recursal/Fanatic-Fandom huggingface dataset:
Oyama Yukikazu

Oyama Yukikazu is a samurai who serves as a field agent for Division S.

## Biography

Oyama Yukikazu served as a samurai to one of the daimyos of the Eastern Isles. He happened to be in the general vicinity of Jahegso'n when he was slaughtering a yakuza clan and getting ready to take Torio back to the Kolshet Empire, and attempted to stop the masked maniac from killing more. For reasons known only to Jahegso'n, which he can't speak of, he knocked out the samurai and dragged him off.

Having learned before not to question Jahegso'n's judgement on these sorts of things, Red'foorgettcht proceeded to experiment on the samurai, and it was revealed that he was another descendant of Ahk'gi. His alchemical alterations were successfully awakened, and he too was more than happy to join the division. At this point, a number of staff started getting very concerned since this could no longer be a coincidence that three test subjects had, in quick succession, agreed to work for them with little-to-no incentive.

## Powers and Abilities

So far, the only powers the samurai has demonstrated are generic ones associated with most of the division's field agents. However, through divination magic, it has been determined that he has the ability to self destruct when killed, causing mass destruction around him. As a result of this coming to light, he is often sent on missions where failure is not an option, and Hasterhewsos is frankly amazed that he's still alive.

## Personality

Yukikazu is very energetic, to the point that it almost looks like he's vibrating when he stands still. Like many in the division, he is very quiet, and doesn't speak much. He is obsessed with fulfilling his duty, and is more than happy to die in the process and take out his enemies with him.
Lar Cliffwater

Lar Cliffwater is the mother of Taz Cliffwater. She and her husband Him were wealthy merchants from Rehas, capital of the Aegiman Empire. The Cliffwaters tried preparing their son for the cutthroat world of business, but this only drove a wedge between them. When Taz uncovered the family's unsavoury business dealings, a fight ensued in which Taz's face was burned and Lar and her husband were arrested.
Malakam

Malakam is one of the worlds of the material plane, located further from the sun than Erah. It is of considerable size, though has very little metal in its crust and relatively few native species. It is inhabited primarily by the Marikon, Groll, and Veth.

There is an unusual magical phenomena on this world that allows individuals to move between it and Erah by identifying the other world in the night sky, and staring intently at it until one falls asleep.
Fokusnik

"Fokusnik" is an alias of an archmage known for their extreme levels of secrecy. Completely warded against all forms of divination, they try to blend into the background while their familiar, a parrot, does most of the more "public" things in their place.

## Biography

"Fokusnik" has been active for at least a century, having taken part in the war between the Kolshet Empire and the Frontier Elves on the side of the Kolshet Empire. During the later stages of the war, after they were made one of the Empire's generals, they hired a crew of privateers and some adventurers, and sailed to an island in the Bay of Gold inhabited by a number of species extinct or critically endangered throughout the rest of the world. Through their divinations, they knew of a set of ruins on this island that would serve them well as a base, and it was for the purpose of clearing these ruins that the adventurers were hired. "Fokusnik" was presumably on the ship as a member of its crew when it reached the island. When the adventurers killed the altisaur tamed by the goblins inhabiting the ruins, they had their familiar use a spell to encase the corpse in amber to prevent decomposition and to allow future studies. Since then, little has been heard of "Fokusnik" besides annual reports sent to Keisara. They are presumed to still live on the island, which now has one port settlement and a fair population size.

## Powers and Abilities

"Fokusnik", through magic items, is immune to all forms of mind reading and divination. They are also a skilled wizard, and are presumed to use some sort of shapeshifting to disguise themselves. They have demonstrated at least one spell for encasing objects in amber, as well as being able to use some divination spells.

They are a competent sailor, having presumably been part of the privateer crew that went to the island in the Bay of Gold, blending in seamlessly with the others.
Derwo (Plane)

Derwo is the underworld. It is ruled by Derwo, the goddess who shares its name.

## Geography

Derwo's geography depends on one's beliefs. Universal features though include a river that separates its various regions, a guardian who defends the bridge, and a region of paradise. Different interpretations of Derwo also have different names, such as Depnar being the dwarven/nordic interpretation.

### Depnar

Depnar is divided into two regions. One of them, a cold, lifeless place inhabited by the dishonourable dead, is known as Depnar Richtig to the dwarves and Almennilegur to the nordic peoples. The other region, a city of paradise centred on the great feasthall, is known as Ruhmeshale to the dwarves and Dyrðahollin to the nordic peoples. Separating the two regions is the river of the damned, known as the River Seelen to the dwarves and the River Salir to the nordic peoples. A bridge of dragonbone spans the river, guarded by Okura, the ancient hero deity, and her daughters, who prevent all but the worthy from entering.

## Planar Effects

Those who spend time in Derwo start to have their mental abilities reduced, eventually coming to believe that they are the souls of the deceased and they belong there. Those who spend time in the paradise region instead become paragons of honour who glow with holy radiance.

