recursal/Fanatic-Fandom huggingface dataset:
Sultan Sulk

* Artwork
* Map

Sultan Sulk is a series of reefs just off the coast of Tourmalini'i.

## Description

Off the coast of Diamond Dance, the location of the former Realm of Aaydda, Sultan Sulk once bore the name Shellspear Reef, so called for the tribe of likewise named lizardfolk that hunted within its shallows. Following the establishment of Aaydda after the collapse of the Empire of Raq, the Sultan Igmilum attempted to build a vast fleet of ships, with which to harry the coast of the Duchies of Tynd to the south. Embarking with an army of raiders armed with elementally-enchanted weaponry, they were struck by a sudden tropical squall, and the vast majority of the armada dashed against the reef. In a fit of rage, the Sultan refused entry of any individual to his quarters for the best part of a year, and with it the unofficial name for the reef took hold, said to be first coined by the Lightvales of Nolheimia.
The Sliver

* Artwork
* Map

The Sliver is an island off the northern coast of Ahlus.

## Description

This small island is used by most navigators to caution their captains against the presence of hull-damaging ice floes when travelling east to Howell Hithe. While the island itself is little more than a few miles in diameter, banks of sea ice give the isle of stretching a much larger extent. These boundaries change with the seasons, sprawling for miles in the depths of Whiterose, but largely retreating come the peak of Highreign, and thus exposing the craggy island's true form, thought to be at least somewhat volcanic in its origin and baseline activity.
Shukt-thra

## Skukt-thra

Skukt-thra was a Thri-kreen hunter. They introduced themselves as being 'of Darajan' when trying to communicate with Siebern Kuiper.

## Description

The party first spied the Thri-Kreen on the edge of the Shifting Dunes to the south of the Echo Waymark. After the battle with the Kruthik came to an end, he set about harvesting the slain monstrosities for their chitinous armour. As the party did not move to interrupt, he continued about his business, only offering up a name when questioned by Siebern Kuiper.
Serene Soul

Serene Soul is a hot beverage brewed by the monks of Heizentaru.

## Description

The most famous tea produced by the folk residing in and amongst the monasteries in Trophy Hook, Serene Soul is acclaimed for its calmative effects, both with respect to the body - particularly so digestion - and the mind. Made through the combination of specific green tea buds with crushed and muddled mint leaves and a lightly-fermented sugar syrup, there have been several cases of weary travellers being offered a cup of Serene Soul to warm themselves on blustery days, and dedicating themselves to the Plum Blossom by the time they've finished their cup, so profound and delightful the drink consistently proves to be.
Takings & Offerings

Takings & Offerings is a ledger recovered from the body of Beecham at Dirgevale Crypt.

## Description

A simple bound tome gnarled at the edges by damp and rot and subsequently waterproofed with a seal of wax, Takings & Offerings is an orderly account of groups, villages and other settlements within reach of the territory of the Dirgevale Hunters.

## Research

### Completed by Hassk

#### Boonmourn

* Residents: Dwarves, Humans, Kenku
* Population: Approximately six-dozen.
* Demeanour: Welcoming, homely.
* Known Affiliations: Grey Marjorie, often under the guise of Mistress Snowdrop.
* Conclusions: Easily lead astray under false pretenses, rarely troublesome in accepting of the Gift of Venari.

#### Festertarn

* Residents: Gnomes, Humans, Half-Elves, Halflings.
* Population: Approximately ten-dozen, water supply laced with pheromones to ensure stable populace.
* Demeanour: Placated.
* Known Affiliations: Glaring Freda, often under the guise of Bomenor.
* Conclusions: Outliers are easy-pickings, though direct incursions best avoided for sake of not spoiling Freda's stock. Do note that most of the populace comes with self-afflicted wounds, most commonly missing and/or severed fingers, ears, noses, brows and eyes.

#### Hazelglen

* Residents: Dragonborn, Gnomes, Half-Elves, Humans.
* Population: Approximately two-dozen, greatly depleted.
* Demeanour: Distrustful but bound by tradition and ritual.
* Known Affiliations: Considered a vassal of Rydoon by means of reluctant fealty. Indebted to Crooked Dolores Tallowstumble, though have failed to uphold historical deals.
* Conclusions: Primed for harvest and extinguishment.

#### Lansow Tower

* Residents: Elves, Genasi, Halflings, Humans.
* Population: In excess of two thousand.
* Demeanour: Vigilant.
* Known Affiliations: Stronghold maintained by the city of Rydoon, connected by road to the capital.
* Conclusions: Await Ignar Lockfang's attack to sufficiently weaken through ongoing assaults, prey upon refugees and those otherwise fleeing.

#### The Weeping Well

* Residents: Drow.
* Population: Unknown.
* Demeanour: Hostile.
* Known Affiliations: Unknown.
* Conclusions: Suspect connection with the Underdark, drow raiding parties of Den Hunzrach best avoided.

#### Woading Walk

* Residents: Firbolg, Grung, Satyrs.
* Population: Uncertain, Grung population highly unstable and prone to wild fluctuation.
* Demeanour: Open to those of perceived good intent.
* Known Affiliations: Watched over by the Druid of Meretangle, suspect links with Kwomol of Candlegrove.
* Conclusions: Exploitable through deceit, take care to avoid awakened groves of trees and shrubbery alike.
Sunstone

10% Halflings

8% Gnomes

8% Elves

4% Others

Entertainment

Maps

Ships

Sunstone was one of the Realms of Ahlus.

