recursal/Fanatic-Fandom huggingface dataset:
Roxanne de Witt

Roxanne de Witt is a main character in the Shiki-Shigeru storyline (working title).

## Appearance

Roxanne is a tall, lean woman with a muscular build. She has dark eyes and long red hair that she usually wears loose, but occasionally ties up in a ponytail or bun as necessary. There is a long scar over her right eye, as well as several others on her body that are usually covered by her clothes. The words "MOREAU-07" are tattooed on her upper back between her shoulder blades.

Her wardrobe consists almost entirely of black clothing, and she tends towards comfortable, practical clothes. She is often seen wearing a leather motorcycle jacket and combat boots.

## Personality

Roxanne often comes off as cold and intimidating. As a remnant of her upbringing she is driven by logic, not emotions, and operates mostly off of an "ends justify means" philosophy. Despite her struggles to understand her own and others' emotions, she is not usually intentionally cruel, and is still figuring out how to live life as a normal person. While she's gotten fairly good at picking up social cues, she doesn't always understand the delicate nature of certain subjects and often speaks casually about things like violence, crime, and murder. She generally doesn't care for small talk and says only what she needs to, though she is beginning to open up more and develop a personality of her own.

Essentially, she's not great at interacting with people. But she's trying.

## History

Roxanne is one of seven genetic clones created by Nathalie Moreau of herself. She, alongside her six "sisters" were given the designations MOREAU-01 to MOREAU-07, with Roxanne as the seventh and final of the series. Though she referred to herself as their mother, Moreau raised them to be essentially killing machines and treated them as tools, not people, to the point that the girls were referred to only by their numbers for most of their lives. For the right price, Moreau would contract her "daughters" for various usually illegal jobs, often assassinations, intelligence-gathering operations, and the like.

At some point during her teenage years, Roxanne was sent to Japan, where she met and befriended Shigeru Hosoya. This friendship and her new experiences led to her developing a new sense of self and personhood, and she decided to defect from Moreau's control.

Some time before the events of the main storyline, Roxanne traveled back to Europe and killed Moreau.

While Shigeru and Haru worked at Shiki's father's company, Roxanne worked as a private freelancer doing similar work to that of her upbringing on her own terms, but occasionally worked with them as a consultant. After their confrontation with Shiki and his subsequent disappearance, she joined the two as an investigator at the Hotaru Firm.
Captain's Log

The Captain's Log is a Shiny Thing in Death's Door.

## Description

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> This waterlogged old journal's early chapters describe a tale of being sucked through a giant door under the sea, and having to start a new life stranded atop a mountain.
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> The later chapters just talk a lot about the writer's friendship with a squid.
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Pothead

**Pothead** is a character in Death's Door. He was cursed by The Witch of Urns Grandma and since then has a rather "ceramic appearance" and has a pot with firewood underneath as a head now. The rest of his human body is still intact.

## Trivia

* Takes off the lid of his pot-head to use it as a shield.
* Calls The Reaper "Beakface"
* He later reveals that the Witch is his Grandmother who tried to give her Grandson immortality.
* After his Grandma was taken by The Reaper, he can be met in front of a tent near The Stranded Sailor, where he intends to buy more of Jefferson's Delicious Soup.
Items

**Items** can be collected by The Reaper in Death's Door.

## List of Shiny Things

Shiny Things are collectible items that can be found throughout the world of Death's Door. Each collectible offers an item description containing lore information. Some Shiny Things have in-game uses, but almost all are purely for completion. Collecting all Shiny Things unlocks the "Ooh Shiny!" Achievement.

* Old Engagement Ring
* Old Compass
* Incense
* Undying Blossom
* Old Photograph
* Sludge-Filled Urn
* Token of Death
* Rusty Garden Trowel
* Captain's Log
* Giant Arrowhead
* Malformed Seed
* Corrupted Antler
* Magical Forest Horn
* Ancient Crown
* Grunt's Old Mask
* Ancient Door Scale Model
* Modern Door Scale Model
* Rusty Belltower Key
* Surveillance Device
* Shiny Medallion
* Ink-Covered Teddy Bear
* Death Contract
* Makeshift Soul Key
* Myserious Locket

## Tablets

* Ancient Tablets of Knowledge

Another special category are the Reaper's Weapons.
Tall Trees Town

Closest of the major Emerald Isles to the Stony Canal, Lagato served as a trading point, siring the city of Tall Trees Town. The trees within and surrounding the town are carved with divine hymns, ancient legends, important events, or prayers; a practice was begun by local Nura’Nor, and later adopted by the island’s settlers.

Much of the town is built on the massive trees which give Tall Trees Town its name, interconnected by wooden walkways and ladders. On the jungle floor are the slums and markets, with the latter positioned safely where waste cannot be poured upon it from the homes above. Midway up the trees is the homes of common people, their churches, and more specialized markets. Near the canopy are government buildings and the homes of the wealthy.

The Two Tables House is the head governmental building perched atop the highest trees where the People’s Council meets.
Makeshift Soul Key

The Makeshift Soul Key is a Shiny Thing in Death's Door.

