recursal/Fanatic-Fandom huggingface dataset:
Tviatini Basilisk

Tviatini Basilisks are huge serpent-like monstrosities found in the waters surrounding the Tviatini Jungle.

## Description

Like the terrestrial basilisks with which they share a name, Tviatini Basilisks possess the ability to petrify would-be prey. In contrast however, they achieve this through two means, neither of which involve their gaze. Covered in a slick mucus that aids them to glide through narrow coral tunnels - and further reinforces them - as well as being able to fire a bolus of the same mucus from glands in their jaw similar to a spitting cobra, these monstrosities are highly dangerous to those unprepared.

Nonetheless, cunning hunters seek out Tviatini Basilisks in their dens, hoping to harvest the glands responsible for the mucus’ production, for with careful distillation and application of the contents, stalling effects on ageing and the general degradation of flesh can be achieved, and as such is a key ingredient in the production of Potions of Longevity, and for preserving medical and scholarly samples.

## History

Shortly after the founding of the city of Whittengrove, a group of adventurers travelled to the Wreck of the Dragonfly. Finding it occupied by a mating pair of Basilisks, the party engaged in a heated battle, during which the eventual Lord of Howell Town, Fonteyne Howell, would be petrified for the best part of a week.

The elf Eldur preventing his transformation into a Kaorti by submerging himself in a tank filled with, amongst other reagents, Tviatini Basilisk extract. Upon emerging from the tank when a group of adventurers sought to retrieve the Legacy of Distant Reverie at its base, he quickly succumbed to the affliction, transforming into the aberration with little delay.
Y'Chak

## The Violet Flame

Y'Chak, known also as The Violet Flame is a Great Old One Patron in Ahlus known to be seeking would-be warlocks to which pact of power are offered.

## Description

Revered by Aboleths that maintain a dozen other names for the entity known only to them, Y'Chak the Violet Flame is a star infected with malice and intent, sowing both onto the places that it finds reason to turn its attention. Like the Seedsail, it finds great interest in the concept of life, but instead focuses on the processes that yield the destruction of life in their every form. To the residents of the Material Plane, the touch of Y'Chak may have been most readily felt during the so-called Lyndim Flare - although the reasoning for likely unknown to all but the most esoteric of scholars and researchers - in which the passage of the Violet Light across the Canvas of Night caused the sudden ageing and frailty of many across the continent of Ahlus, from commoners to the nobility. Combined efforts by the Ten Guilds of old Ahlus and the alchemists of the Realm of Sunstone managed to reverse the effect, by which time the machinations of Y'Chak had surely passed elsewhere.

Y'Chak is considered amongst the Elder Evils, and served by a myriad of star spawn that readily wear fire and smoke as a mortal might cloth and silk.

## Commandments

Nothing is currently known of Y'Chak's commandments.

## Appearance

Y'Chak's pure form is said to be that of the corrupted star of burning purple flame in which they reside.
Yhiros

Yhiros is a popular meal from various Realms on the western side of the Ahlusian continent.

## Description

Although each of the Realms had different names for the dish, each with their own subtle variations, the dish composed of charred mutton, goat or chicken sliced thinly and served on flatbreads with fried onions and peppers has come to be referred to as Yhiros, as per the name given to it by the modern Hollow Concord. It is commonly served roadside throughout the markets of Rydoon and its various vassal towns and villages, wherein many vendors make a show of carving meat directly from the rotating spit. Some higher end establishments also serve the meal, using lightly-enchanted blades that further char the contents upon their carving.

In historical Kingbourne variations made with fish - particularly so those with a meatier flesh such as pinkmail gurnard, monkfish or swordfish - were also popular, whereas those created in Sunstone were also heavily flavoured with a variety of spices such as annatto, cumin, cardamom, cinnamon and turmeric.

## Recent History

The statue of Buwello within the temples of Golgyra in Rydoon is depicted to be holding an ewer in one hand and a plate of - as many claim - yhiros in the other.
Ysgard

### Contents

Soaring Mountains, Deep Fjords, Windswept Battlefields, Icy Caverns, Endless Storms

## Cultural Information

### Inhabitants

Dragons, Elementals, Giants, Primordials

Ysgard, known also as the Heroic Domains, The Plane of Storm and Stone and the Legendary Domain, is an Outer Plane most commonly falling somewhere between the alignments of chaotic good and chaotic neutral.

## Description

Wild and rugged, Ysgard is filled with mountains of seemingly infinite height, fjords and valleys that stretch beyond the horizon, with summers wet and lingering and winters delivering unforgiving chills. Set atop oceans of magma, the continents ever-drift, changing the battlefield upon which the spirits of heroes clash with primordial foes for eternity, and beneath them all further conflict rages within vast caverns of ice and stone occupied by kingdoms of giants, dragons and elementals.

## Layers

### Thraotor

#### Research Completed by Hassk

A layer contained entirely within a thunderous storm cloud, Thraotor is predominately occupied by both Cloud and Storm Giants, locked in an eternal rivalry for control of the other entities that called the realm home. Of particular note amongst the other occupants where predictably those others with the power of flight, and so all manner of creatures of the sky could be found making den, nest and roost alike upon the earthmotes locked within an ever-raging storm. Griffons, Giant Eagles, Hippogriffs and Parrogriffs, Perytons, Owls and Wyverns - but none find more purchase in the layer than Rocs, which are said to grow even greater in size than those found scattered through the Prime Material Plane, infused so strongly by the power of Ohmenis to the point of transformative form into that of beings of pure fulminating energy.

