest daughter and chosen heir of the previous Voice, Mar'Neith Val Anukesh, considered by many to be the greatest of the Voices. Amonet rose above her sisters by proving herself in combat against her eldest sister when she came of age, in a practice her mother favored in order to assess all of her daughters potential to lead. Amonet continued to prove herself worthy by showing exceptional intellect and cunning. Unfortunately this also meant she was only 81 when she inherited the mantle in year 1023 Moonless age, when Marneith died to grievous wounds inflicted in battle with a Cerulean Corsair raiding party. Since then she has shrived to be worthy of the legacy of her foremothers.

Amonet with her current shadow, Cinder (left) and Nuet (right).Amonet and Aintasha during a quiet moment.
Isis’Lniss Val’Har’Oldrin

**Appearance:** She is a tall and lean drowolath.  She wears a tri-horn beetle mask.  She has straight long golden hair that goes to her ankle.  She wears a black dress with blue tone accessories.  She has mana power arms that attached to her dress along with a glowing disk behind her that acts as a mana amplifier.

**Personality:** While the mask is on, she is a calm, cold, soothing voice that does not display any emotion as she speaks.  Her speech is straight to the point normally not dwelling on unnecessary words. With the removal of her mask behind closed doors, she is a very emotional, caring person. Who without her council would be too lenient to rule.  Her greatest wish is not for her clan to become more powerful but to be able to comfortably survive these harsh caverns.

**Brief History:**  Nissa is not of noble birth.  She is a refugee of a war torn land.  Her family was never able to settle down.  Eventually disease and/or hunger took each of her family members.  She was left alone and wandering, resorting to thieving to get food to survive.  She happens upon the Twisted Abyss and found within this unpleasant place, plentiful gems that could help keep her from striving ever again.  Changed her name when she became Ill’haress Has powerful mana affinity for earth.
Luckly Girls

Lucky Girls is a group of young Earth fairies who are revealed to be Princess Roxanna's sisters whom she hid from the wizards as well as the future successors of Queen Domhain's sisters.

## Biography

When the Wizards of the Black Circle hunting down Earth Fairies after the birth of the new Princess of Tri Nan Og Princess Roxanna placed the princesses who were only toddlers in Royal Flowers and necklaces with their names engraved on them and sent them outside of Tri Nan Og and Earth the Wizards of the Black Circle who entered the nursery to kill them but only destroyed the nursery but not the Princesses. 5 landed in the Country of Music who would later become Idols Warriors Miracle Tunes, 5 landed in the Magic World who would later become Magic Warriors MagiMajo Pures, 4 landed in Phandy's Secret HQ who would later become Secret Warriors Phantomiage, 4 landed in Mimipyoco who would later become Police warriors Lovepatrina, 4 landed in Kirapawa Kingdom who would later become Bittomo warriors Kirameki Powers. As they got older, they wanted to know where they came from by going to Earth.

## Members

### Girls2

#### Miracle2

Amhran

Ceol

Damhsa

Ard

Iseal

#### Magical2

Graruby

Reoite

Faoi

Realta

Ceatha

#### Mirage2

Croi

Spad

Seamair

Diamant

### Luckly2

#### Lovely2

Ainmhi

Milseain

Blath

Speir

#### Link2

Ghrian

Ghealach

Tine

Sneachta
Barraurac

A native species of the Mushroom Forest and the Clan animal of the Val'Ruulk'naus

Barraurac, or Shadowfoot. These gecko like reptiles are fast and capable of jumping great distances. Their smaller cousins are common pests in the forest, but the Ruulk’Naus bred the largest for mounted cavalry. Their sticky saliva and long tongues are effective ranged weapons, and in close quarters their enormous tails and strong legs are heavy hitters. When threatened, the barraurac unfurls the frills on its head which tremble and refract light as the barraurac spits its thick saliva at the enemy. The saliva is not toxic, but it is very adhesive and slows down predators and if dried can immobilize them.
The Twisted Abyss

<<PICTURE OF THE TWISTED ABYSS>>

The Twisted Abyss is not so much a cavern as it is hundreds of twisting, narrow passages into the darkness. In some places, it is so narrow that a person can barely pass through. The air is close and stagnant and the darkness is intense. The claustrophobic feel of the place means very few people would want to settle or even possibly could settle in this cave system, but the treasure within is often worth the danger. The air is very close and stagnant, making it very uncomfortable, especially combined with the slightly elevated heat.

