Ritter-0A4

## Riter-0A4

### Temperature

Frigid to Temperate (Dependent on Seasonal Changes); marginally habitable; highly toxic atmosphere

### Satellites

2, The Twin Submoons Elke and Ilse, Named After a Pair of Rittean Fertility Goddesses

## Secondary

### Named after

The Rittean word for Knight, as in Rittean Myth, Ritter is the Steward of the fertility Goddesses Elke and Ilse, of which the World's Moons are Named

### Adjectives

The Pale Son of Tyberous, The Gloomy, The Desolate Father

### Atmospheric Comp.

Nitrogen (N2): 78%Oxygen (O2): 16-18%

Carbon Dioxide (CO2): 1-2%

Methane (CH4), Ammonia (NH3), and other Toxic Gases: 5-10%

Sulfur compounds/Halogen Trace Gases: 1-3%

The Feral Tyberian Moon of **Ritter-0A4** is the largest moon of the planet Tyberous and the homeworld of the Luminarch Drotti Selwyn Jaeger and the Legion home-planet of the Scythes of Lazarus Imperial Legion.

## Overview

Ritter-0A4, a Death World, and the largest of the Tyberian moons of which orbit the Gas Titan Tyberous, a world orbiting near its scarlet dimmed sun deep in the territories of the far southeastern Proxima Obscurus. The Tyberian Moons are characteristically marred with a thick, miasmic set of atmospheres heavy with toxic chemicals due to their proximity to the poisonous titan Tyberous. The most virulent of these gases often rose through the perpetual cloudscape of the moons towards the heat of their system star, making the realms beneath a dismal place of shade-light, unbroken by nearby starlight and with short, shadowy days.

The Death Moon of Ritter is one of the only truly hospitable Tyberian moons, but with an atmosphere breathable by Ritteans existing only in the lowest of planetary elevations, upon flat fertile moors covered by deep halophyte forests that choke the equatorial river valley basins of the jagged, stony mountains which spine the moon. And due to the proximity of Ritter to its Orbiting planet, much of the worlds Hydrosphere retains a far increased saline percentage compared to many other human habitable worlds. This leads to much of the *"Freshwater"* Lakes and Rivers of Ritter's Equatorial Zone being comparable to Oceans of Terra-Like Planets, whilst the *"Saltwater"* Petty Oceans of the North and South Ocean Basins are more akin to poisonous salt-mires constantly covered in a haze of Toxic *"Salt Fogs,"* rather than actual Oceans. These Petty-Oceans in turn, are then surrounded by desolate waste lands where only the most hardy of species are capable of living.

It'd be expected that, due to the catastrophic onset of the Long Dark that split humanities golden empire, the horrific environmental conditions of the Tyberian moons from which Humanity had been forced to eke out an already abysmal sense of survival, quickly reduced what was left of the original Rittean colonies to a pre-feudal state. The once industrial population of the world had been split into three groups - the controlling warlords; inhuman necromancers with terrible Void-derived psionic abilities, the Iron-Eros Skorval Military, a group of Human warbands raised in reaction to the necromancers, and the Human settlers, who had been trapped on the planet millennia before and were now forced to eke out an existence essentially as farmers in the poison-free valley basins of the moon, fearing the wrath of both the Necromantic Overlords along with their foul creations, and the totalitarian armies of the Eros Skorval coming to enact on their *'Pale Levies'* - wherein they took what they wanted from the struggling settlements.

## Solar Calendar

Due to Ritter's orbit around the Greater world of Tyberous, the Ritteans have devised a unique Solar Calendar to track the passage of time. The Rittean Day spans 38 Standard Hours and is further divided into four sections - Day, Night, and two instances of Dämmerung, the transitional periods between Day and Night. During the Rittean Daylight hours, which last 6 Standard Hours, parts of the Moon are bathed in the unimpeded light of Tellus, unaffected by Tyberous. Dämmerung occurs twice daily, each lasting 10 hours and marked by a Pale-Light between Day and Night. The Night hours of Ritter extend for 12 Standard Hours, constituting the Dark *“True Night.”*

A Rittean Year consists of 15 Months, each comprising 28 Days, resulting in a total of 420 Days. The Year is further divided into 5 distinct Seasons.

The Three Spring months, Blütenzeit (Blossom Time), Erwachungsmonate (Awakening Months), and Grünschein (Green Glow), follow the Long Winter. This period is characterized by the reawakening of hibernating fauna and the return of the green hues to the Halophyte Forests.

The Clean Months, or Lautreinzeit, encompass two months - Reinigungslicht (Cleansing Light) and Klarheitzeit (Clarity Time). Occurring after the Spring months, these months align with the apex of the orbits of the Submoons Elke and Ilse over Ritter. This alignment clears much of Ritter's chemical fogs, leading to a shift in the Day-Night cycle. True Days and Nights each last 12 hours, with 3 hours of Dämmerung in-between.

The Three Summer months, Sonnenhöhe (Sunheight), Wärmezirkel (Warmth Cycle), and Goldentage (Golden Days), follow the Clean Months. During this time, the day-night cycle returns to normal, and many animals prepare for the upcoming winter. Most Ritteans are born during this season.

Fall encompasses a single month, Herbstschleier (Autumn Veil), during which the world actively prepares for the long winter months. Many animals have entered hibernation, and most forests have begun the hibernation cycle.

The Six months of Long Winter, or Langwinter, include Eiskrone (Ice Crown), Sturmschlaf (Storm Sleep), Dunkelfrost (Dark Frost), Schneeschleier (Snow Veil), Kältetraum (Cold Dream), and Winterende (Winter's End). During this phase, Ritter finds itself on the dark side of Tyberous, doubling the toxic fogs and causing temperatures to plummet. The world falls into silence, and death reigns as humanity toils for survival.

Ritter takes 420 Rittean days to revolve around its Orbiting World of Tyberous, and Tyberous itself takes 7 Rittean Years to revolve around the Sun of Tellus.

## History

### Youth

When the twenty Luminarch of the Imperial Legions were scattered across the galaxy in a mysterious accident, and metaphysically implanted into mortal mothers, one would come to be born on the largest moon of the planet Tyberous, Ritter-0A4, a moon wreathed in deadly fogs where the most advanced technology was that of primitive diesel power.

Much of Selwyn's early life has been either unevenly or sparsely documented, though it is of great debate whether the Young Luminarch was born to his Matriarchal Family as other Luminarchs had been, or would be later adopted by a second.

