recursal/Fanatic-Fandom huggingface dataset:
Zarrius

Zarrius, sometimes known by the Virtue Name of Deference, is a tielfing herbalist based in Whittengrove.

## Description

Owner and operator of The Cloistered Garth, a herbalism store in the Cadre Ward of Whittengrove. The eponymous garth, or garden, is a wild affair, filled with agrestal flora ranging from uncultivated grasses to fungal blooms bright and dull-hued alike. Further unconventionally, said garth is open to the public, so all that may enjoy the rich aromas of dirt and flower alike, and it is from here that Zarrius does most of his business.

A muddled match of unkempt grey-blonde hair and striking maroon-red skin, Zarrius has long since shirked the need for boots, and his nails - both upon fingers and toes, match the dark black hue as the curved horns that push through his brow.

## History

Zarrius was born in Candlegrove Forest, first encountering outside influences when stumbling across lumberers harvesting Wickpine for use across the continent for a number of purposes. After efforts to stop the destruction of his home ultimately failed, he defiantly resolved himself to travelling to Whittengrove to carve out a pocket within the city that would remain wild, even if the settlement continued to sprawl around it.
The Sleeping Mire

* Artwork
* Map

The Sleeping Mire is a large area of forested wetland located in Mkitos' Garden.

Contained within is the lair of the green dragon Malacholar.

## Description

Connected to the straits between Tvia Bay and Petal Bay by means of extensive intertidal wetlands and forests filled with mangroves and other floral life resistant to saltwater, The Sleeping Mire is a series of boggy lakes connected by means of a vast delta of narrow inlets. Inhabited extensively throughout by all manner of creatures, ranging from small surface-flying insects to monstrous crocodilians, The Sleeping Mire is also home to lizardfolk, grung, bullywugs and gatorfolk. Owing to the presence of the Green Dragon Malacholar however, the majority of life is resigned to either species subservient to the dragon, or those that their have little interest in eating. Notably so, despite the presence of the Feywild being still notable, the presence of Fey creatures is not, for Malacholar seems to have a particular taste for creatures of such lineage.

The combination of marshland and the feywild seems to create the perfect environments for the very rare fungus Wandercap to form, so-called for its predilection of sending its imbibers "on a journey". Demand for the mould, which appears outwardly as a smear of vibrant paint, is mainly driven by its central role in the production of the illicit substance Alegrem, something exploited by the gatorfolk of the mire, who gather and subsequently sell to visiting criminal gangs. Unknown to many of the smugglers however, the pay is subsequently given up as offerings to the dragon Malacholar, who maintains an underwater lair of unknown scope and size filled with grasping vines that threaten to separate parties that venture within.

## History

The Sleeping Mire was visited by a group of adventurers at the start of 134WD, who trailed a group of smugglers affiliated with the Other Hand as they parleyed and bartered with the gatorfolk of the Mire, a transaction overseen by the draconian Gimmisul. After slaying the village's contents, the party hesitated for a moment to venture further, before Anivia was dragged into the depths by a grasping Fishervine. Within the underwater tunnels, the party was harassed by the Green Dragon Malacholar, before being surprising allowed to depart with Ellie's surrender at mention of her Mother.
The Onyx Shroud

The Onyx Shroud is a faction operating within the continent of Ahlus.

## Description

The Onyx Shroud is an organisation of uncertain influence and extent, originally made up of a dozen members. While one of their number, Solana, the so-called Mistress of the Pastures was slain in 9WD, it remains uncertain how many of the other members still survive, where they currently reside, or the nature of their ongoing efforts.

## Goals

Born out of necessity with the extermination of vampires by the Realms of Ahlus after the loss of the moonless gift of Venari, the Onyx Shroud seeks to re-establish the secrets of the Black Blood's Divine Gift as to further bolster their numbers once more. While operating towards this singular goal, each of the main members seeks to achieve its goals through different methods, all the while seeking to further their own interests.

## Tenets of the Onyx Shroud

The Tenets of the Onyx Shroud are currently unknown.

## Relationships

Little is current known of the Onyx Shroud's relationships with other factions in Ahlus, but the members are often targetted by the Brotherhood of the Imbrued, as discovered by the number of weapons and armour pieces displaying their sigil in the possession of Solana, presumably claimed from operatives seeking to slay her at the command of the Artos Table.
The Lord of Nessus

## God of the Nine Hells

* Artwork
* Symbol

The Lord of Nessus is a Greater Deity in Ahlus that occupies a place amongst the Malign.

## History

Known as Asmodeus to those not native to Ahlus, the Lord of Nessus is the Supreme Master of the Nine Hells and a master of manipulation, guile and corruption. Tieflings carry the heritage of the followers of the Lord of Nessus, although not all bow before him. When cloying words prove insufficient, his response is swift and exacting, seeking to simultaneously demonstrate his power and decimate those that seek to decry his desires.

