recursal/Fanatic-Fandom huggingface dataset:
Sea of Resonance

The **Sea of Resonance** is a large body of water that lays on the eastern coast of Sahul. The eastern coasts are jagged, which makes it difficult for mainlanders to benefit from the bounty of the sea. The islands in the Sea of Resonance are primarily of volcanic origin, which gives them coasts that better benefit from sea. The sea of resonance is infamous for its lack of strong winds and deadly silence. It is so quiet in fact that any sound produced while on sea creates an echo, from which it got its name.

## Hydrology

The main pattern to the flow of water in the Sea of Resonance is an clockwise rotation from north to south. The water current cools down as it travels to the south. Then as it travels to the north the currents brings rain clouds to the eastern coast of the continent and nearby islands such as Domuc. While travelling along this coast the current slowly heats up until it reaches the northern regions such as the Wabu Islands where it brings tropical climates.

The largest and most important rivers flowing into the Sea of Resonance are the Furvus and the Murgarn.

## Wildlife

The waters of the Sea of Resonance are brimming with life. The cool southern waters are home to sea lions and kororās while the tropical northern waters hold turtles and merlions.
Hawk

> "*Red dirt flies around
> Hawks catching their prey
> An inferno blazes*"
> ― Tortle Haiku
>
>

A **hawk** is predatory bird with excellent vision and a long tail. These raptors fly through the sky in search of fires, which they use to burn down small patches of spinifex in order to smoke out their prey and create a tiny slaughterhouse. Their prey consists out of boodies, snakes, and other tiny creatures.

Hawks can be trained as hunting companions if they have been raised from the moment they hatched, but need very strict instructions to function as desire.

## Description

The hawk is 55 centimetres long raptor with a wingspan of around 150 cm. They weight an average of 540 grams. Female hawks are slightly larger than male hawks.

They have a brownish feather coat. The underside of their wings are a fiery red.

## Culture

Hawks are commonly used by members of high society to hunt small critters in the sport of falconry. As a symbol, the hawk is used to represent cunning and fire. Various Bounty hunting companies and Thief guilds use the hawk on their coat of arms because of their infamous hunting sight and supposed sadism.
Hellbore

**Hellbore** is a flower with five petals surrounding a ring of smaller, cup-like petals. The plants is almost completely toxic, but not particularly lethal. The five outer petals can be used to induce madness when ingested while the inner cup-like petals can be used to cure said madness. The plant is mostly for practical pranks or to humiliate political opponents at important events.
Marn Grook

**Marn Grook** is a popular ball game in Sahul. The game is popular with children but also enjoyed by adults from time to time. Marn Grook can be played with between six to twelve players although there has been stories of games going up to a hundred players. The ball used for Marn Grook is made from possum skin and is designed to be both elastic and firm.

## Rules

At the beginning of a game of Marn Grook an area is designated as a play area, if the ball ends falls outside of this area the game ends. The game is than kicked off either the best player or to the most influential player present. They than drop the ball and kick it into the air with the instep of their foot. As the ball flies through the air every player jumps up to join the scramble for the ball. It is not unheard of for palyers to jump 1.5 metres into the air during this phase. The player who takes possession of the ball than lands and kicks it into the air to restart the cycle. Players are not allowed to dive for the ball but are allowed to leap over other players to catch it. The game only ends when either the players call it quits or if the ball leaves the play area. A winner is declared when the other side admits that their opponents played better.
Forts of Scorch Gate

One of the Amber Forts, located in the Coarse Sea

The **Forts of Scroch Gate** are a series of forts surrounding the city of Scorch Gate. In the north the Quartz Forts are located, serving as a first line of defence for any invaders to the north. In the south, in the Coarse Sea, the Amber Forts can be found, serving as forts protecting the merchant ships against pirates and goblins, while also serving as lighthouses guiding the ships in and out of the Coarse Sea. Each fort is equipped with powerful ballistas.

## Quartz Forts

The Quartz Forts are some of the oldest forts constructed around Scorch Gate, they exist as a first line of defence against any hostile invaders coming from the north. The first proper fortifications were build by the dwarves, on top of sides of old smaller outpost, after they conquered Scorch Gate. Some of the old rulers of Scorch Gate had fled the city and started a campaign pillaging trade routes going to the city, in turn the dwarves started the fortification program.

The forts were expanded upon in a series of different expansions across the millennium. With the first mayor expansion, after the end of the dwarven rule, between 395-415. Afterwards the forts would be expanded upon again between 617-639, 1213-1254 and 1490-continuing.

## Amber Forts

The Amber Forts are slightly younger than the Quartz Forts. The first proper construction of a fort started under the rule of house Desertdawn. Construction started in the year 396 and ended in the year 420, the location of the forts in the Coarse Sea also earned them the nickname of 'Blazing' Forts. Each fort has a lighthouse to safely guide in ships to the Scorch Bay, additionally the lighthouse can be used to communicate messages between the forts.