Using their innate ability to manipulate their environment, the colonies of Cloud and Storm Giants weaved their surroundings into vast cities said to be made of pure silver extracted directly from the essence of the layer. Building towers, statues and weapons of size too great for even giantkind for sake of craftsmanship itself, caution should be heeded by any adventurer that stumbled across any structure etched with glyphs akin to the jotun art of runecasting.

Recently though, colonies of Giants have grown increasely hostile, spurned by the faltering of the core of the layer, desecrated as it was when Irsecrinth the Indigo Prince consumed and assimilated his form with that of the Archomental Ohmenis, gaining the power of the Storm Ascendent. Whether entrapped to the will of Irsecrinth or truly destroyed, the loss of the Primordial Elemental Prince has made the layer ever more unstable and unpredictable.
Warrf jr.

**Warrf jr.** is a goblin lumberjack currently residing in the Savage Creek Hills. He is a son of Warrf and Purxie and younger big brother to the goblin sorcerer Moxzi Bluhedd.

## Description

The second oldest child of the goblin couple Warrf and Purxie. The one affectionately named Warrf jr. in honor of his father couldn't be more different than his dear old dad. Where as Warrf Sr. is often jolly, Jr. is instead often dour. Warrf Sr. is athletic and energetic yet simple in his ways, Jr. is scrawny and lazy yet innovative in his. This dicotomy between father and son has led to many disagreement between the two, especially after Warrf Sr. pushed for his son to continue in his footsteps in the lumber business after the oldest son Guub left to become a mercenary.

Warrf jr. however has his own dreams, that of moving out east and finding his own way in life, most likely inspired by tales from his uncle Blenn. To this end, Warrf jr. has secretly been saving up enough money to leave home to move to Viridell, something that is constantly set back due to his legit love for the rest of his family and unwillingness to truly leave them behind, no matter of much he tries to deny this.

According to his sister Naddle. After three years since Moxzi left home Warrf jr. has yet to finally pack it up himself and seems to constantly find new excuses to postpone him moving out of the family hovel and travel east like he keeps declaring that he will do one day.
Thunderlance Isle

* Artwork
* Map

Thunderlance Isle is a large isle in the northern Cobalt Sea near Vuhn Bay.

## Description

Thunderlance Isle is a large island off the western coast of the lands of the Hollow Concord, found in the northern waters of Vuhn Bay. Traditionally part of the territory of the Realm of Kingbourne, Thunderlance Isle was home to an important port that served as the capital of the Realm during the years that Westdell was held by the Realm of Codorne. Natural erosive processes have caused the shores and cliffs upon which the settlement was built to collapse into the sea, although occasionally relics and ruins are uncovered by the waves to be later discovered by vessels dropping anchor just offshore to replenish their supplies of fresh produce for the remaining journey ahead.

Such artifacts are frequently auctioned for notable sums to wealthy collectors in Rydoon and elsewhere, and so in recent years scores of treasure hunters have descended upon the isle, scouring it for any items of particular value or worth. Exploiting this growing market, some forgers have taken to replicating such relics, selling multiple counterfeits of the same item in the major settlements across the continent.
Yeenoghu

## Lord of Death Dells

* Artwork
* Symbol

Yeenoghu, known also as the Beast of Butchery, is a Demon Prince of the Abyss.

## Description

Seeker of destruction, Yeenoghu lusts for the collapse of civilisation, hungering to slaughter all that would hide behind walls or laws alike to save them.

The demons, cultists and other followers of the Demon Prince Yeenoghu are often encountered on the battlefields along the River Styx, where their unquenchable bloodlust and hunger stirs them into a formidable tide capable of shredding infernal legions. Delivered to the war's frontlines by means of Crokek'toeck, a demonic cross between a mudskipper and a hyena, their effectiveness as shock troops is stymied only by their proclivity to turn upon demons from other layers of the Abyss the moment their infernal foes are defeated.
Mistbreath

* Artwork
* Map

Mistbreath is a modest manorhouse located far to the north in the Hoarfrost Expanse.

## Description

A minor settlement founded in the name of the Lord of Howell Hold after losing easy access to his summer home to the south with the faltering of the magic of the Wayfinder Stones, Mistbreath was built upon a series of natural hot springs on the southern edge of the Remorrhaz Wilds to the north. Heated from below by presumed volcanic activity, the manor house and bathhouses have since been loaned out to guests for their personal usage while staying in the region.

An Alderman acts as the steward of the estate while not in active usage, and fierce competition exists between new graduates into the ranks of the White Coats to be stationed at Mistbreath, whom consider the expectation to root out warrens of kobolds revelling in the heat and causing disruptions to local provision shipments an easy price to pay for the comfortable lifestyle afforded unto them.
Sugar Sap

Sugar Saps are a family of seaweeds commonly cultivated by a number of aquatic races.

