recursal/Fanatic-Fandom huggingface dataset:
Summon Allies

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

### **Summon Allies**

*4th-level conjuration (ritual)*

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** V, S, M (a piece of gold, silver, or ivory worth at least 100 gp and a blue topaz worth at least 300 gp, both of which are consumed by the spell)

**Duration:** Up to 24 hours

This spell has a different effect depending on if you cast it using a spell slot or as a ritual.

When you cast this spell as a ritual you can spend the material components to create a magical amulet. The amulet is made of the material that you used to cast the spell with the topaz set in the middle, the cut of which you can choose yourself. This amulet is used conduit for the spells magic and as a token of friendship when given to a friendly creature of large size or smaller with human-like intelligence.

When you cast this spell as a normal spell you can send a signal to one of the amulets that you have created. This signal makes the topaz in the middle of the amulet glow for up to a minute, letting your ally know that you request their aid. The creature can then accept the call to arm by touching the glowing gem. A creature is unaware of the situation you are currently calling them into and must be able to move their limbs to accept your summon. When a creature does not react to your summon their amulet will be summoned instead.

The creature is allowed to stay with you and your companions until either the spell's duration ends, you dismiss it, or when it takes a hostile action against you or your companions. When the creature's time is up it gets returned to its original position with the amulet in its hand. However, if you decide to end the spell early you can decide to keep the amulet at your current position. This is perceived as a great slight by dismissed creature. The amulet is always left behind when a creature is banished because of its own hostile actions. In combat the creature shares your initiative count, but it takes its turn immediately after yours. It is an independent creature and makes its own decisions (the DM decided whatever you can control it yourself or if they control it.)

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can summon one additional ally that holds an amulet for every level.

**Spell lists.** Artificer, Bard, Ranger, Warlock, Wizard
Mungoon-Gali

The **Mungoon-Gali** are intelligent monitor lizards who rule as great chiefs over their own personal tribes of lizardfolk. They are known to command their followers to capture humanoids living near their camps so they can either cook them for food or slaughter them for sport, with humans being their favourite.

## Description

The mungoon-gali is an enormous quadrupeds monitor lizard who reaches over 17 metres in length from tongue to tail. Its scales are white as ash with stripes black as sooth, its feet and face are black as well. Its eyes are black with red coronas. However, the mungoon-gali has a great intelligence, capable of creating complex strategies and outsmarting most humanoid foes. Only its short temper holds it back from ruling over kingdom

The mungoon-gali's mouth is filled with sharp dagger-like teeth the size of hands and adjacent to these are two additional sabre-like fangs filled with venom which it can fold in and out of its mouth. The bite of the mungoon-gali is infused with a powerful venom which causes most who are bitten to scream in absolute agony. Those who are lucky are killed after mere seconds of extreme agonising pain, but those unfortunate souls which survive the bite are left with giant scars to remind themselves and others why not to mess with the mungoon-gali. Every seven years this scar flares up again, recreating the same agony as when they were first bitten.

## Culture

All mungoon-gali have a burning hatred for snakes and any other vermin which relies on cunning and stealth instead of sheer strength. They will often command their troops to destroy any snakes present around their camps, but in those rare moments that they stand face to face with worthy serpentine foes, such as a powerful giant death adder, they will fight until one of them is dead. If the mungoon-gali survives his fight with its serpentine foe but gets some of the snakes venom inside of its veins it will use a magical incantation to create a healing spring that can cleanse its body from this venom. Ever mungoon-gali learns this incantation from a young age as it is passed on from mother to child since the dawn of history.
Sprite glass

**Sprite glass** is near-unbreakable type of glass created by melting obsidian and fulgurite glass and mixing the two materials together into a singular glass substance. Sprite Glass is used in the creation of lightning weapons and is often associated with the power of the gods.

## Description

Sprite glass is a smooth and opaque type of glass. It has a deep black colouration with whitish-green veins running through it. When in a solid state sprite glass may be one of the hardest substances made by a sentient being on Sahul, but has a low melting point. When the glass gets heated it first starts to glow a light blue and then slowly becomes more and more white. Once the glass becomes fully white the craftsman can easily mould it into whatever shape they desire.

Sprite glass is known to easily becomes electrically charged when hit with a high force. The heat resulting from this electrical charge building up slowly makes the glass so hot that it starts to glow a light blue hue. Once enough charge builds up in the glass it will violently discharge itself, resulting in a a powerful burst of electricity. Some highly specialised weapon smiths take full advantage of this by covering the broad sides of their war hammers and great swords with sprite glass to give them an additional electric punch.