## History

A land of temperate forests and grasslands, some two-thirds of the Kingdom of Sunstone was largely unoccupied wilderness. Primarily built up around the five major settlements of Astaz, Mahdambra, Conda, Sathar and the capital of Halima, the countryside was dotted with minor villages that served as localised hubs for the argicultural strength of the Kingdom. To the north the border with Codorne was highly contested, but not more so than that to the east with Lachlen, the historical rivals of the Sunar people.

The Guild of Speckled Aspen was located within its borders. Originally specialising in matters of Abjuration magic, their repertoire expanded to include the School of Necromancy after the actions of Archmage Korrinkas.

Sunstone was one of the Realms of Ahlus that was targetted by the Eventide League, aided in their defeat by the Glimmer Knight Xorithromlax. During the early days of the Astedian Ascension Sunstone invaded the neighbouring Realm of Lachlen, blockading it by both land and sea. Following their victory at the Battle of Oyster Bay over the Bloodhawk Peninsula, the last remaining territory of the nation of Lachlen, the Kingdom of Sunstone found themselves in a precarious position - find themselves at war with those that had funded much of their conquest, or offer themselves as subjects. King Mardulm Faris opted for the latter, and so the Kingdom of Sunstone became part of the Empire, as well as all the lands that once made up Lachlen.

## Society

Positioned well on the southwestern corner of Ahlus, the ports of Astaz and Sathar were popular stops on trade routes between the Realms of Ahlus and subsequently grew into large and populace settlements. Exporting a wide array of goods and services, the Sunar people were famed in particular for their talent as translators and mediators, as well as poets, orators and bards. A College of Anthropology featured as one of the main features of the Capital of Halima, a beating heart for a Realm of folk with a thirst for knowledge - be it passing gossip or state secrets.

Sunar foodstuffs feature a wide range of flavours, tastes and inspirations, a cuisine as diverse as the merchant ships that call port or those that drive trade caravans along its roads.
Taddle

**Taddle** is a young goblin currently living in the Savage Creek Hills. She is a daughter of Warrf and Purxie and little sister to the goblin sorcerer Moxzi Bluhedd.

## Description

The sixth child of the goblin couple Warrf and Purxie. Vaddle is the youngest of a set of triplets with her sisters Naddle and Vaddle. The young Taddle has always seemed to have a second home in the water. With hair almost constantly wet and clothes pretty much always soaked, she has developed an impressive ability traverse any body of water she finds herself in, being able to swimming upstream and even climping up small waterfalls.

This love of the water coupled with her competitive spirit often leads to her challenging aquaintances as well as strangers to swimming competitions whenever the opportunity presents itself. She hopes to enter the swimming events in the Kroan Games ones she comes of age and has the quite lofty dream to one day swim across the elemental plane of water.

According to her sister Naddle. Taddle was quite broken up about the the attack on the Isle of Midalios and the subesquent cancellation of the Games for the forseeable future. But after a pep-talk from her big brother Guub, she seems to have bounced back and is not training to be in the best swimming shape of her life for when the games make their eventual return.
Star Horseshoe

Star Horseshoes are large aberrations native to the Far Realm, the maddening uncertainty that lies Beyond the Wandering Worlds.

## Description

Appearing as a gaunt humanoid with a large dome-like fleshy mass extending from the back of their head to their waist, Star Horseshoes are improbably mentally-acute abominations of tattered but rigid scraps of blue and purple flesh. Capable of delivering grievous wounds with their claws before crushing their victims against their uneven bony form. Just the threat of this action is sometimes enough to subdue their foes into a state of fear and/or submission.

For some undermined purpose, Star Horseshoes seem also to possess the ability to manipulate their ambient surroundings, stirring storms in the sky where they were once none, or sudden chill winds on an otherwise pleasant day. Through this change in weather, Star Horseshoes could fly freely, before gliding down on the prey with thunder, lightning and freezing hail in their wake.

## History

A Star Horseshoe was amongst the forces commanded by Hadar during the Battle of Manifestation's Return, having been first encountered at Easel's Might in the retinue of the Star Spawn Emissary Eordemos Lightvale.
The Auvryth Den

The Auvryth Den is a faction operating within the continent of Ahlus.

## Description

The Auvryth Den is an organisation of uncertain scope, although started off as a vassal house of minor nobility amongst the aristocrats of Fort Arken. In the last decade however, they have engaged in a number of tactful and brutal takeovers of other noble dens, absorbing those that they subjugate and eliminating those that stand fast, and has such risen to be amongst the top three most powerful in the settlement, trailing somewhat behind Duskryn Den, and far behind that of the Arkenviirs themselves.

## Goals

The goals of the Auvryth Den are currently unknown, although seem to be focused on amassing power and presence outside of Fort Arken, with operations stretching across the continent.

## Tenets

The Tenets of the Auvryth Den are currently unknown.

## Relationships

The Auvryth Den still formally pays fealty to the Arken Den, although the relationship between them is somewhat thwart, as Vaedryn'Drada Arkenviir is said to have acknowledged the threat of the growing presence of the Auvryth Den presents, but thus far the petty infighting of numerous other noble dens have slowed their ascent for the scale of power to remain steadfast.
Stuffed Breads

Stuffed Breads are a staple dish in Whittengrove and the surrounding settlements.