## History

This plane was formed by Derwo during the time of the first sphere, when it was directly below Erah. When Irsman Dwarfather came into being though, he started creating his realm of Dowerah. This forced Derwo out of the first sphere and into the chaos of Nul. In order to protect her mother from destruction, Sith created the second sphere. This resulted in damage to Derwo, leading to fragments of it breaking off. One such fragment ended up buried beneath the plateau, contributing to the necromantic nature of the place.
Frendo

Frendo is the gnomish god of icecraft. He is the youngest of the Gnomish Pantheon, which is already one of the youngest pantheons. Due to being made after his brothers, Aeterna made it so any gnome born and raised in the north would become one of Frendo's people. He gets on well with his brother Roggo.
Kad (Erah 4-1)

Kad was a mutant elf gunslinger from Erah 4-1 who managed to become a hero-deity on his world. He took part in Kelvyn's attempt to create a dream plane for his tavern.

While dreaming, Kad mysteriously transformed into an imp. This is presumed to be as a result of something happening within the dream.
Nameless One

The Nameless One is presumed to be an entity, and is thought to come from the depths of Nul.

It is thought to exist outside reality as it is known. It is said to be the multiversal embodiment of evil, and is rumoured to enjoy spreading fear throughout the worlds. It probably manifests partially on a number of planes across the multiverse.

On various worlds, tomes containing prophecies said to relate to the Nameless One can be found, and are often sought by its cults.

Entities thought to potentially be manifestations of it are:

* Bigo II
* Elena Keystani
* Jahegso'n
* Liliac
* Most members of Division S
* Lamius

For a time, Argent was thought to be a manifestation of the Nameless One due to him appearing *by name* in one of the apocryphal prophecies of the Nameless One, wherein he was titled "the Seeker of the Nameless One". However, recent events on Erah 9-3 have shown the prophecy in action, and it was shown that instead of Argent being a manifestation of the Nameless One, it was actually Elena Keystani, who Argent turned into a kyton.

When Seth vanished from Kelvyn's Tavern, the circumstances of his disappearance within the dream could potentially indicate that he was taken by this being.
Nebschitel

HeroForge image of Nebschitel

Nebschitel was a half-red dragon oni spiritmaster from the Kolshet Empire. She was killed by the party at the Plateau.

## Biography

Nebschitel was born 53 years ago in the Kolshet Empire. Her mother was a red dragon in disguise, something that was only learned by others when Nebschitel showed draconic physical traits.

Nebschitel was bullied her entire life for her heritage, and eventually became an alcoholic. She frequented the Grinning Oni tavern in Ordning. She worked at a rehab centre in the city focusing on the rehabilitation of corrupted oni spirits so they could contribute to society in a positive way. Nebschitel was chosen for this job due to her innate necromantic abilities to control these spirits.

She was one of the individuals from the empire drafted in to accompany Kleightus, Aongorm, and Abadon to the Plateau due to her necromantic potential. On the Plateau, Kleightus confiscated all her alcohol to stop her from being drunk on the job, allowing her to actually focus on improving herself. She was assigned to the residential district, and told to both train there, and to make sure that any outsiders who made their way there didn't leave alive. Sharing this place with her was Vilberg, who had been set up there with a workshop to make equipment for Aongorm.

In her boredom, and the insanity that ensued from alcohol withdrawal, Nebschitel worked on her necromancy and vastly improved, becoming one of the most powerful spiritmasters the empire had ever known.

Nebschitel was made aware of the party's presence in her domain when she heard Keeper singing at her spirits. She attacked the party, taking the fight seriously only when she was pissed off. She repeatedly took down Runfinn, but he getting up again to keep fighting. This was exactly what she was looking for in a man and she fell in love with him. When she was eventually killed, she vowed to use her necromancy to come back so she could have him.

## Powers and Abilities

Nebschitel was one of the most powerful spiritmasters in the Kolshet Empire, being able to directly control more oni spirits than just about anyone. She could use these to both attack and heal herself. As a half-red dragon, she also possessed a fire breath weapon. She claimed she was a powerful enough necromancer to bring herself back from the dead in one form or another.

## Personality

Nebschitel was a depressed alcoholic. She worked a dead-end job and was single in her early fifties. After her alcohol was taken away, she became angrier, and eventually this gave way to madness. In her madness, she started getting drunk on her newfound power, and became a force to reckon with. Her desire for a man was only increased by this madness, to the point that she became somewhat obsessive over Runfinn and very unhinged about it. Runfinn fears for his safety.
Pemerey

Pemerey is the lesser elven goddess of poisons. She is the patron goddess of the deepwyrm drow. She is fairly obscure in most of the world and is worshipped most often in the Eastern Continent, being a deity originally from that land. She is one of the youngest gods of her pantheon, and as such there are few myths about her.
Plasmoid

Plasmoids are a species of sentient oozes.