## Culture

Sprite glass is closely associated with the power of the divine and as such small religious idols made out of sprite glass are often found decorating personal altars and roadside temples. Both gnolls and tortles put special focus on these religious association and as such the both like to make glass orbs out of sprite glass for religious purposes. However the size of these glass orbs differ drastically between the two races: Gnolls use large glass balls which they for one of their many types of divination while tortles make small sprite glass prayer beads which they use during prayers.
The Rim

**The Rim** is a coastal lowland area south of the Thurndi Mountains stretching into the the basin of the Wittewieven‏‎. The area is connected by giant river known as the Gnice and its tributaries. This river has been a source of vital water for the region and allows trade and good to be carried deep inland. The region has historically been rich in metal ores creating a economy centred around metallurgy and mining. However, these ores have drought up in recent years, forcing the people of the rim to seek their wealth outside of the Rim through the squatting of land.

## History

The Rim was settled in times before memorial by gnomish and human hunter gatherers living around the rivers and in Wolge forest. These tribes would around 10,000 BD join others across the wider Kallgoor Crescent in the Kallgoor agricultural revolution, which lead to the formation of many kingdoms and states across the Rim. These kingdoms have been in a constant tug-of-war for power and control until eventually the first great human kingdom, Brabantsia would arise from the Wittewieven basin in the eastern Rim. Several Brabantsian dukes would try to unify the region under their control, and some even succeeded during their lifetime. But their lands beyond the Gnice would quickly crumble away again after their deaths.

### Unification

While the Brabantsian dukes were trying to expend westward a small city-state would arise which would come to challenge them. From the city of Burnthall republican forces would through diplomacy and force unite the fifteen other realms of the Rim into a combined front against Brabantsia. After this united front curb stomped Brabantsian aggression the Rim began a period of peace during which the region became economically connected. In 1277 the statesman Eckbert Beersa from Burnthall would use this economical dependency to peacefully unite the Rim into the Unified Rim Area.

### Metal Wars

*Main article:  Metal Wars*
For a hundred and ten years the Rim would be united into a single state, until one day all the silver, iron, and copper ore suddenly disappeared over night on which the local economy depended. This threw the region into chaos, leading to a war known as the Metal Wars. After the Metal Wars the three remaining powers in the region would sign the Articles of Secession and would divide themselves into three nations; The ancient dukedom of Brabantsia in the eastern basin, the loyalists of the Unified Rim Area in the west, and the newly formed Laiscuit League in the south.
Putika Beach

**Putika Beach** is a tiny island on the coast of Domuc. It is easily visible from the northwestern tip of Domuc and close enough that by ebb one can walk between the islands. The island shares its name with the village that covers the entire island. Putika Beach is a popular vacation destination with merchants and hunters.

## Description

The island is covered in grassy hills broken up by small flowering frangipani trees. The island is surrounded by luxurious white beaches to the north, east, and west. The southern edge of the island is instead bordered by rocky cliffs which drop directly into the sea and are home to a small community of kororā‏‎s. To the north lays a deep reef known as D'aefit Reef where the town's shark hunters go in search of sharks for the shark hunting tournament.

The village is mostly made of hobbit-holes which are dug into the grassy hills and a few rough wooden structures above ground. It has a small dock able to accompany one large ship or a few smaller rowboats. The town is also home to the Mango Inn where most tourists reside during their stage. The entrance to this inn is guarded by two wooden shark totems. In the centre of town there stands a statue depicting the god Gamelon as an old and wise halfling wizard. The sailors and shark hunters of Putika Beach pray to the fickle Gamelon in hope that he provides them with favourable winds..

## Culture

The people of Putika Beach take great pride in the annual shark hunting tournament which draws crowds from across the island and even from the mainland. Its tradition for sand shark hunters from the Coarse Sea to join in on the shark hunt in Putika Beach and for the Putika Beach hunters to join them during their sand shark hunting tournament in the desert.
Pill of Immortality

The **Pill of Immortality** is a powerful pill that gives the gods their eternal youth and divine powers.

Every god would lose his ability to create or perform without the powers that these pills provide them. While the gods might not be able to die from old age, they will slowly lose their vitality and sanity.
Parchment Hall

The **Parchment Hall** is a large covered market and legal centre in the city of Scorch Gate. The streets are filled with high end market stalls owned by the richest of the merchants families. Above the hall the *Council of Scorch Gate* resides, the most important legal entity in the city and surrounding countryside.

## Description

The Parchment Hall is richly decorated, with gold decorating the pillars of the hall creating an ever lasting reflection of light. In each pillar a depiction of the city histories can be found. Each stall location is owned by a corresponding merchant and is well guarded by different mercenaries loyal the rich families and a smaller set of the city guard, who are mostly drafted from long term mercenaries members who have shown complete loyalty to the city.

### The markets

Many newcomers will be surprised to see the halls mostly empty of goods. Instead large boards of wares are displayed in each stall and richly dressed merchants are found discussing prices. These stalls are owned by the wealthiest in the city and used to buy and sell products in bulk. Many men can be found entering and exiting doors in the backs of the stalls. Here the tea rooms can be located, in which more privates matter are discussed.

### Council of Scorch Gate

Despite its name the council is not the ruling entity of the city. Instead they reside over legal matter. The Council of Scorch Gate is the highest court in the city and will preside over smaller local rulings but also functions as the highest appellate court of the city state. Hence the court is divided in two, one judges the smaller rulings while the other preside itself over larger matters.

