recursal/Fanatic-Fandom huggingface dataset:
The Celestial Cookbook

The **Celestial Cookbook** is a collection of recipes from the three elven races: The star elves, the sun elves, and the moon elves. The recipes have been found in all the corners of Sahul and truly are a sensation to taste and to make. The Celestial Cookbook is divided in 3 chapters and a introduction by the author. In the first chapter several of the more practices of the Moon Elves are described. The second chapter then goes on about the exquisite dishes found in Sun Elf kitchens. Then the third and final chapter concludes with some useful recipes from the Star elves.

The recipes in the Celestial Cookbook have been collected in order to preserve the art of elven cuisine and to spread these ancient recipes to the members of other races in an hope that may try their hand at making their own versions of the food.

## Recipes

Some of the recipes included are for:

* Wilara Mushroom Quinoa
* Sunny Beef Stew
* Elven Bread

## History

Back when the celestial Cookbook was first published in the city of Damask the celestial cookbook was received with mixed reactions. For most elves the recipes of their own race where common knowledge and there weren't particularly interested in learning those of the other elves. It wouldn't be until the book reached the hands of a tavern cook from Scorch Gate that the celestial cookbook would begin to take off and both his business and the cookbook quickly rose to prominence and over time it become one of the most respected pieces of culinary literature in Sahul.
Dire Python

**Dire Pythons** are large non-venomous snakes. They used their massive bodies to warp around their prey and slowly squeeze the air from its lungs before consuming it whole. After feeding, these snakes often crawl up a tree or into a cave ceiling to digest their meal over the course of several days.
Dire pelican

The **Dire Pelican** is an gigantic bird similar to the pelicans native to the coasts of Sahul. They are large enough to swallow a human in one single gulp.

Dire pelicans are known to go into a bloodthirsty frenzy when anyone distresses their hatchlings or encroach on their eggs even by accident. Dire Pelicans seem to also have an intrinsic ability to know if a creatures has ever sacrificed themselves for those they love and will leave these pure-hearted creatures alone.

## Usage

The blood of the Dire pelican is filled to the brim with nutrients because of all the fish and other random objects they eat and has potent healing properties. Female Dire pelicans stab themselves on the chest to draw for some drips of blood to feed to their hatchlings when they are too small to eat food. This blood is also used as a main ingredient in the salve used to threat cuts on woolly dogs and sheep.
Horace Bank

The **Horace** **Bank** is a financial institution founded in the year 1390 by the two gnome merchants Richard Horace and Henry Horace (not related) and is the most important bank in Plopsapolis. The two met during the Metal Wars after Henry Horace had fled the city of Den Peen in modern day Brabantsia for Plopsapolis in the Laiscuit League. The bank played an important role in the financing of the armies of the Laiscuit League. Currently the Horace Bank are closely allied with the MacMenzies and is ruled by the third generation of family members.

## History

The Henry Horace family had lived in Den Peen for a couple of generations when the Metal Wars broke out. Henry Horace decided to flee the city when it declared its independence from the URA, for the feared that the Brabantsian soldiers would come and take his possessions away to fund the war effort. He fled to Plopsapolis in the hope of finding peace and a good place to settle his business. Here he met the charming gnome Richard Horace, who used his wealth to fund the armies of the Laiscuit League. The two bonded of their shared last names and a few drinks. When the bar closed the both went to Richard Horace's house to drink more, here Horace started chatting about his business of lending money and showed Henry Horace his financial projections. Henry Horace quickly noticed that he could gain more money by changing around a few things. So the two formed a partnership and eventually founded the Horace Bank in 1390.

After the adjustments of the scheme by Henry Horace the two quickly grew richer than they had dreamed of. The continued to keep funding the Laiscuit League armies, which granted them great influence. If you wanted to get something done financially you went to the Horaces. After the Metal Wars had ended the Horace Bank was officially granted the rights to bank, of course the two gnomes used there influence to grant them a great position of power in the newly formed Laiscuit League. In 1477 the bank was approached by the MacMenzies in order to lend money for their trading schemes, of course the bank did not knew there was insider trading. They agreed to fund the MacMenzies and quickly created a close alliance between the two parties.
Lizardfolk

**Lizardfolk**, who call themselves the **Li Zard** or **Blessed People** in Lizardon, are a race of reptilian humanoids living in Sahul. They live in small tribes in savannas and marshes. Most lizardfolk tribes are ruled by a counsel of elders, but some are ruled by an powerful Mungoon-Gali instead.

Lizardfolks are primarily found on the Mun-Deeian Coast in the east but small enclaves have been found everywhere across Sahul.

## Description

Lizardfolk are between 1.8 and 2.1 metres tall and weight between 90 and 113 kilograms. Their bodies are covered in thick scales which can vary from dark green to blueish grey. They stand on their powerful hind legs which allows them to use their other two limbs as arms. Every limb ends in a paw with 5 short but sharp claws. They have a thick tail to help them with balance that can grow up to 90 centimetres.