## Enemies

None truly can call the Lord of Nessus an ally, but none have earned the disdain of Asmodeus more than followers of Aita (whom he considers naïve and credulous) and Taranis (deemed exhausting and pestiferous). It is claimed that during the Wars of the Remnants after Aita's First Gift, The Lord of Nessus was cast down from the Material Plane by Tohmos wielding Forgemaster's Might, and that Asmodeus still seethes from the Serpent's Coil, the rift created by the almighty strike of his landing, hidden somewhere within the Ninth Layer of Hell and known only to them and his greatest allies.

Also of note amongst the enemies of the Lord of Nessus is the fiend known as Maw of Undoing, who sought power sufficient to overthrow Asmodeus and claim his position for himself. After he made a pact of his own with a power outside even of the Lord of Nessus' influence, the Maw of Undoing has not been heard of since. The Lord of Nessus delights in corrupting these individuals in particular, tempting them with pacts and deals while disguised in a variety of forms.

## Commandments

* Through words or deeds, ensure that others know your power - and learn that they must fear and respect it.
* Teach those naive to the cruelties of the world the meaning of suffering. Break their spirit and teach them the realities of existence.
* Let nothing stop your quest for power and position. Should others try and stop you, destroy them. Should others offer you assistance, exploit their kindness until it now longer serves your intentions.
Solana

Solana was a vampire, ruler of the Pastures and member of the Onyx Shroud.

## Appearance

As often typical of someone granted the moonless gift of Venari, Solana possessed alabaster pale skin, further exaggerated by her choice of attire. Layered silks and satins of sable black and burgundy red framed an austere form. Solana moved with such grace and poise it was near impossible to tell whether she truly walked, or simply glided a few inches above the ground.

In spite of this outward appearance, Solana was capable of significant acts of strength, deftly breaking free of grapples and near effortlessly opening towering wooden doors her attendants visibly struggled to move.

## Personality

Solana's disposition was that of a caring mother, shown by her immediate willingness to accept Isra Ssalla once more home, despite the paladin's previous flight from the Pastures. She considered the residents of the villages somewhere between children and wards in her care, in need of her protection.

Nonetheless, this belief would be betrayed by her underlying needs for respect and validation. By exaggerating the threats beyond the walls of the villages through use of illusionary magic, she kept the residents more scared of the outside world than that within, and used this fear to exert tithes and servitude. Despite this, Solana believed this trade fair, the commonfolk had limited coin and but one life, and where other rulers demanded taxes or their serfs to fight and die on their behalf, she simply asked for offerings of blood from time to time - which in time their body would naturally replenish thanks to the diet of local grown and reared produce.

Solana was capable of extreme violence however, as seen with her murder of Isra's elven father Balmaer, who attempted to flee shortly after his daughter - only to be set upon by Solana, his neck snapped and his body left to rot within the stolen carriage for the years since.

## Death

After a dinner conversation of growing tension with her daughter, accompanied by Velkyn Cormrael and Bilott, Solana was stabbed by Isra and, through use of radiant magic preventing her regeneration, quickly subdued. Chasing her back to her coffin, the trio of adventurers destroyed her in her resting place, burning those other empty coffins remaining beneath the manor house.
Steifan

Steifan was a human druid affiliated with the Sons of the Land.

## Description

Human, although distinguished by a set of stag-like antlers rising from his temples, Steifan acted in many ways as a spiritual leader of the caterans remaining in Notchbark Woods. Acting in accordance with his understanding and belief in his gods, he channelled both primal and divine magic in combat, many of his spells manifesting as a glowing light between his antlers in doing so.

Like many of the members of the caterans, Steifan seemed to have some limited ability to shapechange, specifically into that of a giant elk.

## History

Steifan was encountered alongside many other caterans in the depths of Notchbark Woods, though did not immediately make their presence known to the party. Only when it became apparent of an imminent assault by regiments of White Coats led by Lars Stormdelve did they make themselves present - rippling blasts of radiant energy across the battlefield and illuminating their foes to make the assault more readily defeated. When one White Coat was left wounded and dying, Steifan did not hesitate to use his sickle to open the soldier's throat, before casting the still warm body to the ground below.

The surviving caterans seemed to look to Steifan for some level of guidance at the battle's conclusion, though were ultimately left to their own devices when the druid stepped aside with Ódóvir to discuss terms. The paladin sought to guide Steifan to see reason in their failing situation, placing particular emphasis on the issues with their clash of their attempts to turn the people against Fonteyne Howell through acts of violence and deliberate hardships. With the bold declaration that he would restore their old ways and "win" within a year, or Steifan could take his head, Ódóvir continued to press the conversation, leaving the druid with much to consider. Promising to consult with the Ghost of the First Frost on what had been proposed, Steifan offered some brief guidance of his own pertaining to the Ossuric Pantheon, before the pair found themselves called after by Timbermitt. Outside, conflict had once again started to brew as the caterans worked to start stringing up the bodies of the dead, and, unsatisfied by Steifan's response, Timbermitt gave in to the hunger within, brutalising and half-consuming Steifan before Odovir could react.
Vicehorn Forge

Vicehorn Forge is a major blacksmithing and forging centre in the Roots of Khonoldhur.