## History

At first the hall was very much like the Fortune & Son's Bazaar is now, unruly with many thugs filling it halls. After the expansion of the city hall things changes. Funds were available to move the Council of Scorch Gate into a permanent location. It was decided they would house themselves above the then called Maran Bazaar. Slowly but surely the smaller merchants were driven out by the largest and richest of merchant families. With the establishment of the Fortune & Son's Bazaar the city completely kicked out the rest of the merchants.
Vixron Twigtier

**Vixron Aithlliin Twigtier** was a Wood Elf in the J.S.Frost book series. He appeared in the prologue series Dragons-Havern, which consisted of The Dragons-Havern Chronicles, Lord of Beasts and King of Beasts, the Twinkle Tree series consisting of Twinkle Tree Woods, Twinkle Tree Woods: The Sundown Portal, Twinkle Tree Woods: The Guardians and Twinkle Tree Woods: The Forest Mystery, and the sequel series The Assassin Templar.

**The Dragons-Havern Series**

 In the Dragons-Havern series, Vixron served as a protagonist and the loyal friend to young Durtris Blukrome. Vixron works with Durtris, James Lucip and Emily Karrsoh to defeat the Orc-Lord Gastard Winding, a corrupt void-lord.

## Vixron Twigtier

### Label

Nicknames: Big-ears ( By everyone ) Bat ( Benjy ) Brownie ( Binki )

### Label

Parents: Vasus Twigtier, Amandah Twigtier ( nee Schneider )

### Label

Children: Varon Vasus Twigtier, Vaxford Durtris Twigtier

### Label

Titles:King of Arcadia7th Blukrome ElfLeader of The Regal ArmyGeneral

In the second book, Lord of Beasts, Vixron helps hunt down Taurus Scrimmage, a mage trying to kill all the elves and treefolk in Ejatis. Durtris eventually kills Taurus in a ship-battle on The Great Lake.

In the third and final Dragons-Havern book, King of Beasts, Vixron, along with the newly-introduced-to-the-series Bryce Bucklberry, Emily and Durtris find out that Gastard has risen again and he has sent out undercover assassins to kill Durtris, and anyone who stands in their way. After confronting a skeletal, Vixron finds out in an anonymous journal that Durtris' heart is linked to the Navy Diamond, which is also linked to Gastard Winding. Vixron keeps this quiet until the group travel to the capital of Astovia, Adreanilele, when Durgos Avlidge, Gastard's main assassin agent, reveals this to the others. He then points a sword at Vixron and says `I know you knew. I always did. Your mind is just... so so absent. I read it easily. You are a bloody little tinker, ain't you, big-ears?' After Durgos slowly walked away with a sack of gold, he drops it, runs back to the group and explodes the walls of the city, causing them to collapse, and Emily gets trapped underneath, leading to her tragic death. Vixron then pulls out The Bow of Auriell and shoots Durgos in the back and gets revenge on him. Suddenly, however, a huge tentacle flops over the Palace of Gold, and a massive half-octopus attacks the city. Durtris soon realises that the octoman was Gastard, as he could see the navy eyes. Bryce and the remaining others take down the octoman and then at the end of the book, they are sat in the Yellow Dogs Inn. Durtris, over a pint of mead, tells Vixron quietly that he knows he had the connection to the Diamond. Vixron tells him that ` As long as you're here, I don't care.', smiling brightly afterwards. They then clink tankards and both say ` For the Elves!'.
Spinifex

**Spinifex**, also known as **Triodia**, is a type of long patchy grass that grows in arid regions and is most common in the bush.

## General

The spinifex has needle-shaped, pointed leaves which are between thirty to forty centimetres long and three to four centimetres wide. The leaf tips (high in silica) are prickly and can break off in the skin of any creature unlucky enough to brush up against them, leading to infections. The plant has either a yellow or a green-blue colouring.

The roots grow as deep as two meters into the ground, allowing the plant to reach deep underground water sources. Spinifex grows into thick bunches which provide shelter to several different animal species.

## Usage

Spinifex has many uses for the races of Sahul. Its seeds for example are used as a source of food. First the dry seeds are harvested by beating the spinifex with a stick to dislodge the seeds. Then the seeds are winnowed multiple times with a coolamon to remove any chaff that might have stuck to the seeds. These seeds can either eaten by themselves, or grounded and dried. When done so the seeds also release a liquid which can be drunk as a water supplement. After the drying process this spinifex flour can be used to make highly nutritious Bush Bread.

The resin of the spinifex can be used as a powerful adhesive, which can be used to make spears. Burning the Spinifex itself produces a strong black smoke, which can be used to communicate with families and groups a long distance away via smoke signals.

The harder breeds of spinifex can be used for thatching roofs and can be bunched together to trap fish against creek beds.
Orc (language)

**Orc** is the primary language of the Orc race. The language is by its nature a harsh one, and can sound aggressive to non-speakers. The Orc language doesn't seem to contain any native words to describe numerals and Orcs have began to use Draconic numerals instead.