Lizardfolks have long elongated faces with two beady eyes to the sides. These eyes can not blink, and has to be cleaned with their tongues. Their tongues are long and forked and can be launch with enough speed tto catch nearby insects. With their forked tongues they are capable to pick up particles from the air, allowing them to smell. Their mouths are filled with 60 razor sharp teeth that they can withdraw into their flesh at will. Their noses are used primarily for gathering oxygen, but can also aid the tongue in smelling a few extra scents.

## Psychology

Lizardfolks prefer a simple life of eating, fighting, and sleeping in the sun over a life filled with wealth and power. Even less so than the gnoll, lizardfolk have even less interest in the complexity of "civilisation" or however the warmblooded races call it. They have no concept of aesthetic value, and judge objects only by their usability and whatever or not they are good for eating. Lizardfolk are in general primarily lead by their stomachs; if they see food, they will eat it and if they are hungry they will stop at nothing to satisfy that need.

Morality is a concept unknown to the lizarfolk, for to them there is only survival no matter what. This concept they also apply to themselves, so if someone steals their eggs, escapes without getting caught, and then confesses they wont retaliate. To them it was their own fault for not defending their nests well enough. They might even be impressed and congratulate the egg thief on a job well done, asking them for tips how to become that stealthy themselves.
Al-Guin

The **Kingdom of Al-Guin** is an elven country located on Te'persus and is bordered by the Fo'lara Confederacy and the Kingdom of Vatinia. Al-Guin is to be considered a kingdom in decline, for the once ruled the entire peninsula of Te'persus but is now only a shell of its former self.

## History

In the early years Al-Guin ruled all the elves of the peninsula. However once the Dwarven Imperium invaded the history of the continent was forever changed. They conquered the continent and installed dwarven governers over the area. After the dwarves were defeated the Magmaer family saw a chance to restore the kingdom to its former glory. At first a peace treaty was signed between the different nations and after it expired Al-Guin, then known as Du-Guin slowly reconquered the nations around them. However with the formation of the Fo'lara Confederacy in the past 200 years the kingdom has found itself again in a corner, slowly loosing more land as local rulers betrayed the elven king and joined either the Fo'lara Confederacy or the Kingdom of Vatinia. Now the kingdom has reached a point of no return, rumours have it that the current king Virion IV of Magmaer is taking drastic actions to restore the kingdom once and for all.

## Culture

The kingdom of Al-Guin is quite odd for an elven kingdom, having been driven into a corner the country has slowly militarized. Under the rule of Virion III the most mayor expansions were made to militarizing the kingdom. Having send delegates to the orcs in Hilal to learn more about their conscription services. Virion IV rapidly increased the elven military industrial complex, even sending spies to the Hilalian school for Necrotic Powers in the hopes of learning the powers of necromancy as a final card. While some elves within the kingdom are repulsed by the very idea of raising an army of the dead many others do not care for the end justifies the means. The end being a restoration of Al-Guin rule over Te'persus.
Soseti Rocks

The **Soseti Rocks** are a series of recognizable rocks located in the western part of the Coarse Sea between Chaman and Scorch Gate. Any experienced sailor, be they a pirate or trader, will known how to navigate around and with the rocks.

Many pirates have used the rocks in the past to hide behind and ambush unsuspecting trading fleets. However in recent years the rocks are much less used as an ambush point because any trader by now knows to watch out for pirates. Furthermore the Scorched Fleet regularly sails past the rocks for patrol.
Jötung

**Jötung** is the language spoken by the giants of Wal-Rauver. Jötung has barely evolved over thousands of years, and giants can still read texts written when the language first got its script.

## Script

The giants did not have their own script until scholars from the Dwarven Imperium introduced them to the Nanousian alphabet. The giants now use a modified version of this alphabet with a few locally invented letters added to better represent the spoken Jötung language. Which letter is used can differ from area to area.

## Grammar

Jötung tends to follow a subject–verb–object order, but there are exceptions. The copula ***is*** will often be left out of a sentence.
The Thunderer of Mun-Dee

**The Thunderer of Mun-Dee** is a magical artifact which originating from the long lost island of Mun-Dee. The Thunderer has the power to shoot a powerful beam of lightning from its central core which can destroys anything in it shoots at.

## Description

The Thunderer is crafted from a thunderegg which has been split into two equal halves. It weights 780 grams and has a diameter of 12 centimetres. The outer shell of the thunderegg is made from a smooth but bumpy grey rock and resembles a cloud. The inside of the thunderegg is filled with yellow quartz which point a single point inside of the hollow chamber at the centre of the thunderegg.

When true mana is channelled into the Thunderer the crystals inside begin to separate the Arcane and Radiant mana from the others. Then the most inner yellow quartz crystals begin to charge, until the power becomes to much to hold. All crystals at once then discharge their mana into the centre of the Thunderer where it is focused into a single beam of electrical destruction.

## History

When Mun-Dee was still above the waves, objects such as the Thunderers were commonplace. They were used by its soldiers and civilians as both weapons of war and fascinating party tricks. But when Mun-Dee dissipated bellow the Sea of Resonance most of these objects were lost, and now only the Thunderer remains as a powerful one-of-a-kind artifact of times gone by.