## Description

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> This appears to be a very rudimentary version of the Door technology used by Reapers.
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> It could have been used to open a rift between two locations, but the passage would have been unstable, and certainly not up to Commission standards.
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> Not that it matters, as large swathes of the workings have melted and the machine no longer functions.
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Overgrown Ruins

**Overgrown Ruins** is a location in Death's Door with lush garden area with mushrooms, vines, carnivorous plants and also fire breathing plants. After arrival, The Reaper must open a huge gate to enter.

* The station where the cable car gondola stops is right next to the gate on the right hand side. There is a mechanism to open the gate. Look for an elevated construction left of the gate and walk up to the statue and activate with **E**.

* After entering the ruins, if players walk straight and then right, there is a door to the Hall of Doors. Activate with **E** and Enter with **E**. A carnivorous plants waits near of this door.

* If players walk straight from the gate and then to the left, they enter a square with a huge statue in a well and an enormous plant at the center. This thick plant will bombard the player when it is attacked. It can be used to strategically hit and destroy enemies or structures. If the players keep on walking to the right, there is another passage and another square with a well in the middle. A few guardians are in this area and will attack The Reaper. There is a key to pick up and a gate to enter another part of the Overgrown Ruins. A Life Seed and a Green Pot can also be found in this part of the garden.

* Vines and ladders can be used to reach higher places.

## NPCs

* Barb the Bard
* Forest Mother

## Other

* There is an ancient shrine and players can acquire a Shard from a Magic Crystal.
Eversummer Sea

To the northwest lies the warm, tropical sea with deep, sapphire water. The Eversummer Sea grows suffuse with life in parts, green with aquatic plants or teaming with colorful fish. The sea harbor explorers and corsairs alike, the many islands providing ground and concealment for both. It is connected to the Aenear Sea by the Stony Canal, and to the Narrow Straits. Some have used the eastern coast to sail northward and explore. Though theoretically possible, few return from these ventures, leading to rumors and legends abound.

## Emerald Islands

The Eversummer Sea holds the Emerald Islands and touches most of the Riverlands, making it the structure of the Emerald Coast.

### Black Reef

Black Reef is a lost island whose exact location is known only to those who have already docked on it. It is a rocky spire of an island that grows thinner beneath the water. In the shadow of the land, a reef of black coral that glows at night. Atop the island is the foggy Shady Reef Town, a safe harbor for pirates and criminals, ruled by an unpredictable Black Council.

### Dos Lunes

Dos Lunes is a sparsely populated pair of islands rich in moonstone. Several ancient and curious alters and statues exist on the shores, drawing pilgrims of gods both old and new (though these two groups are in frequent conflict).

### Lagato

Lagato lies closest to the Stony Canal. It is covered in unique jungle trees, standing hundreds of feet tall and dozens of feet wide. The capital of Tall Trees Town is built upon it, the trees within carved with sacred lines and runes.

### Scythe

Scythe lies to the southwest of the Isles, gaining its name from its curious shape. Though no larger settlements exist on the land, many small trading ports exist between the sailing terrestrial settlers and local clans of aquatic races.

### Solgerrero

Solgerrero lies northwest of all other major islands in the Emerald Isles. It holds Songstones Town, which uses the island’s rocky terrain uniquely. The cliffs are carved by Nura’Nor and men to bear various holes that whistle in the wind. People can listen to these songs and know the direction and strength of the winds.

### Sunstone

Sunstone is an island rumored to exist in the far northwest of the sea. It is said to be a peak of red and yellow stone, with black sand beaches. The jungles are filled with monkeys and fruits, the mountain so rich in ore that one can pick gems from the dirt without mines.

### The Titan's Mangrove

The Titan’s Mangrove is a forest rumored to exist in the far northern sea. Without land, it consists of a forest of mangrove trees larger than mountains.
Koquequirao

Perched high in The Fangs is a castle of carved stone built to be impregnable from any attack. Though within the borders of Highhart, it is not under its rule, and does not communicate with the empire. It is one of few freeholds left in the known world for the Nura’Nor. With walled farms and glacial waters, they cannot be starved from their home; any attempt at invasion is impossible, as armies must summit great mountains to reach their high walls.

Now, the hold has mostly faded from memory. Those within live well in their solitude, filling tunnels with carvings of ancient songs and legends. Some rumors circulate that the hold is used sometimes to hide the Briar Crowned Queen and her armies.
Doors

**Doors** are a core element and portals for The Reaper. At the beginning of the game, the Reaper arrives at the Reaping Commission Headquarters to receive a new job. Chandler the Handler introduces the player to the doors and gives some hints.

* The door stays open until the Reaper returns with his *designated* soul.
* While the door is open, the Reaper is mortal.
* Reaping souls powers the doors.

After beating the game, doors connecting to areas that are incomplete will glow with a pink haze.
Ash Peaks

The Ash Peaks are a volcanic range of mountains on the western shore of the Aenear Sea, and in Highhart. Rich in ores and gems, it is wealthy and one of the few places supporting permanent dwarven settlements, notably The island of Avalon, Doran-Dun, and Zaddledook. The waters nearby are sapphire and rich in fish, with the land jagged, black, and scattered with trees. With mountains low, rocky, and with thin soil, they support few plants. However, westward winds carry rich ash and fertilize the nearby lands.