## Description

Located deeper into the Roots than some other blacksmiths that has instead set up closer to the boundary between the Roots and the Heart, Vicehorn Forge entirely occupies a large cavern that was mined out and expanded during the early construction projects of Khonoldhur, at the time that it was still known as Castle Jalzazhuss, as to accommodate the growing population. Made up of several both interconnected and independent forges, Vicehorn Forge is home to several dozen blacksmiths and twice as many apprentices and labourers, and works with all manner of materials gathered from across the Ironfangs by means of the winding tunnels sprawling far and wide from the city of Khonoldhur itself.

It was founded by Galdren Vicehorn, a duergar that languished as a slave to the drow of the Kenarnvar Den, rulers of the city of Imlegroth for the first decades of his life, before escaping during the fall of the city to the rising tide of the Foul Labyrinth. Having spent years doing so, Galdren is known for his understanding of drow metal-working, particularly so that of weaponry and armour.
Vithrae Melsek

Vithrae Melsek is a drow residing within Khonoldhur as part of the Jalzazhuss Den.

## Description

In traditional drow culture, Vithrae would have been the perfect example of the terrifying efficiency and skill of their training of assassins and other operatives. While formidable when the situation calls for it, she instead uses her talents for other purposes - first and foremost scouting and surveillance, all the while learning information on the movements of potential threats and foes.

Like all the members of the Den, Vithrae wears a moonstone pendant in her left ear. She bears scars upon her face inflicted by the spiked chain of a Tlincalli raiding party.
The Pathmaker

Grace

Rekk

Ume

The Pathmaker is an abandoned tavern deep within the jungles of Tourmalini'i.

Unknown to the constructors, it lies atop a set of tunnels historically used by Cultists of Ophidian.

The tavern has since been renovated to serve trade caravans journeying through the Tviatini Jungle.

## History

The Pathmaker seems to be one of the taverns upon the Silver Trod, a series of inns providing respite and hospitality to travellers passing through the jungles of Realm of Tviatin and the wider region of Tourmalini'i. Commonly journeyed by merchants moving wares between the Tulisian captial of Brient and the Duchy of Nolheimia, one of the sixteen Duchies of Tynd.

Its name makes direct reference to the god Veth, also known as the Pathmaker, the patron deity of travelers and adventurers.

## Description

The tavern itself was made up of three structures - the main inn with ample seating and storage space alike, as well as other buildings for communal and private sleeping accomodations. Secretly connected to the surface via the storage cellar, a population of cultists operated out of the tavern - seemingly unknown to even the actual staff.

Winding chambers beneath the tavern housed a dozen or so acolytes at a time, although they had worked to create deeper tunnels that linked to both the nearby Tvia river and deeper water currents further. Through this, they facilitated the arrival of sahuagin members of the Hadean Tide, hoping that the aquatic beings could assist them in releasing the Basilisk of Ophidian from the Elemental Plane of Water. At some point however, the Hadean Tide broke this alliance, butchering the cultists and flooding much of the tunnels for their own purposes.
Sartoris

Sartoris is an elven member of the White Coats, holding the rank of Legionate.

## Description

Having completed his training at Caterwaul several decades prior, Sartoris is a hardened soldier that has served with the White Coats for much of their adult life so far. Unlike some White Coats, they have readily embraced opportunities to be stationed outside of the major settlements of their area, on account of their love for dogs of all kinds, but particularly so that of the Courrak Dratturs often used as sled dogs in the region. Although having been able to indulge this particular passion, it has however proven to serve as a limitation of his ascension through the ranks - oft being stationed far from the eyes of those capable of offering out promotions.

## History

Sartoris was first encountered by an adventuring party when Faustus Howell travelled to meet with his brother Forsythe. On their way, they crossed into the range of the lookout stationed at one of many log cabins arranged in a radial pattern around Forsythe's Tower, with Sartoris responsible for overseeing the other three individuals also stationed at the location. Sending a White Coat Ascent to notify Forsythe of a visitor, Sartoris offered the limited comforts of the cabin to the adventurers after acknowledging Faustus' pedigree, though paid careful attention to their conversations throughout, and playing against Faustus himself in a game of dragonchess - and losing.
Smoked Eggs

Smoked Eggs are a popular snack within the lands of the Aethelwald.

## Description

Although technically possible to make with any type of egg - except creatures with particularly resilient shells, or those resistant to heat, such as some types of dragons - most smoked eggs eaten by the residents of the Aethelwald come from geese, ducks or chickens. The exact flavour of the eggs is ultimately dependent on both their source, but more specifically the type of wood used to smoke them - a process that typically takes several hours. The resulting eggs, being partially cured, keep longer than normal boiled eggs, and to this effect sometimes included amongst packs of rations, or enjoyed hot with a sprinkling of salt.

An old story dating from the days of the Realm of Sunstone tells the tale of a particularly patient soot genasi cook that smoked a golden goose egg for weeks on end to try and produce the finest delicacy to serve the Faris Family on the Feast of the Brightnoon, only to infest the royal kitchen with smoke mephits upon finally cracking open the once-shimmering blackened shell.
Walking Reef

Walking Reefs are a type of elemental creature native to the Elemental Plane of Water but rarely encountered in tropical shallow waters.