## Description

In truth an umbrella of numerous species of differing hues, Sugar Sap seaweed is a favourite of merfolk and sea elves alike, who use it to produce various rums and liquors. Depending on the colouration of the species, it is said that the alcohol takes on different subtle flavours, with yellow-hued Topaz Sugar Sap taking on sharp citrusy tones, grey-black Dusk Sugar Sap more akin to the bitterness of aniseed and red-pink Blushing Sugar Sap possessing a syrupy tartness similar to rhubarb.

## History

The settlement of Skerry Sands was used as a hub for the trade of goods that included Sugar Sap based-beverages before its destruction.
Zayd Tawd

Zayd Tawd was a Sunar physician and alchemist that lived in the first century after Aita's Second Gift.

## Description

Highly influential in the fledgling days of the Kingdom of Sunstone, Zayd Tawd's legacy is one that carried through the ages, continued by the countless apprentices that he trained during his life in the alchemical arts. He is credited with the creation of the first formulas for the Fundamentums, primers that form the base of near all potions, elixirs, salves and other substances.

Throughout his life, Zayd attracted students of all backgrounds and interests, and is remembered as a kind and compassionate individual dedicated to his academic peers and patients, rich and poor alike.
Moonlight Sorrow

Moonlight Sorrow, also known variously as Final Eve and Midnight Tears, is a potent and rare ingested poison.

## Description

Favoured by some assassins for the delay given to its onset, Moonlight Sorrow is difficult to disguise, given its vibrant green hue and intensely sour taste, compared unfavourably to concentrated citrus, and as such is rarely used for such a purpose. Production of Moonlight Sorrow is a task both dangerous and difficult, requiring a skilled alchemist to combine the correct ratios of Mercy's Touch, Sourgrass and Purple Sorrel with a base of Fundamentum Toxicant. After its creation, Moonlight Sorrow can be further augmented by the inclusion of Griffon Tallow to produce a very rare contact poison known as One Last Kiss.

## Effects

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Winged Cactus

Winged Cacti are a type of hardy desert-growing plant.

## Description

This tough and spiked waxy plant forms a pair of broad and flat leaves on either side of its rounded trunk, giving it the appearance of wings. Numerous individuals have reported, when finding themselves in the unfortunate instance of being lost in the desert, spying a Winged Cactus in the direction and, whether through heat haze, delirium or just wishful thinking, assuming it be another humanoid, to their folly. Fortunately however, Winged Cacti are capable of holding large amounts of moisture in the form of sugar-rich flesh and fruits, and thus prove to be the angelic saviour that the individual in question seeks so fervently.

During more temperate months, they produce a wide array of small pink and orange flowers.

## Usage

Alongside several other larger cactus species, near every part of a Winged Cactus can be used, their fruits, seeds and some of their flesh edible, their skin and spines useful for construction and tools, or the entire plant can be hollowed out and used as a storage vessel.

When prepared alchemically, Winged Cactus can be used to produce a Tonic of Gliding.
Tviatin

The Green Hell

8% Elves

7% Kobolds

5% Tabaxi

4% Grung

4% Tortles

3% Merfolk

3% Bullywugs

2% Others

Sugarcane

Fruit, Vegetables & Beans

Gold

Copper, Tin, Iron & Bauxite

Medicinal Herbs

Tviatin was one of the Realms of Ahlus.

## History

Contained entirely within the jungles of Tourmalini'i, Tviatin is a Realm as defined by territory rather than civilisation. Many of its neighbours, primary amongst them the Realms of Tulis, Aaydda and the Duchies of Tynd, have laid claim to the lands. Although a variety of reasons were given at the time, the extensive natural resources including gemstones, rare herbs of medicinal value and other plants, and exotic hardwoods are the true draw for many prospectors.

The Silver Trod, a series of taverns built to encourage trade caravans by land between Brient in Tulis and the Duchy of Nolheimia, was financed primarily by the Lightvale Family as a way to cut Aaydda out of vital trade routes, and served as a route for travellers to traverse the jungles of Tviatin. Small towns and villages sprung up around these taverns, but true colonisation often found itself threatened by all manner of dangers, courtesy of native tribes of lizardfolk, Yuan-Ti sects or wood elf warbands, beasts of monstrous size and disposition, or simply the challenging terrain.

It is home to a number of species of both flora and fauna endemic to the region.
Verdlicay

* Artwork
* Map

Verdlicay is a minor settlement in Tourmalini'i, considered the gateway to the isles of Lesser Perianth and Perianth Petty, a waterway little travelled.

## Government

Akin to the neighbouring settlement of Qol, Verdlicay is ruled remotely by the Radiant Triumvirate, with a local Governor responsible for day-to-day management. More so than any settlement under management of the Triumvirs, Verdlicay is considered infrequently in matters, and so many locals find themselves rarely interacting with representatives of the city of Viridell.

## Defence

With a port protected by sheer cliffs provisioning high ground against any invading foe, Verdlicay maintains only a handful of Glimmerguard that patrol the pathways. As a result, it is not unusual for the Glimmerguard to be called away on other patrols for periods of time, leaving the locals to fend for themselves.

## Commerce

While Qol exists along a major trade route, Verdlicay is not afforded the same luxury, and so all but the most basic supplies are hard to come by within the clifftop markets, where local produce instead takes centrestage. As a result, some local gangs and rackets have grown to become the defacto suppliers and merchants of note for the settlement, such as that run by Nevin.