The narrowness and sharp turns of this cave system makes it hard to traverse and widening it is a problem given the amount of crystal in the earth that cannot be manipulated. A person could easily become stuck and unable to escape, dying alone in the suffocating dark. The close quarters and darkness often seems to cause intense paranoia of strange shadows in the dark. Many have slowly gone mad in the close quarters and experienced an inability to breathe more from mental distress than physical distress. It is separated from the rest of the city by a great bit making it a poor place for trade.

Yet despite this, the amount of gems found within make may willing to take the risk and to grow rich. In addition, it allows for a great deal of privacy for those seeking to avoid the rest of the city and is able to be easily defended from attackers. It is for these reasons, the <<LINK Val’Har’Oldrin Clan>> has settled in the region.
Seral'ket Val'Anukesh

## Appearance

Hathmet, niece

Streeka’sitre Val'Anukesh, niece

Chathnese Val'Anukesh, nephew

Niarthnese Val'Anukesh, nephew

Nizzret Val'Anukesh, niece

Amonet Val'Anukesh

Currently undefined children and grandchildren

A severe looking lath woman with light venom green eyes and white with black tipped hair tied in a short, stiff ponytail. She always wears a pair of spectacles  and an expression that could curdle milk.

## Personality

Seral'ket is very much what she looks like; a woman without humor or sympathy. She suffers no fools and gives no mercy, methodical and meticulous in every action and decision. She expects every order to be followed exactly, and every decision accepted without question. Even by Anukesh standards her trust is difficult to gain.

## Brief History

Seral'ket is the younger sister of the former Voice Marneith, and during her reign was considered her right hand. This was due to the fact that unlike most of her clan, Seral'ket's preferred battlefield isn't one of blood and blade, but of finance and resource logistics,  though she can hold her own in a fight. Since her sisters time the Sheer Roads have been her responsibility, and by extension the flow of Ada and resources into and out of the Bluffs. From the price of tolls to the deployment of patrols, her steadfast resolve and near tyrannical enforcement of her will has kept prices fair, financial growth positive, and traffic safe and flowing smoothly. She thrives on her work, as she enjoys problem solving and numbers, rechecking clan budgets as a form of relaxation.
Alli’Kawsay Val’Yurak’riti

## Appearance

A tall drowussu female with long dark, red-violet hair and sharp teal eyes. She always is dressed in warm, colorful clothes, as is the norm for Yurak’riti and is jokingly said to never be seen without a baby on her back.

## Personality

She is a very practical woman and a busy body with a tendency to poke her nose into the business of others in the clan. She is a shrewd barterer and never settles for anything less than the worth of objects as well as giving fair trade for goods. She is a bit loud and bombastic and prone to get excited and chatty over the little things. Still, despite her outward friendly nature, she is still rather leery of new faces and of certain clan members and demonstrates the Yurak usual cold shoulder about certain things.

## Brief History

She is an older attendant and was the one who raised the current Rikunaunay and young attendants, giving her the title of “old matriarch” within the clan. She handles the day-to-day running of the clan and serving as the head of the council of elders. Most trade deals are worked out with her before final approval is given, although she herself rarely if ever leaves the lands of the clan to venture out, being rather wary of other clans. She has many children of her own that often flock around her as a guard, although many have taken to herding wawa causing her to adopt whole herds of the soft wooled wawa as her “grandchildren”. She can be seen baby talking to the fluffy goats from time to time jokingly as well as angrily herding one or two off the roof of the fortress.

She also is one of the few practitioners of life sorcery within the clan and is the one that trains the majority of the young life sorcerers in the clan when they are identified. Only on rare occasion though is she shown to use it, usually when someone is wounded in a way that there seems to be no other means of helping them to survive.
San’tohan Uhl’byen Kor’taari

***Appearance:*** Standing a little over twice the size of any other Drow, San'tohan is often mistaken by travelers and merchants for just another golem due to her armor. An engineering masterpiece of old, its complex systems allow her to survive, despite the injuries done to her body, but also keep her prisoner for the rest of her life and unable to perpetuate her line by herself.

**Personality:** A pragmatic, determined and results-driven woman, San'tohan serves loyally and mercilessly as the general of the Vel'Kor'taari forces. She holds the responsibility of keeping the clan assets, dealings and traditions safe from outsiders, a role that she takes very seriously and upholds to the best of her abilities. She takes great pride in keeping her forces up to high-standards, seeing them as the children she cannot have, and is highly protective of her clan-mates. A gifted metal sorcerer, her knowledge of the ancient ways as the Keeper of the clan, in addition to her old age, makes her one of the most powerful such individuals in the underworld. She takes a firm stance to only use it defensively, seeing the use of affinities against an adversary during combat as a disrespect to one’s skills with the blade. If pushed to it, however, she won’t hesitate to bring the full might of her armor upon the opponent.