Inside of Orc there are two different dialects: High Orc and Low Orc.
High Orc is spoken by the orcs of Hilal, and has evolved from orcs and none-orcs living and communicating together. It is in this dialect that most necromantic rituals are spoken.
Low Orc is a lot more raw and guttural and is often spoken by orcs in small isolated tribes or at homes against family members. Low orc is seen as vulgar and to speak it in a formal setting is seen as a huge taboo in Orc society.

## Description

Orc words rely on their context, repetition and volume to add emphasis or meaning. This causes most Orc speaking communities to have their own special smaller dialects.

## Alphabet

Orc uses slightly less flowing form of the Draconic Alphabet. The two scripts have over the years slowly drafted apart from each other as Orcs needed a faster and more efficient way of recording their discoveries on their clay tablets.

## Vocabulary

**Elegee targaa**
Fuck your liver

**Elegee zangilaa**
Fucking idiot

**Serem**
Pregnant out of wedlock

## Phrases

**Damla ayi kedi**
**Literal:** Drop bear pussy
**Actual meaning:** A very good looking vagina

**Kic ta deel emmek**
**Literal:** You can suck a fart out my arse.
**Actual meaning:** No.
Swagman's rest

**Swagman's rest** is an small isolated pond in the wilderness of Paterreagh. The skull of a giant can be found at the bottom.

## The legend of Swagman Júk

Stories tell of a ghost named Júk who lives near Swagman's rest. Júk is a giants musician who only appears after a heavy rainfall when the water of Swagman's rest becomes high enough to swim in. In those rare and cherished moments that he does appear he plays joyful melodies on his banjo for everyone who sits down with him. Those that hear this tune are blessed with a stroke of good fortune, but won't get it out of his head until they have played it themselves for someone ells and spread the infectious joy of good old Júk.

Some teenagers might try to turn Júk from a benevolent ghost to an vengeful spectre that drowns those swimming in his pond at night as a way to scare and dare each other on a mid-summer night.

Thou it is rare for Swagman's rest to run out of water there are still instances that it does. When it does, the skeleton of Júk appears and it is said that only then poor old Júk realises what has happened to him, turning his joyful demeanour into pure rage, cursing the inhabitants of Paterreagh to suffer as he does. To locals make sure this never happens and prevent people from getting water from the pond so it may never run out of water, for this is sure to be a bad omen.

## History

Around 200 years ago a Giant bard passed through the town of Paterreagh. The sudden appearance of this giant confused many of the local inhabitants and some of them became quiet fearful. Júk went to sit near one of the nearby oxbow lakes called Swagman's rest, and began to play on his massive banjo. The noise coming of his banjo annoyed and aggravated the locals, who went to the local military force to get them to removed the Giant from their lands.

They complain about the noise to the old sheriff, who was quiet deaf. He didn't quiet caught what the locals where complaining about and believed that the giants was a danger to the locals. He ordered his troops to arm themselves with spears and halberds, and they rode out of town on their terror-birds. The men arrived at the lake, and mistook the gigantic banjo for a weaponized tree. So they quickly stabbed the giant to death before he could wake up, and shoved his corpse into the river where his skull resurfaces from time to time when the lake dries up.

When the children of the villages around Swagman's rest began to grow up, they began to tell each other stories about the giant, and that he turned into a ghost who plays music near the lake, which eventually inspired the next generation to turn it into nursery rhyme. The entire ghastly tale of Júk is only known and told by those living in the area around Swagman's rest. But Júk's song is known throughout Sahul and forms a staple of many childhoods.
Tobacco

**Tobacco** is a herb grown as a commercial crop throughout Sahul. It is primarily grown for its leaves which are consumed in a myriad of ways. The plant grows primarily in clay soil and sand.

## Description

Tobacco plants are short-lived, living their entire lives during the span of the month of Spodius. The plant grows between 10 to 150 centimetres in length. The plant is densely covered in sticky hairs. The plant has long elliptic leaves which grow up to 20 centimetres in length. The flowers of the tobacco plant are white and have five lobs.

## Usage

Tobacco is popular with almost every race with the only exception being the dragon-kin. The most popular method of smoking tobacco is with a long-stemmed pipe made from either a crab claw, a hollowed out root, or a piece of wood. This method is popular with all echelons of society: from the highest officers to the lowest beggars. The people of Domuc went one step further by combining tobacco with the native pipe-weed for a more mild smoking experience.

The orcs on the other hand prefer to mix their tobacco with herbs and honey. They smoke this mix from a large glass water pipe known as a hookah which uses water filtration and a fire bellow it to function. Smoking from a hookah is an important social event for orcs during which they usually discuss matters of trade or social importance.
Raven

**Raven** are black carrion birds often found around battlefields. They are related to the smaller crow. Raven are known to eat anything that they can get their claws upon, from insects to grains, small animals, and even woolly dog poo.