While plasmoids are physically mature from the moment they split off from their parent who spawns them, it generally takes some years for them to reach mental maturity, up to 20 years in most cases. Plasmoids generally live for a century.

## Myths

According to the plasmoids, they arose when their god, Glorp, fell from the sky and impacted the island of Dyndar. Many small parts of it broke off and developed minds of their own, becoming the first plasmoids. Since then, the plasmoids have spread throughout the lands, though Dyndar still has a high population of them.

## Lands

The plasmoids consider the Tirsgailic island of Dyndar to be their ancestral homeland, and with the majority of its non-plasmoid population being massacred by Jahegso'n, they have started having a larger presence in the island's only settlement. There is talk of a plasmoid renaissance happening there in the near future.

## Culture

Every plasmoid is incredibly unique, and most plasmoids won't judge another plasmoid for what they do. Traditionally, they live in the mountains where they hunt animals, though those who left the mountains quickly developed agriculture, which they use for a number of things.

## Evolution

In accordance with their origin myth, it would seem that the plasmoids were not originally of Erah, and instead developed on another world of the material plane, though exactly which one is unknown. It is unknown whether or not they are descended from that world's equivalent of the ancient grruuk like the oozes of Erah are, but assuming they are, they are likely an early offshoot of the ooze evolutionary branch, or were magically altered by some other species to gain sentience.
Half-Orc

Standard half-orcs are the descendants of orcs and humans.

Half-orcs reach maturity in their early teens, and rarely live beyond 75 years.

## Myths

Half-orcs don't tend to have myths of their own, instead they tend to adopt the myths of the culture that raised them. If they were raised by members of two cultures, such as an orc and a manian, they would often mix the two mythic cycles together, and a number of half-orc cults are known to exist where they identify one of the orcish gods with a god of a different culture and worship them as the same person with a mix of religious practices of both separate gods.

## Lands

Half-orcs have no lands of their own. They are quite common in the Manian Empire though, due to a number of orcs being used in this region as bodyguards over the centuries. They can, however, be found in most regions of the world.

## Culture

As mentioned above, half-orcs tend to adopt the cultural practices of those who raised them, which can lead to interesting results combining the practices of multiple cultures. Due to the importance of dancing in orcish culture, a fact that many remotely educated humans know, many half-orcs are employed as dancers by humans, though an equal number are also used for other physical tasks like construction and guards due to their generally impressive physique.

## Evolution

Standard half-orcs are descended from standard orcs and humans, though this information is also applicable to a the descendants of a number of other types of orcs whose descendants don't belong to any of the half-orc subspecies.
Warforged

Warforged are an artificial species created within the last 50 years. They are made generally from metal and wood.

Warforged are created fully mature, and the upper band of their lifespan is unknown, though there are none older than 50.

## Myths

Warforged lack myths, being a very young species who are sure of their origins.

Argent was the first warforged. He was created by Sith who used her divine power to grant him sentience. Sith took notes on Argent's performance and used them to improve her designs. Vitruvius was the first "modern" warforged, though they are very different from all others of their kind. Within the last 20 years, they have been a fully sentient humanoid species in their own right.

## Lands

Due to their nature as creations of Sith, the warforged know their home to be Mount Vulcan, the sacred mountain of the southern continent. There aren't many warforged in existence, so most of them live nearby.

## Culture

Warforged don't have much of a culture; being a young race they haven't had time to develop one yet. They often try to integrate themselves into the cultures of those they come across, and thus the majority have tried adopting aspects of Manian culture.

## Evolution

Warforged are artificial beings who were created by Sith. Argent was a fairly primitive one who relied mostly on divine influence to function, but more modern examples do not have this aspect to them. Sith is rumoured to have the means to mass produce them deep within her forge, but the majority of them are unique creations.
Dhampir

Dhampirs are a type of humanoid with an inborn connection to vampires. They can be of any species, but have a number of shared traits. The majority are the descendants of vampires, but some are metaphysically weakened eldritch beings, others have been transformed by parasites, and some are just failed attempts at turning people into vampires.

Dhampirs have a lifespan roughly 1.5x that of their base species.

## Myths

Some obscure legends about the great battle between Giha and Nict suggest that the first dhampir arose as the child of Astarte and a sailor who came to her island. Instead of turning him into one of her spawn, she kept him trapped in her lair for a year, before finally releasing him along with their son. Most dhampir lines trace their origins to this child.

## Lands

Dhampirs have no lands of their own as they are part of other peoples and they share the lands of the wider society they are part of.

## Culture

Dhampirs exist within the many other cultures of the world. As such, they don't tend to have a universal shared culture. Different dhampir clans will often have a localised subculture for themselves and any servants they may have, but that is mostly it.

Dhampirs tend to keep their vampiric nature secret to avoid frightening others, and the majority tend to try to remain unseen and act in the shadows as a result.

