recursal/Fanatic-Fandom huggingface dataset:
Library of Frroep

The **Library of Frroep** was an ancient library that held huge amounts of knowledge, both current and forgotten. The Kenku tried to collect every book that existed around the Sahul when it was still in use. Because of this the archives included information long lost after the disappearance of Al-Kanish. After the theft of one of these ancient and forbidden tomes it was decided by the kenku that the from the library was to be sunk beneath the waves of the Coarse Sea. Rumours say that the library used to look a twisting sandstone tower with an massive nest on top.

## History

In the year 11,000 BD the kenku founded the Library of Frroep as a central database for all the worlds written knowledge. Because of its location the library disappeared into rumour and legend and the few individuals claim to have visited it were usually looked at with suspicion. In 1400 AD professor Wrin visited the library and stole an ancient book containing knowledge about the capacities of makanium and it appliances. The kenku conclude that the Library of Frroep has done more harm than good to the world and made it disappear beneath the sandy waves of the Coarse Sea. As repayment for the lost of their home the kenku went on to extermination of Wrin's genetic code and cats.
Death Worm

**Death Worms**, often nicknamed **Desert Subs**, are massive worms that live in the fast deserts of Sahul. Feral death worms hunt prey by tunnelling under them. Once they get close enough they will open their maw, swallow to ground their prey stands on so it can't escape.

## Description

Death worms are long cylindrical creatures with rows upon rows of long curved spear-like teeth. Death Worms can grow up to 500 meters in length with a diameter of 40 metres. Most of their digestive system can be found in the back of the creatures body, allowing the first 200 meters to be used as save place to live in.

## Domestication

Death Worm are used by gnolls, and especially the chupacabras, to traverse the Coarse Sea. They use the worm's giant toothless throat to dig through the sand sea and store rotting flesh inside it, that they also use to feed and motivate it. If the faithful worm dies while stationed next to a settlement the locals will use their skulls as the foundation of new houses in honour of it's service.
Some tribes are known to attack Sand-Botters by riding next to them and bashing into their ships.
Indeko

The moon that rises over Sahul at night is known as **Indeko**. Indeko glows with a red baleful light which cloaks the world in crimson. Across its surface is a slender oval scar, which reminds people that it was once an eye of the first being, Az. Indeko's sister is the orange sun of Wuriun.

## Culture

It is believed that Jaci, the goddess of love and time, has made her labyrinthine palace inside of Indeko. Somewhere in these labyrinthine halls the Pillar of Time stands, moving time along its surface. The exact location of the Pillar of time is hidden, so the previous god of time, Hodge, might never lay his murderous hands on it again.

### Blood Games

Games played under the watchful eye of Indeko can be ritualistically imbued with a mystical energy, which turns them into what are called blood games. These blood games are gives the power over life and death, killing any losers or cheaters involved.

## History

The great creator Tenno created Indeko when he pulled the right eye out of Az's eye socket. The eye was dripping in Az's blood, which put Tenno off. So much in fact that he placed in the sky as Sahul's moon so he never had to look upon it again.
Maryirra

**Maryirras** (nicknamed **Table demons**), are square creatures that follow Uh'enythnah, who they call *Mother dearest*. They worship the horrid Goat as a goddess for it is from their back that the Maryirras spawn. When working together they can form larger constructions such as bridges or walls at the order of their creator. Otherwise they are pretty weak thou, and only feed on the spirits of the long deceased if they get the chance. Maryirras are very social when meeting creatures from outside the dream, which is a welcome relieve from the hostility of the dream.

## Description

Maryirras are creatures in the shape of a dining tables. They reach up to 80 centimetres in height and are around 150 centimetres in length and width. They have four legs attached to their square bodies with feet that all point in a different direction. A Maryirra is capable of using two of its legs as arms while standing on the remaining two, which one they choose depends on the situation as their bodies don't have a concept of front or back. Their mouths can be found as large holes in the middle of their surface and they posses a eye in each of the corners of their body. Their four eyes are yellow with black slits, similar to those of Uh'enythnah.
Druidic

**Druidic** is the secret language of Druids.

## Description

Druidic is an language that sounds to none-speaker as an monotone chant. Messages in Druidic have the magical property to be draw the attention of anyone who's fluent in the language, while the attention of anyone who can't read it is automatically pushed away if none brings it to their direct attention.