But what is known, is that Selwyn would be raised by a home-stead family residing in one of the moons many sparsely laid settlements, raised as the youngest son in a family of 8 Daughters. Selwyn would be sired by Ignata Jaeger, a Farm-maiden and Zoculen Jaeger an aspiring Steward of antiquity, attempting to regain as much lost knowledge as he could. Zoculen, and Ignata would both teach their young son, who early in his life had shown to have a highly keen intellect and voracious appetite for knowledge; and from them Selwyn learned everything from crop placement, to battle doctrine, harvest dates to arcane secrets, from hand-tailored artifice to battle-line stratagem.

Selwyn like the rest of his Luminarchal Brethren had not just been a sponge for information, but would grow at an elapsed rate. And soon at the age of 8 standard Terran years Selwyn would prove able to fulfill all the obligations and more of the adult laborers, and farm hands. And He soon came to understand the ramshackle Rittean mining and farming technology with an intuitive ease that allowed him to begin to modify it with his extraordinary technical acumen, dramatically increasing its severely declining efficiency. At the age of 16 Selwyn now long since fully grown, had already increased the efficiency of his people to a degree that only those who didn't help the settlement would go hungry. Soon later, before the Terran standard age of 20, Selwyn would gain the title of *'Drotti'*, a derivative title hailing from an Ancient Rittean Agricultural Myth.

So under Selwyn's leadership the settlement would prosper, walls would be constructed to protect the farmers, redirected and filtered rivers brought pure water and bolstered crop development. Soon migrating pilgrims would settle in the area, fleeing from the encroaching pinch of both the Overlords, and the Eros Skorval. These destitute' would be welcomed by Selwyn, and given lodging and food as long as they could aid in supporting the area in which they now resided. The once debilitated settlement that was destined to rot into oblivion like the hundreds before it had prospered and evolved into a growing hub, its people happy and protected from the ravenous beasts that once tormented their ancestors.

### The Garrauw Tragedy

With his settlement prospering, Selwyn believed it was the duty of the newly strengthened to bring their cousin settlements to the same level of prosperity. To this goal, Selwyn along with his most trusted retinues would begin to routinely embark to other settlements bringing hearty food, and clean water along with the means to begin to produce their own. But all wouldn't be right in the world for the now unprotected settlement, as Necromantic Forces had been growing in response to the growth of the settlement. Feeling the growing concentration of souls in the centralized area, The Overlords readied a cruel response. With there forces waiting in the deadly mists as Selwyn left once-more on one of his humanitarian relief missions.

The slaughter had been intense and terrible, and even with the forces of armored guards left garrisoned upon the walls of the settlement, men of arms that had once been trained by Selwyn himself to defend the settlements walls, the vile hordes still marched on. Their undead mass held loosely together by metallic bound sinews.

But the uncountable horde had not been without ally, for they were supplemented by Eros Skorval thrall-bound, corrupted with lies of strength and armed in their now otherworldly armor empowered by things too wretched to name, would beat against the gates until a terrible breach had been made. The Valiant men and women who fought that day had cut into the desecrated flesh and bone of the enemy. But whenever a member of the Gaunt horde would fall, mere moments later in a flash of Psionic Green light they'd be returned back to the carnage.

Eventually under the continuously renewed siege the defenders had begun to buckle, the final strike of the scythe would come in the form of the Overlord taking to the field. With Psychic flame the Overlord sundered the settlement, It's Meter long duel bladed scythe tore through the armored forms of the defenders. And one by one the Overlord made its way to the settlements defensive bunkers, structures wherein the civilian population had been hiding. And with strike after strike the reinforced metal had begun to be horribly rended open, terrible scraping could be heard throughout with each strike punctuated by the cruel Laughter from the Overlord. Until the final defense of the settlement too, had failed its inhabitants. And the Laughter of thirsting monsters could be heard amongst the screams.

These screams would be met with Psionic Void-Fire, the Overlord burned its prey to cinders. And only when the final screams were silenced by the ashes would it depart, moving on to the 2nd as it repeated its cruel operation. Tearing into the steel walls its scythe shrieking with each strike, until like the first its terrified prize would be discovered, and in a cruel blast of Void Fire the screams would've been silenced once more. Until in a flash its form disappeared from the sight of the harrowed eyes.

It seemed the cruel dagger of fate smiled upon the men and women of the settlement for the Drottinn and his retinue had barely been a few miles from the Settlement Territories before they turned back due to a miscalculation in their supplies. It can be gleamed by historical Rittean Remembrances that once close enough to the settlement, some odd 10 miles, that he ordered silence from all who followed him, and as such they complied. The Drottinn stood their transfixed in an almost daze like state, until the most trusted of his confidants Khoron Zurroathe questioned him on his actions. It was only then, that in a show of speed impossible for mortal warriors, and even those of the Imperial Legions to replicate, that he charged back to the settlement.

And once returned, it was in the fire of his wrath that he tore through the Necromechanical horde. Reaching the Overlord before he could immolate the terrified survivors of the second bunker completely. Selwyn tore into the beast with a fervent rage never before seen by his people, his sword slicing into the giants form, Its Steel edge blackened by the blood of its enemy, and from there he began to battle the beast. His retinue had finally returned following after their Lord, and they too tore into their hated enemy protecting their still surviving people and giving relief to the haggard defenders, this showing of valor emboldened the spirits of these still warriors fighting, the name of their Lord, and praises of honor heavy on their lips.

Selwyn kept up his wrath, moving faster and faster with each bladestroke, his speed and agility contradicting his size. Void Fire beamed from his eyes, like a Legend of antiquity the Demi-god battled the Monstrous Sorcerer. Clashing over and over, Selwyn only slowed his strikes to give orders to his warriors, telling them to evacuate their people. But the Overlord wouldn't be deterred by the Drottinns fury, their battle moved throughout the settlement. Its Taunting Laughter ringing through the entrenched valley.

Until with a strike of its mighty Scythe the Overlord sent Selwyn flying into a building. His form broke through the walls, and with a laughing shriek the Overlord readied its hands once more - sparking a funnel of terrible Void Fire - and scorching the building down. The intense searing heat of the eldritch fire scorched the left side of Selwyn's form, a wound that even centuries later hasn't healed.

The Pale Prince arose once more, bleeding and scorched but standing. He readied his sword, prepared for another clash. The Beings clashed again in the flames, Selwyn's sight impaired by his wounds, but the blurred sight of the fiends Grinning Maw filled him with ever renewable hatred. He tore into its cloaked form, the bite of Artificed Rittean steel making the Necromechanical form of the Overlord bleed thrice over once more. Until Selwyn finally heard it. His genehanced ears picking up the faint cries of a child against the roaring flames. He turned to see the crib, the hellish flames inching closer ready to consume the infant. The Overlord saw it too, and with a cruel smile the monstrosity moved to the crib with glaring speed ready to bring its scythe unto bear upon the child.