## Description

Indistinguishable from ridges of submerged stone covered in coral, seaweeds and other floral and faunal life, Walking Reefs are considered by some to roughly equivalent to Treants or similar creatures that serve as guardians of natural places. This is however folly, given that the Walking Reefs are greatly lacking mentally compared to Treants, and in reality more akin to animated stone and coral than the arboreal shepherds. Nonetheless, Walking Reefs can be dangerous for those that pass to close and awaken their ire - particularly so fishing ships stationed overhead, or freedivers searching for pearls, abalones or other treasures in their vicinity. Over time, Walking Reefs will weave themselves through the vessels they sink, crushing the timbers and their contents into naught, leaving no trace of their presence.

When stirred, Walking Reefs are capable of pummelling foes with the jagged deposits that cover their form, as well as having some limited innate control over the waters that surround them - namely creating currents, waves and whirlpools to envelop their surroundings. Woe be unto those that would seek to smash the corals that grow upon Walking Reefs however too, given that the coral is liable to fragment into tiny shards capable of blinding those nearby, disorientating any that would pillage the valuable materials that proliferate across them. This tendency to fracture can prove to be their undoing however, as striking it with concussive forces proves very effective at dealing damage to the Reef's structure.

## History

Upon arriving at the Wavebreaker Reefs in 134WD on the hunt for missing fisherfolk, an adventuring party was set upon by a Walking Reef when they dived to investigate the wreckage of Nevin's ship *Indulgence.* Through use of *Control Water* by Anivia Reman, the party was able to destroy the Walking Reef, with the *Thunderwave* used by Ashewan Norvegicus delivering significant damage to the exposed elemental.
Sweetsister Watch

Naldri

Ronan

Siebern Kuiper

Sweetsister Watch was a small outpost located about a few days walk west of Chalimar Palace.

A tavern for travellers has since been installed at the camp's former site.

## Description

Nestled into the hillside to both hide its existence and shelter it from the elements, Sweetsister Watch was also protected by a small palisade wall that guards the entryway. Modest in scale, it had space for a dozen or two individuals and watched over one of the many paths that seems to wind towards Chalimar Palace.
Stranere

Stranere was one of the Realms of Ahlus.

## History

Stranere is considered little is most historical texts, for there is little to note with regard to the Realm. Located on the easternmost extremity of Ahlus, the region is known as the Penance Peninsula for good reason, for most that reside there do so out of exile, respite or an alternative need or desire for isolation.

Three separate colonies have been set up along the coastline of Stranere in the past, two by the Realm of Tulis, and another by the Duchies of Tynd. Although the most successful of these, Savole, existed for nearly a century as a military port for the Tulisian fleet they all faltered in time as further investments necessary for upkeep drove away interested parties. As most trade routes between the Realms exist within the southern nations, few vessels passed the peninsula on a regular basis and as such the need for a port for sake of replenishment was rarely considered.

The Last Day set up their homestead within the lands of Stranere, hiding their compound in the mists of the Penance Marshes further warped by illusionary magics courtesy of the Legacies of Distant Reverie.

## Society

Very little is exported from Stranere by those few that reside within it, and the natives and other inhabitants tend towards isolationism and self-sufficiency enough than imports are not necessary. Seeking peace or hiding away from prying eyes, few residents engaged with visitors, with many actively working to keep foreigners from their lands, meaning that any natural resources that exist within the Realm are inaccesible in the sense of outside trade.
Seedcake

Seedcake is a sweet dish traditionally baked within the lands of the Aethelwald.

## Description

Coming in a variety of shapes, seedcakes are dense sweet loaves of bread heavily spiced with a variety of flavours, with aniseed, caraway, coriander and oyilary particularly popular. Often dusted with ground nuts to give a thick outer crust, seedcakes are a popular form of rations throughout the Aethelwald, and generally keeps well if left unsliced. Regardless, it is also enjoyed fresh, typically with butter or a sweet berry jam.

Seedcake was first popularised by residents of Cal Araenora, having been traditionally made by individuals setting forth from the city to explore the lands in which the wandering settlement found itself after a Hurtle. Elsewhere, it is baked to celebrate the arrival of Greencrown, but is routinely consumed year-round regardless.
The Lightvale Family

Eordemos Lightvale

Abalaros Lightvale

The Lightvale Family were rulers of the Duchy of Nolheimia, one of the Duchies of Tynd.

## Research

### Completed by Zareyl Arkenviir

*The Lightvale Family, as with all members of nobility within the Duchies of Tynd have long been categorised and associated in tales, stories and poems with the deity to which their Duchy is dedicated - as is the Tyndian fashion. On the most part, this has been true of the Lightvales too, stalwart protectors and defenders of the northern border of the Duchies against threats from the jungle Realm of Tviatin, and in later years following the collapse of the Empire of Raq, with the Diamond State, known better as the Realm of Aaydda. Several generations of Lightvales have sought to overthrow the Sultan, but with the construction of Aayddayadaya's Wall they have since settled for encroaching the fortified lands, ordering the stronghold of Fernlight Keep to be built. Later still, they invested heavily into the creation of the Silver Trod, aiming to encourage Tulisian trade to bypass Aaydda entirely in favour of the Duchies instead. Most reports describe and recall the Lightvale family favourably - providing both steadfast martial protection and facilitating bolstering economic and cultural interests in Nolheimia and the other Duchies alike.*