## Description

Usually made with wheat, barley or oat flours, while breads are enjoyed in their unadorned forms near wherever sentient races exist, it is particularly common in the lands of the Lotus Basin for them to be filled with a wide variety of options. Particularly popular are pieces of smoked meat - such as bacon offcuts or pork fat, cheeses of various types, and readily available fruit such as apples and pears.

In such cases however, these additions are usually the source of flavour in place of spices and herbs themselves, save small inclusions of salt and sugar to the bread mix itself during proofing.
Stubble Balm

Stubble Balm is a common magical substance created by means of a Herbalism Kit.

## Description

This musky-scented balm helps promote healthy beard growth. At its base, it requires combination of a Fundamentum Herbidris with Vlysovy extract, the resulting paste loosened with the inclusion of pumpkin seed oil.

The colour of the resulting hair can be augmented with the addition of Dragon Fennel, the combined colour of which determines the dye of balm. If Alicorn Bee Propolis is also added in the production process, the colours remains separate, creating strips of differently-hued hair.

## Effects

When applied to a creature capable of growing a beard, Stubble Balm causes a beard to grow over the next ten minutes, stopping when it reaches the creature's waist. The colour of this beard is determined by the reagents used to produce the balm. The beard lasts for 24 hours, but if applied daily for 30 days, the effects become permanent until trimmed, cut or shaved.
The Rage of the Storm

The Rage of the Storm is a series of edicts and orders written by the hand of Warlord Ruhkvaz Rage.

## Description

Written primarily in goblin, with addendums and copies made in giant for sake of the ogres within the Legion of the Black Hand, the commands pertain to a recent addition and patron of the Legion - a being embodying rage itself, the Storm of Rust.

## Research

### Completed by Ronan

*Since the Bane-of-All first had the wisdom to perfect the miscreations of Aita, power and force have been the tools granted until his faithful, so that they may instill order and control over those less worthy. We have never been sated with a single victory, for the heirarchy of power defines there are always those weaker, less capable. It is the power of the strong to seize more strength, to deliver this undeniable vision to fruition. Embrace the rage buried within, and use it to fuel your actions.*

*A being defiled is one that it is weak. To perform the wills of another willingly is little more than a slave, to do so unwillingly shows a defect in strength, an inadequacy in discipline or worse still - a refusal to utilise the resolve shaped into each and every fibre of flesh and bone as it was created. The Raging Storm is naught, an insignificance to the Black Hand. Bind with chain tightly within fist, taken with honour steadfast in mind. The power that the Storm seeks to grant will be used in turn to glorify the Hand, enacting his final edict. Embrace the rage buried within, and use it to fuel your actions.*

*Where and when can one more truly display their order and control than in the heart of a mighty fit of rage? Where and when can one more truly deliver discipline than deep within the chaos of war? Strength we have, but the inculcation of strategy to utilise the opportunities present. An army awaits in the Infinite Battlefield, where iron clamours against iron for eternity, and the Exarch Thurkearvaeri delivers death with every strike. Rakrun Roam's raiders seized the secrets of the night, Agruc Shred's behirs delivered us the hoards of Kogoluv, of Zunwenlinth, of Sodnosul. The tongue of Duke's witch has shown us the way. Combine the stones, open the way to Acheron.*
Teneserral Fort

Teneserral Fort is a small outpost located somewhere near the Glen of Lost Tears within the Feywild.

## Description

Small, squalid and sorrowful, Teneserral Fort is more ruin than outpost, lacking in outer walls, doors and gates, and a roof in most areas. Positioned atop a staggered hill of uneven craggy cliffs, it would hold a commanding view of the surrounding territory, save the perpetual gloom of the Everdark in which it is surrounded. This state of ruin is challenging to discern, with uncertainty whether it was once a grand bastion fallen to decrepitude, or simply has always existed in such a form, as befitting of its surroundings.

## History

Teneserral Fort was used as a outpost by a group of Shadar-Kai and a Bloodwood Giant aligned to Venari, led by Vonnos. At the behest of the vampire Kristoph, the group seemed to be working to capture scouts and other individuals aligned with the Archfey that gathered in Aldagrelithane following the death of the Wellspring Mare, seemingly experimenting on them through a process referred to as a "germination". A scouting party from the Fort was encountered by an adventuring party from Amber Run on their journey towards the Timeless Vale, who subsequently followed a fleeing Lifescent Tracker back to the outpost.

After a short bout with Kristoph, who, after biting Timbermitt turned to depart, the group succeeded in clearing the fort, the party moved to open a doorway leading to where they suspected the prisoners were being kept, only for the door to be forced open the moment the lock was picked, sending Arnica and Rover Custard Augustine sprawling down the stairs with the escape of an unknown creature.
Siebern Kuiper

Siebern Kuiper was a Human Wizard hired by Nelenet to explore the continent of Ahlus. He is the owner of The Fortune's Threads, The Silk's Den and The Tethered Harness, business which support the growing Mage's Guild, the Silvered Reserve. He was one of the five councilors on the Lotus Council, Whittengrove's government since 4WD, Tarra-Whiterose.
The Legacies of Distant Reverie

The Legacies of Distant Reverie is a book discovered in the laboratory underneath Five Fields Farm.