## Description

The raven is a large flying bird measuring up to 53 centimetres in length and weigh over 600 grams. Almost everything about the raven is black; its plumage, beak, mouth, tongue, legs, and feet are all black. The only part of the raven that is not black is its iris, which are pure white instead. It has long and broad wings which give it a wingspan of around 100 centimetres wide. Its tail has a beautiful wedge-shaped pattern on which gnoll priestess base the design of their headdresses. Raven make a slow whining call which sometimes sound like it is in pain. They live up to fifteen years.

## Culture

The raven are often believed to be servants of Tarnesian, the duke of decay, because of their appearance around graveyards and battlefields. Here in the waking world they supposedly serf as Tarnesian's eyes and ears. Their painful calls are believed to be when they find a new pestilence they would infect themselves with it and carry it to their divine master for study.
Sand Drake

**Sand Drakes** are earth-elementals that roam the deserts of Sahul. They look for carrion and cacti to wolf down their enormous mouths. Sand drakes look like big rocky lizards with six legs with rocky claws on each of them.

## Abilities

Sand Drakes can run surprisingly fast, dashing down their attackers and knocking them into the ground. Once downed, they slash into their attackers with sharp rocky claws. These Drakes can blend into rocks and sand, moving through them as if it is water.
Sand Shield Mountains

The **Sand Shield** (also known as the **Sand Shield Mountains**) is a long range of mountains that flow from the east coast to the west coast in the southern part of Sahul. To the south is the largest desert in Sahul, called the Coarse Sea. The mountain range protects the more liveable northern lands from sandstorms that rage out of the desert. Between the mountains are various small rock valleys, the largest of which being the [Valley name that doesn't start with the letter S].

In the middle of the mountain range a large pass can be found, here the city of Scorch Gate is located, which is the main entrance point for goods and travellers in and out of the Coarse Sea. In the far west the city of Chaman can be found, which serves as the base for most pirate activity within the Coarse Sea.

## Geography

The mountain while not as high as the Umamthakom Mountains is still a large obstacle when trying to enter the Coarse Sea. The highest peak would be the Turkal standing at 4583 meters tall. With the average height of the mountain range being at least 4000 meters.
Miststones

The **Miststones** are mysterious rune-carved monoliths strewn about the rolling hills of Emerald Forest. The towering miststones bear carvings from the ancient Alban, a tribe of star elves who once ruled over the forest, depicting their ancient kings and battles.

The miststones are filled to the brim with mana, creating water and cooling the area around them. They were made to protect the forest from both drought and foreign invasion by spreading a thick shroud of mist around them. This mist nourishes the Emerald Forest, making sure it can even flourish in times of great heat. This mist also obscures the vision of anyone unfamiliar with the area, making it hard for them to orientate themselves. Many invading armies have gotten lost in the forest and starved to death, although there have been occasions where invaders managed to overcome it, like with the first human tribes. The mana inside could also be used by a powerful spellcaster to enhance their magic but the mana inside is so intense that most who try are overwhelmed and killed. No tree dares to grow on a miststone, almost as if they know that it are the miststones who protect and sustain them.

Despite their age most miststones have survived the test of time. This is mostly because of the protection of the druids who take great care in protecting them. The government of Alba has, by the advise of these druids, made it illegal to damage the miststones as well. The loss of a miststone is a rare tragedy indeed, for when one gets destroyed beyond repair it will collapse into a great vortex of violent true mana, consuming everything nearby. Then as its magic fades and the mist dissipates the forest around it begins to die, slowly turning into a shrivelled up swamp.
Whowie

It starts with the sudden appearance of large hills of sand along the riverbed. Then followed by the occasional deafening scream upon the wind, and finally the disappearance of an entire village in the middle of the night. These are the telltale signs that a **whowie** has made its home in the region. Once the presence of whowie is known local leaders are faced with a simple decision: To either leave or to face certain oblivion.

Whowie commonly roam along the banks of the Glasglas and Iníon river in the marshy realm of Riverina.

## Description

Whowies are 7 metres longs from head to tail and closely resemble a six-legged lizard. Its wide and flat head resembles that of a frog, with two bulbous eyes on top of it. Inside of its mouth lays a long whip-like tongue which it uses to smell the air around it. Its body is covered by a thick, almost impenetrable layer of mucus which protects the beast from any external forces trying to pierce its skin. However this mucus is prone to drying out when exposed to heat, so the whowie generally avoids the light of Wuriun whenever it can help it.

The whowie walks at a meagre four kilometres-an-hour, allowing even the slowest of children to outrun it during the day. But what it lacks in speed it makes up for with its ability to walk without making a noise. There have been several accounts of entire camps disappearing in the middle of the night, all eaten by the beast without its guard dogs noticing it was ever there. The only sign that a whowie has even been in the area is the presence of its massive footprints. If someone is lucky they might have spotted it during the day before it could surprise them, but this serves only as a warning that it is time to leave.