## Speakers

All Druids are taught Druidic in order to talk with their fellow Druids. To teach a non-Druid Druidic is forbidden by the sacred Krikos order, and will be punished by, if you're lucky death, if you're unlucky getting your tongue cut of and being transformed into an insignificant animal, and if you are an particularly unlucky Gnome or small Dwarf being turned into a altar to Floris.
Gretan

**Gretan** is the language spoken around the Gretan Sink. It is the closest to the proto-Kallgoorian of the four remaining Kallgoorian languages. It also has a close relationship with Common because of the Sink's close proximity to the old Dwarven Imperium.

## Description

Gretan has three grammatical genders, with a noun being either masculine, feminine, or agender. Masculine nouns end with the -a suffix, female nouns with a -ia, and agender nouns with a -i suffix. There are four types of verb in Gretan: weak verbs, strong verbs, irregular verbs and mixed verbs. Gretan sentences follow the subject–object–verb word order, meaning a sentence like "the dragon burns villages" is constructed as "the dragon villages burns".

### Phonetics

Gretan has a rolling r sound. Both the n and the a are followed by a breathy h sound. For example a gretan speaker would pronounce Greta as Grrretah.
Drake

**Drakes** are elementals resembling reptiles which can be found throughout Sahul. They are distant relatives to the behemoths, and are capable of elemental attacks. Drakes are often seen in colonies, where they nest in large groups for protection. They can be found in most types of habitat, almost always fulfilling the predator niche.

## Types

* Flame Drake
* Lava Drake
* Mist Drake
* Rapids Drake
* Sand Drake
* Storm Drake
Fighter

### Skills

Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

**Fighter** is a descriptive term for a warrior skilled with a variety of weapons and trained in the arts of war. A skilled Fighter defines the front line of any battle, breaking through enemy ranks and holding the line while their allies manoeuvre around the field. Fighters have been trained to use any set of armour weapon that the situation can require. As well as being master of arms, most Fighters also specialise in a particular skillset, such as archery or combat magic.

## Martial Professions

Professional fighters can often be grouped and generalised into professions. Each profession has his own strengths and weaknesses. Wise generals combine these soldiers into formidable elite regiments where each soldier covers for the other. Some professions might be a more common sight in a culture than others, but all have their own place. To learn a profession, a fighter has to find a mentor and study under his supervision. Some pupils might master their art after a few months, while others stay with their mentors for years.
Acacia

A lone acacia in the shrublands of Astrohanasia

The **Acacia** is a small species of tree commonly found throughout Sahul.

## Description

The tree can grow up to 8 meters tall and 2 to 3 meters thick. It has a smooth grey coloured bark. Its distinctive red branches are upward and the tree is easily recognised by the canopy spreading out into a bulging shape. The acacia has flattened leaf stalks instead of true leaves with a sickle shape. These dark green leaf stalks are between 15 to 25 centimetres in length and 1 to 3.5 centimetres in width. Instead of the leaf stalks being under each other they're spread out more apart, so they can get catch as much rain as possible. The flowers of the acacia are pale yellow in colour and smell wonderfully. They are 6 to 13 millimetres in diameter. These flowers appear in the middle of the year and are followed by 5 to 8 centimetre long pale curved seed pods. Inside of these pods are oval shiny brown seeds high in proteins.

### Variations

Many variations of acacia can be found in Sahul. From smaller shrub like plants with small flowers growing on them to a desert variation of the tree.

## Usage

The seeds of the acacia are commonly grounded into flour which can be either turned into an edible paste or be baked into a delicious cake. The seeds themselves are also often used as a food reserve against famine as the hard coats of the seeds prevent them from going bad. The timber of the acacia is used to craft weapons and musical instruments. In addition the bark of the acacia is rich in tannin and is used to tan leather. Ointments made from the ground up leaf stalks and gum are used to treat haemorrhoids.
Giant

**Giants** are humanoid creatures of great strength and size. They rule the kingdom of Wal-Rauver located within the Umamthakom Mountains. The giants originally hail from the Rauver valley and lived in an almost cold war state with the dwarves, who lived in the mountains. Overall they enjoyed an autonomous status within the Dwarven Imperium until the Troigh Leud were the dwarves tried to properly integrate them in the Dwarven Imperium. This however ended with the collapse of the Imperium after the giants managed to storm Aurum Invicta the ancestral hall of the dwarves. The dwarves still harbour resentment against the giants for the conquest of Aurum Invicta.