## Description

Decorated with the three triangular shapes and a tree, the Legacies of Distant Reverie appears to be a text about three artifacts of the same name, each with powerful illusionary magic enchantments.

## Research

### Research completed by Siebern Kuiper

*The artifacts known as the Legacies of Distant Reverie were a curiosity that briefly found a place within my research collection, before being passed on to a long-standing friend of the Guild of the Velvet Rose, Baron Eordemos Lightvale for further study and investigation after funding for an time-sensitive alternate project was finally obtained. Numbering three and shaped from theurglass, they possessed potent enchantments.*

*My hopes are that the Baron will further these investigations using some willing volunteers to test the extent of what is possible in this shared dissociative experience. Could it be a means to train the body to learn matters outside of their physical capabilities, or serve as a way for those otherwise unable to experience events and locations that they would not have means to reach otherwise? Ignoring the paltry side effects, it seems that the extent of their power is limited only by one's imagination. The extent of my research between the second and eighth months of the six-hundredth and second year since Aita's Second Gift drew me to a few definitive conclusions.*

### Research completed by Zareyl Arkenviir

*One alone was capable of granting a dilettante powers comparable with one with years of study into the School of Illusionary Magics, two in combination telepathic connections with surrounding creatures. When all three were placed together, shared memories could be forged in a dreamspace directly manipulatable by the minds of those unified in the experience. The extent of these shared escapades of sorts has yet to be established, for the process is excessively taxing both mentally and physically, leaving those under its effect prone to psychoses. Thankfully, such incidents have proven to be temporary inflictions and the eldritch visions seen quickly faded away with time away from the objects.*
Sigmund

Sigmund is a rogue. He is a member of the Doom Riders guild. He lives in Skålhalla in Amber Run. Sigmund has been very careful to never remove his helmet in the public eye.

## Personality

Sigmund is the type of person that does the best they can to help others according to their needs. He is always polite and respectful, yet haunted by his memories of war, images he cannot seem to get out of his mind. Sigmund believes that ideals aren't worth killing over, let alone going to war for. Someone saved his life on the battlefield, and to this day, Sigmund never leaves a friend behind. Despite standing normally resolute in the face of danger, the horrifying face of the enemy he fought in war still leaves him quivering in fear.

## Backstory

Born in Howell Hithe, Sigmund lived a simple life as a dockworker's son, helping with inventory when he was younger and with protection when he was older. Once he realized he was skilled with an axe, he joined the White Coats to help service his nation as best he could, and his skills as a lithe combatant made him particularily talented as a scout. Once he was tenured enough, he joined the Lord of Howell Town's campaign against white dragons, styling himself as a man specifically capable of dealing with naturally armoured foes and draconic enemies. After completing a tour, Sigmund decided to change carreers and began work as an adventurer. Upon hearing of the Doom Riders guild in the fledgling town of Amber Run, he made for the guild to continue his career with like-minded individuals.

## Adventures

### Toxins and Tunnels

Sigmund set out with a group of adventurers to travel north along the Bristlebacks, spending a few nights with his company before happening upon a pond of poison water with a tree grave nearby. A poacher named Uhlir makes himself known, explaining the fate of his friend Sylon before offering to let the adventurers stay with him and his group. In their company, the two groups share their information and learn of the nearby gnoll lair, and the potentially sinister goings on from within that is poisoning the local forest through its streams. Sigmund and the adventurers make for the lair in the morning, felling gnolls and working through noxious clouds before pressing the attack against the denizens within. Sigmund fells the gnoll leader, Ondor Fetorcreep, but mysterious cultists, allies to Ondor before his demise, escape in the conflict. The adventurers discover that the gnolls and the infernal cultists appear to have been working together to summon and transport demons to aid in the Flails' war efforts.

## Arsenal

* **Augustine Rapier:** A gift from Rover of the House of August. This magic rapier never tarnishes, and deals greater damage to Sigmund's foes than any normal rapier could accomplish.

## Trivia

* Sigmund offers free fighting lessons with training weapons to the orphans of Amber Run.
Slave to the Will of the Corruptor

Slave to the Will of the Corruptor is a pseudo-book recovered following the First Battle for Viridell.

## Description

Not truly a book but rather a series of pages and objects psionically imprinted with Qualith arranged in stanzas and interlocking blocks of multi-layered and faceted meanings with all manner of factual, opinionated and emotive aspects.

It details Mind Flayer conquests and their control of lesser races for the furthering of their intentions.