Selwyn moved his body into the arch of the blade, the scythe piercing through his chest, lacerating and burning. Its Psionic edge searing into his flesh. The Drottinn would launch his sword deep into the skull of his enemy, taking its head with it in a crackling execution. And with the death of their Overlord the Scrambling Horde was without a synaptic leader, and would be routed by the surviving warriors.

These valiant survivors, in their victory cries would witness their Lord emerge from the dying empyrean Flames, looted Scythe and Infant in hand, his chest split open and bleeding, until he collapsed.

Buckling over, Selwyn had to use the scythe to catch himself. His wounds hadn't been healing like they should, but he kneeled triumphant.

### The Archo Lazarean

Selwyn would be determined to have died by his people, along with the child he tried to save. And in a mournful Rittean burial procession they laid their Lord and their dead to rest within a tomb in the outskirts of the settlement. And for 6 days and nights the survivors wept for the passing of their Lord. Until on the 7th day a terrible storm reached their settlement, and for another 6 days and nights the storm raged.

Until on the final 14th day when the sun finally rose after the storm dissipated, he was seen. Selwyn was there, the burial wrappings still wreathed his body left to flow in the poisoned winds of Ritter. But under them his perfect form was seen by all, and even with the newly acquired scars of the conflict Selwyn stood there renewed and invigored. His skin had been without blight, his eyes pools of placid gray. He stood there with the war scythe that took his life in hand, along with the orphan child he saved during the Overlords siege.

He had stood shimmering in the dawn light, and there he stood peering over the cooing infant girl in his hand. And for hours he stood there in the dawn light acknowledging those few who passed him, until the child finally fell asleep. Only then did he move, embarking to the largest building in the settlement, in the 14 days of Selwyn's death it had been made into a makeshift hospital, therein the few surviving wounded had been housed.

Selwyn would bring healing to those wounded survivors of the battle, using herbs that had grown thick in the area surrounding his burial tomb to create an aid that healed even the worst of wounds. And to those even he couldn't aid, he would bring a final peace. For hours he toiled in the hospice, saving the dying.

### Pilgrimage of The Rittean Wastes

There had been nothing left for them, the settlement was cleaved of most of its life, the fields burned down, the farm animals slaughtered. And many of the settlements people were killed in the onslaught and even more died from disease after the fact. So in leaving from the village that had once been their home, and heading for the Rittean valleys Selwyn took the final few survivors with him, less than a 50 battle ready men and women, along with less than two hundred farming folk. And together they broke through the poisonous mists and pale forests, rebreathers filtering the absolute worst of Ritters atmos.

The Pilgrims discovered that the Overlords had made prey of many other villages. And worst the Necromechanical hordes and monstrous beasts were in fact the same species as them, they had once been human but through the Overlords Psyonic Biotransferance they had become scramblers and gorgons of the Hordes. And worst yet the Eros Skorval - the order that promised to protect their people with the deal of the Pale Levies - had rather left the depleted peoples to defend themselves against the encroaching hordes, or worse - those valiant few who kept their promises of defense would be corrupted by the Overlords and made into beasts, their armor becoming living coffins. They would swear to deliver their people from these ruthless duel oppression.

The people of Ritter were often slow to accept these pale, gaunt strangers from lands far from their home, but Selwyn and his Retinue had been given a chance to prove their worth when creatures enthralled to another Overlord attacked the village. Seeing that the peasants were unable to effectively fight back, These armored Warriors joined the deadly fray, Selwyn now wielding his massive war scythe made short work of the much weaker horde of flesh beasts. The attacking Overlord gave its cruel smile when Selwyn advanced upon him and withdrew to the apparent safety of the deadly mists, only to be pursued and butchered by the inhumanly resilient Luminarch.

Accepted into the village without much further reservation, The Retinue began to train the villagers in the arts of warfare. And soon, representatives from other villages journeyed to learn from Selwyn and his men, while the villages scattered across the valleys of the world were transformed into strongholds. But the most trusted of Selwyn's retinue would travel from settlement to settlement, teaching, building and raising militias to defend their people.

But conflicts would be had elsewhere, for these strengthened strongholds would no longer forfeit their Levies to the oppressors of the Eros Skorval. Enraged by this, the Eros Skorval would attack those who denied them their prize, and in retaliation the Villages fought back. These conflicts would swiftly become pitched battles as even more villagers gained the strength to defend themselves, and soon the Eros Skorval could no longer support itself, disintegrating under the pressure. These '**Freeblades**' would either become assimilated by the villages they once oppressed becoming '**Penitents of The Daravek,**' or simply the **'Daravek Penitents,'** others becoming roving marauders to others coming under the cruel employ of the Overlords often to be made into something *far* less than human.

Selwyn, ever the pragmatist, began to recruit the physically toughest, and most resilient would-be warriors found in the villages he encountered, forming them into small to medium unit militias that trained under his primary supervision. He would enlist the aid of blacksmiths, craftsmen and artificers to create suits of armor and weaponry that would allow the men to travel through the poisonous fog even further, and to battle what was met there. As each battle in the mists was fought, Selwyn and his growing *'Scythes of Lazarus'* would learn how to better adapt the armor, and themselves, to reach the more poisonous heights of their world's moon.

Eventually, only one peak denied the army access, the one on which the Moon's final Overlord had made its home.

### Coming of the Stellar Imperium

Despite the danger of the ruthless necromancer and the ultimate peril of the ascent of the mountain, Selwyn still felt reluctant to call off the planned attack but on the advice of Khoron Zurroathe, who warned his Lord that the Scythes had not yet been ready to face the High Overlord even with their new suits of armor. He and his army returned to the newly built settlement that stood as a stronghold against the mountain, Selwyn and his command retinue had their moods darkened when it was found out their people talking not of their victories achieved on their pilgrimage but of the arrival of a benevolent stranger who promised salvation to the people of Ritter.

Finding this stranger in conference with the village elders, Selwyn claimed that his people needed no outside help. The large stranger who stood even taller than Selwyn commented that even He and his Scythes were having trouble pacifying the final Overlord, and offered a challenge. If Selwyn could defeat the High Overlord, the stranger would leave. If not, Selwyn would have to swear fealty to the stranger and the Stellar Imperium he represented.

Ignoring the protests of the Scythes, Selwyn left alone to confront his final enemy, motivated by an innate compulsion to prove himself to the large stranger below. The confrontation was brief. The air surrounding the High Overlord's fortress was so poisonous and toxic that even the reinforced parts of Selwyn's armor began to rot and waste away.