## Evolution

The vast majority of dhampirs are the descendants of vampires and other humanoids. There are as many different groups of dhampir as there are humanoid species.
Nul

Nul is the chaotic void from which Erah and Kenos emerged. It is unknown if this was a deliberate action by Nul, nor is it known if Nul is sentient in any way, or is just a personification of the void which mortals assign a character to. Nul surrounds the known worlds of the material, all of which emerged from it.

Going into Nul is incredibly dangerous due to the laws of physics not working properly there. It is believed to be the origin of a number of aberrations, such as the eldritch tree that landed in Lindholm. The artefact Draugsplitter is believed to have been forged from the chaos of Nul.

Erah is fated to eventually be reabsorbed by Nul, and it is assumed that Erah as it is known is only the latest in a long cycle of formation and reabsorption.

On a meta level, Nul is this setting's overgod, but it is unknown if Nul is aware of the setting at all.
Cosmology

The cosmology for this campaign setting is divided into a number of spheres. When a creature gets lost, there is a chance of them accidentally wandering from the world they're in to either another world in the same sphere as them, or a world in the neighbouring sphere. Such worlds will generally be thematic to where someone has gotten lost. For example, getting lost while heading into an arctic wasteland on Erah could result in you ending up in the realm of Nilfheim.

The spheres get larger the further out they are. People on Erah generally know the worlds of the first two spheres and may have heard rumours about the worlds on the third. The Sea of Kenos connects all the worlds of the first two spheres, but not the third.

The worlds are as follows:

### First Sphere

* Erah - The material plane
* Dowerah - The Underdark of the material plane

### Second Sphere

* Alvheim - Plane of the elves shrouded in endless light
* Urnaheim - Plane of fire that burns eternally
* Vafheim - Plane of the fey, an endless forest
* Nilfheim - Plane of ice and snow
* Gigaheim - Plane of mountains and giants
* Derwo - Plane of the dead where light seldom is seen

### Third Sphere

(List is currently incomplete, this sphere contains 42 planes)

* Arapsi - Plane of Reganus, a golden royal city of thirteen layers at the top of existence
* Hoyuheks - A plane belonging to Sith, housing her systems for maintaining the continuation of existence.
* The Pits - Plane of Mazedan, infinitely layered plane of fiends
* The Shadow Realm - Plane of Rupnoc, a land of festering corruption
* Plane of Dreams - Plane where mortals enter when they sleep for their dreams to take place

### Unknown Sphere

* Kelvyn's Infinite Tavern - Connects to all the worlds of all spheres, and is rumoured to connect to places beyond
Fog of Dyndar

The Fog of Dyndar was an elder evil that resided on the island of Dyndar.

It took the form of a grey fog that altered all life around it, including plants. It once turned Dyndar into an infernal island of corruption, and it is rumoured that Ruptnoc learned some of his dark arts from watching the Fog.

The Fog had incredibly limited intelligence, and so was easy to control. A few centuries ago, a witch lived on Dyndar who gained control over the Fog and used its abilities to turn visitors into animals. When the witch was killed, the Fog was led into a hollow space beneath the village well and sealed away there.

Recently, Skarlat broke into the Fog's prison and placed a grimoire, the Natorum Demonto, within. The grimoire possessed the ability to gain the powers of whatever it absorbed into its pages, and over the next few days absorbed the Fog, effectively killing it by making it part of the tome. The grimoire gained the Fog's transmutative abilities, which when used passively functioned the same way as Goblyn Fog, just on a larger scale. Skarlat is now in possession of the grimoire containing the last of the Fog's power.
Green Man

The "Green Man" is an adventurer from Criptbera. He is one of the Green Men, an ancient Criptberan sacred tradition where the person gives up their name and former identity to take on the role of Green Man, a figure who protects the fragile balance between civilisation and nature.

This Green Man is an expert trapper and has used his traps to defeat large groups of enemies who would harm nature.

### Biography

When he became the Green Man, he broadened his horizons from just Criptbera to the wider world, deciding that he can do his part to help everywhere, not just at home. This has led him to a number of misadventures which usually don't work out well for him. He has the uncanny ability to pull through against even the greatest odds, having survived everything from warzones to encounters with eldritch horrors.

He formed an adventuring party alongside Suda, Prince Jeb of Kantar, and Aurelius Maximus Superbus, and was the party's early warning system, as well as the one making sure Suda and Aurelius didn't do anything stupid. On their travels, they heard about a tribe of eneko parading into the Vulcan Mountains and decided to make sure they weren't planning any harm, especially due to the local superstitions about the eneko being heralds of death and destruction. On their way to investigate, he found Guthash hiding in a bush, completely surrounded by some wire traps he'd set. After they determined Guthash wasn't trying to kill them, they shared a meal with Guthash and took him to the town of Vulcana, at the base of Mount Vulcan, before they headed into the mountains.