There are however some rumours that its sister artifact crafted from the same thunderegg is also still above the waves. The weapons is called "Earth Shaker" which according to legends has the power to raise entire mountains from the ground. The legends say further that when ever the two halves would combine, they would grand one the powers of a god, capable of shaping the world to his own design.
Morphot

**Morphots** are rare pink amorphous slime who have the ability to shapeshift itself into other physical objects and creatures. Morphots are popular pets with royals and merchants, who like them for their cleverness and their ability to mimic others.

## Description

A Morphot in its natural state is a light pink amorphous creature, with two round white eye-like organs and a toothless mouth. Two arm-like appendages protrude from its body that it uses as arms.

Morphots are surprisingly clever creatures for a slime, being able to recognise simple commands and learn to reproduce sentences they have heard before. They are known for being mischievous and commonly cause trouble for their caretakers which can be unfortunate for them since Morphots will be unable to remain in its transformation once it starts laughing.
Shard of Krusulu

The **Shard of Krusulu** is an crystalline greatsword owned by the legendary sword maiden of Krusulu. The weapon was created from a small splinter of the great behemoth himself which had logged itself into the sword maiden's hand. In there it fed itself on her moon elven blood until it grew into a mighty blade.

## Description

The Shard of krusulu is made out of fuchsia crystals and measures from pommel to tip almost 150 centimetres long. Its blade exists out of one giant bladed crystal with smaller colloform crystals lining the left edge of the blade which act as an serrated edge. Two thick curls, one of which curls up and one of which curls down, form its hand guard. The pommel is made out of a round purple crystal which serves as the heart of the weapon. One can only attune themselves to the blade by dripping some of their own blood on this purple crystal.
Wizard's Ramble

The diseased known as **Wizard's ramble**, also known medically known as **Penglos**, is an disease which effects those of high intelligence in the later stages of their life, and especially wizards. Those effected by penglos begin to philosophise on everything around them, slowly rambling for longer and longer as the disease goes on.

At the beginning of the disease those afflicted with wizard's ramble are considered to be somewhat more charming and wiser than they where before the disease. As they begin to philosophise on everything they see around them, many of their friends enjoy the wisdom of their words. However over time the afflicted will become more paralysed by their endless philosophical thoughts, crowding their minds. Their ramblings become longer and longer until either they can't function anymore or those around them get so annoyed that they string them up.

Those victims who's families are rich enough to find them treatment are taken to surgeons of great renown. First the surgeon straps the patient to a bed, then he makes a few small incursions in the arm of their patient to let some of the blood go. As the patient slowly loses their excessive blood and loses their energy the doctor feeds them a mixture of honey, wine and ground bones. If the patient survives the procedure and comes by he should be healed from his illness.

## Culture

The reaction to wizard's ramble depends on the social strata in which the victim finds themselves.
In underdeveloped communities a victim might find that they are seen as a prophet of the gods or wise seers by the locals. They believe the victim will guide them with their words of wisdom into a bright future.
Those amongst people of a higher education are seen as poor victims of circumstance. They have, in their eyes, finally paid the price for their gift of wisdom. Some families try to cure their ailing relative but it is not uncommon for the afflicted to meet their eventual demise at the hands of their frustrated peers.
Ollwin's Red Serpent

**Ollwin's Red Serpent** is a red wine made in the town of Orlane by innkeeper Ollwin Cralloon of the Sleepy Serpent. Its very popular with both the locals and travellers passing through, especially since Ollwin gives those who stay at his inn for the night a few servings in exchange for a good story.

The wine has an black pepper like aroma and is made with locally grown grapes.
Sunny Beef Stew

**Sunny Beef Stew** is a popular dish of the sun elves which is best enjoyed at dinner while sitting in the burning evening sun.

## Recipe

### Ingredients:

* 2 tablespoons red wine
* 1 tablespoon lemon juice
* 1 tablespoon berbere
* 1 teaspoon paprika
* 1 teaspoon rosemary
* 1 teaspoon thyme
* 1/8 cup extra-virgin olive oil
* 1 red onion
* 1 shallot
* 1 plum tomato
* 1 yellow bell pepper
* 3 cloves of garlic
* 2 pounds boneless beef
* salt
* ground pepper

### Preparation

In a small bowl, whisk the wine with the lemon juice, berbere, paprika, and mustard. Cut the tomato in slices and dice the bell pepper, onion and shallot in cubes. Mince the garlic cloves.

Season the beef with salt and pepper for 10 minutes. In a large enamelled cast-iron casserole, heat the olive oil until it shimmers. Add the beef to the casserole and cook over a high flame, turning it for 6 to 8 minutes until the beef turns brown. Using a slotted spoon, transfer the beef to a medium bowl while keeping the juice in the casserole.

Add the onions, shallot, garlic, rosemary, thyme, and a generous pinch of salt and pepper to the casserole and cook it over a moderate flame, stirring it occasionally for 8 minutes until the onions have softened.