He almost collapsed at the gates of the Overlord's citadel, bellowing challenges to the Overlord. Selwyn limping and weary stood to challenge the beast. The final thing Selwyn saw at the edge of his mind before he almost blacked out into unconsciousness was the final Overlord of Ritter-0A4 coming to kill him and mocking him for his weakness and failure. The Overlord readied his weapon to take the Demi-Gods head, but was stopped by a screaming clash of war-claws. Selwyn bore witness to the stranger from the foot of the mountain, now clad in his full wargear. He barked an indiscernible order to Selwyn, and swiftly the Luminarch stood to his feet.

The two battled the High Overlord together, almost instinctively moving together as their combined bladewind synced to deadly effect. The stranger's curved sword cleaving deep into their shared enemy, with his violent talons dismembering the multi limbed spider-serpent form of the beast. Selwyn followed the larger man's lead, where he carved away at limbs, Selwyn pierced deep into its midsection impaling deep into vital areas. Until with a final arching slash of his war scythe he took the head of the High Overlord. His final enemy of his world was brought down dead, Selwyn looking to the stranger finally collapsed under the poison inhaled during his ascent, his energy spent in the battle.

When he finally recovered, Selwyn swore fealty to the stranger as he had promised, due to his failure to defeat the final Overlord of his world by himself, the stranger would reveal himself to have been Selwyn's Brother, the Luminarch of the Scarlet Lions Imperial Legion; Za'mana Mu-Damik. The man granted Selwyn command of the XIVth Imperial Marine Legion, then known as the Twilight Harbingers, who quickly adopted the name, iconography and dogma of Selwyn's Lazarean Scythes.

## Biographical Information

### Other names

The Fog Born, Children of The Pale Knight,

## Physical Specifications

### Distinctions

Pallid Skin regardless of visible features, Thick bonelike dermal growths along the limbs and upper backs akin to osteoderms.

### Average lifespan

50 - 70 Years Pre-Imperium, 190 - 230 Years Post-Imperium

## Secondary Information

### Notable individuals

Luminarch Selwyn Jaeger, Haldora Jaegar, Khoron Zurroathe, Captain Lhorgulus Decu, Garross Dipetrik, Commander Ujon Zurral, Khorath, Crysoch Grulgech, Tarak Mortu,

Rittean Natives -Like many Human Races indigenous to Death-Worlds- have adapted to survive the pressures of their Home. As such, Rittean physiology is often seen to border on the Abhuman in its Aberration to that of Human Baseline. Ritteans hold and store Muscle and fat differently when compared to their cousins of wider humanity, oft' seen as gaunt and slight, and depicted as weak and frail. This can not be further from the truth however, as due to their lifestyles Ritteans form highly condensed Lean Muscle that can be blamed for their deceptively frail frames. Along with this, to cope with the increased gravity of Ritter, the Ritteans have evolved stronger skeletal structures adapted to the higher gravity of their world and the need for physical endurance, and tend to be taller and possess a robust physique compared to humans from lower-gravity environments. Their bodies are well-suited for the challenges of navigating the mountainous terrain and engaging in physically demanding tasks.

The thick, miasmic atmosphere of Ritter has influenced Rittean' respiratory development. They possess highly efficient lungs capable of extracting oxygen from the lower elevations where the air is more breathable, allowing them to navigate the toxic clouds that envelop their world. With the majority of Ritter's water bodies having a higher saline content, Ritteans have developed a higher tolerance to salt. Their bodies efficiently process and regulate salt intake, allowing them to thrive in regions where freshwater is scarce or outright absent. Rittean eyes have adapted green bioluminescent structures that facilitate in peering through the Fogs of Ritter, creating a Fox-like countenance once the sun sets as their eyes shimmer in the encroaching dark. As such, the retinal structures of Rittean eyes have an increased number of photoreceptive cells responsible for low-light vision--an adaptation that allows them to detect and process light more efficiently in the shadowy environment of their planet.

Many Ritteans have developed thicker and more protective skin along their limbs and backs to shield themselves from the harsh atmospheric conditions and toxic elements present in their Home environment. And given the dimmed sunlight and the constant shade-light caused by the thick, perpetual cloudscape, Ritteans have developed natural adaptations for thermal regulation. Their pale skin pigmentation helping to absorb the limited sunlight efficiently, and they possess enhanced thermoregulatory mechanisms to cope with the moon's cooler temperatures.

### Rittean Aging

Though their calendar is vastly different, Ritteans are still anatomically Human, and as such age and breed as humans do. Rittean Gestation takes roughly 7 Rittean Months, the Equivalent of 9 Standard months. 7 Rittean Years equate to a Tyberian Cycle around Tellus, as such Ritteans calculate ages by how many Tyber-Cycles someone has survived - The Equivalent of roughly 13 Standard Years, whilst one Rittean Year is Roughly less than 2 Standard Years.

Ritteans, whilst infant mortality rates are high, often live for 4.5 Tyber-Cycles - The Equivalent of roughly 58 Standard Years, Though life-spans and Infant Mortality are far greater currently with the introduction of Imperial Technologies.

## Rittean Culture

### Familial Structuring

The heart of Rittean society beats in rhythm with the close and intimate familial ties that form the very bulwark of their community. The intensity of life on Ritter, with its hostile atmosphere and untamed wildlife, has forged unbreakable bonds among the people, propelling them to rely on one another for support and protection. From an early age, parents take on the duties of instilling essential survival skills in their children. And as infants learn to take their first steps, they are already taught how to navigate the treacherous terrain and fend off the lurking threats of the wild. These familial teachings lay the foundation for resilience and self-sufficiency that will carry them through life on their demanding planet.

Elders hold a revered place, the keepers of wisdom and knowledge. Their experiences a wellspring of guidance, valued for decision-making and settling disputes. When difficult choices arise, the counsel of the elders is sought, their words echoing the echoes of generations past. Amidst the grim realities of survival, Ritteans find solace and joy in the warmth of their familial connections. The sacred rituals of life are intertwined with festivals and ceremonies, where the ancestors are honored, and unity is celebrated. Communities across Ritter stand as fortresses of resilience, bound by the unyielding ties of kinship and mutual support. They gather in communal settlements nestled within the valleys and basins of the jagged, stony mountain ranges, seeking solace and protection from the hostile wilderness. The very act of living together knits them as one, working in harmony to ensure sustenance and safety for all. Within the fabric of Rittean families, large gatherings are the norm, as such high mortality beckons them to embrace the gift of kinship with open hearts. The fleeting nature of existence on Ritter fosters a culture where individuals marry and raise children young, fortifying the cycle of life and unity.