## The Fertile Road

To the west of the Ash Peaks lies the Fertile Road, a stretch of land famed for its bountiful crop yields. Fed by the ashes of the nearby volcanos, but still lower than the western country, the soil is rich and giving. Numerous villages exist along the area, many eating better than castles elsewhere in the world.
Rusty Belltower Key

The Rusty Belltower Key is a Shiny Thing in Death's Door.

## Location

The Key can be found laying on the ground in the Soul Vault after defeating The Last Lord.

## Uses

The Rusty Belltower Key can be used to unlock the bell tower in the The Lost Cemetery, near the summit. By hitting the bell with an attack, the world is plunged into Night, allowing end-game progression.

## Description

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> A strange novelty, a rusty old key made of metal. This kind of technology was used many centuries ago before soul-based key and lock systems became the norm.
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> This must fit into an equally old and rusty metal lock.
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Hotaru Firm

The Hotaru Firm (or Firefly Firm) is a private investigation firm run by Setsuko Kita and Chiyo Miura and named after Setsuko's late sister, Hotaru Kita.

## Members

* Setsuko Kita
* Chiyo Miura
* Shigeru Hosoya
* Roxanne de Witt
* Haru Minase
* Akane Miyashiro
* Keijiro Kamioka
* Misao Kamioka
* Miku Angelo
* Sho Igarashi
* Natsumi Wakahisa
Da shikiverse Wiki

**Welcome to the wiki for our funny little oc universe!**
this is just for me and my friends to keep track of our elaborate oc story. enjoy your stay and the snippets of Lore you can glean, i guess

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Luz

On the edge of Duskendeep is an ever-frozen lake never given a name. After removing much of the ice from the lakebed, the founders constructed a city of black spires, Luz, of Saga. In their six months of day, magic is used to dye the icy ceiling, blocking the sun. They allow faint starlight to pass through in the winter months, creating a dull, milky display.

Though built to emulate the drow cities of old, Luz is culturally quite different. The empire's law forbids slavery, though this is obeyed by most, some nobles keep paid servants that are so in little more name. Moreover, all military and supreme zeal is lost, with a city depressedly searching for a lost past, but downtrodden and a shadow of their former selves.

In some corners of the city, younger drow are split between two mindsets. A reactionary group desires to reclaim their past, wishing to conquer and subjugate the 'lesser' races. Another seeks to build a new people, shedding the weight of their past.

### Bitterbite

Surrounding the lake is the town of Bitterbite. Built from ice, stone, and timber, it serves as a trading post and rest for those exploring further south. Occupying the city are many goblinoids and beastfolk from the old world, peoples unwelcomed elsewhere.

he unforgiving tundra and forests serve the folk well, for they would grow rowdy in a clustered common city. Humans and similar races are technically protected by law in its streets, though this is not well enforced. Given the variety of races present, the town is an eclectic mix of architecture and culture.
Ratchet & Clank (Universe)

The ***Ratchet & Clank*** (ラチェット&クランク, *Rachetto & Kuranku*) universe refers to the series' collection of stages and properties that hail from the action platformer and TPS video game media franchise series created by David Guertin of PlayStation.

The games take place in a science fiction setting and follow the adventures of Ratchet (a feline humanoid known as a Lombax, who is a mechanic) and Clank (a diminutive, sentient Zoni "defective" robot) as they travel through the universe, saving it from evil forces that consistently threaten it.

"*.*"

—About the Ratchet & Clank Universe.

## External links

* Ratchet & Clank *Wikipedia*
* Ratchet & Clank *PlayStation Wiki*
* Ratchet & Clank *Ratchet & Clank Wiki*
Navigation

This page is used to quickly navigate through a variety of the world's features.

### Territories

* The Emerald Coast, Esslind, Highhart, Ibenin, The Land of Giants, Saga, Vaenor

### Bodies of Water

* Adder River, Aenear Sea, Cinnamon Sea, Claw Lakes, Eversummer Sea, Everwinter Sea, Green River, Long Lake, Moqwaio, Narrow Straits, Rayne River, Saltless Sea, Sea of Serpents, Shivering Straits, Small Seas, Smallest Sea, Stony Canal, Stygai

### Forests

* Blacktimber Forest, Burnam's Wood, Crownwood, Duskendeep, Haunted Forest, Titan's Mangrove, Undying Forest, Witchwind Glen

### Mountains

* Ash Peaks, Fangs, Frostfangs, God's Bow, Jade Mountains, Mountains of Morn, Mountains of Night, Peak of Dawn, The Reach, Ruby Mountains

### Geologic Features

* Astral Gate, Barrow Moors, Black Reef, Dos Lunes, Dry Wastes, Fertile Road, Flowering Dell, Forge of Fog and Ice, Gold Road, Isle of Bears, Isle of Elk, Isle of Hares, Isle of Seals, Isle of Wolves, Lagato, Lhast Marsh, Orchard Island, Russet Wastes, Scythe, Sea of Grass, Selkie Islands, Solgerrero, Spice Road, Stepstone Islands, Sunstone, Talcara Desert