Add the beef to the casserole along with the wine mixture, tomato slices, and bell pepper cubes. Cook the mixture over the flames while stirring, until the tomatoes and bell pepper have softened and the beef is cooked, which should take about 10 minutes.
Kangaroo

The **Kangaroo** is a large marsupial with a small head, short fore-limbs, large powerful legs, and a thick tail. Kangaroos move around by hopping on their back legs and can use these to leap great distances. However they struggle with jumping upwards and are incapable of moving backwards.

## Description

These strange-looking animals have long pointy ears and pronounced muzzles, and their strong legs carry them about in amazing leaps. Like all marsupials, kangaroos give birth to live young (“joeys”) that are relatively undeveloped at birth and completely helpless, and must remain within a protective pouch on the mother’s belly for months before safely emerging. While not particularly dangerous, a kangaroo is more than capable of defending itself if cornered or when forced to protect its young, striking out at foes with a powerful kick capable of knocking unwary antagonists off their feet. A kangaroo stands over 180 centimetres tall and weighs upward to 90 kilos. Kangaroos reach maturity in less than a year and can live up to 20 years, but most individuals in the wild are hunted by predators within their first decade.

## Culture

It is a common rite of passage for young man to go out into the wild and wrestle with a kangaroo to show their physical prowess. When those man grow older, they will keep their first Kangaroo skin on their walls, as a sight of how far they have come since then.
Taniwha

The **Taniwha** are gigantic earth elementals that live underground. With enough convincing they can be coaxed into guarding valuable treasure piles for people, but they will usually do whatever they feel like and just gobble it up.

## Description

Taniwhas resemble whale sized lizards. They are 14 meters (46 feet) from head to tail and weight an average of 50,000 kilograms (55 ton). The have a row of rocky spines along their back.

They use their sharp flint claws to tunnel through the earth, uprooting trees and buildings in the process.They cause landslides beside lakes or rivers with the swing of their massive tails and are a common cause of natural disasters. Some Taniwhas have the ability to spray noxious gasses for combats. A few Taniwha's have wings made of floating rock, that they can't use to fly but can use as hands to grab objects.

Taniwhas often live near the sea. They go into the waters to catch mouths full of fish and water. When out in sea, the local seabirds will circle around their heads to scoop a few fish up from between their jaws.
Mudfish

**Mudfish** are small pink fish that love to roll through the mud and are kept by farmers for either their meat, commonly known as *Conchon*, or for their companionship.

## Description

Mudfish are small pink fish with little snouts. They have strong fins that allow them to drag themselves unto land. They also have particularly strong gills, allowing them to live happy and content in a low puddle of mud and other situations were most fish would die.

Mudfish start their life as little guppies that live mostly underwater. After half a year the guppies will be able to climb onto land from their hatching pool and grow fat. An adult Mudfish is usually Between 30 to 31 Centimetres high and weights around 30 kilos.

## Culture

*Main article: The Tiny Mudfish*
Parents like to tell their children a fable about a tiny mudfish who looks for friends in a billabong. The moral of this story is that one should not be judges for their looks and that everyone can be friends if they look past their differences.
Wyvern

Wyvern's are large winged reptiles with two legs and venomous tails related to Faerie Dragons. They are not particularly smart creatures and are on average only slightly more intelligent than a cat. However they are capable of understanding Lizardon and are able to follow complex commands in this language. Wyverns are extremely aggressive and attack anything to either eat or to add to their hoard.

## General

Wyverns stand on average at 4.5 meters in height and weight up to 400 kilograms. Their have tails of 2 meters, almost half their body length, which are tipped with a poison gland. Wyverns have two legs on which they stand and posses two long wings made out of their former fore limbs. These wings are covered in long thin fingers between which leathery skin. The wingspan of a wyvern averages at 10 meters in width. Their sleek, strong legs are tipped by three sharp claws in the front and a fourth hooked claw at the back. These claws are their primary form of attack and they will only use their poison gland when absolutely necessary as it can not ingest its own poison.
J.S.Frost

J.S.Frost ( Jacob Steve Frost ) is the writer of the Dragons-havern book series. He writes Dragons-havern, Lord of Beasts, King of Beasts, Wyvern Academy, Twinkle Trees, Twinkle Tree Woods 1, 2, 3 and 4. He was born in Yorkshire. Not much is known about Jacob. His character, Robin Higham, is based on him.
Pituri

**Pituri** is a popular type of herbal chewing medicine from Paterreagh. It is made from pitcheri leaves mixed with the ash of burned acacia wood. Pituri quids are a popular good across the continent, and are commonly traded for goods that the people of Paterreagh could use themselves such as food or perma-snow.

## Production

The first step in making pituri is to dry the pitcheri leaves for two weeks. Then the leaves are crushed and mixed with acacia ash to mixture which can be moistened with saliva. When this moistened mixture is then roasted over a small flame it can be rolled up into a joint-shaped object called a quid and be kept behind one's ear. During usage the quid is chewed and then held behind either the lower lip or in the cheek. Here the skin is thin and covered in blood vessels which absorb the nicotine released by the pituri quid.