There is roughly a distance of 1-2 kilometres between each fort. In between the forts iron chains lie in the desert sand, at the sign of threat the forts raise the iron chain shredding any ship that manages to sail against it.
Great Eagle

**Great Eagles** are enormous birds of prey who soar in the skies of Domuc. They are an rather intelligent race of beasts who have reigned over their domain in the Cliffs of Haast‏‎ since time long forgotten. While most great eagles can't talk they are capable of understanding most spoken languages, thou most great eagles find it quiet undignified to being forced to listen to creatures they consider bellow them.

## Description

The eagles are 60 kilograms of pure avian muscle stand and stand at 6 metres tall. They have broad wings with a wingspan which can reach over 23 metres. With these broad wings they form shadowy blobs below them that their prey sees racing towards them long before they see the great eagle themself. Their beaks are hooked with a golden colouring and their talons as sharp as daggers. They can see so well that they are capable of keeping watch over more then six miles of land, seeing every movement bellow.

## The Chieftain of Eagles

The great eagles are ruled by the Chieftain of Eagles, an great eagle who dwarfs even some of his own kin and who has actually learned how to speak the tongues of other creatures with the aid of his powerful magic.

## Great Eagle Cavalry

The great eagles and the halflings of Domuc have an complicated relationship. On one hand the eagles are known to hunt halfling children foolish enough to run out into the wild for both food and sport, delighting in the screams these little creatures make as their flat feet try to outrun their doom.

But on the other hand there is the Great Eagle Cavalry of Domuc. Once a warrior has earned himself enough of a name to distinguish himself he is allowed to find a great eagle to bond with. The warrior has to make his way up the Cliffs of Haast and seek an audience with the Chieftain of Eagles. If he survives the ordeal without either falling off or being devoured he gets his audience, and depending on the Chieftains mood he gets to pick one great eagle willing to bond with him. This eagle put the warrior on a series of trail to prove his worth, which vary depending on the circumstances. However each series of trails end with the same final trail: to climb even higher, all the way to the top of Ring's Forge while carrying an great eagle egg. The hafling has to carry this egg on his back, which is almost themself. If the halfing damages the egg they gets devoured by the parents, but if they successfully completes their task they are rewarded with a bond that lasts a lifetime. The bond between eagle and rider is not that of master and beast but that of two equals who respect each other's capabilities.
Emerald Forest

The **Emerald Forest** is a densely forested area in the north-west of Sahul that grows around the Glasglas river delta. The many rivers that flow and slither through the rolling hills of the Emerald Forest bring valuable water to the plants around it, turning the forest into one of the rare woodlands on the continent.

The forest is protected by a series of standing stones known as the miststones. These rune-carved standing stones create a magical mist that nourishes the trees and confuses invaders.

## Inhabitants

The Emerald Forest is densely populated by evergreen conifer trees. In some areas these are covered in a coat of moss. Boulders that rest in the area get a coating made out of clover patches. The wildlife in the area is unlike any found outside of the forest. Young nobleman from across the world come to these woods to hunt down the elusive white harts, thou few are able to capture it.

But these young nobles have to be careful that they don't become prey to the giant dire wolf, a massive black beast that stalks its prey between the trees. However dangerous these beasts might be, people still have managed to tame them. Only the most powerful of tamers can control a dire wolf, and even fewer can ride them, thou this has been proven to be possible by the witch queen herself.

The people living here are a mixed group of star elves and humans, and many half-elves point to this forest as their place of birth. The lands are ruled by the Tanistry of Alba, under guidance of the witch queen Bé-Fáil.

## Resources

The Emerald Forest got its name from its two most valuable resources: conifer wood and emeralds. The first part, the wood, is very easy to acquire in the area, although some woodcutters do happen to disappear in the middle of the night, leaving nothing but the howling of Dire Wolfs behind. The emeralds are only slightly harder to find, as the veins run across the land as if it was a living creature. The locals make many wonderful objects from these emeralds. Anything from jewellery, to magical wands, to plates. In the capital of Alba there even is a pub cut out of a single giant piece of emerald.
Burrunjor

The **Burrunjor** is a large bipedal reptile that stalks the Genshis Desert. It primarily hunts kangaroos, although it will also catch a thorny Dragon if it has the opportunity.

## Description

The burrunjor stand between 6 to 7.5 meters tall at the shoulders and has a long whip-like tail of around 5 meter long. It has two small arms hanging to its sides with tiny hands attached to them. Their powerful legs reach up to 2 meter. Their feet have three toes attached to them in a similar style to those of a emu and are between 60 to 90 centimetres in diameter.