### Hygiene

The Rittean traditions of hygiene, known reverently as Dara'Voathe, form the bedrock of their community's well-being, providing a bastion against the perilous effects of the poisonous fogs that blanket their world. These rituals are not merely routine but embody a profound sense of reverence, akin to religious practice, as the people recognize their role in maintaining health and warding off disease as each day, Ritteans partake in the solemn act of purification, cleansing themselves through invigorating salt baths, washing away the grime of daily toils. The Dara'Voathe rituals extend beyond personal hygiene, with elaborate purification ceremonies held to cleanse the communal spaces they inhabit.

To counteract the pernicious toxins in the air, Ritteans utilize the toxins within the Mistvine Orchid, whose sweet scent serves as a natural antidote for many diseases. Revered for its healing properties, the orchid's essence permeates their living spaces, purifying the very air they breathe, and bringing solace amidst the pallid darkness. And within the realm of medicine, Ritteans have woven a tapestry of remedies, drawing from the bountiful resources gifted by their ecosystem. Their medicine is a fusion of herbal concoctions, time-honored natural healing techniques, and deep-rooted spiritual practices, a profound acknowledgment of the interconnectedness of body, mind, and soul.

The esteemed Dula'voan healers stand as sentinels of health, skilled in the intricate art of treating common ailments and injuries borne from their world's hostile environments. Their knowledge of the local flora and fauna is encyclopedic, enabling them to craft potent remedies and antidotes for the myriad ailments faced by the community. Among their secrets, the Fogbane Lichen reigns supreme, its remarkable properties unveiled by the Ritteans. Acting as a natural filter, this lichen purifies the air in select pockets, providing them with breathable sanctuaries amidst the tainted atmosphere.

### Agriculture

Despite the ever-present challenges posed by Ritter's unforgiving conditions, agriculture stands as a cornerstone of Rittean life, a testament to their tenacity and ingenuity. Over generations, they have honed their skills in cultivating hardy halophyte crops that can endure the dim light and toxic atmosphere that shrouds their world. The symbiosis of humans and nature intertwines in a delicate dance, where the cultivation of gloomsilk ferns, mistvine orchids, and thornshade brambles sustains the community with essential resources. Beyond merely providing sustenance, these cultivated flora are a wellspring of survival for the Ritteans. The gloomsilk ferns furnish them with strong fibers, intricately woven into sturdy fabrics and ropes, shielding them from the harsh elements and crafting clothing that preserves warmth amidst the ever-encroaching shadows of Langwinter. The mistvine orchids, with their sweet-scented nectar, are a critical source of medicinal ingredients.

Thriving in the face of danger, Ritteans ingeniously fortify their agricultural spaces, building robust structures that serve as bastions to shield their precious crops from the relentless onslaught of hostile wildlife. With cunning and resourcefulness, guardians are stationed, fierce shadowhounds and stalwart stonewolves, to stand watch, protecting the harvests and those who toil to tend them.

Moreover, the Ritteans have long embraced the wisdom of agroforestry, a harmonious dance between farming and the natural environment. This mindful approach to cultivation nurtures a delicate balance, as they deftly intertwine crops with the native flora, harnessing the natural synergy between plants to bolster food production while safeguarding the delicate ecosystem. This sustainable practice ensures their survival while preserving the fragile beauty of their homeland.

In this resource-scarce environment, Ritteans have mastered the art of fogwater harvesting, an age-old technique that capitalizes on their ever-present companion - the fog. With contraptions, they skillfully collect purified moisture from the mist, gathering it drop by drop, a lifeline that replenishes their water supplies and breathes life into their crops.

## Rittean Glossary

### Community

* **Drotti, Drottinn'***-* A Rittean term for ***'**King of Harves**t,'*** or ***'Master of Fie**lds'.*** Originally used to refer to a Rittean Agriculturally God of Fertility, Death, and Rebirth. But now it is used to refer to the Luminarch Drotti Selwyn Jaeger, though the phrases ***'****Klei******ne**r*** ***Drotti******nn'** an**'Drott Klinge,'**d **'Drott Klinge,'*** are often used to describe a high ranking individual below a Drotti, often used in stead of ***'Commander'** or **'Sergeant'*** in Rittean armed forces such as The Scythes of Lazarus.
* **Vethri** - The honored elders of the community who possess vast wisdom and are consulted for their guidance in matters of significance. Often replacing the terms of ***'Veteran'*** or ***'Elite'***.
* **Zan'Dari** - Literal *"Chaplain"* or *"Priest"*; The term used to refer to a spiritual guide or mentor within the Rittean community, offering wisdom and guidance on matters of faith and personal growth.
* **Decahl, Decahli** - Literally *"Foreign"*; due to the close communal ties of Indigenous Ritteans, any and all peoples not of Ritter proper are referred to as Decahl (singular) and Decahli (plural).
* **Dro'Galerah** - A title bestowed upon a skilled farmer or agricultural expert who has demonstrated exceptional knowledge and dedication to the betterment of their community's farming practices.
* **Tevra'kan** - Skilled artisans and engineers, responsible for maintaining the ancient acheotech ramshackle industrial technologies once used in farming and agriculture and other farms of highly necessary technology. Their craftsmanship is highly respected in Rittean society.
* **Dula'voan** - Doctors and Hygienic specialists. Seen as Priests and Sages, the Dula'voan are often responsible for ensuring the health and wellbeing of their community's, be that either from corruption or disease.

### Traditions

* **Dara'Voathe** - The Rittean traditions of Personal and Communal Cleanliness, due to high mortality rates from both disease and life itself upon Ritter, Ritteans are known for their rather intense sense of cleanliness and healthcare, with medical care and hygienic practices oft' becoming akin to Religious rituals for Ritteans.
* **Murinall** - Literally "Extended Family"; Encompassing both the traditions of community and that of found family.
* **Daravek** - The Rittean tradition of Charity and Hospitality.
* **Ta'kurah** - An annual festival celebrated by many Rittean communities, dedicated to paying homage to their ancestors and seeking blessings for the coming year's harvest. It involves large communal feasts, storytelling, and the lighting of lanterns in memory of the departed.
* **Kal'Shura** - The traditional practice of seed-saving among Rittean farmers, where seeds from the previous harvest are carefully preserved and passed down through generations. This ritual is considered essential to maintain biodiversity and sustainability in agriculture.
* **Zinjara** - A unique form of traditional music and dance performed during important agricultural ceremonies, such as planting or harvesting. The rhythmic beats and movements are believed to invoke the blessings of pure spirits of nature and to banish malignant entities.
* **Vel'Kazari** - The sacred text of the Rittean people, containing ancient agricultural knowledge, ethical guidelines, and stories of their deities' triumphs and struggles. It serves as a source of inspiration and wisdom for the community.
* **Ral'kath** - A traditional form of dance and storytelling passed down through generations, depicting the legends of Rittean heritage.
* **Keshtari** - The traditional hunting festival, held to honor the spirits of animals and seek their blessings for a successful hunt and plentiful food supply.
* **Anuvar** - A traditional Rittean song or chant performed during religious ceremonies, expressing gratitude to the gods and seeking their favor.