In the mountains, they found their way to The Plateau. There, the Green Man went to scout around, finding a number of ruins, monsters, and eventually the eneko. Suda went to negotiate with the eneko with his cooking magic, while the other three went to investigate the ruins, seeing that there was an unusual number of monsters in the area. In the first ruin, they started searching when they were attacked by Jahegso'n, who they fought and assumed they'd killed. They then found a trap door and the three of them went to investigate. They found Kleightus waiting there who, alongside his half-golem, engaged the adventurers. Realising they were outmatched, Aurelius told Jeb to run while he tried holding off their attackers, with the Green Man providing ranged support. They weren't enough though, and Aurelius was soon killed, and the Green Man driven insane and then also killed. Jeb managed to get to the eneko, only to find that negotiations had broken down and they'd overwhelmed and killed Suda. Jeb then ran into the woods and hid in a dark tunnel until the Plateau started vanishing. Jeb is currently trying to find a way to bring his three companions back to life.

### Equipment

The Green Man uses green leather armour, a magical cloak and is armed with a magical crossbow made from a branch of a sacred yew tree. The cloak aids in hiding, and the bow deals additional poison damage.
Alvheim

Alvheim is the land of the elves. It is ruled over by Alvan, head of the elven gods. It was granted to him by his father Giha, and is blessed with his eternal light. Nict has no place in Alvheim. It is inhabited by Alvan, his husband Malto, and their children, the elven and halfling gods, along with the elves and halflings that come with them. Due to the machinations of Ruptnoc, it is also the original homeland of orcs.

## Important Locations

The Tainted Lake - Sacred to orcs, where their species was created by Ruptnoc.
איציק כרסנטי

**איציק כרסנטי** הוא ספר מחיפה שאירח את הערב הראשון בשבוע חיפה והקריות בעונה השנייה של בואו לאכול איתי.

בשנת 2016 לוהק לתוכנית "האח הגדול". גרושתו, לימור כרסנטי, התמודדה בעצמה בבואו לאכול איתי, בשבוע החברים בעונה 3.

הוא התמודד בשבוע חיפה והקריות לצד אילדיקו מרטון, שני פלצ'י, גדי חפר ושמעון חזוט.

## תפריט

#### מנה עיקרית צמחונית

**לביבות ארבע עונות** - על מצע חציל בלאדי טחינה וסחוג
Western Continent

The western continent is one of the four continents of Erah. The continent is split into three main parts: the tribal nations in the east, the Tecan Confederacy in the west, and The Frontier in the south. The Frontier is a peninsula that makes up the western and southern edges of the Bay of Gold. The northern side of the bay is made up by the south-eastern edge of the Tecan Confederacy. Where the northeastern-most point of land around the bay meets the wider ocean, there is the southern tip of the Teohicun Mountains, which separate the confederacy from the tribal nations.

### The Frontier

Located within the Frontier is the Kolshet Empire, along with other, smaller nations. These smaller nations are such that nobody really keeps track of them, and new ones rise and fall practically overnight. Many adventurers come here hoping to make a name for themselves and a kingdom to go with that name.
Draeg Huntmaster

Draeg Huntmaster is the god of druidry and patron of the firbolgs. He lived deep in the Great Forest.

## Myths

When the firbolgs and goliaths left Gigaheim looking for a new home, Draeg came with them. When they landed at the northernmost point of the Southern Continent, Draeg decided that this was where the new home of his people would be. As the goliaths moved inland, Draeg used his power to create the great forest, covering all the earth until the Vulcan Mountains proper. Draeg then settled into a secluded grove hidden deep within the forest, known only to the firbolg elders.

Deep within the darkest reaches of the great forest, a number of ancient, primal carvings exist, showing wolves and spears. For centuries it has been taboo for firbolgs to come to these locations. A certain group of firbolgs recently did a summoning of a Shade of Mora at one of these places...

Draeg has recently returned to his true nature as Draeg Huntmaster, and as such druids have rediscovered a number of old myths about him from druidic summons. Draeg is the ultimate master of the Wild Hunt, an apocalyptic hunting party that roams the worlds, hunting down their prey wherever they find it. Many of the hunters are fey, and others who join the hunt eventually become fey themselves. They are dark and violent entities, and are closely associated with Nifrey of Vafheim.

## Interactions with the Party

> "*I'll fix that..." ~Draeg Treespeaker, moments before destroying Kena*
>
>

Keeper decided to perform a ritual in Kena to summon Draeg to deal with Darmica's presence messing with arcane magic. Draeg accepted the summonings because he was curious about why he'd be summoned by someone who wasn't an elder. Draeg explained to Keeper that he was doing his duty as a firbolg by doing this, and then questioned Keeper about where he'd been summoned to, and when he found out that it wasn't a forest, Draeg responded with the above-mentioned quote, left the room, and turned the city into a forest, killing most of the inhabitants in the process. Draeg then, at Keeper's request, collected their souls and reincarnated them as plants in the forest. He then went off to fight Darmica. After weeks of fighting a one-sided battle, Draeg was killed by Darmica.