*Brief History:* Last member of the old royal guard serving the Kor'taari during the closing days of the Great Wars, she was the vanguard for many of the refugee groups that later settled the Shimmering Caverns. It was during this time, at the hands of a <<LINKTODTVel'akar>>, that she was grievously wounded. She was enclosed in her current armor, one of the only remaining relics of the Moons Age found in this part of the underworld, to save her life. Acting as the current Warmaster of the clan and the Keeper of traditions, her opinion as the eldest daughter bear tremendous weight when it comes to internal affairs. Heart broken to see her clan slowly falling into more extreme measures to ensure its safety against any possible nether invasion, she nonetheless continues to serve faithfully in order to protect what little remains of her house. To this day, San'tohan is the only remaining <<LLINKTODTDokkalfar>> and untainted of high status within the Vel'Kor'taari Clan.
Arja'ti Thef 'Ezbehqesi

**Appearance:** Younger Lath lady with scars criss crossing her face. She has shoulder length hair coloured rust red.

she is  shorter than average, but clearly fit, with broad shoulders and large biceps. She is most commonly seen wearing a plate armour with the Val'Ezbehqesi clan symbol on the chest.

**Personality:**  Arja'ti is known for her loyalty to the clan, but also to be a bit of a boisterous loudmouth when it comes to her own exploits, despite her braggart tendencies, or maybe because of them, the soldiers under her command trust her

**Brief History:** Arja'ti was born a member of the Thef family, but also a child meant to reinforce the diplomatic relations between the val'Ezbehqesi and their ally, the  Val’Vil’Flare clan. However it's widely recognized that she has inherited the most traits from her mother's family, the Thef family being the most  dedicated in the clans military endeavours.

Arja'ti was, unlike her ill'haress, already meant to become the leader of her family from a young age, being the child of not only her mothers val'Ezbeqesi but were others struggled in mines or climbed treacherous cliffs in order to harvest whatever they could find there, Arja'ti spent her time on patrol, securing roads for merchants and from time to time, attacking and wiping out bandit camps. She earned herself several scars during her rounds, but it was all worth it, it was all for the clan, not to mention the beer that awaited when they got home.
Michikin Val’Yurak’riti

## Appearance

An older male drowussu often dressed in the clothing of the herders. He has long violet hair often just swept back in a simple ponytail and bright gold eyes. He has a rather wizened appearance to him due to many centuries of long herd drives on the slopes outside the mountain’s mouth. Often seen smoking his long pipe on cold nights.

## Personality

He is an old soul in the clan, not quick to react to anything and known for being laid-back and patient about things. He is keenly interested in astrology and has become the clan’s head astrologist, finally retiring from the long herd runs on the slope. He is known for telling good stories and it isn't unusual for him to have a large crowd of fellow clan members gathered around to hear the stories he spins.

## Brief History

Michikin was born in a lower caste where he spent most of his life doing as his family has done before him in herding the wawa over the slopes to graze and bringing them back in when the warnings came of ill turns of the weather. The long journey out over the slopes, seeing open sky and stars above inspired in him a love of the heavens and he began to study astrology, often making his own maps of the stars while on his herding trails. In time, his skill at creating star maps would gain him attention and raise him to a higher caste to assist the astrologers in their study of the sky. There are few in the clan that can begin to match his knowledge of the movement of the stars and weather patterns and he is known to be rather accurate in predicting the weather. He has a noticeable limp, an old injury that resulted from an accident on the mountain while herding that cost the life of his sister and father and is one reason he is so set on being as accurate as possible in terms of weather prediction.
Bob

**General of the main army**

***"Oh hey, didn't see you there. Cupcake?"***

**Personality:** Chirpy, with a little flair for the dramatic. A good sport and fond of pranking everyone around him with harmless pranks. He is known to be calm and collected during battles, much to the expectation that he would go wild and uncontrolled like in his youth - rumours says it is because he knows the leader of the secret operations is watching him and he wants to put on his best behavior. Like most Indawo, he is fiercely loyal to the High priest and would stop at nothing to make sure she, and therefore the clan, prosper and thrive, able to sacrifice himself if it comes to that. He absolutely detests side walks and is a terrible liar, rubbing his nose constantly when doing so. When not pranking or preparing his troops he can be found on top of random buildings, playing with a rubber ball and his mount which he called Fluffy, an elder U’khozi bird.