## Culture

Whowies are feared across Riverina for their ability to silently eat entire villages in the dead of night. This fear runs deep enough that any warrior who can kill a whowie is rewarded with the title of knight in Riverina. For this same reason the whowie is also a popular symbol of power in Riverina, appearing even on the royal crest. The whowie would also introduce the saying 'as quite as a whowie' meaning that one is especially silent. The saying has spread so far that its an honour to be called a whowie as a thief.
Vatinia

The **Kingdom of Vatinia** is a dwarven-elven hybrid kingdom located in Te'persus. Ruled from the capital Kretum, Vatinia is inhabited by a mixture of dwarves, elves and their dwelven offspring.

## History

The Kingdom of Vatinia was founded by the dwarven general Julianus Vatinius, who ruled over the area as governer of Te'persus when the Dwarven Imperium still stretched across the lands of Sahul. After he (re)conquered the land he set on establishing a new dwarven dynasty. However integrating a dwarven army into primarily elven lands is easier said than done.

## Culture

Due to the unique continues presence of both dwarves and elves integrating with each other a sort of melting pot has developed within Vatinia. Creating a rich cultural blend, for the people still like a good drink but instead of your regular ale the inhabitants of Vatinia like to add some spice to their drinks.

### The bachelor

House Vatinius decided to intermarry with the local elves as a way to foster unity between the different people. However due to their pride they would only intermarry with sun elves, which brought its own problem. The chances of a child being born between an sun elf and dwarf are significantly lower when compared to a star elf and a dwarf. To ensure that a heir to the kingdom would be born polygamy would be allowed for the royal house. The next step to promote unity was consent, the dynasty did not want to be seen as an invasive force. It was decided that a grand ceremony would be organized when the heir comes of age, during this ball all sun elven woman are invited. Here the young heir can meet many different sun elves so that he can find spouses with which he clicks. The ceremony is held for the entirety of the month of Aurius. For finding multiple consenting spouses is a though affair, for many people are to met. Aurius was chosen for its association with the Sun and its connection with the sun elves.
Woolly Dog

The **Woolly Dog** is a white, long-haired breed of dog which fur can be used to make wool. They are kept in packs of twelve to twenty individuals inside of fields on rocky fields as a type of livestock. Their wool is commonly used to make highly priced articles of clothing and carpets.

## Description

The woolly dog is one of the smaller dog breeds on the continent. They stand at around 44 centimetres tall and weights around 30 kilograms. They have a long white coats which sometimes has a few brown spots. When their fur grows long enough it begins to curl and poofs out. Their tails are kept relatively short to prevent infection from faeces and mud getting stuck in it. But when their tails are allowed to grow they fluffs up from all the fur on it.

## Usage

Every year just before the end of spring poor young man from across the continent come to the Woolly dog farms to begin the dog shearing. With quick wide blows the dogs are shaven clean by the shearers. The most experienced shearers can even cut the entire fur off as one piece.

When an inexperienced shearer cuts one of the poor dogs the salve-boy, a boy of between 12 to 15 years old, will apply a healing salve that quickly heals the pup before he gets bothered by it. This salve is made out of a mixture of dire pelican blood and several herbs.

Once shearing is done for the season the shearers will take the pups for a walk to the nearest village, and by extension the nearest pub. Here they spent the evening emptying their pockets on rounds of beer and sausages for the dogs before heading back home in the morning with the money they have left.
Sword of Tenno

The **Sword of Tenno** is a constellation in the skies of Sahul which hangs directly under the moon of Indeko when she reaches her peak. The constellation exists out of seven stars. Five stars stand in a row and slowly become larger the further down they go, forming the blade. The exception to this is the highest star, called the Pommel, which is the second largest of the five stars. The remaining two stars stand parallel to the second and smallest star, forming a cross guard. The six stars under the pommel also form the asterism known as "Tenno's Spear" which used to be a official constellation in lands such as Alba or Ishim, but has lost its formal status as the scholarly consensus has become more universally synchronised. Nowadays only esoteric hermits and old wives still use this term.

## History

The Sword of Tenno is believed to be a sword that the king of the gods Tenno lost in the night sky in the days of old. Legends say that in the end of days, when evil threatens to consume the world, Tenno will once again reclaim his lost blade and slay both evil and his brother Konsulh once and for all. In some cultures it is also believed that this was the original weapon Tenno used to slay the great Az, although most theologians agree that the weapon that slayed Az was a spear instead.

## Culture

The people of Sahul say that "The Sword of Tenno hangs over me" when they feel that the consequences of their actions are about to catch up with them. The saying has a companion in "The Sword of Tenno has dropped on him" which is said when someone dies as consequence of their actions (for example when someone gets killed by their spouse for cheating).
Tarnesian

**Tarnesian** was one of the last of the Azen and was born from the small leftovers the once great Az's decomposing body. He embodies the natural circle of life and especially dead and decay.

Raven are believed to be his servants, serving as his eyes and ears in the waking world. They hang around graveyards, watching for any signs of a new plague to carry to their divine master for study.