## Organisations

A clifftop retreat maintained by the Radiant Triumvirate is the main source of employment in the town of Verdlicay, with much of the resident populace involved in the plantations that sprawl from the estate. The estate, for all its beauty looking out over the waters of Petal Bay and the eastern stretches of Mkitos' Garden on the mainland, is rarely visited by the Triumvirs.

## Description

The smaller of the two settlements on the isle of Great Perianth, Verdlicay is likewise lesser visited of the pair. Although still harried by the pair of dragon turtles that stalk Petal Bay in search of vessels from which to enact toll and tribute, their presence near Verdlicay is not felt quite so grievously as that of Qol, as most of their attention is focused onto that of the settlement on the major trade route. Cunning captains use this knowledge to their advantage, braving the often more treacherous Raateni's Reef and the Wavebreaker Reefs to pass close to Verdlicay and avoid the draconic patrolling grounds.
Wreck of the Dragonfly

Morennel Uthreloth

Otto von Hammerstark

Siebern Kuiper

Zareyl Arkenviir

The Wreck of the Dragonfly is a location in southwestern Ahlus.

## Description

Shattered against a small island of sand and stone some ten miles from the shores of Oyster Bay, the Dragonfly was a military galleon from a bygone age. At some point in the past it was chosen by an Adult Bronze Dragon as a suitable location for its hoard and nest, but following the death of the creature was since occupied by a pair of Tviatini Basilisks, around which a sect of Koalinths had started a tradition of ritual worship.
Vertex of the Hungering Void

The Vertex of the Hungering Void is an artifact recovered from the crumbling remains of Nuldomul the Stoneheart Despoiler following its destruction during Halla-Highreign 5WD.

## Description

The Vertex of the Hungering Void is approximately half a foot from tip to tip, taking an elongated octohedral form of stone covered in an intricate maze-like detailing. It is slightly damp to the touch.

## Research

### Completed by Siebern Kuiper

*At first glance this octahedral piece of masonry appears simply that - decorated with a winding maze of etchings with no apparent end and littered with dead-ends, winding pathways that link back with themselves. Tracing a finger over the surface reveals a slickness despite appearing dry, and with a touch the pattern shifts to ensure the point of contact is contained within an inescapable portion of the maze. Staring too long at the shifting labyrinthe carvings generates a deep-seated headache that lingers at the base of your skull.*

*Persistence in examining the patterning reveals another layer of complexity - it is possible to extend or drawn forth the pattern into and out of the surface of the artifact, leaving inky glyphs in the empty space that peel away after a few passing moments. After hours of experimentation with the pattern, it shifts to reveal a central feature - a spherical courtyard of sorts - and with light pressure the base falls away to reveal a cavity contained inside. Distant echoing noises seemingly generated by churning of a thick and viscous substance emulate forth, the resonance causing a thrum and strain to the muscles of your neck, shoulders and brow. Dropping free a rounded ball of shrunken cyclopean architecture drops, accompanied by a shard of murky quartz and an oozing mass of vibrant pink flesh filled with matted hair, slick and shiny muscle tissue and a six-rooted trifurcated tooth. Taking a moment to comprehend the curious and disturbing contents, you find yourself forcing the base back into place suddenly to try and subdue the half a dozen pallid tentacles thet reach out, trying to grasp and and claw back the Aberrant Spherule.*

*When attuned to the Aberrant Spherule and it is in your possession, you can choose from the following effects. After utilising one of the following effects, the artifact cannot be used again until the next day.:*

*- When subjected to a saving throw against a spell or other magic effect, you can choose to roll with advantage.*

*- You can utilise a limited form incorporeal movement, allowing you to pass through other creatures and objects as if they were difficult terrain for up to 1 minute. If you are within an object when the effect wears out, you take 4d12 force damage and ejected to an unoccupied space closest to where you first entered.*

*- You regurgitate a mass of inimical flesh approximate in size to your fist. After six seconds, a Gibbering Mouther spawns that is loyal to you and your allies as long as it suffers no damage from them. It remains for up to ten minutes or until it drops to 0 hit points at which point it disintegrates in an unpredictable manner.*
Nymph Vine

Nymph Vine is a type of semi-aquatic plant used in folk magic within the Weald's Wake.

## Description

This spindly weed grows in the marshy soils around ponds, but can also proliferate over the surface of still water with a mass of roots holding it in place. While it grows more readily in fresh water, it can be found in brackish, stagnant and otherwise less than optimal water sources, and has been noted to slowly purify the water surrounding it over time - assumed to be the mechanism by which it can survive and thrive in such environments.

## Usage

Consumption of a sufficient quantity of Nymph Vine in a single sitting can evoke a short-lived response similar to that of a Potion of Water Breathing.
Ulanta

## The Wavecrest

* Artwork
* Symbol

Ulanta, also known as the Wavecrest is an Archfey, and as such a being of immense innate power.

## Appearance & Personality

Ulanta, also known as the Wavecrest, is a lesser-seen Archfey said to reside in the seas and oceans of the Feywild. Kin to the Wellspring Mare, Ulanta watches over all that live their lives within water brackish or brined. Acting through her chosen servants, most commonly whales, dolphins and elemental spirits made of pearl and coral, many tritons, sea elves and merfolk make offerings to her as a patron linked inherently to that of the lesser god Eorr, God of Elegance.