## Usage

The effects of pituri are depended on how long one chews on a quid. Short usage can invigorate the body to such an extent that one can ignore their own need for water and food. But extended usage starts to exhausts the body, turning it into a nerve depressant instead. If one insists to use their pituri quid for even longer they might begin to go into a hallucinogenic trance.
Scorched Fleet

The **Scorched Fleet** is an elite fleet directly under the control of the city of Scorch Gate, currently under the command of Scorch Captain Mias The name doesn't only refer to the origin of the fleet but also to the faith of hostile ships that encounter the Scorched Fleet. The fleet was originally called in action to fight the ever increasing threat of pirates in the Coarse Sea. However over time the fleet has turned from a reactive force into a preventive one, actively attacking anyone or anything that is in the way of the Scorch Gate trade fleets.

## Equipment and tactics

The Scorched Fleet owns most of the Tri-fan War Galleons within the Coarse Sea. Only a couple of trade companies have a single war galleon in their trade fleet. The fleet also consist of many regular tri-fan galleons and the smaller tri-fan frigate. These ships are smaller than a regular galleon but bigger than a Sand-Botter and carry a small amount of ballistae.

The Blackburn is an ever bigger Tri-fan War Galleon, the biggest in the Coarse Sea. Recently equipped with a new makanium beam weapon, after contact with a professor in Burnthall; this flagship is capable of lowering smaller ships from its side which act as almost stealth ships. Lowered in the night the ships sail towards an enemy fleet and carry elite marines with them. Which silently enter the ship and then capture or kill their intended target.

The goal of the Tri-fan War Galleon is to pin down any ships and pepper them with large bolts aimed to kill an enemy crew. After which the ship might close in for a boarding action. In case of a boarding action the ballistae on deck switch over to firing bolos aimed at immobilizing the enemy. After which planks are placed down to start crossing onto the enemy ship. Sailors on the deck shoot their crossbows at the enemy and a unit of marines throws power javelin and crosses onto the ship.

The Tri-fan frigates usually act as scouts for the fleet, trying to catch an enemy of guard before either retreating or engaging if the main fleet is nearby.

The ships communicate with a series of flag, however when caught in low visibility conditions the ship makes use of spellcasters who send up bright colours of magic in the air to signal any commands. These spellcaster while valuable might also be used in combat.
Windblast

***This is a homebrew spell, discuss with your DM if you are allowed to use it.***

### **Windblast**

*1st-level evocation*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** V, S

**Duration:** Instantaneous

You summon a sudden burst of wind that pushes your target away. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. If the target is pushed into an solid, immovable object they receive 1d8 bludgeoning damage. The target has to be of the same size as the caster or smaller to be effected by the spell.

**Spell lists.** Druid, Ranger, Sorcerer, Wizard
Tiri

**Tiri** was an sun elf ranger who tried to assassinate Zog the Eldest in revenge for her massacred kinsman. She was originally successful in slaying the master necromancer when she jumped him in the middle of his ritual. But then had to stop the rampaging Scaull from destroying the world by climbing on its back and tiring it out. This distraction gave the orc necromancers enough time to raise their dark master into lichdom. who proceeded to shoot her while she was hanging on to the back of the foul tar behemoth, falling into the tar pit below. Tiri was then raised by Zog to become an undead tar monster who served him as his personal assassin.
O'Dowd

> ''*Your Laddies for Transporting Goods''* - O'Dowds' motto
>
>

The **O'Dowd Trading Consortium, OTC** or simply **the O'Dowds** are an international trading guild founded by three gnomes siblings in the year X. Originally hailing from Alba the O'Dowds are relative newcomers to the trading scene of the Laiscuit League.

## History

The three siblings inherited their fathers smaller trade operations, in the mean time the siblings had travelled all over western Sahul and created many relationships. Now that they inherited the company they set out with extra gold to find their luck in the Laiscuit League.

Quickly growing to a successful trade guild because of their extensive trade relations with Alba and Riverina, the O'Dowds find themselves quickly becoming rivals with the MacMenzies.

## Activity

The O'Dowds primarily deal in transport of semi-finished goods. In recent years the OTC has been looking to expand their mining capabilities, hoping to grow some expertise and soon buy makanium mines to threatening the position of the MacMenzies. To do this they have opened a mine in the town of Chesterhills and are establishing a trading outpost in the town.
Thorny Dragon

The **Thorny Dragon** is a thorny reptilian that lives in the Genshis Desert and is one of the few creatures that can safely travel across the barren salt flats. The creature hunts by shooting several spikes from the back of their tails but despite its dangerous spikes they are one of the most commonly used mounts to transfer deserts.

## Description

The Thorny Dragon's whole body is covered with hardened spikes made of bone that run across their entire body. The spikes cluster at two different spots on the Thorny Dragon: On the back of the head as a menacing crest and in a thagomizer at the end of their tail.