## Research

### Completed by Exander Havenshade

*"...all continues as foreseen. The manifestation of the non-sensical monstrosity that the Kuo-Toa rever as their god was enough to initiate the process of conscription, for their long-standing insanity makes the demands of Blibdoolpoolp undeniable. Those that resisted were condemned of heresy by their own kin and easily corralled out of sight with aid of the behemoths that they see as chosen of their Sea Mother. Oh, how they quivered as we sliced strips from those underdeveloped corticies, devouring it raw and unsullied. The psychosis does certainly grant a fragrant spice to the tissue, almost intoxicatingly so..."*

*"...there was a need for creatures that could walk the surface without suspicion, without the blistering brought on by the light of the dawn. In the depths of the den of the agate-drow we found many treasures, and within their thoughts we found greater still. Still we scour our libraries for those insightful morsels hidden in the depths of their primative amygdalae and hippocampi. From there we sought out a colony infected with a most curious parasite, and so began the cultivation process. The fear that laced heavy through the mind of the Matron Ilmra Kenarnvar as it burst from her chest brought such culinary delights. The flavour lingers even now..."*

*"...to each of the Slaad one of our number would appear, taking the form of one of their inscrutable Lords of Chaos. The deviant Arcanists were chosen to take their form in exchange for their continued acceptance within the colony, and so they begin to scour the surface for the Flesh of the Corruptor, as is the will of his Mind. Separated by necessity to subvert the Hunger in the Ephialtes, the time draws close to be as one once more..."*
Syphonic Void

The Syphonic Void is an artifact located at the centre of the Ashenvale.

## Description

Etched with eldritch runes, the black granite stone construction of this 10-foot tall stoppered urn has shattered in an attempt to contain the crystalline mass within. Spilling out in jagged cloudy shards, the otherwise semi-opaque crystal sometimes echoes with memories - battles fought, landscapes explored, loves won and lost. Cheers of laughter, calls of melancholy, shrieks of anguish, the repository of the void almost seems to have grown corpulent, unfettered in its reaving of the minds, personalities and memories of those fallen around it.

## Abilities

### Psyche Reave

A dimly-shimmering petiole of ivory-white reaches out to a target within 60 feet, forcing it to make an Intelligence saving throw. On a failure, its intellect and personality is shattered through the deliberate and purposeful removal of all the creature's memories up to the point of the attack.

On a failed save, the creature's Intelligence and Charisma scores become 1, they cannot cast spells, activate magic items, understand language, or communicate in any intelligible way, as if under the effects of a *Feeblemind* spell. In addition however, they lose all comprehension and understanding of their life up to that point, including details of their family, friends or foes, and cannot make use of any class-based abilities, skills or proficiencies. Abilities associated with the target's race are unaffected, as well as natural instincts of self-preservation.

Outwardly, it appears as if the colour has been drained from their target, their face and other somatic features wiped clean to display a blank canvas of featureless pale flesh, seemingly devoid of normal features such as their eyes, nose, ears or mouth. Despite this, the creatures senses remain unaffected.

Nothing less than an appropriately-worded *Wish* spell or *Divine Intervention* by an appropriate deity can attempt to restore the lost intellect, knowledge and memories.
Talguonal

## Lord of Flakesoil

* Artwork
* Symbol

Talguonal, known also as the Lord of the Scraps, is a Demon Lord of the Abyss.

## Description

The layer of Flakesoil is a bleached and barren domain, devoid of nearly all natural resources and thus has been freely passed over by many other Demon Lords and Princes. Talguonal, noting its potential due to numerous connections to the River Styx seized it for themselves, believing it to be the perfect staging ground for their aspirations of being heralded as a mighty conqueror. Young by demonic standards, the Demon Lord readily offer the guise of fighting in the Blood War, acting alongside their martial hordes to claim new more fertile and fruitful lands for themselves.
Soil Spirit

Soil Spirits are tiny lesser elemental creatures native to the Elemental Plane of Earth.

## Description

Created after the destruction of larger elemental creatures, Soil Spirits, like all so-called subsidiary elementals (a large group of similar creatures made up Blemish Spirits, Chill Spirits, Cinder Spirits, Gust Spirits, Puddle Spirits, Rumble Spirits, Soil Spirits and Spark Spirits) are thought to be formed when the residue of the original elemental is not fully reabsorbed and reclaimed by the Plane that wrought it into being, and so instead persists as a creature in its own right.

Subsidiary elementals are often found in subservient roles, naturally seeking out a master of sorts to fall in line behind and beneath, and thus are usually encountered working in menial, simple and repetitive tasks - although rarer still they may be utilised as familiars for spellcasters.

## History

A group of Soil Spirits was encountered at Khurel's Training Camp in the Bristlebacks, utilised as infiltrators by the Hill Giant Skognar who subsequently attacked the goblins and kobolds present.

Dusty, the Soil Spirit familiar of the Genie Warlock Ashewan Norvegicus reportedly was created with the destruction of a powerful Earth Elemental known as Gritt the Tremorbringer.
Scions of the Foul Labyrinth (Organisation)

The Scions of the Foul Labyrinth are the group of illithids supposedly based in the Underdark city of Imlegroth.

It is uncertain whether they still exist.

## History

According to Umrae Jalzazhuss, the Scions of the Foul Labyrinth were at war with a brood of Aboleths and their overseer Akmod, and although most of the battles and conflicts occurred in the Lower Dark they sometimes spilled upwards, garnering the attention of drow, duergar and other sentient races of the Underdark alike.

At some point, the Scions of the Foul Labyrinth moved en masse towards the surface, taking over the drow city of Imlegroth in the Middle Dark. As detailed in the texts of the same name, the Scions used the settlement as a new housing for the Mind of their Master, from which they would seek out his Flesh. It seems that the Foul Labyrinth made this split deliberately, seeking to subvert the Hunger in the Ephialtes.