The two halves of its jaw are not connected with any bone, which allow it to stretch out. It uses this flexible mouth to swallow its prey whole. Inside of the mouth is a slender forked tongue which it uses to detect the smell of its prey and to determine its physical state. This tongue is especially sensitive to the smell of fresh blood.
Laiscuit League

The Laiscuit League is a confederation of several independent trade cities in the southern Rim. The most important trade artery in the Laiscuit League is the Gnice, on which hundreds of boats sail up and down to transport their goods across the Rim every day. The Laiscuit League is a young nation, but has risen to international prominence when it was the first nation to widely adapt the Makanium Revolution.

## Government

The Laiscuit League is ruled by the League-general assembly who represent the three estates of the league: the nobility, the merchants, and the workers. The nobility and especially the merchants have the most influence over the general assembly. Meanwhile only a handful of assembly members are allowed to represent the worker class, who make up over 70% of the population. The general assembly convenes at the assembly hall, located in the de facto capital of Plopsapolis. Inside of the assembly hall the original Articles of Secession are displayed, which the League has won from Brabantsia.

## Points of interest

* Shieldwall Hill - A small grassy hill on which the an small division of dwarven imigrants made their heroic final stand.

## Important settlements

* Plopsapolis - The de facto capital of the Laiscuit League and home of the MacMenzies Merchant Guild.

## History

The Laiscuit League is based on the ideas of gnome natural-philosopher Adan Nuton, who's public symposiums became a popular source of entertainment for the gnomes who had lost their when the mining industry fell. Especially his fundamental work "Etat" was an important inspiration for the founders of the League. The followers of Adan Nuton, known as the Nutonists rose up when the Metal Wars began after seeing the success of the Gullers in Brabantsia. The southern gnome nobility of Unified Rim Area were sympathetic to the Nutonist cause and send financial aid to the rebels before joining them in open rebellion. With this aid the Nutonists managed to stand their ground against the Nation guard of the Rim and remain one of the few faction present at the end of the civil war in 1427. The war was officially concluded with the signing of the Articles of Secession, which was drafted by the representatives of both the Nutonist and Brabantsian rebels. With this declaration the southern trade cities seceded from the URA and shortly after formed, for the first time in the Rim's history, a league of cities which was to be known as the Laiscuit League.

The League-general assembly started with the intention to give both peasants and nobles an equal voice in the governance of the league. But the general assembly quickly devolved into a corrupt mess as ambitious nobles used their wealth to buy the votes of peasant representatives. For years the nobles had the final say in all policies of the league, but in the shadows the merchant class grew. Slowly but surely they began to buy peasant representatives of themselves to further their own agendas. In 1487 the merchants had grown influential enough to demand their own seats in the goverment, and as such the three estate system was born.
Papinijuwari

The **Papinijuwari** are cyclopian giants who make their homes in imposing cloud villages anchored to the top of mountains. They are often looked down upon by the cloud giants with who they share kinship. They often see the papinjiwari as brutish bastards, although some might hire them as masters of the hunt. The papinijuwari for their part see the cloud giants as uptight fools who wouldn't even be able to take survive if it wasn't for their rank in the ordning.

## Description

The papinijuwari stand at over 6 metres tall and weights nearly 3,000 kilograms. They have large heads with a single eye in the middle. Their long flowing hair is a light blue and on their chins they bear an immaculately kept beard of similar colouration. Their bodies are muscular with purple skin resembling the night sky. Papinijuwari like to cover their legs with white tattoos that resemble stars. They do this as to become even more difficult to be seen at night.

Their single eye gives them poor depth perception, but they make up for this with an excellent scene of smell. They use this keen scent to seek out the sick on which they feed themselves. They can fly through the air by holding a torch. When they do so they resemble shooting stars flying through the night sky. They use this ability to stalk the lands around their village looking for diseased humanoids to capture and eat. They feed themselves on the blood of the sick and eat the bodies of their victims once they have been sucked dry. Because of its diet the mouth of the papinijuwari is filled with all kind of nasty diseases and an adult papinijuwari can spread pestilence just by breathing on people.
Fiona

**Fiona** is the twin goddess of animals and movement. Fiona is believed to be the daughter of the water goddess Shima and the twin sister of Floris. Myths tell of how she stole the concept of life from her brother Floris in order to create animals. Some say that Fiona's favourite, and least successful, creations are the koalas, which are believed to only survive in the wilds with the aid of Fiona's divine intervention.

## Followers

Fiona's champions are few and far between, for she doesn't really give anything to sentient beings. Instead those who fight for her are those who selflessly sacrifice themselves to keep the beasts of the wild safe.

Those noble souls are blessed with a loyal soul companion, designed to resemble their spirit animal, that stands by their side to the bitter end.
Mount

A **mount** is an creature that is used to transport another creature. Typically, mounts used by humanoids are large and can move much faster then the humanoid could on foot. The vast majority of mounts have only low, animal level intelligence, though some creatures of greater intelligence willing serve as mounts.