Ulanta is claimed to be the wife of Eorr the Bather of Gills, both making their domain in the depths of the ocean where the Planes blend with that of the Elemental Plane of Water.

## Powers & Abilities

Little is currently known of the extent of Ulanta's powers.
Vonoroth

Vonoroth was the general of Queen Lysiphoia.

They were slain by Eldarion I Goldlor during the liberation of Chalimar Palace from the Claws of the Undying Queen.

## Description

Standing some twelve feet tall and clad head-to-toe in heavy and thick plate polished so that it gleams, there was little denying that Vonoroth was an imposing sight. His hands were broad enough for a shield to rest easily upon the gauntlets that clad them and each step he took shook the ground slightly in his wake.

Following revelations regarding the history of the Sapphire Sovereignty, it was now assumed that Vonoroth was a devil of some kind, following the trend of many of the knights, bannerets and other soldiers.

## Personality

Vonoroth was quiet, watchful and loyal to his Queen.
Vaddle

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

## Description

The fifth child of the goblin couple Warrf and Purxie. Vaddle is the middle child of a set of triplets with her sisters Naddle and Taddle. Vaddle has since a young age displayed a great intrest in painting and artistry, drawing on the walls of her and her sisters room since she learned how to grab a pen. She admires the great artists of the past and wishes to create a brilliant mastepiece of her own one day, with her own unique flair to it however.

She often spend her days working to perfect her painting craft as well as painting pet rocks with large googly eyes that she sells to travelers making their way through the hills. One of these pet rocks is owned by her sister Moxzi and is named "Rocksworth".

According to her sister Naddle. Vaddle has recently been looking to make it big in the local art scene in Rydoon and has been staying a lot in the city lately, trying to find a patron that would be interested in her works.
Wenzel Velchen

Wenzel Velchen is a human rogue formerly affiliated with the Green Quill Troupe.

## Description

Born in the quiet village of Enderford, Wenzel completed a number of tours of the continent to earn coin in fighting pits and duels before falling in with the ranger and smuggler Vim Pridehall - and from there into the Green Quill Troupe, a group of bandits operating in the Greater Greensong forest.

Wenzel was present when the group carried out a ritual to create a portal to the Feywild at the behest of the Archfey Morgaelei. However, the resulting rift instead tore through to the Abyss, nearly allowing the egress of the scheming and deceitful Demon Prince Acherontia in the process. While Vim fled, Wenzel stayed to fend off the demons spilling from the rift, slaying a number of Maw Demons entangled in the *Web* created by the Conjurer Carvell using his magical rapier. After the fight, Wenzel declined to join Kelun on his quest to hunt down the remaining escaped demons, instead departing northwest to charter a ship east from from Storm's Break.

After a few years, Wenzel was encountered once again by an adventuring party, having been involved with the kidnapping and ransom of Clio ohd Monime, the then-fiancé of Alwin tlo Hambert. Alto, the leader of the group demanded Alwin attend alone in hope that he would give in quickly and smoothly, they were caught out by the arrival of a group of adventurers, promptly surrendering and returning the coinage to Alwin after having won it in a game from him at Sandoval Ravine. Wenzel, having been assailed by both a *Chaos Bolt* and *Magic Missile* by Moxzi Bluhedd was particularly perturbed at the change of events.

Wenzel had joined the others in search of coin, following his departure from the Green Quill Troupe and so they had taken on the bounty placed on Alwin following his unexpected win during a game of Tazim's Bluff many years prior in order to win favour with the growing influence of the Auvryth Den. While the adventurers stayed at Sandoval Ravine to confront members of the den, Alto, Bannir and Wenzel promptly departed, fleeing off into the desert.
The Temple of Tohmos

Ronan

The Temple of Tohmos is a religious construction in the settlement of Whittengrove.

## History

Public outcry has long simmered within Whittengrove for the presence of such an outwardly evil construction, and with the passing of the lead proprietor, the warlock Xerxus, it only grew. Greviously damaged previously during the Third Battle of Whittengrove, it was rebuilt only to be torn down by an irrate mob stirred into action by the Paladin Ragmond McDougall. Seeking to sanctify the previously unhallowed ground, a temple to the True was built in its place.

## Description

The Temple of Tohmos is a place of warmth, strength and resolve. Windows and channels shaped through the stone walls allow for the sound of the nearby forge to ring true through the construction, providing a mirthful and enriching melody to the services that take place throughout the day.
Voolno's Grove

Voolno's Grove is a garden operated by the druid Benes Voolno in the settlement of Viridell.

It was destroyed in 7WD, Loghelt-Amberlight by the Ancient Dragon Irsecrinth but shortly after rebuilt following sizeable donations of gold and labour from Grognac, Reginald S. Augustine, Hassk and Ignatius Saurwind.

## History

After being transported to the continent of Ahlus by means currently unknown, Benes sought two things - first and foremost a way to return himself home, but in the meanwhile a means to remind himself of what he so bitterly sought. In doing so, he built a quiet grove from which to try and enact his attempts to once again walk the streets of Ravnica - or rather its undercity.