## Goals

The focus of the Scions of the Foul Labyrinth seems to locate what they refer to as the Flesh of the Corruptor, relying primarily on thralled Kuo-Toa, including a group known as the Behemoths as well as Quaggoths, Grimlocks and Slaads cultivated from races of lesser value to the illithids - mainly kobolds and lizardfolk.
The Sapphire Sovereignty

Bazaht

The Sapphire Soveignty was the name given to the region ruled over by Queen Lysiphoia.

## Description

Contained within the lands of the Kingdom of Valour, the Realm of Atralran, the Sapphire Sovereignty is a kingdom ruled by Queen Lysiphoia, and following her marriage in 3WD, her King-Consort Brantharn Fallack.

Deeply inspired by the fallen Realm, the Sovereignty is a feudal domain of knights, lords and peasants alike, upholding many traditional Atral values through tradition while maintaining new laws set in place by the monarchy. Attempts to expand their borders brought them in conflict with the Legion of the Black Hand, though following their effective destruction in Vluk-Amberlight, 6WD following the assault of Fort Zruldralbar, their efforts have been refocused on their other long-standing foe - The Chittering Holt. In a conflict largely fueled by Duke Fallack and the Blue Fangs, the Sovereignty is accused of irreversible damage to countless passages into the Feywild, a deliberate ploy enacted to restrict the operations of the feyfolk of the Holt.

In order to finance their military operations, all residents of the Sovereignty are subject to a tax known as the Twentoil, a twenty percent cut of the monetary value of all produce grown and made within its borders. Much of this wealth instead was found to be directed straight to the Palace, in turn offered up to the Undying Queen, who had previously offered safety to Lysiphoia is exchange for her fealty, binding her into an infernal contract of servitude. In order to both facilitate the genasi's protection and ensure her compliance, much of the Sovereignty's army are in truth devils, though the lesser trained serfs and partisans are recruited directly from the resident peasantry.
Stuffed Olives

Stuffed Olives are a popular food served within the lands of the Hollow Concord.

## Description

Whether served as a starter, side dish alongside other plates such as roe pulp and knotted florets, or simply as a snack, stuffed olives are ever-present in the markets located in central plazas and at the side of roads alike, promising both the delicious briny savouriness of the olives themselves augmented by the chosen filling. The selection of fillings is often limited only by the grower and/or vendors imagination, but particularly popular choices include that of garlic cloves, anchovy fillets, sliced Giadoese Peppers, chunks of kalallono cheese and/or chopped figs - sometimes all in combination.

While featuring vast stretches of farmland dedicated to the growth of wheat, large regions of the Feathergrass are given over the groves of olive trees, much of their produce directed solely into the production of stuffed olives which are readily exported in oils and brine across the continent.
Snailnose's Legion of Unyielding Giantkillers

Snailnose's Legion of Unyielding Giantkillers is a minor faction of goblins and kobolds led by Snailnose.

## Description

Founded from the survivors of Khurel's Claws after the battle with Skognar and his elemental forces, Snailnose's Legion of Unyielding Giantkillers (or S.L.U.G. for short) is a loosely-organised band of both goblins and kobolds that have pledged to rid the Bristlebacks of their troublesome giant residents. Formed after control of the war band was seceded to Snailnose by Khurel after struggling to bring the rabble in line with military command and tactics, S.L.U.G. remains a disorganised group and thus their lofty aspirations and goals loiter somewhere in the sky, higher beyond even the subrace of their chosen foes known to reside in the clouds.
The Lustful Kiss

Centre of Healing

Alchemist's Lab

Business

The Lustful Kiss is a bathhouse and den of pleasures located in the settlement of Whittengrove.

## History

Further expansion through the settlement of Whittengrove by Arkenviirs came in the form of the construction of a new building - the Lustful Kiss. Intended to be a place where the members of the Arken Den and affiliates could relax, it featured all manner of means of gratification and delectation.

## Description

Combining a number of roles, the Lustful Kiss offers visitors a range of options. A miniature tavern provides drinks and foodstuffs for guests, whilst beyond a large pool filled with steaming and fragrant water creates a wistful but precocious environment. Such fragrances and aromas are prepared in house by alchemists to stimulate emotive and mental responses, ranging from blissful peace to more sultry desires.
The Five Expeditions of Asher Sung

The Five Expeditions of Asher Sung is a book recovered from the library of Humbleblossom Estate.

## Description

A series of newpaper stories and clippings summarising the adventurers of the Astedian Admiral Asher Sung within the Elemental Plane of Air aboard his vessel *Zenith*.

## Research

### Completed by Vaedryn'Drada Arkenviir

#### *1037AG - "Hero Admiral In A Brave New World!"*

*The first of five attempted expeditions by the researcher Asher Sung into the Plane of Air, the First Expedition was also the second shortest, beaten only in that regard by the foul-omened fifth and final expedition. The first trip served primarily as a scouting mission, aiming to learn the way of the land - an ultimately futile effort, they quickly discovered - as well as create a small outpost from which they can travel in the future.*

#### *1039AG-1042AG - "Admiral Sung Building Bridges Between The Clouds!"*

*Having sent a great mass of lumber and numerous arcanists in the months before to finalise their construction, Asher Sung and his retinue set forth in a small fleet of airships into the unknown. Leading from his flagship Zenith, the explorers discover the city upon the Solace Islet, occupied primarily with Aarakocra. By guile and charm alike they manage to establish trade with the settlement, bringing with them furs, stone and wood - all difficult to acquire within the Plane of Air.*