## Common mounts

* Demon-Duck of Doom
* Dire Wombat
* Dromornis
* Terror Bird

## Uncommon mounts

* Green Manta
* Kangoram
* Thorny Dragon

## Rare mounts

* Death Worm
* Merlion
Danache Quarry

**Danache Quarry** is a large mine located in the east of the Coarse Sea which mines rock salt.

## Description

The salt flats in Danache, are located 100 meters below sea level. This huge salt crust, often up to 1,000 meters thick, goes deep in the crust of Sahul. It’s here the salt miners break plates of salt out of the ground. First, using an axe, the crust of salt is chopped into large slabs. Then workers fit a set of sticks in the grooves made by the axe. Finally, working with the sticks, the workers lift the big slab of salt, which is cut into tiles of standard sizes called of 4 or 8 kilogram. The tiles of salt are stacked, tied and prepared for transport. After which they are loaded on Tri-Fan Galleons and brought to Scorch Gate. From Scorch Gate the rock salt makes it way across all of mainland Sahul, for example Port Wellerman located in Domuc.
Al-Roc

The **Al-Roc** (feminine: **Al-Roca**) is a Elven kingdom on the northern coast of Sahul. The land is known for its beautiful architecture, cultural rich people, and ancient traditions.

## Geography

The countryside of Al-Roc is covered in flat dry grasslands. Enormous trees break up the skyline in which the Sun Elf elites of Al-Roc build their palaces with beautiful plateaus on top of the canopy of their tree. Around these gigantic trees cities are formed were the merchants and craftselves life. These cities are surrounded by walls which serve as decorative borders between the urban and rural areas. The few hills and mountains that can be found in Al-Roc are used for gemstone mining operations.

## Economy

A big part of the Al-Rocic economy is based on labour intensive work outside of the cities such hunting, mining, and herding. This work is often done by the lower class star elves and (especially in the case of mining) moon elves. While most of these people work as free elves, there is a significant portion of the workforce who work as slaves, either as indentured servants or as chattel.
Bog Snoek

**Bog Snoeks** are vicious amphibious predators that hunt in and around bogs and marshes. Bog Snoeks are fresh-water fish and tend to reside around high altitude mountainside areas where the temperature is generally milder than most of Sahul. The bog snoek hunt primarily by sight, being able to see clearly through troubled waters.

## Description

Bog Snoeks look similar to a white Northern Pike but with some obvious adjustments for life on land, it still maintains the look of a sleek, scaled, predatory fish. The main difference between the bog snoek and its aquatic cousin is its pectoral fins that have become much larger allowing it to move overland using its fins, when 'walking' it is far less graceful than underwater using it fins and flopping its tail. An adult bog snoek can grow to huge sizes reaching up to five meters in length though the average bog snoek is only three meters in length, normally weighing around 155 kilograms.

## Psychology

Bog Snoeks tend to be solitary creatures due to lack of available food sources, either because the food is scarce or because the bog snoek has grown to such a size that the local food sources can't support more than one of them. When conditions are right bog snoeks do gather in numbers, there have even been reports of them herding food when it is plentiful, keeping the prey together until they grow hungry again.
Didgeridoo

A **Didgeridoo** is a traditional wind instrument that produces a continuously droning sound. It is the larger brother of the emu caller. A didgeridoo is played by continuously vibrating the lips using circular breathing.

## Description

The didgeridoo is a long hollow cylindrical tube made out of wood. No one didgeridoo has the exact same shape as another, but they all increase in diameter toward the lower end. The pitch of a didgeridoo is based on its length, with longer ones producing a lower pitch. Their length can vary between 1 to 3 meters. Didgeridoos are painted to depict local wildlife using a variation of traditional dyes.

Didgeridoos are made from the trunk of the Mallee Eucalyptus which is hollowed out by termites. Termites attack these trees but can only remove the dead wood inside as the living wood contains a chemical poisonous to them. A tree with the right resonance can be found by looking for a appropriate tree, ripping some bark off, and knocking on it with the tip of a fingernail or the tip of a tool. The tree is cut down and stripped of bark. Then the trunks is cleaned and the insides are carved of any irregularities to create a finished instrument. Beeswax is used to create a comfortable mouthpiece on the tin end of the instrument.
Ishim

**Ishim** is the generally accepted name for the lands controlled by the gnoll tribes and primarily consists of the Genshis Desert and adjacent areas that the Gnolls have deem valuable for their esoteric rituals. The population of Ishim exist primarily out of gnolls, with a few tribes of isolationist star elves mixed in.

For most of its history the neighbouring countries of Ishim have considered its lands to be not valuable enough to conquer, but this is starting to change since the discovery of vast quantities of makanium in the Genshis desert.

## Genshis Desert

The Genshis Desert is the central desert which contains most of the surface area of Ishim. The desert is considered to be a cursed place by some. Centuries ago it used to be a magnificent lake, but a sudden change in the flow of the river coming from the Thurndi Mountains has changed it into a barren salt flat. The Thurndi Mountains also cast a rain shadow over the Genshis Desert, preventing any rain from cleansing the land and cooling it off significantly.