### Settlements

* Arandell, Avalon, BerelBridge, Bitterbite, Blackspear Bluff, Brithil Rest, Cathera, Crowfood Motte, Djanno, Doran-Dun, Dreadhall, Fairfield, Flur Down, Fort Foxlove, Griffin's Perch, Hoarhearth, Ibdan, Irlai, Jog'Ler, Jog'Mor, Koquequirao, Linor, Lodair, Loran, Luz, Mithria, Moat Merry, Orphen, Proudfoot's Rest, Qoh-Mora, Sekhar, Shady Reef Town, Songstones Town, Tall Trees Town, Teldor, Ulamere, Wuld Lott, Yayawas, Yfe, Zaddledook

### Organizations

* Basilisk Assembly, Black Council, Celestial Flock, Dammeran Empire, Far-Sailors, House Sabiline, Laerdum Arcanum, Lamplighters, Nura'Nor, People's Council, Peoples, Queen's Sworn, Roothall Magi, Shadowdelvers, Temple of White Fire

### Deities

* Aine, Almirra, Asmodeus, Bahamut, Deities, Dire, Elatha, Ferraforts, Frinn, Khorathil, Lamashtu, Lolth, Nuada, Pelor, Raven Queen, Tiamat, Volskar, Yeenorath
Barb the Bard

**Barb the Bard** is a character in Death's Door. She is a travelling bard, looking for inspiration for her songs while exploring the world. Barb is first encountered by the Reaper in the Forest Settlement, where she wants to listen to the Forest Mother?'s song. Later, she follows the player from The Stranded Sailor until her fight with Betty.
Small Seas

The Small Seas are a series of inland seas along the Northern Limits of increasing salinity. They host tall limestone islands and dense forests around them.

Though considered similar by those far away, each sea is unique and separate from the others. They form the northern border of The Emerald Coast, Ibenin, and Vaenor. From westernmost to easternmost, they are:

### Cinnamon Sea

The Cinnamon Sea, the largest and most traveled. In the rainy season, flow from the Eversummer Sea turns the waterbody salty, though this clears as the dry season severs these connections.

### Saltless Sea

The Saltless Sea is technically a lake with drinkable waters. However, its size grants it its name and allows dozens of Nura’Nor clans to thrive at its banks.

### Sea of Serpents

The Sea of Serpents connects the Jade Mountains and the Ruby Mountains. Early explorers found its shores teeming with venomous serpents. Some even spoke of larger, magical varieties slumbering within the waters or on the islands within.

### Smallest Sea

The Smallest Sea lies the furthest east, keeping the Undying Forest. Fed by no other water bodies, it is slowly shrinking and drying. This changes little by the year, each dry season met with a shore an inch lower. However, the villages and cities by its beaches silently fear the day when their sea disappears entirely.
The Raven Queen

The Raven Queen, whose true name has been lost to the ages, is the Prime goddess of death. Though rarely worshipped, she is a deity feared and respected by living beings. She resides in the Fortress of Memories, keeping order among the countless souls of the dead. In her palace, she collects and views the memories of all dead, possessed by a curious fascination.

The Raven Queen is a goddess of death, memories, and souls. She is rarely worshiped, usually on offered passing prayers by those who have recently lost loved ones. Clerics of The Raven Queen tend to bear an odd veneration of death or a fervent hatred for undeath.

The Raven Queen is represented with a raven’s head in profile. Her form is that of a tall, pale woman with black hair and robes.
Death

**Death** is a NPC in Death's Door. He is the Original Reaper, and has been reaping souls since the begining of life itself. He was locked behind Death's Door by the Fifth Lord of Doors, and has been trapped there for centuries, until The Reaper and The Grey Crow free him while looking for their assigned Souls.

## Death

### Affiliation

Lord of Doors (formerly), Reaping Commission (formerly), The Reaper
The Grove of Spirits

**The Grove of Spirits** is a location in Death's Door. It's also the first world The Reaper will enter through a Door after talking to Chandler the Handler in the Hall of Doors at the Reaping Commission Headquarters. Different to the Hall of Doors, the game here leaves the monochromatic and the Reaper enters a colourful, if run down place with ruins and dead trees.

Just walk from the door down the stairs, there is a closed gate to the right with a pink glowing box. These boxes are mechanisms to open the gates.

* The introduction to the controls is picked up again:

Tap [Space] to roll.
Walk on to another closed gate with another mechanism behind on a pillar. Walk down the stairs and Tap **LMB** to Slash it so the gate above opens. The box will retract into the ground. Move through the gate and the box on the pillar and from there up the stairs on the next platform. Hold **RMB** to charge and aim an arrow. The next gate will open. The last box to Slash is the next one near the door where the Reaper arrived in the Grove.