After being killed by Darmica, Lota and some of Draeg's other allies worked together to bring him back to life quickly. By bringing him back to life, he was restored to his true nature as Draeg Huntmaster, revealing to the world that Draeg Treespeaker was a corrupted version of him, altered through changes in firbolg culture over centuries. He immediately started rebuilding his wild hunt.

## Chosen

The different aspects of Draeg have their own Chosen, each with their own abilities.

* Houndmaster (Chosen of Draeg Huntmaster)
Mertvoda the Contemptable

Mertvoda is a Ligurwian Blood-Dancer who works as a field agent for Division S.

## Biography

Mertvoda was born into a coven of blood-dancers in Ligurwia. He was brought up learning blood magic and the rites of Maeludo. When he reached adulthood, before his full initiation into the coven, he fled. Using the blood dance he'd grown up with as a starting point, he became a bard specialising in dances. He travelled the royal courts of the northern continent, performing for the royal houses who were enthralled by his strange dances.

He did, however, have a serious vice that often got him in trouble: he had a bad habit of seducing queens and princesses wherever he travelled, drawing the hatred of many kings, including Åke Erling of Lindholm, who imprisoned him deep in his dungeons for seducing his daughter Astrid, awaiting trial at the Thing. Fortunately for Mertvoda, within a month Lindholm was attacked by Volibag, and he was able to escape in the confusion.

Mertvoda thought he'd be able to make it to the neighbouring kingdom, but was ambushed by Wah and Lara, who refused his offer of prostituting himself in return for his freedom. He was tied up and, after the capture of Hrodulf, was taken to the ministry. He was experimented on by Red'foorgettcht, and was empowered in the process. He then joined up with the division when they offered to cover any tabs he works up in the brothels of Ordning.

## Powers and Abilities

Mertvoda was taught some blood magic from a young age. Unlike most forms of blood magic, Mertvoda's is bardic in nature, and used through his dances. Even by the standards of blood magic, this is a highly unusual form.

The alchemical alterations of Ahk'gi that were awakened by the experiments granted him great strength and fortitude, but also gave him unusual regenerative abilities: if a body part is lost, he can control it for a time and can reattach it. While reattaching lost body parts isn't completely unheard of amongst the Division's field agents, being able to control them is something unique to Mertvoda.

## Personality

Mertvoda gained his epithet for a reason: he constantly goes out of his way to seduce women and then boasts about it in the taverns. Many members of royalty have been disgraced in this way, and he is a wanted man in many places across the northern continent. When the alchemy awoke, it warped his personality, making him much more malicious in this, actively *trying* to ruin peoples' lives this way. He still views himself as a performer, and has great pride in his dances.
Grung

Grungs are a species of amphibious frog-people.

Grungs reach adulthood within a year, and can live to around 50 years.

## Myths

The grungs hold the belief that they were elevated from lesser creatures by the god Unga, using potent alchemical compounds. They believe they are Unga's chosen people, created to produce the chemicals he needed for his work, while also acquiring test subjects for him. They believe that, with their god having moved on to new forms of research, it is their role to continue his older work, and as such the grungs consider alchemists to be holy figures. The 59 Grung Tribes then left their original home and spread across Ertane to maximise the efficiency of their collective research.

## Lands

The location of the grung homeland has been long debated due to the fact that they can be found living just about everywhere except the northern continent. Even the grungs themselves are not sure where their people originally came from.

## Culture

Grung belief holds that their people have a specific purpose to fulfil, and there are two things they need to fulfil this purpose: experiments, and test subjects. This has led to grung society having two main industries: alchemy and slavery. All other industries exist only by necessity, and the grungs generally try to offload as much work as possible on slaves so that they can focus on what they consider to be more important. Their alchemists are famed throughout the world, especially for their work with toxins. Grungs have a reputation for cunning, and their slavers are known to ambush lone travellers in the woods and swamps.

Grungs mainly believe in function over form, and much of their architecture, clothing, and items tend to be very simplistic but also well-functioning.

Unga, despite grung belief holding that he left them to their own devices, is still the patron god of the grungs, and the vast majority dedicate their entire lives to trying to please him. They believe that, if they make even the smallest contribution to the collective work of the grungs, it is a worthy life that will benefit their people as a whole.

Grung society is caste based, with the colour of the grung dictating which caste they belong to. Outsiders are generally ignorant of this due to the fact that the differences between castes are very subtle, often too subtle to notice for those who aren't effectively naturalised into their society. To the grungs though, the caste differences are all too apparent.

## Evolution

Despite what their appearances would suggest, the grungs are actually believed by scholars to be descended from orcs. It is believed that ancient batrachi alchemists who followed Aaad found some orcs and experimented on them, transforming them into their current state. Both the grungs and orcs vehemently disagree with this, and it is not uncommon to be met with violence when suggesting this near either of them. The two species often fight each other, with orcs being a favourite type of test subject for grung alchemists, while the orcs generally consider the grungs cowards for their reliance on poisons.
Yaakov ibn Yehochanan

Yaakov ibn Yehochanan is a member of Division S with the ability to spawn a smaller duplicate of himself.