### Religion - Folklore

* **Veyothran** - A term in Rittean folklore referring to a mythical creature believed to bring bountiful harvests and good fortune to those who honor the land with offerings and rituals. Often seen as a trickster spirit, sometimes seen as a Demonic entity.
* **Tovasha** - The sacred ceremony performed by Rittean farmers to bless their fields and ensure a successful growing season. A mixture of pragmatic practices and religious ritual, it oft' involves intricate dances, songs, and the offering of special herbs and fruits along with the application of rich fertilizing materials intended as sacrifice to Rittean agricultural deities.
* **Voathar** - The ritualistic practice of purification and renewal performed by Dula'voan at the start of each agricultural season. It involves the sprinkling of purified water and the burning of sacred herbs to cleanse the fields of impure energy.
* **Aurnir** - Sacred groves dedicated as communal graves, where unique and rare plants are cultivated through the flesh of Rittean dead and protected to maintain biodiversity and spiritual connection with nature.
* **Tavahr** - Ritualistic purification baths performed before important events or ceremonies, symbolizing spiritual cleansing and preparation for communion with the divine.
* **Bahrin Stones** - Stones placed at the entrances of homes and temples to ward off malevolent spirits and protect the inhabitants from harm. Often with runic script or animal faces carved onto them.
* **Dael'dara** - The communal practice of sharing resources during times of scarcity or natural disasters, reinforcing the spirit of unity and support among the Rittean people.
* **Eldra'Kel** - The sacred art of cultivating rare and medicinal herbs, passed down through generations and closely guarded by appointed herbalists.

## Enviroment

Like the Indigenous Rittean peoples, much of Ritter's Flora and Fauna has evolved and adapted into halophiles along with the ability to persist and endure within the poisoned Fogs and Ritter, with much of the Rittean Fauna having adapted to subsist with very little sun along with the consumption of High Salinity Foods and Water.

### Fertile Valley Forest Basins

#### Flora

* **Moongrove Trees** - Towering and sturdy halophyte trees with silvery leaves form dense canopies of the equatorial valleys, offering shelter to various fauna in the forest valleys. The most prolific of the Worlds trees.
* **Whispering Willow** - Shorter halophyte Willow trees with dark silvery leaves, believed to hold the ancient secrets of Ritter.
* **Paleleaf Maple** - Maple tree with pale, translucent leaves and sap used for a sour medicinal syrup.
* **Vrindelspore** - Sprouts within equatorial forested regions, Vrindelspore is a relatively rare herb with seemingly mystical properties, often used in healing rituals.
* **Shadowthorn Bramble** - A thorny vine providing dark purple berries, an food source essential for certain nocturnal creatures in Ritter. Grows year round.
* **Thornshade Bramble** - Thorny vine covering valley basins, its bitter berries are favored for medicinal teas. Grows only during the illuminated months.
* **Fogfall Fern** - Thriving in poisonous fogs, Fogfall Fern's leaves are believed to possess medicinal properties counteracting harmful effects.
* **Gloomsilk Fern** - Resilient fern secreting *"gloomsilk"* used to craft sturdy ropes and textiles.
* **Echoleaf Fern** - Large fern species in valley basins producing a gentle rustling sound in the nocturnal winds.
* **Starshade Moss** - Luminescent moss clinging to the jagged mountains, guiding travelers through rocky terrain during dark hours.
* **Twilight Thistle** - Bioluminescent thistle releasing a soothing fragrance during twilight, attracting curious and beneficial insects.
* **Mistveil Orchid** - Rare Orchidaceous flowers with phosphorescent nectar capable of attracting nocturnal pollinators. Grows along the trunks of trees, and blooms for most of the year except for Winter, wherein the Mistveil goes dormant alongside the rest of the forest. Often harvested en masse during the Spring months and during the Lautreinzeit, contributing to Mistveil Honey production and Bioluminescent dyes.
* **Mistvine Orchid** - An Orchidaceous species that grows best within poisonous fogs with flowers releasing a sweet scent serving as a natural antidote. Will go dormant during the Spring and Lautreinzeit, and grow thickest during the Wintery months of Langwinter, becoming one of the only active plant species across the Valleys of Ritter.
* **Stonewisp Lichen** - Growing on rocky surfaces, Stonewisp Lichen absorbs nutrients from thin soil, aiding in soil stabilization.
* **Palevine Ivy** - Climbing ivy wrapping around the trunks of trees, providing camouflage for various nocturnal creatures.
* **Mistfall Lily** - Bell-shaped flower blooming when fog clears, creating an enchanting spectacle with pale light reflection. Blooms mostly during the Lautreinzeit.
* **Shadowbloom Lotus** - Rare black lotus with potent healing properties blooming during the darkest hours. Blooms mostly during the winter.
* **Duskblossom Rose** - Striking black rose associated with mysterious legends and love stories. Poisonous thorns usable in both poisons and antidotes. The Flowers of the plants go dormant during the winter whilst its thorns harden and elongate.
* **Fogbane Lichen** - Lichen species acting as a natural filter, purifying air in small pockets.
* **Moonglow Mushrooms** - Luminescent mushrooms providing a reliable source of light for inhabitants. Only grows during the winter months.