**Brief History:**Bob was that was raised among Ferals before a member of the Indawo found him and tried to raise him as a drow. It seemed an impossible task until he meet Ukufa,  First blade and she named him Bob like her mother’s cat. Fuelled with indignation and a pueril desire to impress that edgy woman, he started learning how to work in society in an incredible fast pace. In a matter of years he was deemed a member and allowed to become a warrior for the house. The man wanted more, however, desiring the eyes of the Ukufa upon him and with ambition fueled by young love he rose fast among the warrior ranks, coming to the position of General of the main army, a personal adviser to the High priest in times of war.
Ukufa, First blade

***“The Shade of Shade is the last thing you see before you die.”***

**Personality:** The drowes has a quiet personality, she stays in the background and always stays silent never saying a word. She is dead loyal and instills the same loyalty to the Holiest in her operators all of them willing to die before betraying the Val. Ukufa fears no means to reach the end and never hesitates to do what is asked of her even if she despises the task. Only a select few know Ukufa as the First Blade but the ones that do keep the secret close to heart and Ukufa even closer. During the few hours she is off duty she flies with her U’khozi, named Shade, through the caverns soaring through the air and basking in the sensation of absolute freedom the flying brings. She knows of many things that transpire without the clan and everything within the clan, quickly noticing the flattering attempts of Bob to impress her. The First Blade is beautiful but if you gaze into her eyes it is likely because she has come to kill you.

Brief History: Ukufa is the leader of the Val’Indawoeen covert operations. She was born into a family of warriors and earned her first tattoo at an early age and after her prowess became known she was quickly selected to become an Ihawu. Before she could partake in the initiation ritual the Val personally chose her to lead the covert operations of the Val’Indawo clan so she was initiated without sacrificing her tongue in order for her to be a more effective leader. Ukufa quickly proved herself as First Blade ensuring a steady income of stolen goods and fulfilling all the other tasks flawlessly earning the trust of the Holiest.
Val’Rova’rygr

## **Clan History**

No one is sure when exactly the Val'Rova'rygr was officially established, but they did rise up alongside the Val'Darv'wcaan and the two clans shared close ties. They primarily worked to help move trade supplies through the city, having gained special privileges with various clans. What is known is that during the raids of the Mist Valley, they were on the frontline working to slow the raiders down long enough to allow Val'Darv'wcaan to muster their forces. Ultimately, it was a fruitless effort and they would be broken and dispersed. Most of their abandoned outposts have been reclaimed by other clans for use. What happened to the ruling figures of the clan are unknown.

## **Clan Culture**

Not much is known about the Val'Rova'rygr Clan other than they were a primarily nomadic clan that had various outposts throughout the city and many often adopted the culture of the clan they were with, making it harder to pin down an exact culture. They were mostly made up of mixed bloods.

## **Clan Fortress**

Given they were a nomadic people, there was no fixed fortress, although it is believed they headquartered in the fortress of the Val'Darv'wcaan clan, thus their own destruction when this fortress was ransacked.

**Common Mana Affinities:** Bone afi and Empathy tend to be common
The Mountain's Mouth

<<PICTURE OF MOUNTAIN'S MOUTH>>

Up the treacherous mountain path away from the core of the city, the mountain’s mouth lies at a large opening high up in the mountains that opens up to an impressive visage of the surface. It lies above the mist and opens to the cold air, allowing for snow and ice to come into the  cavern. There is only sheer cliffs beyond the opening though and no paths up to it other than the underground path.

The temperatures here are frigid and in the winter months, can drop to lethal degrees for those not in a place of safety. Even in the summer months, the cold does not completely leave. Blizzards and snowstorms are common in winter, and snowfall still tends to come in the summer from time to time as well.

Intense cold and low mana make this area not the easiest place to settle. Combine this with seismic activity that can trigger avalanches of rock and ice within the cavern. It is a place for only the most hardened of individuals or those that are looking to cut themselves away from the rest of the world.

The open visage allows a more panoramic view of the surface for spotting things coming towards the city and allows for rather accurate weather prediction. Large mountain goats wander in and seem to be content meaning they could be raised easily here. It is a highly defensible location as well and for the brave, an opportunity to take to the skies. This place is home to the <<LINK Yurak'Riti Clan>> and the opening is used to fly down to their colony of <<LINK Ali'Yunga>>

The Mountains Mouth is also the location where the ancient fortress of <<LINK Vidblain>> of the old <<LINK Alfheim>> empire.
Niar'Dalharen

### Territory

No designated territory. Patrol coasts and waterways, though does operate inland when inclined to.