The spikes on the thagomizer can be discharged with powerful muscle spasms into a deadly hail of spikes. Each of these spines has tiny hook-like barbs that stick into the flesh and makes it extremely difficult to pull out. After they have been shot the spikes will regrow in less than a week.
Sorcerer: Awakened Bloodline

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

*Almost every awakened sorcerers can remember what happened their first time. They simply went to sleep in their meagre beds and suddenly they were standing fully awake in a lavish throne room, surrounded by bowing servants. Confused they will run out into the black granite streets. Looking up they see a black featureless sky for the first time and there they realise it: they have entered the dream the Dream. Confused they will walk around the city, talking with the Ghosts, taking in the sights of the gothic houses, sneaking down the narrow streets, and eventually going to sleep. Then they woke up back in their own home again. Each night when they go to sleep in the waking world, they will reawaken on the other side in a palace, and learn that in this world they are royalty. Eventually the exposure to the Dream will also awaken something in the waking world, granting the sorcerer a source of mystical powers.*

#### **Slumbering Monarch**

Starting at 1st level, you have lived long enough as a monarch in the dream world to know a thing or two about it. You have advantage on History(int) checks concerning dream-side politics and on Persuasion(cha) checks when dealing with royalty and ghosts on both sides.

#### **Son of Dis**

Starting at 1st level, you exist in both the land of the living and the land of the dead, making it hard to separate your body and soul. When damage reduces you to 0 Hit Points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 Hit Point. You can't use this feature if you are reduced to 0 Hit Points by piercing, slashing, acid, or radiant damage.

After the saving throw succeeds you can't use this feature again until you finish a Long Rest.

#### **Two worlds**

At 6th level, you gain resistance to psychic and necrotic damage. In addition, whenever you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can intensify the spell by spending sorcery points, dealing an additional d4 damage for every sorcery point spent.

#### **Royal Kiss**

At 14th level, you have gained a certain authority over the death, no matter how small and with a single kiss you can bring a diseased creature, who's body is intact and no longer than 24 hours death, back from to its body with a single kiss.

This effect only works once on any given creature, when they die a second time the kiss will be ineffective.

#### **Total Collapse**

Beginning at 18th level, you gain the ability crash the walls between the two planes and create a vortex. As an action, you can spend 5 sorcery points to draw up to 10 creatures 30 feet radius around you to the vortex, dealing 10d8 necrotic damage as they feel both their body and soul getting sucked away. Items sucked into the vortex get crushed and destroyed.

After you use this feature you can't use it again until you finish a long rest
Tea

**Tea** is an infused beverage prepared by pouring hot water over either cured leaves or berries. It is most commonly prepared over an campfire in a metal cooking pot called a billy, which is an essential part of any adventure's toolkit. Then as a finishing touch an eucalyptus leaf is added for some extra flavour.

## Culture

Tea is one of the most popular drinks across the continent, easily beating both beer and wine. It is often drunk either during the morning in preparation of the days work or in the afternoon in order to relax. An extra serving of tea is served either after or during a religious ceremony when Wuriun stands at its highest point in the sky. This is especially common after ceremonies to the god Zayn-Geif as it is believed that tea tree leaves is good for one's health.
Strombolian Vine

The **Strombolian Vine** is a plant from the jungles of Koiturland. It uses the bones of dead animals as an exoskeleton for both protection against predators and to move itself around the jungle.

## Description

The strombolian vines are light black with crimson leaves. They are 8 millimetres in diameter thick and covered in furry hair-like fibbers. The vines are able to contract themselves allowing them to pull objects closer. Usually two vines will wrap themselves around a solid object, such as a bone, and in turns contract themselves in opposite directions to move it in a perverted imitation of a muscle. As a plant matures it will grow more vines which grow around an increasing number of bones, until it eventually controls an entire skeleton. The strombolian vine attacks indiscriminately and when it comes along a living creature it either strikes at them with its exoskeleton or flings a loose vine at them to choke them out.

## Reproduction

The most dangerous aspect of the strombolian vine is its reproduction cycle. When a strombolian vine reaches sexual maturity it begins to grow a large orange and red flower from one of its exoskeleton's orifices, such as the eyes or the mouth. It then seeks out an appropriate host by killing any creature it comes along and tearing them open to find the ideal pile of bones to lay its seeds in. Ones the seeds are planted into a corpse they will use it as a source of fertiliser and ones the new vines have grown large enough they will begin to animate the remaining bones and begin the cycle all over again.
Pirate Khans

The **Pirates Khans** are a lose association of crime syndicates who rule the city-state of Chaman in all but name. For generations the pirate khans have made sure that whoever is in charge of Chaman is their puppet by setting princes up against each other and then giving their support to whoever gives them more power. Their power nowadays is greater than that of the king, but they keep around as a scapegoat for the public to get angry at.

## Organisation

The Pirate khans are great pirate captains who have have gained control of two or more ship crews. They life in decadent manors inside of the city from which they control their web of criminals. The khan uses the pirates crew who are currently not out of sea as his private army. This private army is sent out to intimidate influential citizens and to extort local businesses for wealth and to make them function as a fence for their plunders.
The khans crews are controlled by a Begh, who rule in his name. They keep the man in line while the protection from the khan makes sure any crewman thinks twice before considering mutiny. When out at sea the Beghs plunder trading ships and travel to distant ports for illegal goods which they then smuggle to other ports for a profit.