#### Fauna

* **Umbracrawler** - Small insect-like creatures emitting a soft glow, crucial for decomposing organic matter.
* **Stoneback Turtles** - Large, armored unguligrade turtles blending with rocky moors for protection.
* **Shadowwing Bats** - Nocturnal bats flying silently through the mist-filled air, preying on large insects and unwatched children.
* **Tyberian Howler** - Pack-hunting lupine species adapted to perpetual darkness, using howls for communication. Hibernates during the Langwinter within the mountain regions.
* **Twilight Glider** - A collection of small gliding mammal species that gracefully navigate through the forest canopies.
* **Moorskulk** - Elusive, wolf-sized lynx species prowling the moors with a fur pattern blending with the landscape.
* **Fogwalker Stag** - Large herbivorous crowned mammal immune to poisonous fogs, foraging in avoided areas. Utilizes the boney crests atop its head to filter toxins.
* **Duskglimpse Firefly** - Fireflies creating mesmerizing displays in dark valleys.
* **Stonehopper Rodent** - Small rodent hopping between rocks and boulders on mountain ranges.
* **Moorsong Sparrow** - Small bird with a hauntingly beautiful song echoing through moors at night.
* **Foglurker Toad** - Toad adapted to thrive in poisonous fogs, secreting protective substances.
* **Stoneshadow Panther** - Large feline predator blending with stony mountain shadows.
* **Fogstalker** - Nocturnal predator adapted to poisonous fogs, hunting by scent trails.
* **Moondrifter** - Large bird-like creature soaring high above flat moors.
* **Stonewyrm** - Serpent-like creature with scales mimicking mountain terrain, preying on smaller animals.
* **Whisperwing Bats** - Nocturnal bats navigating dark skies with glowing patterns on wings.
* **Palemoon Elk** - Large herbivores with antlers having a ghostly glow for finding food at night.
* **Valleyclaw Scorpion** - Venomous scorpion species dwelling in forest-choked valleys.
* **Lumestone Beetle** - Beetles with bioluminescent patterns, illuminating crevices among rocky mountain ranges.
* **Stonemaw Grizzly** - Formidable predator in mountains with powerful jaws and sharp claws.

### Mountain Regions

#### Flora

* **Starshade Moss** - This luminescent moss clings to the jagged mountain ranges, casting a gentle glow that guides travelers through the rocky terrain during the dark hours.
* **Stonewisp Lichen** - This lichen grows on the rocky surfaces of the moors and mountain ranges, absorbing nutrients from the thin soil and aiding in soil stabilization.
* **Palevine Ivy** - Climbing ivy wraps around the bases of the Moongrove Trees in the mountain regions. Its pale leaves blend with the darkness, providing camouflage for various nocturnal creatures.
* **Echoleaf Fern** - A large fern species that grows in the valley basins, its fronds produce a gentle rustling sound when caressed by the nocturnal winds.
* **Gloomsilk Fern** - A resilient fern with dark, shimmering fronds that thrive in the pale darkness. It secretes a sticky substance known as "gloomsilk" that is used by the locals to craft sturdy ropes and textiles.
* **Fogbane Lichen** - This lichen species grows in the poisonous fogs and acts as a natural filter, purifying the air and making it breathable in small pockets.
* **Moonglow Mushrooms** - Luminescent mushrooms that glow softly in the dark provide a reliable source of light for the inhabitants of Ritter.
* **Paleleaf Maple** - A maple tree with pale, almost translucent leaves that seem to absorb the faint light. Its sap is used to make a syrup with unique medicinal properties.
* **Whispering Willow** - A willow tree with long, silvery leaves that rustle eerily in the gentle breeze. It is believed that the Willow's whispers hold ancient secrets of Ritter.

#### Fauna

* **Stoneback Turtles** - Large, armored unguligrade turtles that inhabit the rocky moors, their shells blending perfectly with the stony terrain, offering them protection from predators.
* **Stonehopper Rodent** - A small, agile rodent species with strong hind legs that allows it to hop between rocks and boulders on the mountain ranges, foraging for food.
* **Stonewyrm** - A serpent-like creature with scales that mimic the rocky mountain terrain, making it nearly invisible among the stones. It preys on smaller animals and is a natural predator of the Emberthorn Bush.
* **Lumestone Beetle** - Beetles with bioluminescent patterns on their exoskeletons, illuminating the crevices among the rocky mountain ranges.
* **Stonemaw Grizzly** - A formidable predator that resides in the mountains. Its powerful jaws and sharp claws are well-suited for hunting the moor-dwelling prey.
* **Moondrifter** - A large, bird-like creature that soars high above the flat moors, its wingspan allowing it to glide gracefully through the pale darkness.
* **Stoneshadow Panther** - A large feline predator that lurks in the shadows of the stony mountain ranges, its dark coat blending with the rocky terrain.
* **Valleyclaw Scorpion** - A venomous scorpion species that dwells in the forest-choked valleys. It uses its sharp claws to burrow into the soft earth and create shelter.

### Petty-Seas/Petty Sea Wasteland Basins

#### Flora

* **Fogbane Lichen** - This lichen species grows in the poisonous fogs, acting as a natural filter and purifying the air in small pockets, making it breathable for certain organisms.
* **Mistvine Orchid** - Thriving in the poisonous fogs, this orchid releases a sweet scent that serves as a natural antidote to the toxins in the air, providing a safe haven for creatures in its proximity.

#### Fauna

* **Fogwalker Stag** - This large herbivorous mammal has developed immunity to the effects of the poisonous fogs, allowing it to forage safely in areas other creatures avoid.
* **Foglurker Toad** - This toad has adapted to thrive in the poisonous fogs, secreting a protective substance against the toxins. It plays a crucial role in the local ecosystem by controlling insect populations.
* **Fogstalker** - A nocturnal predator adapted to the poisonous fogs, hunting by stealthily following scent trails. Its keen sense of smell makes it a formidable hunter in low visibility conditions.
* **Valleyclaw Scorpion** - This venomous scorpion species dwells in the forest-choked valleys, using its sharp claws to burrow into the soft earth and create shelter.

### The Polar Regions

#### Flora

* **Vrindelspore** - Sprouting in remote forested regions, Vrindelspore is a rare herb with mystical properties, used in healing rituals.
* Shadowthorn Bramble - A thorny vine providing dark purple berries, essential for certain nocturnal creatures in Ritter.
* Moongrove Trees - Towering trees with silvery leaves form dense canopies, offering shelter to various fauna in the forest valleys.
* Fogfall Fern - Thriving in poisonous fogs, Fogfall Fern's leaves are believed to possess medicinal properties counteracting harmful effects.
* Starshade Moss - Luminescent moss clinging to the jagged mountains, guiding travelers through rocky terrain during dark hours.
* Twilight Thistle - Bioluminescent thistle releasing a soothing fragrance during twilight, attracting curious and beneficial insects.
* Stonewisp Lichen - Growing on rocky surfaces, Stonewisp Lichen absorbs nutrients from thin soil, aiding in soil stabilization.
* Palevine Ivy - Climbing ivy wrapping around Moongrove Trees, providing camouflage for various nocturnal creatures.
* Echoleaf Fern - Large fern species in valley basins producing a gentle rustling sound in the nocturnal winds.
* Mistfall Lily - Bell-shaped flower blooming when fog clears, creating an enchanting spectacle with pale light reflection.
* Gloomsilk Fern - Resilient fern secreting "gloomsilk" used to craft sturdy ropes and textiles.
* Mistvine Orchid - Orchid species in poisonous fogs with flowers releasing a sweet scent serving as a natural antidote.
* Shadowbloom Lotus - Rare black lotus with potent healing properties blooming during the darkest hours.
* Thornshade Bramble - Thorny vine covering valley basins, its bitter berries favored for medicinal teas.
* Duskblossom Rose - Striking black rose associated with mysterious legends and love stories.
* Fogbane Lichen - Lichen species acting as a natural filter, purifying air in small pockets.
* Paleleaf Maple - Maple tree with pale, translucent leaves and sap used for unique medicinal syrup.
* Whispering Willow - Willow tree with silvery leaves, believed to hold ancient secrets of Ritter.
* Moonglow Mushrooms - Luminescent mushrooms providing a reliable source of light for inhabitants.