## Followers

Temples to Tarnesian are made out of mostly organic materials and kept in a constant state of devout neglect, slowly rotting away and returning to its natural state. Once a temple reaches a hundred years of age its monks will move on to a new temple, build right next to the old one, and the old one will only be used for ceremonial purposes and left to return to nature.

Priests of Tarnesia fight using a wirrie. A special weapon created from the corpses of the recently departed and brimming with necrotic mana. A single wound from this weapon can create a most painful infection. Its victim will be in agonising pain as they slowly fall in and out of consciousness while poison takes hold of them. Only after a long period of suffering while the victim finally succumb to Tarnesian's blessing.
Meteor Fall

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

### **Meteor Fall**

*2nd-level transmutation*

**Casting Time:** 1 reaction, which you take when you fall

**Range:** Touch

**Components:** V, S, M (the feather of a bird of prey)

**Duration:** Concentration, up to 1 minute

When you fall you can magically transfer the momentum of your descent unto another creature by touching them with your hands or feet. For every 10 feet you fall you deal 1d6 force damage to your target. For the first 80 feet you are able to transfer all your momentum unto your target, then for the next 80 feet you take half of the fall damage you would normally take, and after 160 feet you suffer the full force of your fall.

**Spell lists.** Bard, Ranger, Sorcerer
Murex snail

**Murex** is a type of large sized predatory sea snails. Large quantities of these snails are sought after by the tailors of Tyria Rupes, but they are hard to find in the wild. One murex can be worth more than the yearly income of most peasant families.

## Royal purple

Murex's are used by the Dwarves from Tyria Rupes in a costly and labour-intensive process to create the dye they call Royal purple. This dye is a rare animal-produced compound, which the snails make using a specific enzyme that operates on dissolved bromide in sea water. This dye gets used in royal robes, other kinds of special ceremonial or ritual garments, or garments to show off ones wealth.
Warangial

**Warangial** is an old language, perhaps as old as the gods themselves, which is spoken almost exclusively by the enigmatic ziez. Warangial is understood by all creatures, no matter their native tongue or their intelligence, but only a few powerful creatures are capable of speaking it.

## Description

Those who have heard Warangial describe it as sounding beautiful, yet alien and slightly unnerving in nature. Every person describes Warangial in a slightly different way. Some might describe it as the warm voice of a beautiful woman, while another may describe it as the soft breeze of a sea-wind or the cooking of a piece of delicious meat. The truth is that Warangial almost always sounds like whatever the listener finds most pleasing to hear, as understanding the exact words is not necessary for understanding the message being transmitted.

## Script

Warangial is written in special inscriptions of dots and simple lines. The depth of these dots and lines is specific to each symbol and the meaning of a text can only be determined with either touch or super natural sensory abilities. It is because of this that amongst mortals the blind are considered to be best suited to read Warangial. When a series of Warangial inscriptions is written in the correct order on a tablet it imbues the inscriptions with magical powers. Magic coming from such an imbued tablet is known as a Miracle.

### Miracles

According to legends the long lost Astrohanasians used Warangial inscriptions to create special prayers known as Miracles. With miracles any cleric could do incredible things such as calling down the wrath of the gods upon their foes or restoring the death back to life. The knowledge of creating these Miracles is thought to be taught to the Astrohanasians by a benevolent ziez who desired to aid them in their survival. But he realised his mistake when the Astrohanasians began to use their Miracles to fight and destroy each other. As such the ziez took his leave, returning back to his duty in keeping the balance between the Dream and the waking world, letting the Astrohanasians destroy both each other and the knowledge of creating Miracles. Despite some Miracles showing up from time to time it wasn't until after the Event Horizon that powers similar to those of Miracles were to become commonplace again.
Primordial

**Primordial** is the ancient language spoken elementals and behemoths. The jinn believe that the language was by the personification of the elements themselves in an age when Sahul was freshly carved from the body of Az. It was a gift to the elementals, the first heirs of the world, so they may communicate with each other and live in peace.

Every element has a true name, which can only be pronounced in primordial. Speaking this true name makes that element do whatever the speaker asks of it, allowing them to do things far beyond the capabilities of most spellcasters. this is as long as one is respectful of course, for when one manages to offend the elements in their native tongue they will make sure to take their revenge.

## Description

One can't help but describe the speech of primordial as a cacophony of the forces of nature itself. In the language every core element of the primordial plane can be heard, fighting as much for dominance in sound as they do in real life. From the element of Earth it got R's that vibrate as earthquakes. The element of Fire gifted it with the hissing S'es of a doused fire and the clicks of a campfire. Next Air blessed it with the breath of wind and sights as gusts. Then finally the element of Water provided the language with the calmness of still water and a deepness to rival the sea itself.

### Phonetics

Linguolabial consonant are often forced out with heavy force as if a gust of winds passes from the speakers mouth.

Fricative consonants are held for a long time, similar to how a dying flame gives it last words.

Stop consonant are pronounced with a lowering of the voice, making a listener feel as if the speaker turns into stone himself.