## Biography

Yaakov was the eldest of two children, growing up in an ordinary family in north-west Saugland. When he became an adult, his younger sister was murdered, and Yaakov fell into depression as a result. To deal with his depression, he became a poet, and started composing tales of heroes who unfortunately never existed. He became moderately well known as a result, and became part of the court of Melekh Saurel of Tel Raimu.

One day, he learned that the melekh was growing tired of his compositions and wanted him to make some major changes to his works or risk execution. Yaakov was infuriated by this, and was debating accepting his melekh's commands or killing himself. It was at that moment that Jahegso'n burst through the wall and knocked him unconscious.

Yaakov awoke in Division S's headquarters. There, they performed a number of invasive surgical procedures on him in an attempt to awaken the dormant alchemy of his ancestor Ahk'gi. Eventually, after many moons, they reached his heart and applied direct stimulation to it, awakening the alchemy. While he was being observed later on to see if he gained any unusual abilities from this, Yaakov first manifested his duplicate. This duplicate took the form of Yaakov, but only half the size of the original. Yaakov soon learned how to dismiss it.

It was after this that Yaakov was given an offer by Division S: if he served willingly as one of their field agents, they would allow him to compose his works with no restrictions on their content, publishing them for the public of the Kolshet Empire. Yaakov decided to accept this deal, and is now working for Division S instead of being a test subject.

## Powers and Abilities

Yaakov possesses the typical abilities granted by Ahk'gi's alchemy, namely nigh-immortality and increased bodily fortitude. He also has the unique ability to manifest a small duplicate of himself. This smaller Yaakov can function independently of the original, but the original has the ability to dismiss the duplicate.

## Personality

The main Yaakov is generally a calm individual who wants nothing more than to focus on his work, which he uses as an outlet to deal with his depression. He takes it personally if someone tries messing with his work though.

The duplicate has a somewhat different personality though: he is an impulsive, homicidal sadist who likes nothing better than to kill others, ideally with his own hands. He does care for the original though, and makes protecting him his main priority.
Criptland

Criptland is one of the regions that emerged from Tirsgaile. It is currently made up of many tribes with a loose alliance and cultural ties keeping them together.

Criptland is a jungle land, with the sea to the west, the Vulcan Mountains to the east, the Great Forest to the north, and Criptbera to the south. It is flatter in the west, getting hillier towards the east.

The locals are fond of wearing kilts, and their warriors are known to favour greatswords. Many tribes have trained monkeys from the jungle to play bagpipes, which they often do before any battles between tribes.

The main language of Cripland is Criptic.

Historically, Criptland originated as the Kingdom of Cript in Tirsgaile. Under the rule of Cript the Violent, the kingdom conquered its neighbours before eventually taking every part of Tirsgaile to the west of the Vulcan Mountains. This larger nation was known as Criptland. A civil war eventually led to the formation of Criptbera in the south as some tribes rebelled against northern rule. The kings would leave their lands to their heirs in equal parts, who would do the same, and so forth, until Criptland is as it is now: a land made of many small tribal units with very little keeping them from killing each other. Most tribes have alliances with their neighbours, keeping the region mostly peaceful.

Guthash is a native of Criptland.
Booyahg

Booyahg is the head of the goblinoid pantheon, and is believed by the goblins to have been the one responsible for the creation of all things.

## Aspects

### Oyah

Oyah appears in a number of the oldest goblinoid texts, and is believed by scholars to represent a more primal aspect of Booyahg.

## Myths

According to the goblins, Booyahg spontaneously appeared through her own wild magic. She then started casting spells at random, with the resulting wild magic surges causing things to come into existence near her.

In a forest, she accidentally magicked up the seven primal demon lords of faerie, Arto, Eddea, Etze, Gront, Kamal, Kare, and Largross. These first creations immediately turned on her and started attacking her. As she was being hurt and was in great pain, she was able to use her desperation to create three defenders to save herself: Golt, Icgon, and Ongo. Icgon managed to get Booyahg away from danger, while Golt shielded them from the demon lords' attacks, and then worked with Ongo to beat them up. After this, the demon lords escaped into the woods. This event led to goblins having a general distrust of both fey and fiends.

Later on, Booyahg took a rest on a large rock, only for the rock to be thrown through the air. Once she landed, she went to where the rock was, and saw Berug underneath it. Not knowing who he was or why he was there, she decided to take him to her hut and offer him some food. At the hut, Golt, Icgon, and Ongo were immediately hostile to the newcomer and tried attacking him, though he was able to fend them off. Booyahg then had them stop fighting and explained that Berug was their little brother. They then all shared a nice meal together.

Booyahg was casting spells under the moonlight one night, and her magic caused some of Una's light to transform into two beings: Rat, and Fox. Both of them were innately sneaky and rogue-like, owing to Una's nature, but Rat was good while Fox was evil. Booyahg then took them to her home and accepted them as her children. These two were responsible for many of the beasts of the world.