#### Fauna

* Umbracrawler - Small insect-like creatures emitting a soft glow, crucial for decomposing organic matter.
* Stoneback Turtles - Large, armored unguligrade turtles blending with rocky moors for protection.
* Shadowwing Bats - Nocturnal bats flying silently through mist-filled air, preying on insects.
* Tyberian Howler - Pack-hunting lupine species adapted to perpetual darkness, using howls for communication.
* Twilight Glider - Small gliding mammals gracefully navigating forest canopies.
* Moorskulk - Elusive lynx species prowling the moors with a fur pattern blending with the landscape.
* Fogwalker Stag - Large herbivorous mammal immune to poisonous fogs, foraging in avoided areas.
* Duskglimpse Firefly - Fireflies creating mesmerizing displays in dark valleys.
* Stonehopper Rodent - Small rodent hopping between rocks and boulders on mountain ranges.
* Moorsong Sparrow - Small bird with a hauntingly beautiful song echoing through moors at night.
* Foglurker Toad - Toad adapted to thrive in poisonous fogs, secreting protective substances.
* Stoneshadow Panther - Large feline predator blending with stony mountain shadows.
* Fogstalker - Nocturnal predator adapted to poisonous fogs, hunting by scent trails.
* Moondrifter - Large bird-like creature soaring high above flat moors.
* Stonewyrm - Serpent-like creature with scales mimicking mountain terrain, preying on smaller animals.
* Whisperwing Bats - Nocturnal bats navigating dark skies with glowing patterns on wings.
* Palemoon Elk - Large herbivores with antlers having a ghostly glow for finding food at night.
* Valleyclaw Scorpion - Venomous scorpion species dwelling in forest-choked valleys.
* Lumestone Beetle - Beetles with bioluminescent patterns, illuminating crevices among rocky mountain ranges.
* Stonemaw Grizzly - Formidable predator in mountains with powerful jaws and sharp claws.

### Known Diseases

Like many Death-Worlds, Ritter has a myriad of diseases that plague it's people.

* **Gloomborne Fever** - A mysterious and recurring fever that afflicts the inhabitants of Ritter, often associated with exposure to the poisonous fogs.
* **Shadowlung Respiritis** - A respiratory illness caused by prolonged inhalation of the toxic air, leading to coughing, shortness of breath, and lung damage.
* **Twilight Pox** - A contagious skin disease characterized by dark, itchy rashes that develop in the pale darkness of Ritter.
* **Moormist Chills** - A condition caused by exposure to the cold and damp moors, leading to shivering, weakness, and joint pain.
* **Valley Basin Blight** - A plant-based disease that affects crops and flora in the deep forest-choked valley basins, causing wilting and decay.
* **Fogfall Encephalitis** - A severe neurological disease associated with exposure to toxic fog, leading to headaches, confusion, and memory loss.
* **Paleshade Anemia** - A type of anemia caused by a deficiency of essential nutrients in the diet due to the limited availability of sunlight for crops.
* **Duskbloom Allergy** - An allergic reaction to the pollen of the duskblossom rose, causing skin rashes, itching, and respiratory distress.
* **Mistveil Conjunctivitis** - An eye infection caused by the fog's toxins, leading to redness, irritation, and sensitivity to light.
* **Whispering Willow Syndrome** - A psychological condition marked by vivid and haunting dreams attributed to the effects of the whispering willows' rustling.
* **Tyberian Rabies** - A variant of rabies carried by the nocturnal predators known as Tyberian Howlers, causing aggression, foaming at the mouth, and eventual death if left untreated.
* **Paleblindness** - A condition characterized by a gradual loss of vision due to the perpetual pale darkness on Ritter, causing affected individuals to become partially or completely blind.
* **Thornshade Rash** - A skin irritation caused by contact with the thorny vines of the Thornshade Bramble, resulting in redness, itching, and swelling.
* **Moonglow Poisoning** - Occurs when the Moonglow Mushrooms are ingested in large quantities, causing hallucinations, disorientation, and muscle spasms.
* **Moonshade Insomnia** - A sleep disorder caused by the constant dim light, leading to difficulties falling asleep or experiencing restful sleep.
* **Fogwhisper Allergy** - An allergic reaction to the Fogwhisper Moths, resulting in sneezing, itching, and respiratory distress.
* **Stoneshadow Venom** - A poisonous substance produced by the Stoneshadow Panther's bite, causing severe pain, paralysis, and sometimes death.
* **Starshimmer Infection** - An infection caused by the Starshimmer Beetles' bioluminescent patterns, leading to skin discoloration and inflammation.
* **Mistvine Intoxication** - A condition that occurs when the Mistvine Orchid's nectar is ingested in excessive amounts, causing dizziness, disorientation, and nausea.
* **Lumengrove Pollen Allergy** - An allergic reaction to the Gloomsilk Fern's pollen, resulting in respiratory difficulties and skin irritation.

### Miscellaneous

* **Tala'Shivah** - The ancient martial art form practiced by skilled warriors, emphasizing discipline, agility, and respect for one's opponent.
* **Yara'Mandor** - A board game played during festivals by children and youth, symbolizing the balance between light and darkness, and reflecting the importance of strategic thinking.
* **Kaldor's Light** - A rare astronomical event where the Tyberian moons align, and when Ritter reaches its orbital apex and it is pulled from Tyberous Atmospheric range, creating a mesmerizing celestial display as the High-Fogs of Ritter are expelled and the stars become visible for a time, believed to bring blessings and prosperity to the land.
* **Gleraz** - A woven garment worn by Rittean men during significant agricultural events and ceremonies. Each pattern and color of the Gleraz represents different aspects of the land and its produce.
* **Kalthuri** - A type of communal storage facility where surplus crops are kept and distributed during times of scarcity or crisis. The Kalthuri is managed collectively by the Murinall to ensure fair distribution.
* **Fogbane Lichen Remedies** - Ritteans have discovered that the Fogbane Lichen acts as a natural filter, purifying the air in certain pockets. They often use this lichen in their homes and communal spaces to create breathable areas.