*Few noble houses can claim that they have truly been without curiosity or controversy however. An early setback for the family resulted in 84AG when the then Duke Norcanos emptied the family's treasury and marched off into the jungles to the north for reasons unknown, save for mention of him intending to return with a great weapon. Said weapon, along with Duke Norcanos and a significant value in platinum and gold have yet to be discovered, although occasionally travelers are known to turn up at the gates of Hunter's Hold claiming to uncovered the gold, be wielding the promised weapon, or be Norcanos returned. Promises of swift punishment for deceit - an abhorrent action in the eyes of the Lady of the Red Mist - have reported dissuaded most of these of late. Of more significance however was the abdication of the incumbent Duke Sylvos Lightvale in 605AG when placed under increased pressure from neighbouring Duchies to come down hard upon a cabal of zealots accused of worshipping il-Yannah in defiance of the laws laid down shortly after the Cleansing of the Glare. Faced with the prospect of executing his firstborn son Eordemos, he instead exiled the group, immediately claiming himself unfit to rule and passing rule over to his brother Abalaros.*
Ydina

Ydina is a dryadborne druid responsible for tending to many of the colonies of Alicorn Bees in Faeflame Forest.

## Description

Whimsical and carefree, Ydina found a place for herself isolated from other humanoids, instead preferring the company of beasts. Such an act at some point garnered the attention of the Archfey Ilena, who granted unto Ydina a boon that allowed her to *Awaken* a bestial friend once per week. Often choosing her bees - including eight separate drones called Fuzz, most of which were terribly misogynistic - this talent would result in her being captured by bullwugs of Gurkvale Marsh at the behest of Splougglox Bedabblequag who hoped to use her magic to imbue his monstrous slug Splarlunk the Mighty and an army of Giant Toads with an intelligence beyond that of most bullywugs with which he could conquer all of Faeflame Forest.

These plans were stifled by a group of adventurers, during which Ydina was freed - who promptly paid the party in honey, bandages and royal jelly.
Upgrading H3NR1, Version 8.0

Upgrading H3NR1, Version 8.0 is a series of notes found within the Atelier of Otto's Opulent Observatorium.

## Description

The ongoing exploration of the space connected by means of the Conjuration magic to the C.U.B.E., an artifact discovered by Arnica, yielded a number of curiosities - and threats. Amongst these was the Clockwork construct designed in the form of a beholder, seemingly a very advanced upgrade to the former Steel Defender of the artificer Otto van der Velde VI.

While the notes do contain a number of the features and functions of the construct, they represent an incomplete set and as such cannot at present be used for purpose of replication, modification or anything more than passing inspiration.

## Reading

### Completed by Arnica

#### Core

* *Composition*: A simple masterclass of alchemically-treated plate, utilising steel as the base, of course, due to its clear abundance and ease of malleability. I then stripped passing veins from a passing rock aflame, further bulwark from adamantine-laced glaze for further deflective capabilities. Intended to be impervious to conventional weaponry, further testing necessary - and oh, I will test it! We will not be having a repeat incident of H3NR1 7.0.
* *Elevation*: Central mass of Pedestralase split eightfold, found generates smoother lift to prevent rotational torque. Challenging to enchant, even for me, so instead gathered. Hah, can't break its legs now if has no legs!
* *Propulsion*: Ionnaite Crystal, charged with sparking tree dust, ground extra fine. Countercharged and inverted for good measure, unstable if shattered. I've packed the interior with goose feathers to insulate it, don't worry, they aren't flammable! More like a lovely soft bed for the crystals, wunderbar!

#### Armament

* *Eyestalks*: Infused gemstone lens, varying compositions for splendour and purpose alike. Further experimentation necessary to perfect process, positive and negative energy streams prone to disruption of overall function - but they do look real cool, so I'm going to keep them.
	+ Red Corundum
	+ Chalcedony
	+ Moonstone
	+ Chrysoprase
	+ Amethyst
	+ *Note for later - DISCO BALL?!?*
* *Central Eye Lens*: Blown from macerated flail snail shell glass, prone to smudgy finger-marks, so do not touch unless wearing gloves. In that case, enjoy the smooth surface, perfect for use as a mirror! Able to detect, identify and target from afar, even in low light.

### Cautions and Advisory Comments

I saw this section in a manual once, so felt that it should be included.

*[...the rest of the section is blank...]*
Valaara

Valaara, known also as the Wormkeeper, was the leader of the Hive.

They were slain by Dovruk during the Defence of Claygate in 8WD.

## Description

Covered in an organic sheen of carapace, chitin and shellac, Valaara stands tall, lithe, filled with an elven grace twisted into aberrant horror. A mandibled jaw swings open at the symphysis and two pairs of antennae swing back and forth, ever prowling for feast and threat alike. Valaara commands absolute control of the creatures of the Hive, issuing commands telepathically and utilising the bodies of her serfs as weapons. Able to teleport by means of a mass of swarming insects, she can also summon up a variety of insectoid creatures to stun, terrify, falter, poison or otherwise incapacitate her foes.