* The Reaper then will meet the first boss there, the Demonic Forest Spirit.
Wuld Lott

High in the Barrow Moors of Esslind is the manor of Wulden Heights and a small village belonging to it a few miles away, Wuld Lott. Atop the windswept hill is a large mansion of polished, black wood and spiked wrought iron. Within the imposing manor are the sparse dressings of the residing family and facilities for their magical research.

Originally nobles of Arandell. House Sabilline were drawn from the bustle of the city by the grim, foggy moors of the south. Fascinated by the endless tombs and wandering spirits of the land, they built their manner and began to research magic and death. Rumors surround their strange research, but they continually claim that they push the bounds of forbidden and necromantic arts without crossing such a line.
Nuada

Nuada, the Silver-Handed, is a Prime god of knowledge and magic. They are a patron of elvenkind, exemplifying the wisdom of ages their kind are known for. Though a sagely deity, they are also prone to flights of fickleness and deception. In their pursuit of knowledge and secrets, they are known to adopt all manner of disguises.

Nuada is a god of knowledge, teaching, magic, deception, and trickery. In the early days of creation, they were but a minor god of disguise and deception. However, they happened upon a strange boon, which offered that they would receive all the knowledge of creation if they sacrificed themselves. Nuada attempted to deceive the boon by providing only their arm. This failed, and they received only a fraction of the promised knowledge. Enticed with the endless that they glimpsed, they dedicated an eternity to learning.

They are worshiped by scholars and devout mages, following a philosophy of learning and spreading all knowledge. Clerics of Nuada tend to be curious investigators grown learned from their studies and are happy to teach their boundless wisdom happily alongside the faith of Nuada.

Nuada is represented with a silver hand or a silver poppy. They appear as a white-haired elf with a prosthetic arm of polished silver.

Demigods of Nuada include:

* *Archive, the Endless*, a living library holding all knowledge, though entry is near impossible.
* *Qhay, the Mistchild*, a young gnomish deity of deception and false identities.
Orphen

Somewhere within the feared Mountains of Night of Ibenin, by the corrupted river, Stygai, is the nightmare city of Orphen. Its black structures are said to absorb light, leaving the city in perpetual darkness. Some describe queer lights glowing behind its walls in the darkest nights, though none who dare approach have ever returned. Most dare not even speak the city’s name, and not even Shadowdelvers will approach its valley.
Dire

Dire, the Everdread (sometimes called the Deathless Fool), is an undead, Forbidden god of undeath. They were once a lich or vampire, but became so ancient that the flesh fell from their bones. Their power only grew from there, just as their connection to a mortal body faded. Only growing in power, they created a demiplane of their own, eventually ascending to godhood through rites unknown. What they intended has long been forgotten, as they seem half-mad and their former self disappeared. They are a god of murder, undeath, ruin, rot, and above all else, oblivion. They will show bouts of sudden activity from time to time, as if receiving glimpses of their former intentions. Some speculate that Dire actually desires to end all life and leave creation as empty as their memory.

Intelligent undead are obviously drawn to worship of Dire. Necromancers and occultists often beseech them, receiving dark knowledge and arts through them. These followers often partake in strange rituals or tasks without apparent purpose, either emulating or sent by their idiot god. Clerics of Dire are a dangerous lot, reckless and gifted with horrible necromantic abilities.

Dire is often represented as a skull disintegrating to ash before a red or eclipsed sun. Their home plane, The Crypt of Dying Ruin, appears as a massive crypt and castle amidst a barren desert, the sun above either a weak red sun, or a darkened eclipse. Dire themselves appears as a skeleton slowly fading to dust, its accoutrements worn beyond recognition.
Teldor

With rich metal mines and closeness to the Arandell, Teldor was one of the first towns to arise from the settlers of Esslind. Without direct governance, it grew chaotically, with homes, farms, and establishments strewn about the hill. Bladesmiths and armors are acclaimed in the town, causing an influx of lawmen, adventurers, and other such fools.
People's Council

Decades ago, in 301 AE, a united revolt within the Emerald Isles overthrew many existing nobles. Taking their place was the People's Council, two councils working in tandem, one representing the workers on the land and one representing the various sea captains. In law, each island or settlement can send its own land representative, and each larger crew able to send their captain. How well this actually advocates for the people’s interests has varied, though they have maintained relative stability in their short years.

The Two Tables House is called to for its two long tables in Tall Trees Town where the Council of Land and the Council of Sea can meet.
Vaenor

Across the Aenear Sea is Vaenor, a varied and open land of hot summers and rainy winters. The coasts are rocky and mountainous, dotted with seasonal dry forests, and frequented by goatherds. Northwards, the land flattens into the expansive Sea of Grass. At furthest north, the Small Seas join a series of rivers and waterways, revitalizing the flora and forests. The land terminates amid the Jade and Ruby Mountains, where the deserts and jungles become impassible.

Vaenor’s wealth hails not from its vast northland, but instead control over the northern half of the Aenear sea and its shores. Much of Vaenor’s grasslands are inhospitable through much of the year, forcing its people to migrate after rains and herds. Within the Sea of Grass, this makes attachment to peoples, places, or objects pointless. This leads to a focus on storytelling and family, with the only coastal areas taking to large stone structures.