## The Pirates Law

The Pirate Khans live by the pirates law which has been made to ensure that they keep control over the city. Every crewman has to follow these laws and even unassociated criminals are expected to follow them if they don't want to invoke the wrath of the Khans.

The laws are as follow:

* No crew will attack an enemy crew while in port. All conflicts are to be fought out on the sandy waves, out of the public eye.
* No burglary.
* No kidnapping, no matter how fair she might be.
* Don't kill guards unless provoked.
* Respect maiden.
Koala

**Koala's** are small arboreal marsupials who can be found asleep for more than 20 hours each day up in the eucalyptus trees of Sahul. The only moments a koala can be seen awake is when they are gorging on their favourite and only meal: eucalyptus leafs. Koalas are very picky and will only eat eucalyptus leafs from the tree on which they were born. On top of this eucalyptus leafs are extremely toxic to koalas, often putting them into a small coma. These leafs are so toxic in fact that joeys have to eat a special scat produced by their mothers.

## Description

Koalas are have rotund bodies that reach between 60 to 85 centimetres in length and weight up to 15 kilograms. Their backs are covered in silver grey fur while their faces, ears, and chins are covered in white fur. The lack any tail to speak off and have hair growing out of their round ears. Their faces are large and round with a egg-shaped nose. Koalas have an absolute tiny brain when compared to their body-size of only 19 grams and is also really smooth.

## Culture

Because of their tiny brains and their diet of highly toxic leafs the koala is seen as a really dumb animal which makes calling someone koala-head a popular insult for those slow of mind. Some people even think that koalas are so incapable of surviving in the wilds that no population actually survives past three generations and that the goddess of animals, Fiona, just keeps on creating new koalas in an desperate attempt to save her favourite fluffballs.
Sleepy Serpent

The **sleepy Serpent** is a inn in the town of Orlane owned by Belba and Ollwin Cralloon, a friendly couple with a knack of making travellers feel at home. The inn is famous for Ollwin's homemade wine, called "Ollwin's Red Serpent".

## Description

A large, colourful sign pictures a red snake with its head resting contentedly on its coiled up body. A plume of smoke rises from the serpent’s nose and its eyes are closed. Several beds of flowers brighten the front of the inn and at the back stands an outhouse and a winery.
Scrub Nettle

The **scrub nettle** is a prickly herbal plant native to river streams and other damp places. The plant can be a nuisance because of its irritating sting, but it can also be used as a delicious vegetable when cooked right.

## Description

The main stem of the scrub nettle can grow up to 1.8 metres. It grows green triangular leaves from around 8 centimetres. Both the leaves and the stem are covered in thousands of stinging hairs. These stinging hairs are filled with a type of toxic which irritates the skin when brushed against. The flowers of the scrub nettle are green, small, and have four petals. Scrub nettle grows best on ground filled with calcium, and as such is often found growing over shallow graves.

## Usage

The scrub nettle is used in a wide selection of dishes and drinks. The young leaves of the plant can be dried and cooked to remove their stinging hairs. Once well prepared these leaves can be used as a vegetable for several recipes. The leaves are highly nutritious, filled to the brim with vitamins and minerals. The young shoots of the plant can also be used to brew a special type of beer which is popular with gnome commoners. The dried leaves of the scrub nettle are also often used by apothecaries to brew a tonic of Antitoxin, which removes any taint from the blood.
Yara-ma-yha-who

A **Yara-ma-yha-who** is an vampiric creature which hides high up in the canopy of trees, shaded from the blazing rays of the sun. It doesn't require any air to survive.

The yara-ma-yha-who's favourite tree to life in is the fig tree who's canopy are large and wide, provide ample shade for both the yara-ma-yha-who and its prey. In the top of the trees it makes a simplistic base by ripping away unnecessary branches until it has its own hidden room with access to thick branches from which it can watch. This hidden room is decorated with a bed made out of leafs, some shiny objects for bait, and one or two captured victims as food storage.

## Description

The yara-ma-yha-who stands between 90 to 120 centimetres tall and resembles a little frog-like man with an oversized head which makes up most of its body. Its entire body is covered in red skin with small patches of hair. The tips of its fingers and toes are covered with suckers which can inject a powerful venom into its victims and drain their blood. The mouth of the creature is wide and toothless, similar to that of a frog.

## Behaviour

The yara-ma-yha-who watches the base of his tree carefully for any humanoids taking shelter under it. It then attacks the unsuspecting victim by jumping down from its hiding place in ambush. It then attack with its sucker-tipped digits which injects a fast acting poison into the bloodstream of the victim that knocks them down in an instance unconscious. Once knocked out the yara-ma-yha-who uses uses these very same digits to feed on its victim and rapidly suck the blood out of them.

The unconscious prey is left lying helpless in the canopy of the yara-ma-yha-who's tree as a food reserve. Several times the yara-ma-yha-who will return to his victim and swallow them whole. Inside of its stomach it constantly drains blood from its victim. It will keep its victim in its stomach while it goes of to do other things such as drinking at nearby rivers, hiding from its enemies, and napping. When the Yara-ma-yha-who has had enough blood it will regurgitate its victim back out again. It then injects more venom into its victim and stores them back into the pile for a later date to feast on. This process is repeated several times, and each time the victim turns a little more deformed and red until eventually the victim has been transformed into a yara-ma-yha-who themselves.