After the death of Aeterna, Booyahg's spellcasting is said to have brought the being Tindalos into existence who, due to the peculiarities of his existence, Booyahg was one of the only beings able to interact meaningfully with.
The Plateau

The Plateau is Kleightus' personal demiplane granted to him by Keisara when he became one of her generals. It was created by Abadon using a ruined settlement in the Vulcan Mountains and parts of the Plane of Dreams.

## Layout

Kleightus altered it to become a vast magic circle that used the principles of dualism in order to harvest the souls of prophesised heroes who died there in order to create his Pa Doden grimoire.

The plateau took the form of forested areas and grassland around a vast lake, all of which was surrounded by mountains. Mountains also led to the lake from the northern and southern sides, separating the land into eastern and western regions.

The plateau contained two ruined settlements: one on the northern side and one on the southern side. Physically, they were completely identical to each other. Marking the divide to at the western-most point of the lake was a single ruin that was not duplicated. The northern half of the plateau was the side that had been deliberately seeded with monsters, while the southern half only had monstrous interlopers from surrounding areas. Each half contained a reconstructed house, a ruined village, a large ruin, a ruined agora, a temple, and a ruined palace. The building that was not replicated was a ruined fortress. Underneath the centre of the lake was Kleightus' workshop and command centre.

## Inhabitants

When Kleightus, Aongorm, and Abadon arrived at the plateau for Kleightus' plan, they brought with them a number of subordinates and other forces. These included a number of goblins, hobgoblins, stone giants, and oni. Abadon used his time at the plateau as an opportunity for a recruitment drive, and so used dreams to lure other creatures, such as a tribe of eneko, to the region. Native to the area that would become The Plateau was a tribe of goblin rats led by Lord Kolgo who were descended from an alliance that fought against the Chelom-Der. There were a number of undead living in this area, arising from the settlers who used to live here, along with the dead who died in the battle with Chelom-Der. The subordinates who came with the generals to this area are the following:

* Jahegso'n - Hobgoblin altered by a prototype of the Pa Doden.
* Ilunea - Undead Oni who commanded a legion of virulent zombies.
* Sum Lee - Ghost Wang-Liang.
* Jerrod - Nilbog priest of Carolus.
* Nebschitel - Powerful half-red dragon oni spiritmaster commanding many howling spirits.
* Vilberg - Cyclops blacksmith working on a large commission for Aongorm.

By the time the party left, Ilunea had been killed and Nebschitel was in the process of manifesting as a ghost. The other survivors were relocated back to the Kolshet Empire, along with Lord Kolgo's tribe and a number of eneko.

Archaeologists had also come to the plateau to investigate the ruins there. Roughly half were killed by wandering monsters, and the other half were abducted by Abadon and taken to the Plane of Dreams to live out their fantasies for the rest of time.
Storm Genasi

Storm genasi are a type of genasi with a ling to the primal force of lightning.

Like other genasi, they reach maturity in their late teens, and can live to roughly 120 years old.

## Myths

Storm genasi generally believe themselves to be the chosen people of Thedun. They say that Thedun blessed a group of humans in the distant past with power, and the modern storm genasi are their descendants. As a result of this, many storm genasi try to foster good relations with Thedun's other children, the giants.

## Lands

Storm genasi can be found in small numbers in humanoid societies all over the world, but appear most commonly in the region of Nordmarch on the Northern Continent. Deep in one of the valleys of Nordmarch, there is a dolmen which a number of storm genasi claim was erected by those first storm genasi in Thedun's honour, and as such is considered sacred by many storm genasi, even those who don't believe in that legend.

## Culture

Storm genasi are generally fully integrated into the societies they are born in.

They have a reputation for being unpredictable, and their anger is often compared to a sudden strike of lightning in its power. Many are known to become jewellers and silversmiths, and often produce high quality silver goods, which means that relatively few ultimately find themselves in any real poverty.

## Evolution

First-generation storm genasi are often born to humans shortly after major meteorological events, such as hurricanes and other massive storms, with later generations being their descendants. Rarely, some are born from the union of human and some sort of creature of elemental lightning, but such creatures are incredibly rare to start with, making such unions all but unheard of.
רינה לזר

**רינה לזר** היא תכשיטנית מקריית גת שאירחה את הערב הראשון בשבוע באר שבע והסביבה בעונה הראשונה של בואו לאכול איתי.

היא התמודדה בשבוע באר שבע והסביבה לצד אלי אונגר, אדווה עמר, אפרת וייס ואיציק בן-עזרי.

## תפריט

#### מנה ראשונה

**לחם פרנה ממולא פרגיות** - בליווי טאפסים

#### מנה עיקרית

**פילה פרגית** - עם זיתים ולימון כבוש לצד קוסקוס ודלורית מגונדרת

#### קינוח

**תפוח עץ אפוי** - בסלסלת עלי פילו וסיגר ממולא בחטאים