In recent years, whispers have emerged of a desire within Vaenor to follow Ibenin’s path and secede from the empire.

Notable settlements in Vaenor include:

* Cathera, the Sinking City: The capital of Vaenor, a seaside city of polished stone and exotic trade.
* Dreadhall: A grim,disputed mead hall that has sired a rough town round it.
* Jog’Ler: The twin city by the Sun Lake, on eastern side of the Spice Road.
* Jog’Mor: The twin city by the Moon Lake, on western side of the Spice Road.
* Mithria, the Sunhill: A town of stucco and sunstone in the Aenear Sea.
* Sekhar, the Town of Horses: A town deep in the grasslands populated by riders and raiders.

Notable features of the land include: The Cinnamon Sea, The Gold Road, The Mountains of Morn, The Rayne River, The Saltless Sea, The Sea of Grass, The Sea of Serpents, and The Spice Road.
Ruby Mountains

Joining the Jade Mountains, these eastern, worn peaks are carved from stone by long-dried waterways. They cover the northwestern border of Vaenor and the northeastern border of Ibenin. The Ruby Mountains are dry and littered with bleached or fossilized bones of creatures long forgotten by the world.

Nestled in the mountains are Yfe, The Undying Forest, and two of the Small Seas; the shrinking Smallest Sea and The Sea of Serpents.
Languages

When the old world fell, many of its languages were lost. What is listed are the more important or common languages. Others exist, but are not as relevant. Some languages are lost or secret, some with no known speakers; such as the language of the Forbearers.

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
Yayawas

Following the migrating herds of the deep eastern Blacktimber Forest of Esslind is the Nura’Nor settlement of Yayawas. Constructed of tarps and wood, it can be dismantled in a day and rebuilt just as quickly. This allows the town itself to migrate, avoiding enemies and following prey.

Many believe Yayawas to be but a legend, its furtive people revealing themselves only when raiding a group far smaller than their own force.
Yeenorath

Yeenorath, the Savage Lord, is a Forbidden, bestial god of war, assassins, blood, sports, and slaughter. He was a demonic prince of abyss who saw a rampage by Volskar Phobos and was inspired. By lapping up the blood shed by the god, he ascended to greater power, perhaps godhood. Seeing only Volskar’s savagery, he followed, embodying savage slaughters and culls, assassinations, and torture. It is unknown what Volskar thinks of this imitation, but Yeenorath certainly believes himself to be the god's greatest and most beloved follower. His is to relish in pain and blood, sending swathes of demons into the material plane to both kill and drag back for his pleasure. He is also a sporting deity, enjoying testing his victims in areas, labyrinths, and other events where they might prove themselves, becoming honored and demon-blooded should they survive long enough.

Worshipers of Yeenorath are gnolls (who Yeenorath claims to have created), pit fighters, butchers, and soldiers long lost to bloodlust. Clerics of Yeenorath tend to be warriors who view battle and bloodshed as a religious calling.

Yeenorath is represented with the jawbones and teeth of a monstrous canine, dripping with blood. He appears as a massive humanoid bearing the features of various fearsome animals.
Natsumi Wakahisa

Natsumi Wakahisa is a character in the Shiki-Shigeru storyline (working title) and the receptionist at the Hotaru Firm. She has a strained relationship with her family.

## Appearance

Natsumi is a tall woman with freckled skin and long strawberry blonde hair worn in a bun. She has grey eyesand a generally feminine style of dress. This is a terrible description folks i'm sorry i have no idea what to write
Esslind

Esslind is a large land to the south of the Sinia’Nor’s mainland. It retains the largest population and supports itself through a mix of iron mines and farmlands. Its borders are marked by the Mountains of Morn northward, to the west is The Reach and the Witchwind. The sacred Rayne River divides the land from the untamed Blacktimber Forest to the east. All sorts are drawn to Esslind, fertile fields attracting workers and merchants, while the wild forests offering adventure and freedom for those willing to live further from the empire’s hold.

When the Astral Gate opened, Esslind was the first land settled, leading to many settlements of various races and peoples emerging from its soil. Though forested by broad-leafed trees, much of the land has been altered to farming fields and moors. To the east, it profits from farmlands, but earns most of its wealth from timber and pelts. Some trade comes from the Rayne River or the Selkie Islands.

Though Esslind’s eastern border is ill-defined, it is functionally a different land once one reaches The Haunted Forest.

Notable settlements in Esslind include:

* Arandell, the First City: The capital city of Esslind and the empire.
* BerelBridge: A town of travel built upon a bridge where the Thunderclap River joins the Rayne River.
* Dreadhall: A grim, disputed mead hall that has sired a rough town round it.
* Fairfield: A town of vineyards and fields whose golden hills roll for miles.
* Falstad, Cracked-Mast Moat: A jagged hold built from a forgotten shipbuilding settlement.
* Fort Foxlove, the Castle of Gardens: A layered castle of gardens with rich fields around it.
* Griffin’s Perch, the City of Empire: The capital of Esslind and a metropolis perched on the cliffs above the Aenear Sea.
* Lost Loran: A disappeared settlement in Witchwind Glen (was part of Esslind throughout its existence).
* Teldor, the Iron Town: An Iron Town, a haphazard sprawl of smiths and armories.
* Wuld Lott: A dour manor above a meager village.
* Yayawas: A Nura’Nor wooden city that moves with the Nura’Nor that rule it.