While the yara-ma-yha-who can feed itself on the corpse of any creature it wants, as long as its filled with fresh blood, it prefers to feed itself on living humanoids. It choses living humanoids because these are the only creatures who it can turn into fellow yara-ma-yha-who's. An old wife's tale goes that when someone is attacked by a yara-ma-yha-who they have to simply lie down try to remain still for as long as possible while the yara-ma-yha-who tries to get an reaction out of them. This tricks the yara-ma-yha-who into thinking that they are already dead and they will move on to its next victim.
Sahul's Books of Knowledge

A set of the Books of Knowledge

The **Books of Knowledge** are simple books containing general information and maps about Sahul. Almost every count to king has the book. These book are nothing more than a collection of general knowledge but are still considered useful by many.

The series of books have been written by many different authors on many different topics. Some of the works within the books are copies of other authors work. For example excerpts about the Coarse Sea are generally copied over from Grushmash book The Call of Anthem.
Clan Rögnvaldra

> "*Blood for the Dragon Mother!*"
> ― Motto of Clan Rögnvaldra
>
>

**Clan Rögnvaldra**, is a powerful giant clan who controls the northern passageway known as Smada's pass. The clan was founded by Rögnvaldr Malice Striker, who was the first of Svengir Hammerarm's retinue to learn how to ride a dragon and fought in the battle Aurum Invicta.

## Description

Clan Rögnvaldra is renown for its almost inexhaustible horde of powerful warriors and a large part of the High King's army is made out of lesser clangiants of Clan Rögnvaldra. Children are trained at the age of ten to be combat ready and are encouraged to settle disputes through trails by combat. Giants of Clan Rögnvaldra are prone to anger, sometimes even going into a bloodthirsty rage that makes them attack who or whatever is closest to them. However, don't take the Rögnvaldra for fools, as many of them are experienced tacticians, skilled in using the natural terrain of the Umamthakom Mountains to their advantage.

The only thing that the warmongers of Clan Rögnvaldra love more than battle is bountiful coin. Everyone who wants to travel between Wal-Rauvar and Drazenia has to pay a heavy toll to Clan Rögnvaldra, except for the High King and the Dragon-kin. Clan Rögnvaldra is not above mercenary work either, hiring themselves out to anyone willing to pay their prices. Some clans even rumour that members of Clan Rögnvaldra have been serving in the dreaded Imperium. In combat the warriors of Rögnvaldra are trained to not save a few enemies alive for the sake of prisoners. The lucky ones are sold to help fill the Clan's already immense coffers. But those unlucky enough to not be able to afford their own safety are dragged to the fortress of Tarnheim.

### Patron god

As their patron god Clan Rögnvaldra has chosen Reyim *the Dragon Mother*; both for her skill as the general of the Azen and because of their long cooperation with the Dragon-kin that border their domain. The Rögnvaldra honour their patron by holding annual festival at Tarnheim known as **Drakinótt**. Everything the giants of Clan Rögnvaldra do during the rest of the year, the fighting, the hoarding gold, is in service of Drakinótt. Prestige between clan members is measured by how much they can contribute to Drakinótt. Those who buy enough food, drink, and tokens to serve an entire giant army are praised while those who don't even have enough for themselves are ridiculed before being given a full plate by their superiors. After everyone has had their fill the festival is concluded by the mass sacrifice of prisoners in front of the altar of Reyim, who is depicted as a giantess holding an enormous axe and wearing fur trimmed armour adorned with dragon bones. Again those tribes who contribute more prisoners receive the most respect while those tribes who contribute only a few are jokingly threatened to be put upon the altar themselves. On the next morning all Rögnvaldra clangiants return to their respective tribes, reinvigorated once more battle.
Reyim's Redoubt

**Reyim's Redoubt** is a large castle located in the lands of the Reyimic Fellowship and is also the headquarters for the fellowships. Build with red brick the construction started in 1412, build next to the Nosla river. The construction was started by the fellowship leader Rhogar, as the order was looking to acquire a new headquarters with its newly gained autonomous status. The construction was completed in 1456.

## Layout

A moat and river surround the castle. Before entering a large drawbridge over the moat needs to be crossed. This passes someone to the first lower wall which completely surrounding the complex. The terrain is then artificiality lowered creating a valley within the lower wall and higher wall. This valley lies lower than the water and can be flooded in case attackers make there way past the lower wall. After climbing up again the second wall is passed. Someone would now see that a path surround the inner complex. When walking under a large arch one finds themselves in the inner courtyard which is boxed in by the inner complex. At the end of the complex a large entrance is found. This leads to the Dragonhall, simply named for being large enough the house dragons. The hall has expanded over time and has become the throne room, for lack of better wording, for the leaders of the order. Dragons nowadays reside in a different part of the complex. The walls of the Dragonhall are depicted with scenes of the Sarum War.