## Description

Taking initial stylings from his history with the Selesnyan Conclave, the Grove is certainly more inspired by his more recent years spent with the Golgari Swarm. As seems befitting of his particular talents, mushrooms and other fungi of all kinds proliferate wildly in the shaded hollows between root and rock, algal blooms sprawling across ponds, and green-grey grasses, ferns and shrubs of all kind that give off a preternatural haze and glow come nightfall.

## Temporary Destruction in 7WD

During the Fourth Battle for Viridell, the Ancient Dragon Irsecrinth in his Tempest Ascendent form destroyed the building housing the Radiant Waymark, thunderously shattering the frame houses the Wayfinder Stones. Consuming them in turn, he then escaped with all eight, before his storm buffetted the rest of the settlement, including Voolno's Grove, into ruins - leaving few survivors.

Within the turn of the year, it had been rebuilt following a combined effort of financial aid and workforce availability.
Tonic of Gliding

Tonics of Gliding are uncommon magical potions that protect their imbiber from potentially fatal falls.

## Description

This watery, sky-blue liquid has a small white feather suspended in the centre when properly brewed, although no feathers are necessary for their production - and thus seemingly a manifestation of the magic encapsulated within the liquid itself. Instead, Tonics of Gliding require a Fundamentum Philtre base, to which Frogfoot Kelp, Milk Sycamore seeds and Winged Cactus are added in turn until a loose and free-flowing mixture is formed.

## Effects

A creature that drinks this potion weighs one-tenth their normal weight and is under the effects of the Feather Fall and Jump spells for 1 hour.
Wavebreaker Reefs

* Artwork
* Map

The Wavebreaker Reefs are a series of reefs south of the Penance Peninsula.

## Description

Though often touted as the largest reef in Ahlus, the Wavebreaker Reefs are in reality a series of smaller reefs scattered throughout the Cobalt Sea to the east of the Perianths and the Corrogo Archipelago. With an average depth beneath the surface of just ten feet, the reefs are treacherous for all but the most shallow-hulled vessels, and the numerous wrecks in the area have since been incorporated into the foundations of the reef, covered in coral, barnacles and aquatic flora, as well as providing shelter for fish and other more sentient creatures besides such as the rare Walking Reefs.

Freedivers based out of settlement of Verdlicay or the minor isles of the Corrogo Archipelago are a common sight over the Wavebreaker Reefs, descending into the depths in search of pearls, abalone shells and other valuable catches. Injuries and fatalities are not infrequent in such a pursuit and those with access to *Water Breathing* potions and scrolls negate just one of the numerous looming dangers.

## History

In 134WD, an adventuring party travelled to the Wavebreaker Reefs to investigate reports that several fishing vessels had gone missing whilst travelling to the area and surrounding reefs. Discovering the isle of Debtor's Fee, they would shortly afterwards find themselves assailed by a Walking Reef at the wreckage of Nevin's ship, *Indulgence*, and subsequently chased down by Callie Vayne in her sloop *Grail.* From there, they were then escorted to Wolffish Cay, hidden within the reefs, where they subsequently found common cause with the Wolffish Pack.
Toknan Keep

* Artwork
* Map

Toknan Keep is a ruined keep located in the northern Bristlebacks.

## Description

Formerly a military outpost maintained by the Giado Territories on their southeastern border with both the Realms of Codorne and Anorcor, the castle had long since fallen into disrepair, little more than a few standing walls and stone towers, with dirt and grass blown in and propagated where ceilings had collapsed. Nonetheless, that which still remains is steadfast, strong and steady, albeit it defensively flawed by the holes in the walls and gates now present. As well as signs of damage from the simple passage of time, the fortification seems to have suffered further damage in more recent years, most likely due to the emergence of the Bristlebacks changing the topography.

## History

While on the trail of the Flails of Nargus, all but eliminated through the combined efforts of adventurers from Amber Run and the subsequent Atral reinforcements sent in their wake, as well as that of Tinia paa Wormswoe and her skirmishes into the region, the party found themselves stumbling across a number of minor abyssal rifts slowly warping their surroundings, insufficient to allow the incursions of demons directly, but concerning nonetheless. Following this trail to Toknan Keep, its towers lit up in the same amethyst-lilac haze, and grass scattered with blooms of Erusidell throughout, Elhorn laid a trap for the adventuring party, leading them into a courtyard littered with *Glyphs of Warding* set to trap them within a *Wall of Force.* This was further accompanied with both a *Programmed Illusion* of a pair of infernal cambions working to shape Abyssal runes to draw their attention, and a *Hallow* spell to prevent them using teleportation magics to break free.

Elhorn himself was not actually present, seemingly projecting himself from elsewhere, but seemed to take a twisted delight in the fight for their lives, making notes of their capabilities and skills throughout. After Grablag triggered a *Wall of Force* around himself, Elhorn spoke disparagingly of the gnoll, reiterating previous sentiments of disdain towards them, before departing and leaving the pack lord to his inevitable demise.
Thoz

Thoz is a hill giant encountered in Heartsword Pass.

## Description

Clad in scraps of leather and hide, seemingly a number of bear hides stitched together, the cobbled together armour of Thoz does little to protect his form, but that which is failed by the panoply is protected by the rippled layers of fat and muscle beneath. At around seventeen feet tall, Thoz is capable of tossing boulders large enough to flatten more typically-sized humanoids, whom he refers to little folk - and much laments their quiet speaking voices.