## Description

Giants as their name implies are the tallest humanoids in Sahul. The average giant grows to a length of 4.2 to 4.8 meters tall. These large beings have an incredible weight of somewhere between 721 and 825 kilogram on average. A lone angry giant forms a hard challenge to fight, even for the experienced warrior. Every part of the giant's body is supersized from that of a regular human. Their hands as big as a regular human's head. However, not everything is the exact same. Giants foreheads are larger than those of humans. Most giants have eyesight twice as strong as that of a human, and some have the rare capacity to see well in low light or total darkness as well. Their ears are also much stronger, thanks to their size. They are immune to almost all diseases and their stomachs can digest things that would be toxic to any other race.

## Psychology

The giants are and odd folk, strong and humble, yet they're stubborn as a boulder. The giants have isolated themselves into different clans due to the difficulty of navigating the Umamthakom Mountains. Each clan prefers to stick to their own ways and ideals. Clans often do not work together with other clans unless their existence is threatened. The isolation of each clans was furthered by the presence of the dwarves and the ancient tradition requiring each child of the clan leader acquiring equal amounts of land. Marriage is often between once clan, however there are a few exceptions for the giants who peddle goods between the different clans.

The giants prefer to stick to their own olden ways. This has led the lands of Wal-Rauver to be one of the few places where worship of Konsulh is not outlawed. The giants are not renowned for their architecture, they prefer to live in simple homes, its common tradition to build a home for yourself once a giant reaches adulthood. After they reach adulthood they will travel to the forest and cut down trees, it is tradition to violently shake the first tree as this proves the strength of a giant.
Feretory of the Dusk Lord

In the centre of the Crescent Mountains stands the **feretory of the Dusk Lord**, the ruin of a massive fortress which once functioned as the Dusk Lord's seat of power in the region. The Feretory is made out of black monolith, a stone with extremely smooth surfaces. The style used in the construction of the fortress is similar to brutalism, which is made out of many geometrical shapes with straight sharp edges. The walls of the building change layer by layer in their shape, almost folding into themselves as they go.

## History

When the feretory was first build it was meant to be an impenetrable fortress, inaccessible for any hostile force. Its great lookout towers gave sight over the entire wasteland around it, and the crescent mountains made sure that enemies could only attack from one point where the had to siege down the massive moon wall and fight their way through miles of Orcs before they have the chance to even begin their attack on the fortress. The one thing the Dusk Lord did not count on, where the Orcs themselves, who during their rebellion threw the gates open and marched in.

Nowadays it functions as a prison for the fallen god, an ironic twist of fate. Zog the Eldest and his elite Liches have taken ownership over the fortress and make sure none comes in, and none gets out. The one exception to this rule are young Orc nobles, who have to reach the feretory of the Dusk Lord as a coming of age rite. Inside they are welcomed by Zog the Eldest who invites them to sit down for some tea. During the conversation Zog explains the importance of cooperation between the Orcs and why the feretory must be protected no matter what the cost might be.
Mahogany

**Mahogany** is a medium-sized tree which grows near the coasts of Sahul. The tree is grown for its hard wood timber, which is commonly used for the building of boats and construction of buildings.

## Description

The mahogany tree can grow up to 45 metres tall. It has rough, stringy, or fibrous, reddish-brown bark. It have long and thin leaves which end in a fine point. these leaves can grow up to 188 millimetres in length and 36 millimetres in width. When the leaves first develop they are dull green but becomes darker as they mature. The flowers of the mahogany tree are shaped like little balls of white fluff and grow in groups of around nine.

## Usage

The timber of the mahogany tree is widely known for its strength and hardiness. It is a dark-red and is notoriously heavy. Mahogany logs are often used in general construction, flooring, and the making of poles. Huge quantities of mahogany timber gets imported by the stone-docks of the Coarse Sea for the construction of Tri-fan Galleons. Mahogany is also ideal when trying to make charcoal.
Languages

**Language** is a system that consists of the development, acquisition, maintenance and use of complex systems of communication, particularly the humanoids ability to do so; and a language is any specific example of such a system. The language that a being speaks is often dependant on the culture which a being has grown up in. Languages from the same culture group or from cultures which have a lot of interaction between each other share their scripts.