#### *1045AG-1046AG - "Atop The Zenith Of Success!"*

*Skirting the edge of the Labyrinth Winds, Zenith and her sister ships continue their exploration. The Wishmaster is destroyed when they are pushed by a storm towards the Sorocco Straits and the party is attacked by gargoyles hidden within the barren earthmotes lingering at the boundary between the Planes of Air and Earth. Nonetheless, their dangerous travel is deemed worthwhile by Sung when they discover the city of Zuros and manage to barter passage back towards the opened Waymark.*

#### *1050AG-1053AG - "Start Afresh In The Skies!"*

*Asher Sung's Fourth Expedition was initially planned to start his search for the city of Aaqa, but instead most of the four years were instead spent parleying with the inhabitants of Solace Islet. A final agreement is reached and with it new plans are drafted - those that scheme to bring the collection of earthmotes and the city of Aviacrest through to the Material Plane. A horde of Coghearts are sent to assist in this task and the necessary construction begins.*

#### *1067AG - "Into the Storm: A Legacy Defined!"*

*Setting bravely off upon the scheduled day of departure despite a passing thundering gale, Asher Sung guided the new expedition fleet further into the plane, unyielding to the elements. In the first day, one of the airships was severely damaged, forcing them to call port on a seemingly uninhabited isle floating in the expanse. Come morning, half of the crews of the ships are missing but Sung demands they push on, save the losses be in vain. A singular airship would return a month later, empty save a pair of Coghearts operating the Elemental Engines contained within.*
Savazar Rabinbow

Savazar Rabinbow is a half-orc currently serving as the Alderman of Deepclaw Keep.

## Description

An aged half-orc somewhere in his fifties, Savazar sports a salt-and-pepper beard and hair that falls to his shoulder, typically swept to the side to partially obscure his eyepatch-covered missing eye on his left hand side. Typically seen wearing a long fur-lined coat with a high naval-style collar, he maintains orderly control over the settlement of Deepclaw Keep, albeit in a detached and arguably emotionally cold manner. According to Savazar, he has served as Alderman for near all of Deepclaw's existence, with the exception of two months immediately after the settlement's inception.

Despite maintaining the appearance of a retired mercenary captain, he is no stranger to administrative work, holding all potential contractors visiting Tremorthresh Crevasse to the rigorous contractual obligations, and does not soften the danger and threat that engaging in the work beholden to signees.

## History

Savazar was first encountered by an adventuring party from Amber Run in 133WD. He offered little in the way of comfort or consoling to Rover Custard Augustine when the bard returned a day later without his other five companions, instead only congratulating him for his efforts, and paying him well as befitting of their findings.
The Hallowed Circle

Grey Marjorie

The Hallowed Circle were a hag coven operating in the forest of Covengrove. They were considered amongst the strongest in Ahlus.

## History

Following closely to the Rule of Three, the Hallowed Circle had, as per near hag covens, three members. All three claimed descendence from the pairing of Velun and the Weald Witch, as all hags of Ahlus are indirectly said to be. Fearsome entities in their own right, when working in unison the trio were capable of powers unimaginable reaching for the peak of the capabilities of inherently mortal beings.

The residents of Festertarn referred to the Hallowed Circle as the Dowagers, seeing them as a protective presence - making offerings of penance in the form of mutilation in exchange for the support and guidance.

## Members

### Glaring Freda

A green hag with powerful spellcasting abilities focused on both enchantment and transmutation, as well as a talent for druidic rituals and abilities. She is particularly adept at creating minions to aid her, included amongst them Banderhobbs and the undead sentinel Kinghazel.

She was shot down by Kronk Keen-Eye using his ballista at Velenthir Estate during the last stand against the Weald Witch.

### Grey Marjorie

A bheur hag with potent arcane talent centred around the schools of evocation and conjuration. Like the rest of her coven, she was known to dabble with necromancy, having created the dracolich Osseildin, which she kept as a pet. Most notable amongst her abilities however was her knowledge of rituals that can be used to commune with powerful demons.

She was slain by the Archfey Selgaer after her teleport spell misfired and she ended up in his domain of Dewberry Hunt.

### Crooked Dolores Tallowstumble

An annis hag also possessing a talent for spellcasting, Dolores brings a particular strength and bulk unlike Glaring Freda or Grey Marjorie. She also seems to possess some level of alchemical talent, creating boiled sweets capable of inducing a calm and blissful state in their consumers.

She was killed by Aenarion with a volley of radiant arrows beneath the remains of Dirgevale Crypt.
The Crystal Caves

The Crystal Caves are a set of tunnels at the edge of the Greater Cicatrix in central Ahlus.

They served as the lair of the ancient blue dragon Irsecrinth.

## Description

Ever-drawing at the sands surrounding them, the Crystal Caves seem to be a convergence of dust devils, sinkholes and all manner of beasts - ankhegs, antlions and giant scorpions infused with the thunderous elemental energy stolen by the ancient blue dragon from the Primordial Elemental Prince Ohmenis.

The caves get their names from the vitrification of the walls within, the sand superheated to the point of transition into a glass-like surface that shimmers like precious gemstones when exposed to a source of light. Within, part of the Cicatrix intersects the caves, descending a thousand feet into the dark - an old displaced Anorcorian temple buried deep below the dunes serving as the chambers in which Irsecrinth guards his hoard.