Water in the Genshis Desert is mostly found under ground in small pockets. Water found in these pockets is still very saline and has to be purified before becoming save for humanoid consumption. The wildlife in the Genshis Desert exists out of mostly Thorny Dragons and bilbies. Several lanterns filled with luminous gemstones can be found in the Genshis Desert. These are used by the wandering tribes to navigate the barren land.

## Points of interest

* **Pyrtaigiás** - One of the few permanent settlements in the area and could be considered its capital. The temple city of Pyrtaigiás has for centuries functioned as a trade hub for the tribes passing through. In more modern times it has become the last stop for entrepreneurs before they travel into the desert seeking for makanium.

## Culture

The people of Ishim are as inhospitable as the land that they live on, preferring to keep to themselves and their rituals. The inhabitants of Ishim wear orange robes which are garnished with luminous gemstones, including makanium. The elves living here make shoes out of a elastic treebark which grows in the area.

## Economy

The economy of Ishim is almost complete none-existent. Coins are not a recognised currency in Ishim, and most goods are traded for amphoras filled with water. The people of Ishim don't often trade with other people outside of Ishim, and are mostly Self-sufficient.

Despite their primitiveness, the people of Ishim have far exceeded the pyrotechnical capabilities of their more civilised neighbours. With this knowledge they create rare fire-based weapons such as Gharnov Cocktails, which together with the luminous gemstones found in the area forms their primary export product.
Kangoram

The **Kangoram** is a type of mount that is used by the inhabitants of mountainous regions to traverse the rocky cliffs of their homelands. It is able to jump five times its body size.

## Description

The kangoram is an around 3 meter tall marsupial. They posses strong legs with long feet that they can use to hop around and launch themselves into the air, but prevent them from walking backwards. They own a massive tail that they use to keep their balance when they hop and to rest on when they stand still. A kangoram's arms are significantly weaker than their legs, and they only use them to feed and for mating.

Both mature sexes own a majestic pair of curling horns that they use to headbutt predators away with a massive impact. When a herd gets attacked the fully grown kangorams will form a circle around their young and sick to protect them. Male kangorams own slightly larger horns than females, and use them during mating season to fight each other and impress females.

## Culture

Kangoram meat is considered a delicacy in some villages and their heads are considered priced trophies for over the fire place.
Hyena

A **Hyena** is a scavenging Beast known for its ferocity and for its disturbing laugh-like call. Hyenas fight in small packs and are intelligent enough to use encirclement and flanking tactic. Gnoll settlements commonly have their own private pack of Hyenas that live of the trash of the village, the strongest of these are usually tamed and used as guard dogs.
Magpie

The **Magpie** is a black and white songbird infamous for its aggressive behaviour. They can create a fast array of sounds creating unique calls, which they use to attract mates and mark their territory. When a humanoid ignores its warning song and enters it territory it can expect to be swooped and attacked by the bird. Unlike most songbirds the magpie can actually walk instead of hop over the ground using its long legs.

## Description

Adult magpies can range from 37 to 43 centimetres in length and weighing between 220 to 350 grams. They have a black with a white pattern drawn on the back of its body and its wings. However the white pattern on the female magpie is a bit duller than the one on the males. Their eyes pierce with a baleful golden red and are often seen as a symbol of fury. They live between 25 to 30 years and are sexual mature when they are three years old.

## Culture

The magpie is often seen as either a stalwart defender of its homeland or as aggressive bully, which has led to both guards and bandits from the same territory using it as their symbol. The magpie is also believed to awaken the sun with its call, and is seen as a symbol for the new dawn.
Tyria Rupes

**Tyria Rupes** is the current capital Ancestral hall of the once mighty Dwarven Imperium after they lost Aurum Invicta to the giants in 367 AD. The massive city is build into a cliff side overlooking the Sea of Resonance. Big spiralling stairways slither across the mountainside and slowly lead onto a dock area where a big fishing community has arisen.

A massive colosseum has been dug out a rock just in front of the docks. In this colosseum are 13 marble statues watching the arena: 9 of the other races and 4 of previous emperors of the state, honouring them by placing them on top of a Giant's head. The beasts used in these fights are imported from the nearby fortress of Lusuium.

## Economy

The main produce of Tyria Rupes is a rare purple dye called Royal purple which most rich lord wear as a status symbol to show off their wealth. Royal purple is extracted from the Murex snails that live on its coastal waters.

The craftsman of Tyria Rupes are renowned around the world for their expertise and their ability to craft powerful weaponry made out of tiberite. Tiberite is a powerful metal alloy which is melted in a forge fed with dragon bones. The resulting steel has beautiful white waves on its surface and more easily holds makanium inscriptions.
Faerie Dragon

**Faerie Dragons** are cat-sized reptiles with brightly coloured butterfly wings sprouting from their back. They are, contrarily to their names, are not directly related to true dragons or Dragon-kin, but are more closely related to megalania's and wyverns.