Thoz is trailed by a group of ogres at all times, his right to rule over and command them seemingly derived by his possession of a giant goose, kept within his travelling sack along with his other belongings.

## History

Thoz, who introduced themselves as Thoz the Sunderer, was encountered by an adventuring party passing through the Heartsword Pass in 135WD, Ardor-Amberlight while they camped overnight in ruins overlooking the pass. Accompanied by a group of four ogres, Thoz was making a game of bowling rocks down the mountainside, shattering ancient towers, rock stacks or any other would be targets. Sending the party into frantic flight for cover from the oncoming artillery, Thoz was confronted by Ódóvir, who managed to wrangle an apology from the giant before asking after information to the surrounding area. Thoz was unfamiliar with Rossthane Thicket, the party's destination, but did mention that there were more ruins in the forest of Uldingweld, in which giants of all kinds come to meet and parley.
Willowhaunt

Willowhaunts are a type of undead tree created by accursed ritual magic.

## Description

Hungering for blood in place of water, soil and mineral, Willowhaunts are ghostly-white trees with pale bark like bleached bone that seems to ripple with a sickening radiance even in lightless surroundings. Upon its branches, large sac-like fruits grow, splattering into blotches of coagulated blood when they fall.

Individuals that stand in close proximity to a Willowhaunt for any period of time are prone to find themselves driven to acts of violence, whether against allies, foes, or themselves, compelled to maim and kill without hesitation. As such, they are most commonly associated with cults of Venari as well as a few other amongst the Malign, revelling in such deranged acts.

## History

A Willowhaunt was discovered at the base of the Crypt of Maledict's Pulse, sustained by the still-beating heart of a dragon turtle buried amongst its roots. In the end, the Willowhaunt was set ablaze by the adventuring party, the bark wailing with mournful screams as it was engulfed in flame.

A dryad Heart Tree in Cal Araenora was transformed into a Willowhaunt tree by Kristoph, prompting the adventurer Cassiope Winterthorne to depart the settlement in pursuit of answers - and a means to return her mother's Heart Tree to life once more.
Wolffish Cay

* Artwork
* Map

Wolffish Cay is a small rocky islet located within the Wavebreaker Reefs.

## Description

Outwardly deceptively mundane, the isle of Wolffish Cay is actually home to a den operated by the Thrice-Damned captain Mourn'tar Mlezzazza, leader of a subgroup of the maritime faction known as the Wolffish Pack. To hide the presence of their ships, the Pack relied on illusion magic, notably that of *Mirage Arcane*, to cover their tracks, hiding the island behind a patch of rolling waves courtesy of one of their number - the sea elf Casor Kes.

Beneath the isle, tunnels form makeshift chambers, including sleeping quarters, a planning room and prison cell, all seemingly carved into the sedimentary rock. The interior is cool, quiet but damp, with the gentle sound of the surrounding waves softly present throughout. Chatter overheard seemed suggestive that this Wolffish Cay was simply one of many, with the group frequently moving around to evade detection.

## History

After being guided to the island by Callie Vayne aboard her ship *Grail*, the party would make a dramatic entrance with Ódóvir crashing the Meanderer into the shoreline, sending the adventuring party careening into the sand of the isle. In the tunnels of the isle, they met with Mourn'tar Mlezzazza alongside several other captains of the Thrice-Damned, who were in the midst of planning how to manage the looming number of threats faced by their position.

With further information provided by an adventuring party, a number of revelations came to light, most provided by the dragon Khurezolgrax and following resolution despite the uncertainties faced, an agreement seemed to have been made with regard to seeking out a means by which the Primordial Fragments could be destroyed, preventing their usage as lures for the Princes themselves.
Velkyn Cormrael

Velkyn Cormrael is a Drow Warlock hired by Nelenet to explore the continent of Ahlus.

## Personality

Velkyn has a tendency to be dour and grumpy, and he has very little patience for revelry and joking about. He likes things to be rather clean and orderly, and firmly believes in keeping things neat. Visible emotional reactions are somewhat rare from Velkyn, excepting a few specific circumstances.

Inwardly, however, Velkyn contains a significant amount of brash ambition and reckless pursuit of power. He is very proud of his position as one of Lolth's priests, and gets very cross if his gender is mentioned. He has a great deal of mistrust (sometimes bordering on outright fear) in regards to Lolth's clerics.

## Backstory

There are very few paths for a male drow, unskilled with a blade and looking for advancement. Velkyn Cormael was quite unskilled with a blade indeed, and perhaps a tad too ambitious. And so, to gain some minutia of status, he took a path that not many tread. He joined the priesthood.

Status without power is a very dangerous thing, however, as Velkyn soon discovered that Lolth held little in the way of protection for her male clerics. Instead, she encouraged her followers to betray, trick, and backstab. Without much in the way of protection, Velkyn became an obvious target.

The power he craved came in an unexpected form. The devil Malkazid offered him a deal. Velkyn’s position in the church gave him ability to aid Malkazid’s schemes, and Malkazid offered Velkyn power and knowledge that had been previously denied.

The agreement has worked well, thus far, but one can only wonder what would occur were Lolth to find out.