Courtesy of the aasimar Cassius, much of the old temple is now under the effects of a *Hallow* spell, most notably preventing the ingress of elemental beings, as well as granting resistance to lightning damage.
The Laayo Wilds

* Artwork
* Map

The Laayo Wilds are an area of dense rainforest within the former lands of the Realm of Tviatin.

## Description

Nestled near the southeastern edge of the Ironfangs, the Laayo Wilds are an area of particularly dense rainforest on the southern fringe of the jungles of Tviatin. Historically, the density of the forest required trade caravans bound between the Duchies of Tynd and Tulis to pass far to the east, although the residents of the region were likewise less than welcoming.

The haunt of Yuan-Ti, hidden within the Laayo Wilds was the Ender Temple, an ancient structure dedicated to the cult of Ophidian, although this was destroyed in 8WD. The surrounding area was subsequently utilised by the Good Folks Reclamation Project, who noted both the vibrancy of the plant growth in the region, as well as the hesitancy of many of the threats of the forest - particularly so that of Tvivalki to venture too close, instead preferring to haunt the region known as the Vaulted Garden, as well as further afield.
Steamed Mussels

Steamed Mussels are a staple dish enjoyed throughout the continent, but particularly so within the lands of Atralran.

## Description

Mussels can be smoked, boiled, roasted or fried in butter, but most commonly are enjoyed steamed. In Atralran, where it is said the finest mussels come from, courtesy of the banks of the Green River, the waters of which are home to a dozen different types, it is traditional for the final stretch of the steaming to be done using white wine, after which they are served with fresh herbs such as root parsley and a stock of butter and further white wine.

The waters of the Cobalt Sea, specifically so around the southwestern part of the Ahlusian continent in regions such as Oyster Bay and the Bay of Astaz are known for their saltwater mussels, which are likewise enjoyed in a range of ways, including also being fried in breadcrumbs and used as an ingredient in dishes such as Sopaesa.
The Agu-Vathala Clan

The Agu-Vathala Clan are a group of Goliaths previously residing at Snowdrift Refuge that briefly called Whittengrove home before the construction of Snowdrift Respite.

They are led by Jarl Argak Agu-Vathala, known as the Keenheart.

## Known Members

* Jarl Argak Agu-Vathala (Keenheart) - Hunter, Jarl
* Mogath Agu-Vathala (Beastwalker), Kaukeo Agu-Vathala (Hornmender) - Hunters, Animal Tenders
* Niki Agu-Vathala (Flintfinder), Zagoth Agu-Vathala (Rainhunter) - Hunters, Scouts
* Kanagal Agu-Vathala (Steadyfist) - Mason, Fletcher
* Vogun Agu-Vathala (Stormtanner) - Hunter, Leatherworker

All but Jark Argak and Vogun Stormtanner were slain by the pack of the monstrous wolf Quicksilver.
The Creed of Kaleios

Chylzrad

Gelidrax

Irsecrinth

Naavugrux

Thumizkreh

Velun

Vitrizkraan

The Creed of Kaleios was a faction in Ahlus acting in the interests of The Undying Queen.

## Description

Seemingly a cult dedicated to the aggressive furthering of the plans and machinations of the Undying Queen, the Creed of Kaleios is a group centred around eight chromatic dragons, although non-draconic supporters have been encountered. Most commonly associated with the Creed are kobolds and devils - often led by the abishai Taremon.

## Members

The tome The Deeds of the Eight details the known members of the Creed of Kaleios. Each member, save Velun, was eventually hunted down and slain, bringing the efforts of the Creed all but to an end.
Tassin

Tassin is a human mercenary affiliated with the Scions of the Battlemistress.

## Description

A squirrelly man bulked out by his possession of a gambeson, chain shirt and greatclub, Tassin follows the path placed before him by Creed, the de facto leader of the group of mercenaries first encountered on the hunt for the Beast of Breakstone. Seemingly the most miserly of the trio, his weapons and armour show the obvious signs of wear, be they chips, cracks and rust, but nonetheless have served him well enough.

During the battle against the Beast of Breakstone, he spent much of the time spent stunned in place by the construct's Sonic Scream, and thus only earned a small cut of the bounty placed upon the creature by the locals.
Haunt's Lament

Haunt's Lament is a cavern system in the Wildwood near the Wailing Rill river.

They served as the lair of the ancient green dragon Acrimos.

## Description

Partially carved, partially excavated, the cavern system known as Haunt's Lament are a series of tunnels narrow and wide, interconnected with through-routes, waterfalls and stairways. Linked likewise to an subterranean river, the caverns allowed for quick movement by the mobile and lithe dragon Acrimos, as well as their assorted servants and thralls.

Contained with were simple living chambers for the willing servants of the dragon, predominately kobolds of the Venomthorn tribe and ettins, as well as holding rooms for the weeping thralls whose haunting cries echoed through the caves. Acrimos delighted in breaking the mental fortitude of elves most greatly so, and as such elven artifacts held a particular position within the dragon's hoard, alongside the remains of bards - including that of Gift of Honey, the legendary Scrivener.

Acrimos' hoard also contained a vast mass of gold, silver and gemstones - predominately emeralds.