## Common languages

Common languages are languages spoken by large groups of people and are usually the official state language of more than one realm. It is common for people to learn these languages as a second language purely by travelling as they are relatively easy to speak for most humanoids.

## Rare languages

Rare languages are languages do not have as many speakers as Common languages but are still relatively far spread. These languages are often learned by people as a second language at school.

## Exotic languages

Exotic languages are languages spoken by only a small community of people. Nations were these languages are official state languages are often isolated from international affairs and will use other languages when dealing with outsiders. Some scholars have build entire careers on the study of these languages.

 Wabu-Wabu | Wabu Islands | Elemental Runes | Wabu-Wabu is very slow and calm language in which words are combined with each other to create more complex words. This can, in rare instances, lead to ridiculously long words such as Wabu-thandi-fhoe-tor-shua-shar.

## Mystical languages

Legends tell of languages with supernatural powers, spoken by powerful entities. These mystical languages have magical properties imbued into them that allow them to do things that defy comprehension. Most mortals will never hear a single word from one of these languages during their lives.

 Primordial | Behemoths | Elemental Runes
 Maenadic | Leviathans | Maenadic script
 Warangial | Ziezs | Warangial inscriptions

## Professional languages

Certain professions have such occupational jargons that they have grown to languages of their own. These languages are nearly impossible to understand for anyone not familiar with them.

 Thieves' cant | Rogues, Thieves, Bushrangers
Garlaberry

The **Garlaberry** is a shrub native to the woodlands and cool temperate climates of Sahul. The plant has a height varying from 2 to 10 meters. The stems are quite notable for its red colour. Small black berries grow underneath the plant during autumn.

The plant is easy to grow and therefor can be found in gardens all throughout Sahul.

## Usage

The leaves and berries both taste as pepper and are hence used as such. The leaves and berries are crushed and dried to create pepper. The pepper is used as a common condiment to spice up drinks and meals.

Alternatively the plant can be used as a fish poison.
Couatl

The **Couatl** are large, winged serpentine creature that lives between the dreaming world and the waking world. While in the dream they usually travel in flights of 3–6 individuals, flying gently through black sky. When they pierce the barrier between worlds and travel to the waking world they will usually take up the task of protecting locations and objects that have great planar importance.
Cassowary

**Cassowaries** are tall flightless birds with big horny crests on their face. They are shy birds which prefer to hide away from humanoids, but can deal quiet the punch when forced to fight. They eat mostly fallen fruits, which they eat by swallowing them whole. Some of these fruits holds seeds of 5 centimetres or larger. For these plants the cassowary is an important distributor of seeds, as they simply poop the enormous seeds out again with no issue.

## Description

Adult cassowaries are between 150 to 200 centimetres tall and weight up to 60 kilograms. Unlike with most birds, the female cassowary is both larger and more brightly coloured than their male counterparts. The feet of a cassowary has three toes, with a sharp large dagger-like claw on the second digit which reaches 125 millimetres. A horny crest of up to 18 centimetres can be found on top of its face which grows as they become older. This crests helps them to produce their deep calls, which sound more like the growling of a dog than a normal bird call. Their feathers are very soft and loose except for those on the wings, which are stiff and quill like.

Cassowaries can run at a speed of 50 kilometres a hour. During their runs they use their crests to brush aside any vegetation that could hinder them. They can jump up to their own body height. They are well adapted to swim and have even be found swimming near the coast. Cassowaries can life between 40 to 50 years. They live in groups of between 30 to 50 individuals called a shock. Tales tell of rural villages getting ravaged by shocks of feral cassowaries digging up gardens and eating children. Farmers in these rural areas always keep a loaded repeating crossbow on hand, just so they can deal with these feral cassowaries.

## Usage

Cassowaries are commonly hunted for sport but have also been domesticated as poultry. However they are too aggressive to be used as a mount, which stands in sharp contrast with their more intimidatingly sounding cousins the Terror Bird and Demon-Duck of Doom.
Dragon

**Dragons** are powerful and magical creatures created by Reyim as her holy guardians.

An ancient race, few other species can claim to have an longer heritage than Dragons & their kin, and even fewer can claim to be able to trace said heritage to a god. This prestige heritage has made the Dragons arrogant and most wont bother with the issues of the non-draconic races unless it threatens the dragon itself or there is treasure involved.