## History

Unbeknownst to most, Valaara was in turn controlled by the Foul Labyrinth, who created her current form using the body of Valaara Jalzazhuss, mother of the Matron Mother of the Jalzazhuss Den, Umrae. When Dyrrn and his strength assaulted the city of Imlegroth, the Jalzazhuss were amongst the few that managed to flee before the city fell to the Foul Corruptor's control, another step in his machinations. Despite it, mother and daughter were separated, and at some point Valaara fell into the hands of the Corruptor - and so found herself corrupted into a new form of his design.

Reborn as one of the daelkyrspawn, she served his Will until her destruction at Claygate.
The Ender Temple

* Artwork
* Map

The Ender Temple is an ancient monolithic structure in the Laayo Wilds of Tourmalini'i.

Following its abandonment, it has since fallen into ruin, reclaimed by the Tviatini Jungle.

## Description

Hidden within a mist-laden valley flanked upon all sides by waterfalls that spill from the dense and thick jungle forest of the Laayo Wilds, the Ender Temple is shaped from the same pale stone that makes up much of the cliff faces and outcrops. Designed as a four-sided pyramid a few hundred feet tall, the only obvious entry route is via a singular staircase that winds up to the peak, flanked by gulleys stained dark with gorey offerings past and present. A few amongst the remaining statuettes are decorated with bright paints of green, red, yellow and orange, although in time, these too have faded under both direct sunlight and continuous humid moisture in the air. The route is heavily guarded by sentries made up of Yuan-Ti broodguards, as well as patrols led by Yuan-Ti Malisons.

After descending through the peak, four levels are located within. The highest most contains the broodguard holding cells, a bathhouse for purebloods, an armoury for those destined to depart the temple on patrol, and a shrine dedicated to Ophidian. Further down, a greater temple is located, as well as further bathhouses and living chambers for the malisons. An internal grove in which the arcanely charged purple-petalled Doom Blooms can also be found on the second level down.

The third level, serving as the deepest that most members of the local populace will visit, save at time of rituals, contains further temples to Ophidian, an alchemical lab, holding cells for prisons destined for ceremonial sacrifice and beasts of burden and war alike - predominately basilisks, thessalhydras and thessalgorgons - as well as brood chamber for the laying and gestation of eggs. On this level, it was discovered that a large emerald slime had made its home in an unused corridor, and had since been used by the Yuan-Ti as a disposal system for unneeded organic and non-organic matter.

The lowest chamber, positioned in a subterranean chamber capable of being flooded by the waters flowing overhead was the central ritual chamber. Serving as the chambers of the Nightmare Speaker Ssena and her most trusted servants Shek and Nazsski, the chamber was most commonly used for the Ritual of Ascendancy, and much rarer still the Ritual of Defilement.

Throughout the temple, small tunnels were woven between walls, allowing Yuan-Ti to quickly travel between the levels while in snake form.

## History

By 135WD, Carrast-Highreign, the Ender Temple had all but fallen to ruin, and the surrounding lands utilised by the Good Folks Reclamation Project for their commune. The area was visited by an adventuring party from Amber Run trailing the bounty of Torrun Rudd who noted both the vibrancy of the plant growth in the region, as well as the hesitancy of many of the threats of the forest - particularly so that of Tvivalki to venture too close, instead preferring to haunt the region known as the Vaulted Garden, as well as further afield.
The High College of Claxinns

Kevmorn Milltall (Inner Sanctum)

Tatiana le Tonnelier (Acolyte)

The High College of Claxinns was an arcane organisation and academy that wielded considerable power within the Astedian Empire.

## History

In 414AG, the half-elf Cadyr Claxinns grew disenfranchised with the ten established Magical Guilds of Ahlus, and so set out to establish for himself an eleventh, his views shared with a small collection of novices and acolytes. Seeking guidance via his talent with divination magic, he settled the lands to the north of Ester Bay in southwestern Ahlus.

In time, his teachings and that of those that followed him would grow in popularity and find itself tied to the minor realm of Astedia. Astedia came from (and maintained) a humble status for much of its existence. Built up around the isolated College of Claxinns, the first true Astedians were guides that walked the roads between Inverden in Gawylthlan, the various towns of the Duchies of Tynd and the dwarven fortress-city of Mol Boramm. Sharing the northern shores of Ester Bay with the researchers, they lived a mainly subsistence-orientated existence for generations, tredding out into the surrounding lands to farm, hunt and on occasion aid in the navigation of caravans passing through. The residents and visitors to the College required resources for their experiments and studies, and so the small village soon established itself into a notable tradepost between the major settlements surrounding it. After an altercation with the ruler of Astedia, Count Hillen Daydraft, the College assumed control of the settlement, re-naming itself as *High* College in the process.

Perhaps the most famous member of the High College of Claxinns was the High Elf Virric Liatumal, the individual responsible for the refinement of newly-discovered ore from the Spirit Caverns of Mol Boramm in the Wayfinder Stones. Harnessing the arcane power within, the College experimented and sent expeditions to many of the Inner and Outer Planes, before turning their attention to expanding the power of Astedia itself.