Notable features of the land include: The Adder River, Astral Gate, The Barrow Moors, Blacktimber Forest, Brithil Rest, Burnam’s Wood, The Crownwood, The Haunted Forest, The Mountains of Morn, and The Rayne River.
Highhart

Highhart is flanked by high mountains to the east and west. Between them, the land rises steeply from lowland fields to alpine highlands. This leaves the east a fertile breadbasket in the shadow of the rich, volcanic Ash Peaks, blown by wind from the Aenear Sea. Meanwhile, the west rises to rocky, windswept lands and towering mountains, where only the strong can carve homes for themselves.

To the south, the plateau ends abruptly in The Reach, transitioning partially into the land of Esslind. The northern border to the Emerald Coast is far more gradual a slope.

Doran-Dun is its capital city but rarely extends its attention beyond the Ash Mountains and the Fertile Road. Those of the Fang Mountains and the western highlands must survive on their own mettle, receiving only taxes from their lords. These highlanders have thus learned to rely only on themselves, saying: “The gods are up above, the king is far away, but the wolves are at the door.”

### The Fertile Road

To the west of the Ash Peaks lies The Fertile Road, a stretch of land famed for its bountiful crop yields. Fed by the ashes of the nearby volcanos but still lower than the western country, the soil is rich and giving. Countless villages exist along the area, many eating better than castles elsewhere in the world.

### The Reach

The southern border of the Highhart plateau is marked chiefly by the high cliff of The Reach. This long cliff reaches hundreds of feet high at points and stretches miles. It connects the Ash Peaks and The Fangs.

Notable settlements in Highhart include:

* Avalon, the Damned: The Lost, a now sunken city and former capital of Highhart.
* Crowfood Motte: A bleak hold built atop an ancient grave.
* Doran-Dun, the Five-Hundred Forges: The capital of Highhart, a city built into the heart of the Ash Peaks.
* Koquequirao: A near-legendary stronghold hewn from the stone of the mountain peaks, serving as one of the last castles of the Nura’Nor in the known world.
* Linor: A deceptively stark and grim village within the mountains
* Lost Loran: A disappeared settlement in Witchwind Glen (the site is now part of Highhart).
* Zaddledook: A town of invention built into a mountain pass.

Notable features of the land include: The Ash Peaks, The Claw Lakes, The Fangs, The Fertile Road, God’s Bow, The Talcara Desert, and Witchwind Glen.
Irlai

Irlai, The City of Ice and Ash is deep within the Frostfangs of Saga. It lies in a sunken valley surrounded by mountains so high that sunlight only touches it for a single day each year. Caverns are cut into the surrounding glaciers, leaving much in the shadow of, or hanging from, icy overhangs. The settlement below is built of Forbearer fused stone, but was permanently scorched black in times unknown.

Irlai itself is one of the known world’s largest cities, yet few actually call it home. There are no children in Irlai, and most of its homes sit unoccupied. Those few within never show their faces, nor speak their true names. As no food will grow there, the Irlaii trade enchantments and strange gems for supplies.

What makes Irlai both sought and feared is their magic and knowledge. Various ancient texts within describe the world from its very inception, if they can be translated or believed. Additionally, the cities arcanum draws wizards brave and studious. No magic is hidden or forbidden within its walls, with the darkest of spells and rites practiced openly.

Some within speak of strange tunnels carved from the city into the ice and stone. Though some are mapped, most inspire fear into even the most corrupt and mad of Irlaii. In particular, the Obsidian Passage and the Blue Ice Passage have been sealed countless times, yet never remain so.
Avalon

East of the Ash Peaks and within the Aenear Sea was an island rich in mithril, upon which a wonderous capital was built. The island was said to be a paradise, with Avalon, the greatest city of men. However, in 171 AE, an island volcano erupted so violently that its ash left the world dim for an entire year. The island shattered and sank, the nearby sea boiling and toxic even to this day.

Before the eruption, Avalon was the capital of Highhart and the finest city built. Only the wealthiest of nobles lived on its warm shores, but many other wealthy families would venture there for trips of luxury. Additionally, it held the Aetheium Almatum, a hall for research and storage used by both the Laerdum Arcanum and the Celestial Flock, which some have blamed for the catastrophe. The magical artifacts of this facility and the riches of the city have drawn many an explorer seeking wealth. Though few have succeeded in plunging the deadly remains of the island.
Griffin's Perch

The second city founded on Esslind, Griffin’s Perch, the city of the Empire, was built to live of its own accord, all while maintaining trade with Arandell. Formed as a people’s city, it is the largest settlement in the known world, bustling with markets and homes. Built on a slope of brown and red rocks, the city grows in wealth the higher one climbs. Near the foot are the farms and slums, climbing up to cliffs of nobles and aristocracy.