## Description

Dragons are inherently magical beings, and in no case should dragons be considered reptiles, despite obvious similarities such as a scaled hide and reproduction by laying eggs. In fact, they are more akin to avian creatures than reptiles, particularly in regards to their intelligence and behaviour, as well as being inherently warm-blooded and an eye composition similar to raptors, although far more complex.
The number of eggs a dragon lays during each brood depended on its race, but is usually on the low side, between one and ten.

As for their senses, which vary slightly depending on the species, dragons are superior in most ways to other creatures - like any predator, they have exceptionally acute senses, which in contrary to most creatures only increased with age. Dragons have excellent depth perception and comparably good peripheral vision, able to see twice as well as a human in daylight; they have great night vision, and are able to see even in complete darkness, though they wont be able to differentiate between colours. Dragons can also have a powerful sense of smell and can utilising both their sensitive nose and forked tongue to pick up a trail. Their hearing is on par with human hearing, although their minds are able to filter out static of their surrounding. Dragon taste is also extremely refined, although they don't respond well to sweet flavors, and most dragons won't tell why. They are able to eat almost everything, but each race has a preferred diet; some prefer to eat flesh, other to eat precious metals or gems, and so forth. Of all its senses, a dragon's sense of touch is the only one that decreases with age, due mostly to the development of thick, hard scales.

Dragons are capable of blindsense, the sense in which their eyes, ears, and other senses are used to detect invisible persons or objects.

## Abilities

When a Dragon ages, he becomes stronger with every year; they also become bigger, have better breath attacks, gain stronger resistances to damages and magic, and a great deal of other enhanced aspects. Older dragons are able to cast draconic magic, allowing them to cast spells with just a few words, quickly cast complex rituals without any gestures, and radiated a mystical fear aura around themselves. After a millennium or two, a dragon reaches the peak of his development.
Lizardon

**Lizardon**, or more accurately **Li zard don** (translatable as **The blessed people's tongue**), is the language spoken by many of the reptilian folks of Sahul. Its an old language with several different dialects which varies from region to region and from tribe to tribe.

## Description

Lizardon is a deep and harsh sounding language that does not convey much emotion. A friendly greeting or an aggressive demand are conveyed with the same amount of emotion. What further complicates the language for outsiders is that Lizardon only has a small amount of words which are vague in exact meaning, and it is usually expected of a listener to interpret a sentence's meaning from these words. Some speakers aid in this interpretation with the use of gesticulations when possible.

## Script

Lizardon does not have its own native script, and instead many tribes make use of Elemental Runes thought to them by tortle scholars travelling through their area. Tribes writing in Lizardon prefer to carve these runes in either bone, gold, stone, or wood depending on the technology and resources a tribe has access to.

## Vocabulary

**Avri**
Over

**Blahto**
Fire

**Boqboq**
Revenge

**Bu**
In

**Bullbha**
Plant

**Chari**
Weak

**Don**
Tongue

**Dohn**
Sphere

**Ding**
Flame

**Eh'thann**
Dumb one

**Fryza**
Flame

**Li**
Blessed

**Khaa**
Our land

**Kher**
to lurk

**Ma'ark**
Dark one

**Mondipondi**
Sea, the Ocean

**Plihr**
Blood

**Saur**
Beast

**Tor**
Water

**Toto**
to walk

**Urck**
Shadow

**Xa**
to go

**Xachu**
Air

**Zard**
People

**Zic**
There

**Zu**
Who
Emasi

**Emasi** is one of the biggest mining outposts located in the Coarse Sea and is the primary source of gold for the city of Scorch Gate.

## History

The site was first inhabited by Chupacabras. Mining the valuable gold to then trade it. The location of the side was a strict secret until a sand-botter was hired by a merchant family in Scorch Gate to track down the location in 399. Having found the location the merchant first tried to outright buy the location from the Chupacabras, they refused. Even before the ship with the offer had left the harbour of Scorch Gate rumours had started spreading about this supply of gold. People were bribed and soon many others found out about the location, triggering an increase in unrest between Scorch Gate and the Chupacabra clan. Not quickly there after the city under the rule of House Desertdawn intervened with force. Rudolf I smelled an opportunity to increase his wealth and therefore his might. A series of skirmished broke out with eventually the Chupacabras evacuating Emasi.