## Research Projects

* Wayfinder Stones
* Coghearts/Warforged
Xerxus

Xerxus was a Tiefling Warlock hired by Nelenet to explore the continent of Ahlus.

They were slain by Korrinkas during a battle within the walls of Viridell.

## Personality

Xerxus knew that life was suffering. He had a disdain for those that were naive enough to believe the best in the world. He hated celestials and their uncaring for the world. Xerxus was also not afraid to lie to get what he wanted especially if it is a direct commandment from Asmodeus. But he was also a steadfast ally and a good friend. He would not abandon his companions to a terrible fate and he would help them without asking for a favor in return. Above all else, Xerxus desired power and the destruction of the gods above.

Xerxus was also a fan of the arts, he was excited to come to Ahlus to hear the ballads and songs by Otto Von Hammerstark. He was sad to hear he died a couple weeks before he showed up. He resided for a time in Otto's old house and had gone through many of the ballads Otto has written.

## Backstory

Xerxus was once a devoted acolyte of Torm, there he served as a priest and under servant in a temple. The temple fell under attack by demons and no matter how much Xerxus prayed to his gods, his words fell on deaf ears. He ran as he watched the temple burn and his brothers die. The demons poured out into the village in which he lived and slaughtered his wife and children. Their screams fill his dreams from head to head. Hatred filled his heart and that’s when he heard the supreme master of the nine hells call to him. Asmodeus filled Xerxus with power in exchange for his soul, and from there he became a devout follower. Asmodeus gave him the gift of agelessness to better serve him. Following his converting, Xerxus wandered around slowly turning converts and getting souls for the Prince of Evil.

He now travels to Ahlus to gather followers and power because he feels a great battle coming, a true chance to serve his god.

## Adventures in Ahlus

His first adventure was to Courrak Lake. Setting off, he and the rest of the group was set upon by wolves, Wyverns and young remorhaz. They managed to defeat them but during the night Asmodeus informed Xerxus that there was a temple to Aita to the west of the lake. Xerxus then convinced the group that the temple was in danger from a demon attack and led them there. Once there Xerxus was angered by Aita's indifference to this town and its destruction and blasted the statue apart.
Twirynd Isles

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Twirynd Isles is an island off the northern coast of Ahlus.

## Description

The bays on either side of the strait that divides the two islands of the Twirynd Isles are a popular haunt for hunters from Howell Hithe, preying upon the colonies of seals, walruses and cetaceans that call the region home. Hides and pelts fetch a reasonable sum, most commonly used to make waterproof jackets, boots and linings for fur coats, meat and blubber for food, the latter also used in the production of candles and as lantern fuel. Most of the streets of Howell Town are lit using oils originally derived from the Twirynd Isles.

Bone harvested from such hunts is shaped into scrimshaws and other ornaments, and is usually marketed as "snow ivory" in an effort to inflate their potential asking price.
Toshi

Toshi is an otterfolk monk associated with the Plum Blossom.

## Description

Though notoriously grumpy at the concept of rising early in the morning, Toshi is a gentle soul, having embraced near all of the teachings of the Xiansheng of the Heizentaru - save those that proclaim looking upon the emergence of Taranis' burning eye upon a new dawn - fully and truly.

In their downtime, Toshi is a skilled fisherman, though favours diving into rockpools in the search of crabs and shellfish in place of open water angling.

## History

Toshi was briefly encountered in the company of halfling monk Elnan, partaking in meditation overlooking Tvia Bay.
Unctuo Root

Unctuo Root is a tuber-producing plant found predominantly within the forests of Weald's Wake.

## Description

Unctuo Root is a fast-growing crop that grows best when in full sunlight, and thus is most commonly found in open groves within the forests in which it can be cultivated. The root for which it is named is highly fickle, losing its alchemical properties after a week, whether left in the soil or stored elsewhere, thus demanding prompt harvesting and usage.

Several different colourations of Unctuo Root have been noted, ranging from cream-whites to sickly-greens and lavender-esque lilac hues. There appears no discernible different between the varieties.

## Usage

The pale-cream oil extracted from this root can be used to make a thick earthy smelling salve that can cure a number of ailments. Each root typically yields an average of three doses of salve, which can provide potent treatments against disease and/or poisons.
The Dustlords of Anorcor

The Dustlords were the rulers of the eponymous Realm of Anorcor.

## History

The Lords of Anorcor were amongst the most powerful evocation magic users on the continent of Ahlus - their arcane arts more than sufficient to dissuade attempts at invasion, as well as most aspects of border travel. Isolated by sand storms, swarms of biting and stinging insects in great plagues miles long, few had entered the region, let alone explored it. The limited outside knowledge came in form of bold travellers reckless enough to travel through such setbacks - and survive the journey home.

At the turn of the 96th decade since Aita's Second Gift, the magics started to wain. The western border faltered, allowing parties from Giado-occupied Codorne to enter. They found cities of glass, abandoned and empty - although still glimmering all the same. The other borders faltered over the next coming years, and the ever-shifting sands retreated into the hills and to the east once more. Grasses grew in their place, and aurochs were brought in to graze.