## Description

Faerie Dragon scales change colour as they grow older, their young hatching as a bright red and stay that way until they mature at 6 years old, at which point they turn more pleasant orange colour that helps them attract mates. Once they grow into seniority they will turn a dark violet colour. Their wings have intimidating brightly coloured patterns on them to scare off any potential predator, but this lack of predation has left them very sluggish.

Because of this sluggish nature, faerie dragons are a common quarry for hunters looking for a quick meal, and they taste just like chicken.
Frog

**Frogs** are small amphibian creatures who bury themself in mud and water. Frog are adapted to desert conditions and can spend years without having to surface, buried deep underground with their glands under the skin full of water

## Description

Frogs are rounded and squat with large eyes and the pupils constrict vertically. The limbs are short and the hands are free from webbing while the feet are partially webbed. Males make a loud croaking sound which some people think sounds like thunder.

The reproductive cycle of a frog is dependent on the unpredictable rainfall. When a period of rain creates pools of water the frogs will emerge from their burrow to meet in large numbers. The breeding activity becomes frantic as the males seek out an opportunity, several individuals may sometimes be seen clambering over each other on a single female. Tadpoles may feed on the weaker individuals in a pool as available food is exhausted or water evaporates.

## Culture

Frogs are traditionally believed to bring forth thunder and bad luck with their croaks. Villagers would traditionally try to avoid crossing paths with a frog or kill them before they could hurt a settlement. When the foundation is dug for a house and a frog is found, it is seen as an omen that the marriage is doomed to fail.

Some rumours say that great local wizards are putting magical elixers into the water that turn freaky frogs into handsome princess.
Domuish

**Domuish** is the language spoken by the native halfling population of Domuc. It is rare for people outside of Domuc to learn Domuish, and most of them are traders and buccaneers sailing the Sea of Resonance taking up the language as a hobby or because they know people on Domuc. Halflings outside of Domuc also rarely teach their children Domuish as the language is considered impractical and an unnecessary form of cultural self isolation. Some Domucits even cry out for schools to stop teaching their children Domuish in favour for common, but many bards and scholars have continued the push for the preservation of the language.

## Description

Domuish sounds are produced in the lower parts of the mouth and contain a few sharp syllables. Words are usually repeated multiple times to change them from singular to plural. It is polite to speak Domuish in a monotone voice but in informal situations such as with friends or during a performance one's voice is allowed to reveal as much emotion as one desires.

## Script

The people of Domuc have never developed a writing system on their own. Only after the introduction of the ??? script by traders from ??? did the Domucits begin to write down their own language. However there is archaeological evidence that the ancient Mun-Deers, a people who had close contact with the ancestors of the Domucits, did develop a form of hieroglyphic writing which can mostly be seen on rediscovered artefacts and washed up pottery. Thou it is unclear why the Domucits never learned this script from them.
Da-Mara

**Da-Mara** is a relatively small independent duchy located in the north-east of Sahul. The duchy is ruled by a Garangu lord. Da-mara has a similar class system as its neighbour Al-Roc, where the sun elves rule the land with the star elves serving as middle class merchants and the moon elves making up the lower classes of society. Through a series of marriages with Al-RocDa-Mara has managed to remain indepent from Al-Roc, its tradition for the second oldest child of the duke to marry the heir to the kingdom of Al-Roc.

## Geography

Compared to Al-Roc the land is more hillier and contains less great trees to build settlements in. This has led to the high classes living exclusivly in trees and the poorer classes being forced to life on the ground. The coast line is relativly flat, creating flat easy accisble beaches.

## Economy

A rich fishing economy has sprung up in Da-Mara, with the coast being filled with many stinky fishing towns. The fish is mostly prossed to be eaten, the shells are used to craft types of jewelry. In the west near the border with Al-Roc a small mining industry has developed, mining small gems.
Dire toad

The **Dire Toad** is a enormous foul amphibian that feeds on humanoids. Its skin is coated with toxic substance which is secreted from special glands behind its eyes. Meanwhile its legs are powerful enough to allow it to rush its prey, thou they aren't particularly great at jumping for a toad.

The Dire toad can grow to be between three to five meters with the females being significantly larger than the males. Their skin can have a grey, marble, yellowish, red-brown, or olive-brown colour with varying inkblot-like patterns on its back.
Bush Bread

**Bush Bread** is staple product prepared from Spinifex flour and water. It is one of the oldest type of manufactured food found in Sahul, some believe it is even older than the concept of agriculture itself.