### Allies

Some Enesi tribes, though barley willing.

### Rivals and Adverseries

Everybody.

The Niar'Dalharen, also known as the Cerulean Corsairs, are surface born faction of sea going elves. Not so much a singular group as much as an assortment of nomadic pirates, brigands, and mercenaries that share a few odd traditions amongst each other, they have been a thorn in the side of surface exploration and settlement for the better part of 4 to 5 centuries.

## History

Seabound wanderers have existed on the south continent since the early centuries after the collapse. Most of these proto-corsairs were refugees and abandoned populous hiding out in the northern jungle, using ships as a means to avoid tenochirath patrols while staying as close to the mana saturated jungles as possible. Over time, as the demon scourge faded and they found their small numbers supplemented with disadants, rogues and exiles from the city, these bands would expand their range up and down the coastline, eventually finding prey in the fledgling goblin races as time progressed.

Around late 400 early 500 Moonless age a series of large scale conflicts arose amongst the various tribes and factions. However not only was the outbreak surprisingly short, but the various faction had somehow achieved some form of common ground, laying the framework for shared culture of the modern Cerulean Corsairs

## Culture

While the Corsairs various sub group can have drastically different cultures, ideologies, and aesthetics, they do have a few common traits that seem to have developed as a result of whatever transpired during the pirates wars:

### Fleet structure

The Nair’Dalharen are divided into fleets and ships. Ships are individual vessels headed by a captain, and function as a sort of small family group or sub house. Each vessel is typically part of a larger fleet, headed by a Fleetmaster, which are similar to individual tribes or clans. Each captain operates their ship as they please, but are beholden to their fleet and their Fleetmaster when needed.

### Politics

Corsairs almost universally adhere to a strange political system called “Democracy”. While the captain is the leader of their ship, the ship as a whole votes on major decisions. This holds true for the fleet as well, with the captains being able to outvote the Fleetmaster if the need arises.

### Aesthetic

While not universal, the fleets often have a few aspects of their dress in common. These include:

* War masks. Usually plain in shape and covering the ears, but painted for intimidation. Sometimes made waterproof as well.
* Small gemstones hung from clothes and tools or worked into clothing. Supposedly used to store mana.
* Fondness for the color blue.

## Truebloods

Due to their existence outside of the underworld, the Niar'Dalharen are not all of drow descent, in fact having a fair number of mostly unmutated dokkalfar bloodlines.

Known as truebloods, they still exhibit a slight dip in stature from their ancestors, though still tower over typical drow.
Mu’inn Mituen Berei Fergeh Val’Doeld’Uln

> *“I like noise and celebrations. No one looks into quiet places when parties are loudest.”*
>
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##### ***House symbol***

Mu’inn has embraced her mother’s symbol, but adding the deep blue wave flickers of Berei clan into her fish emblem.

##### ***Appearance***

Tightly braided light grey hair with black tips, coiled usually into a bun. Sleek facial structure like her mother, soft and narrow eyes. She is considerably toned and well-endowed, but tends to hide the fact with bindings on proper areas to keep her true body structure hidden. Clothing is usually her ‘working’ clothes of dark grey bodysuit, with black sash and easily up-tieable hood.

##### ***Personality***

Soft, gentle and sometimes considered even apathetic, Mu’inn sounds and looks most of time as if she was slightly asleep even when awake. Her speech is slow, and her body moves in weaving, soft and near-falling patterns.

##### ***History***

Mu’inn, like her twin, were grown in harshly just and simplistic environment, where their mother would punish and reward them very openly depending on their actions. As such, the two learned very early how to avoid punishment. Mu’inn’s way was to be calm and avoid anything that could cause her to make a mistake, as she saw her twin sister get punished many a time for mistakes on letting parties, celebrations and such get the better of her. This made Mu’inn want to avoid crowds of people, instead concentrating on small companies and being on her own.

In time, she grew and was trained into the Doeld’Uln’s unofficial spy company, and later becoming the leader of far-off infiltrations, espionage and information gathering. Knowing very well her mother’s story, she avoided making any contact with those clans she ‘worked’ on, and essentially becoming a shadow in the public image of the clan. Daughter of the Ill’haress who no one seemed to almost ever meet outside of very important meetings, where she would briefly appear to greet guests, only to disappear almost right in front of their eyes. The fact that any documents some of those guests had with them in their carts were copied and sold to their rivals the next day must have been mere coincidence.