Researchers have established from that was left behind that in the last days of Anorcor that there were three Dustlords, referred to as the Hallowed the Zealous and the Sacrosanct. Others contest this, proposing instead that the Dustlords were simply the lieutenants of a greater and more powerful individual who tasked them with guarding the route and means to enter his tomb. This appears to be somewhat confirmed by the further investigations of expedition parties.

Initially all that was known about the Dustlords of Anorcor has been learned from an artifact known as the Parchment of the Dustlords, discovered within the Tomb of Khitros. However, following an expedition to the Tomb of Nakhelos, further details were discovered via the stone reliefs carved into the walls of the crypt.

## Cult

First encountered in the Tomb of Nakhelos, a cult following of the Dustlords seems to have persisted in some capacity to this day. They wear robes of faded purple silk and wear masks of similar horrifying expressions as those utilised by the Dustlords on their traditional shields and weaponry.
Whyz

Whyz is a kobold artificer, inventor and armourer.

## Description

Perpetually encased in a whirring suit of armour half-scrap and half-refined in design, Whyz's vigour, zeal and delight for discovery has driven much of his exploration of all things mechanical and marvellous. As cunning in his words as he is with his designs, he maintained a large cabal of apprentices while working aboard the Eidocarcinus.

As well as being able to emit repulsing concussive blasts, sling acid, empower his strikes with thunderous elemental energy, Whyz's armour seems to have the ability to replicate a number of other items, including a *Cloak of the Manta Ray* and a *Lantern of Revealing*. It is assumed that he was the architect of many of the more sophisticated traps present within the Eidocarcinus, alongside those more crude but no less ingenious utilised by his kobold companions.

## History

Whyz was encountered aboard the Eidocarcinus, a colossal vessel shaped like a giant crab that a group of kobolds were using to scour the depths for shipwrecks to salvage. Supposedly only after a takeover by the kobold Huwk, the vehicle was used also used to target active vessels, dragging them down from the surface to be broken apart for their contents, drawing the attention of a group of adventurers from Amber Run. The party, eventually tracking down the machine found themselves quickly assailed by dozens of traps, stirring anger, determination and focus - which would result in the use of *Steel Wind Strike* by Anivia Reman against Whyz's apprentices and prompt his rapid surrender.

Left tied up, Whyz was freed by another of the kobolds, at which point they started to sabotage the crab's mechanisms, positing that it would put an end to Huwk's machinations, and that the Delver in the Depths would surely do the same anyway, given the damage dealt by it. After showing the party where Huwk was hiding the treasure collected - and accidently triggering a few more traps on the way - Whyz left (after giving Timbermitt a charcoal writing-stick for sake of *Scrying*), seemingly collecting up a box of 4005gp left by the party near the entranceway on his departure.
Sayings, Idioms and Curses

Across the continent of Ahlus and beyond, the languages of the Principal Races have given spawn to a number of sayings, idioms and curses, some commonly used in everyday life, others rarely utilised or only to a specific population of individuals.

Many of these phrases are tied to religious sentiments, some taken from the commandments of the Principal Sixteen directly, while others instead make reference to historical events and people - or other sentiments entirely.

## Greetings

 *"Sweetwine and Goodberries"* | A warm welcome
Wylth's Wood

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Wylth's Wood is a forested region between the Long Divide and River Lan.

## Description

Covering most of the peninsula formed between the River Lan to the east and the Long Divide to the west, Wylth's Wood is a densely forested region that provides a wealth of natural resources for the residents of its surrounding settlements, first and foremost amongst them the city of Oxresh. Wildlife teems upon every branch, burrow and bush, and though reports of giant spiders and lizards alike occasionally stir disconcertion in those making their home along its edges, foragers and hunters are frequently well-rewarded for their cautious time and effort spent within its thickets and copses.

Growing interest in the resources beneath the soil and stone of Wylth's Wood has also brought about the establishment of several small mining colonies deep within the eastern aspect of the forest, where deposits of many semi-precious and precious stones have recently been uncovered. Several organisations, particularly that of Howell Holdings have petitioned the Exegetes to supply permits to set up formal mineshafts and quarries, though such permissions remain unforthcoming.
Venk

**Venk** is a goblin vagabond from Rydoon. She is the sister of the goblin Purxie and maternal aunt to the goblin sorcerer Moxzi Bluhedd.

## Description

Born in the Estaemarl district of Rydoon, Venk was orphaned at the age of 3 and left in the care of her elder sister Purxie along with her young baby brother Tirrbo. While Purxie attempted to shoulder the responibilities of caring for her siblings while also working to provide for them, Venk however went the complete other way, spending her youth out on the streets doing whatever she wanted without regards for her family and their plights.

This drove a wedge between the two sisters that have yet to fully heal, even with Venk (somewhat) slowing down with her hedonism over the last couple of years. Still, she has been allowed to see her nieces and nephews as long as she stays out of trouble.

Venk has kept this agreement as best as she can, even renouncing her previous associations with the most seedy parts in Rydoon. She does have the occasional relapse from time to time, earning her the moniker of "Smelly Aunt Venk" from Moxzi due to her often reeking of alcohol and hemp whenever she does fall of the wagon.