## Manufacturing process

Spinifex flour is mixed with water to make dough which in itself can be eaten raw however this dough is not suitable for storage or travel. To bake the dough it first gets wrapped in two coolamons. these coolamons then get buried inside a pile of hot coals and ash. After a few hours the bread is taken out of the ground and pricked with a stick to check if its done or not. If the stick is dry the bread will be allowed to cool of and is ready for eating.
Scrying

**Scrying** is the art of spying on another being with the help of a pool of water.

## Description

Before a scryer can begin the ritual they have to prepare the room by dimming the lights and burning either candles or incense. The scryer then stares into the reflective surface of the water and begins to concentrate himself on his desired target. As the mana seeps into the water it begins creates a mist over the water. surface Once the water is completely covered in mist a connection to the dream can be established. The magic of the dream then creates a clear image of the target and broadcasts it to the viewer through the water reflection. The strength of the magic depends on how well the scryer knows his target and if he has something material to use as a focus such as a picture or some hair.

## History

Scrying was discovered long ago by the ancient wizards and priests. They were trying to create a portal to the realm of the dead in an attempt to save their loved ones and themselves from death. However they only managed to create a small connection, which was just enough to create images of their loved ones in the dream. Originally it was thought that scrying could only provide images from inside the dream, but later experimentation proved that it could also be used to spy on the living.

Because of its potential as a tool for espionage the art of scrying has always been a closely guarded secret. For centuries only a few elite wizards knew how to do it, and over the aeons this number has steadily began decreasing. It is tradition that the art of scrying is passed from master to a single apprentice, but every time a scryer died before he could teach the secret the art began to become lost. In modern times only a hand full of scryers exist who charge exuberant fees for their services.
Ravenous Dune

The **Ravenous Dune** is an enormous wave of sand that roams the Coarse Sea and consumes anything in its wake. Sailors tremble at the thought of coming across the Dune, which is known to swallow even the largest Tri-fan Galleons whole and leaves nothing but broken masts and sand bleached bones behind.

## Description

The first tell that the Ravenous Dune is approaching is a flock of raparacs which darkens the sky. Then the sands begin to shake as the wave approaches its next victim, almost as animated by nefarious magicks. Then the wave races at its target, sucking the sand under the ship away to prevent it from escaping its sandy grip. It becomes harder and harder to see as the sands falling from the dune forms dust clouds that block out the sun herself. Finally the dune strikes down with the roar of a thousand thunders, breaking anything in its body to splinters and suffocating those unlucky enough to survive that. In the end its victims are turned into carrion for the raparacs to feed upon and the Ravenous Dune moves on to a new target for its endless want for destruction.
Violet Polyp

**Violet Polyps** are a type of fungus that spits foul-smelling acid blobs at creatures that come near them.

## Description

Violet Polyps are about 147 centimetres in height and 40 centimetres in width. A healthy violet polyps has a violet colouration while those that are struggling turn lilac. It roots itself steadily to the ground with an excessive mycelium network, but can be relocated by digging up the ground that it is rooted in. Once well rooted the mycelium will spread out into weaker but touch sensitive tendrils on the ground. It uses these tendrils to sense approaching creatures when they step on them. The body of the violet polyp is covered by an highly acidic slime which is upon contact capable of melting even metal objects. The reproductive organ of the violet polyp is capable of shooting blobs of this acid slime that it covers itself with at any creature that it senses through its mycelium tendrils. Ones the creature dies the polyp's tendril will spread out to the fresh corpse and absorb its nutrients.

## Usage

Violet polyps are often used in caves and mines as a type of hidden defence turret. These tendrils are efficient at keeping invaders out but still shoot indiscriminately at anything that touches their tendrils. It is not unheard of for people to get trapped underground while their own self-grown violet polyps blocks the exit.
Locun Shash Commune

The commune of **Locun Shash** is a small ancestral hall of dwarves who have separated themselves from the rest of dwarven society after being abandoned by them. After their abandonment they have learned to depend on each other and as such they founded their society on the ideals community and working together. In the Locun Shash Commune all property is shared amongst the dwarves, with everyone gathers, produces, and builds to their own capabilities. Nearby kings are willing to let Locun Shash be as they don't really spread their way of thinking to others and the land they own is generally worthless.

## Customs

The people of Locun Shash believe in direct actions. They believe it is a waste of time to first ask for approval for their actions as time is everything in the heat of the moment. This has lead to the Locun Shashians being very independent but sometimes also a tiny bit violent when dealing with others.

When someone dies in Locun Shash they are brought to the mortuary. Here their belongings are taken from their body and redistributed to the community. The naked body is then carried on a slab of stone and ceremonially lowered into a pool of lava.

## Clothing

Clothes in Locun Shash are often kept in the family for many generations as finding any sturdy fabric underground was a near impossible task. Any tears inside of the fabric are patched up with gold-Lamé made from the gold found beneath the volcano. This gold often gives people the illusion that the people of Locun Shash are richer than they actually are.