## Script

Primordial is recorded with Elemental Runes. These magical runes are crudely carved on pebbles and hold a piece of the represented element's power. For example fire runes are burning hot, water runes are wet, air runes are soft to the touch, and earth runes are sharp. Combinations of these elements create even more complex effects. For example water-earth runes are slimy, water-air runes are cold, fire-air runes always feel like they are about to collapse, and fire-earth runes are sticky. When two opposite elements are combined they create a violent reaction. Air-earth runes call forth a meteor and fire-water runes explode when thrown to hard. These elemental runes are often used by people incapable of casting spells to imitate some of a wizards wondrous elemental magics.
Scaull's Scar

A collection of boiling hot tar pits surrounded by steep cliffs form **Scaull's Scar**. A black mark can be seen on one of the lower plateaus. This mark is heavily associated with the dark arts and believed to be made by Zog the Eldest, one of the greatest Necromancers of all time. Many young necromancers travel to the scar for meditation and practice.

Ever since his birth, the scar has been home to the Behemoth Scaull. An elemental made of tar and the preserved remains of creatures that have perished in the sticky tar. Every time a creature dies in the scar, both it and Scaull grow.
Wastes of Ishtarr

The **Wastes of Ishtarr** are a dry and barren land north of the wall city of Hilal. They are completely closed off by the arms of the Crescent Mountains. These steep mountains prevent the seasonal rainfall that revitalise most of the surrounding savannas from ever reaching the wastes, turning it barren and lifeless
The landscape of the wastes is covered by the scars of ancient wars. Craters from artillery strikes, the skeletal remains of ancient dragons, and ruins of abandoned armouries all are a common sight.

The wastes of Ishtarr used to contain huge supplies of iron and coal, which led the Dusk Lord to choose it as his base of industry. Building great forges to supply his hoards with weapons and armour. But over the centuries of constant warfare these resources got depleted until only a miserable few nuggets of ore remained.
The lack of resources made the Dusk Lord decide to turn his industrial base into a personal fortress, reusing many of the old buildings as barracks and storehouses for his elite soldiers. Once the Dusk Lord was banished the Orcs left the wasteland and it became the empty wasteland that is its now.

Few things grow in the wastes, for its endless droughts and low nutrients make it difficult for plants to grow. The plants and animals that did adept its environment were hunted by the Orcs to extinction.
The only permanent residents that the Wastes of Ishtarr see are the shambling corpses of undead orc warlords and sorcerers. They stand guard over the waste as eternal sentinels to make sure none reaches the feretory of the Dusk Lord. Many young Hilalian Orcs test their worth by surviving in these undead filled waste and transferring them as a right of passage.
Quoll

**Quolls** are slender nocturnal predators which hunts other small animals such as the Hopping Mouse. Quolls are solitary creatures, but can bond with humanoids when treated right.

## Description

Quolls weight between 300 gram and 7 kilos and can grow between 25 and 75 centimetres in length. They have brown or black fur which can be sparsely covered in white spots. They have a bushy tail of between 20 to 35 centimetres and have a pink nose. Females have litters from up to 18 pups, but they can only give milk to six at a time. Quolls can life up to five years.

## Usage

Quolls have been domesticated to be used as both a hunting companion and for their fur. Quolls are naturally inquisitive and with their slender bodies they are well adapted for chasing small mammals into their borrows. They will then pull out their prey and drag them back to their owners for a share of the meat. Quoll skins are highly prised and often used to make fur clothes for nobles. Even the ceremonial crown of the dwarven Kaiser uses quoll fur for its cap.
Sunshine (beverage)

A cheap distilled liqueur made by heating a brewing tank with a lens in the dessert sun. **Sunshine** contains an alcohol percentage of 90‰. The high alcohol percentage makes the drink highly flammable. Some sun elves are known to take offence to its name.

Sunshine is considered to be a better alternative to the old moonshine of the Metal Wars‏‎. This drink was with the surplus of coal and charcoal which became available as fuel was no longer needed for smelting furnaces after the Metal Wars came to an end. Both drinks are illicit in many places due to lobbying by individuals that have stake in people not getting drunk in public and city halls not getting burnt down.
Source books

## **Official books**

### **Player handbooks**

* Player's Handbook
* Xanathar's Guide to Everything
* Tortle Package
* Elemental Evil Player's Companion
* Sword Coast Adventure's Guide (page 143 to 155)

### **Dungeon Master books**

* Dungeon Master's Guide
* Monster Manual
* Volo's Guide to Monsters
* Mordenkainen's Tome of Foes

## **Community books**

### **Player handbooks**

#### **Classes**

* Blood Hunter Class
* Cartographer Subclass for Ranger
* Circle of Elementals Subclass for Druid
* The Layer Between Subclass for Warlock

#### **Spells**

* Scoundrel's Spellbook
* Opus of Extrinsic Substance

### **Dungeon Master books**

* Knarl's Candy Compendium
* Remarkable Inns & Their Drinks