The local population of hippogriffs and griffons gives the area its name. These predators make raising livestock difficult, though efforts to control and tame these creatures have made it possible. Hippogriffs have mostly been tamed, used as mounts for an elite force of guards. Griffons however, wilder and more difficult to control, have been hunted to rarity, now a symbol of strength and status.

### Culture

Griffin’s Perch is divided into a dozen districts, each with its own homes and markets. Tall walls surround the city, separating it from fields and the surrounding lands. Within, the buildings are built high and atop one another, making room for the large population. Despite the chaos, the ruling House Reonne controls the city wisely, maintaining control and prosperity. This is aided by the many nobility-led guilds that control the districts. However, the city is not without corruption, as syndicates and internal politics occasionally catch others in their crossfire.

### The Blade Roost

A set of high towers used by the Talon Guard to keep hippogriffs and guards. They are accessible only to flying creatures; making the, both defensible, but inaccessible in heavy rains.

### The Celestial Observatory

The center of learning and astronomy in Sinia'Nor.

### The Crashing Waves

A criminal organization rumored to be carved into the cliffs close to the water.

### Eagle's Crest

The castle built atop the cliff, housing House Reonne.

### Lion’s Mane

The district of noble manors, known for its grandeur and opulence.

### The Temple of White Fire

A massive stone church dedicated to the purest of the empire’s gods. It serves as the center of the church’s organization.
Khorathil

Khorathil, the Iron Hammer, is a Prime, dwarven god of labor and civilization. He is a forge of civilization, teaching that what one builds, be it craft, law, or city, remain long after a single mortal. His hammer is said to have forged all mountains, and his plans that shaped societies, cities, and laws.

Khorathil is a god of crafts, smiths, law, trade, wealth, civilization, and heritage. His worship is found in all walks of society, with judges and nobles taking to his rules and hierarchy. Likewise, laborers and craftsmen believe his boons will provide them both skill and reward. This latter group is most often devoted, as he is a god of workers of all stripes. Clerics of Korathil tend to improve the places they reside, building grand churches and aiding the cities around them.

Khorathil is represented with a downward hammer engraved with a key. A god of commoners, his mortal forms tend towards nondescript dwarven men.

Demigods of Korathil include:

* *Abadar, the Gold-Fisted*, represents Khorathil’s mercantile and trade aspects.
* *Urlara, the Vagrant Matron*, a crone who offers respite and kindness to beggars, cleaners, and the lowest of society who do not turn to crime or evils.
Lamashtu

Lamashtu, the Mother of Monsters, is, as her name might suggest, the progenitor of countless deformed and bestial creatures. She is a Forbidden goddess of madness, life, corruption, and monsters. Giving birth to all manner of hideous creatures, she is a patron to outcasts and monstrous creatures, abhorring traditional beauty and normality. More than simply embracing the deformed, she actively seeks to corrupt and twist all life.

Worshipers of Lamashtu tend to be monstrous creatures who claim to be her progeny; harpies, lamias, lycanthropes, and other abominations. Humanoids of her faith tend to be either horribly deformed or seek to destroy beauty themselves. Clerics of Lamashtu seek corruption and value savage strength, twisting the unborn with foul magic and existing on the fringes of society.

Though Lamashtu is often associated with the foul and bloodthirsty, some cultists see her more positively. They describe her as a caring mother who refuses to reject her children, even when the world does. In these interpretations, she is a patron of the unfortunate, downtrodden, and outcast.

Lamashtu is represented with a jackal or beast head with a vertical third eye on its forehead. Her form is a heavily pregnant woman with all manner of monstrous features, such as a jackal’s head, eyed wings, a scaled tail, additional limbs, etc.
Haunted Forest

Beneath and within the Mountains of Night and east of the Blacktimber Wood lies The Haunted Forest, a woodland no less feared. The thick canopy allows little light to enter and leaves the land more mysterious than the dangerous peaks to the north. Those who return describe cursed groves, carved stones, and strange silences. Rumors surround the place, whispering of deep Mist, demons, soul-weavers, and even the edge of the world.
Aine

Aine, the Moonveil, is a fickle and youthful Prime god of beauty, night, and emotion. Their blessings are offered to young lovers and artists, adoring creation and experience. It is their pale bow that is said to strike mortals with sudden, unquenchable love.

Aine is a god of night, trickery, secrets, beauty, emotion, and art. They are shy and reclusive but willing to display vibrant and evocative works and expressions to those who will listen. Beauty is viewed in equal parts, internal and external. Like love itself, they are a fickle being, capable of softness and passion alike; trickery and deceit beside honest expressions of self. Clerics of Aine tend to be impulsive and prone to pranks, yet willing to aid those pining for love or toiling for the perfect project.

Aine is represented with a Luna moth before a moon, and appears as a young elf with moth wings.

Demigods of Aine include:

* *Desna, the Song of the Spheres*, a butterfly goddess of dreams and travel who inspires flights of fancy and creativity.
* *Eros, the Seafoam Dawn*, a beautiful goddess born of the waters, represents love and sexuality.
* *St. Marian, the Duskchild*, a halfling saint who exemplified stealth, secrets, and trickery.