## History

In the year 1338 AD a group of dwarven miners got lost deep under ground after a cave in closed of the main entrance. At first the foreman wanted to man a expedition to save his workers from their stone prison, but he quickly discovered that they were stuck inside of an active volcano and as such he declared them dead. Unknown to him the dwarves were very much alive and they would survive. At first survival was hard as the miners had to adapt to their new world, and many of them would die from the perils of the underground world. Slowly but surely they learned to work together and share the burden of survival with each other and over the generations they began the enjoy a more luxurious lifestyle. More than century later in the year 1464 the descendants of the original dwarven miners would dig their way up to the surface, and end up in a lake surrounded by large cliffs and waterfalls. Here they founded the new ancestral hall of Locun Shash.
Blood mangrove

The **Blood mangrove** is a plant growing in blood red mangroves. These trees are covered in spiky thorns and their canopy are filled with blood red leaves.

## Usage

The wood of a blood mangrove can be sharpened to an edge making it suitable for the crafting of cutting and piercing weapons. But it can also be used for clubs, staffs, and similar blunt weapons if the the thorns are left on.

What the blood mangrove weapons lack in raw durability and slashing power when compared to metal weapons they make up for with the way it intensified bleeding. Blood mangrove tree sap has a powerful blood thinning property which prevents any wounds made by the weapon from closing.

## Homebrew

**Here are some homebrew ideas:**
***Blood mangrove can be used to inflict bleeding damage equivalent to the base hit for several turns:***
-2 to base damage, -1 to attack. *Except for clubs, stafs, and great clubs*
Koi

**Koi** is the language spoken by the people inhabiting the jungles of Koiturland.

## Description

Koi has a two-gender system, with nouns either being feminine or nonfeminine. Feminine nouns always end with the -ia suffix, while nonfeminine words can end in whatever way they want. Sentences in Koi are constructed in the subject–object–verb order, meaning a sentence like "the naga enslaves villagers" is constructed as "the naga villagers enslaves". In Koi two different word are used for the inclusive and the exclusive we. The inclusive we is used for when the speaker means both themselves, the addressee, and possible additional people. The exclusive we is used when the speaker means themselves and a second person, but not the addressee.

### Phonetics

A stop sound is made before a t or a d. The n is pronounced in a nasally fashion when the n is placed before a k.

## Script

Koi makes use of the Kallgoorian Alphabet, similarly to most other languages from around the Kallgoor Crescent. However it has a few unique characters for the *sh*, the *ia*, and the *nk* sounds.
Keen Keeng

The **Keen Keeng** are a group of shapechangers who make their towns deep inside of volcanic caverns. They are renowned tricksters, known to deceive travellers to join them in their rituals where they are used as sacrifices for the keen keeng's god.

## Description

When in their normal forms the keen keeng closely resemble a human with a head that is surprisingly pleasing on the eyes for such a vile monster. Only when looking toward the arms can one see the more unusual features of the keen keeng. Their hands posses only three fingers; The thumb, the ring finger, and the pinkie.

When the keen keeng raises its arms into the sky it can transform them into a pair of wings. Its three fingers will grow long and thin and a leathery membrane will grow between the space of each finger and the keen keeng's sides. With these wings the keen keeng can fly fast distances, flying across the landscape like the wind. When transformed the back of the keen keeng grows powerful enough to carry two adult man without a problem.

## Culture

The keen keeng don't respect the natural authority of the kings or gods, rather the only thing the keen keeng respect is power and fear. For this reason they worship an ancient volcano god, who's name they don't even dare to say. They only refer to their god as the God of Fire & Flame, often shortened to just the Fire & Flame. Their god demands constant sacrifices, which drives keen keeng tribes to make their homes around the throat of volcanoes, which they consider holy places to them. The keen keeng are mostly interested in captives of the scholarly type. They torture these scholars for several days before they sacrifice them in an attempt to extract any valuable knowledge they might possess that can help the keen keeng further their designs.

Every tribe has two priests, which are a sacred married couple who work together to interpret what the will of their god is. They perform these auguries by staring into the magma at the bottom of the volcanic throat, reading the signs from its surface. The height of the magma in the throat is seen as an indication of how pleased the Fire & Flame is. When the god is pleased the magma is barely visible, but when the tribe fails him the very chamber they make their home is flooded with magma.
Elegy for the great city

*"Oh great city, great Al-Kanish on your hill of shining light;
As I look upon your cratered remains I wonder, did you go down without a fight?
And did you know what happened as you got ripped from our lands?
Or were you as shocked as the rest of us, as you got swallowed by time's sands?*

*Oh great city, great Al-Kanish with your towers so high;
You saw the peoples of the world as they all came by;
And they all came to witness your miracles,
To taste your foods, see your temples, all so mythical.*

*But oh great city, great Al-Kanish! Who activated this infernal machine?
Who created this hole where you should have been?
For all the peoples of the world hold their head down in grief,
They are all stuck in disbelief..."*