## Adventures in Ahlus

1. The Rescue of Ronan

There was to be some sort of expedition into the Fey's realm, to rescue a Firbolg that had gotten himself taken by a fey of some kind. I had expected it to be somewhat of a dour task, but I had figured it best to ingratiate myself with the inhabitants of Whittengrove. There was more to be discovered, however. The creature they were in pursuit of brought forth a demon of the Abyss, through some strange magic. I gained precious little information on the matter, but it matters not. I have been given a new sight.

2. Journey to the Marches

The Matron Mother had us venture across half the Continent in search of the Legacies. To do so, we had to temporarily return to the Fey's Realm. She was somewhat lacking in terms of specifics, and it took a fair bit of effort on my part to narrow things down. We were able to discover a village, where myself and Howell were made to do battle with a bit of illusory magic. The Legacies were absent, having been taken by the Harbringers and an Elven woman. Whatever the cause, we would not find them by pursuing Lightvale.
Voxberry

Voxberries are a type of plant that grows within the Feywild.

## Description

Voxberries grow freely throughout many regions of the Feywild, but most frequently in the lands considered amongst domains of Everbright and Twiblight. Outwardly similar to the terrestrial tulip, the plant grows large brightly coloured flowers, typically hued shades of purple and blue to form a wide cup-shaped form. At the centre, the plant eventually develops a large pale-pink segmented fruit that comes to fill the cap, eventually of sufficient weight to cause the stem to strain under the weight, tipping and eventually dislodging the fruit to allow for further proliferation.

Numerous species through the Feywild freely cultivate Voxberries, which combine the creamy texture of the inside of a banana with the sweet and delicate floralness of some drupe fruits, such as peaches. Despite the name, Voxberries are not considered to be part of the berry family. When consumed in full, there is a semi-frequent chance that the pitch of the imbiber's voice changes in pitch, shifting either subtly or dramatically for around ten minutes.

## History

On their journey through the Feywild alongside companions from Amber Run, Arnica picked a number of voxberries for the party, turning them into a jam to be served alongside the dessert she prepared for them while they rested on their journey to Aldagrelithane.
Wulfram Glint

Wulfram Glint was a human paladin that owns a number of gemstone mines through the continent of Ahlus.

## History

Operating predominately out of Rydoon, Wulfram inherited the Glint Mining Group from his father, and served as a shrewd operator throughout his life. Entering into a business deal with Albrich Galebreaker, he resisted Albrich's efforts to absorb the group's assets directly into The Galebreakers but has instead served as a long-term collaborator for the dwarf since.

During a meeting at the Guild of the Jewelled Chalice, Wulfram Glint met Fonteyne Howell, agreeing to introduce the half-elf to his daughter Jessabelle. Unbeknownst to Wulfram, the pair had already been courting for several months by this time, and so their intentions to marry shortly after were met with some moderate surprise, but acknowledgement and acceptance nonetheless.

He was rescued in the depths of the Ender Temple by an adventuring party in 8WD, reporting he and his companions were captured while prospecting the area for further riches. After calling out another prisoner contained within the cells as a Yuan-Ti Pureblood in disguise, he submitted to testing by Zareyl Arkenviir to prove that he himself was not likewise a Pureblood in disguise, and so still bears the scars upon his palm from the poisoned dagger used to test this.

Wulfram was the owner of a *Mace of Disruption.*
Tinozhi

## The Towerer

Tinozhi, known also as The Towerer, Ladder of Life, Echelon and Tinozhi the Tanglemaker is a Great Old One Patron in Ahlus known to be seeking would-be warlocks to which pact of power are offered.

## Description

Tinozhi the Towerer, a name that they claim was given to them by a city of Aboleths long since razed, goes by a number of epithets, finding some favour with the titles of the *Ladder of Life*, *Echelon* and also *Tinozhi the Tanglemaker.* All make direct or indirect reference to Tinozhi's intense interest in the formation of complex hierarchies and other forms of social pecking order, the transfer of power, respect and loyalty between different individuals within a society, regardless of their nature. To this effect, they seem to work to create bonds, whether between individuals, settlements, even the Wandering Worlds. Temporary arrangements are abhorrent to Echelon, who instead delights in bindings of increasing size and complexity.

Tinozhi the Towerer is thought - despite a number of similarities, first and foremost the obsession with order in its most correct form - to have nothing to do with the Wandering World known as the Clockwork Nirvana of Mechanus, bearing no comparability to the constructs of the Plane, or any of their own constructions.

## Commandments

Nothing is currently known of Tinozhi's commandments.

## Appearance

Tinozhi presents themselves as a vast pyramid of numerous levels and tiers that seem to perpetually shuffle and reorganise themselves.
Tuv Galoril

Tuv Galoril is a stone giant colony that serves as a bastion within the Underdark.

## Description

Located somewhere in the Underdark, the stone giant colony of Tuv Galoril acts as a site of refuge for all manner of races that find themselves hunted by the more sinister creatures of the gloom. Built around a central pillar that emits a warmth and light akin to the new dawn, giving the colony its name "Stolen Gleam of Sunlight", the radiance itself wards against most threats, but cunningly-shaped series of walls, pits and other defences carved fancifully by patrolling stone giant dreamwalkers stand fast against those not so easily dissuaded.

Tributes of hides and furs from large beasts, exotic foods and fine works of arts are acceptable payments for those seeking to find respite within.