Now that Emasi was in the hands of House Desertdawn they started the construction of a small outpost. The outpost made gladly use of former dwarven soldiers who had become disgruntled after the the fall of Dwarven Imperium. Also hired for there expertise the dwarves started digging into the ground to quickly turn up with gold. As soon as the first shipments of gold arrived in Scorch Gate the outpost was expanded upon, this time with a bigger wall. The gold would also fund the final expansion of the Amber Forts around Scorch Gate. With time the mines grew deeper and more dangerous, nonetheless the miners were paid a good amount of gold especially the dwarven miners.
Alban

**Alban**, or **Ahlbenek** in its own tongue, is the language spoken by the people living in and around the Emerald Forest in the north-west of Sahul. The language descended from the old language the Alba tribe spoke and but has heavy influences from the other cultures that live in the Kallgoor Crescent.

## Description

The Alban language has three grammatical genders, numbers, and cases. The genders are masculine, feminine, and agender. The three numbers are singular, plural, and dual. The cases are accusative, nominative, and vocative. Alban also has a vigesimal number system, which means that they count in units of twenty. Alban follows a subject–object–verb word order, which means that a sentence such as "The wolf hunts deer" is constructed as "the wolf deer hunts".

### Phonetics

The language uses a aspirated stop for g and the ǵ. The b is pronounced as gw while the n is pronounced as a nh. Alban does not have a p sound, using the q sound instead.
Al-Kanishian calendar

The people of Sahul keep track of the days by using the **Al-Kanishian calendar**. The Al-Kanishian calendar is mostly an continuation of the older calendars which were used before the disappearance of the great city of Al-Kanish, but only starts counting the years after. The city fell in an catastrophic disaster known as the Event Horizon which magically altered much of the world. After the Event Horizon the world was thrown into a dark age from which it wouldn't break free until the rise of the Dwarven Imperium. The years before the city feel are labelled as BD (Before the Disappearance) while those after are labelled as AD (After the Disappearance). Years prior to the year 1 AD count down, getting smaller as they get closer to the time of the Event Horizon just as they do in the Gregorian calendar of earth.

An Al-Kanishian calendar year is divided into 372 days. These are further divided into 6 months, with three long months and three short ones. The current names for the months come from the imperial tongue, who were the first people to officially adapt the Al-Kanishian calendar. The year has 31 weeks of twelve days each.
Hittespitten Bars

**Hittespitten Bars** are small bars of spicy chewing paste which can combust into a small ball of flames when spit out. The ingredients are mixed in a mortar until a slightly orange coloured paste is left. This paste is then kneaded into small bars and wrapped in Banana‏‎ leaf.

Hittespitten Bars were invented by the two legendary bards Glenn Spitter and Leo Rund when they began mixing spices and other stuff they had laying around their shack to get "inspired". Glenn Spitter disappeared from the face of the earth shortly after the invention of these new Bars, and Leo Rund decided to name the bars in his honour. Leo Rund retired from music shortly after his partner's disappearance and he became a sheep herder in Paterreagh.

## Usage

Hittespitten Bars are often used during ritualistic dances. These ritualistic dances often depict epic fights between the gods, with dancers using Hittespitten Bars to imitate their godly powers. Some say that these ritualistic dances have the power to ward off the necrotic mana, lengthening the lifespan of the performers. Hittespitten Bars are also used by individual bards to give their performance a impressive finishing touch.
Kinie Ger

The **Kinie Ger** roams the darkest places of the wilderness, searching for any creature that it can pierce with its spear, and then rip apart limb for limb until a helpless stump remains on which it can feast upon. It does not know any empathy, or any other complex thought for that matter, for its only desire is to enact endless cruelty on the other beings who inhabit the earth.

## Description

The kinie ger has the head, the mouth, the ears, the torso, and the tail of a quoll. Its fur is brown and covered in white spots. Its mouth is filled with sharp canines which it uses to rip and tear the limbs of its prey while its still alive. Its arms, hands, fingers, legs, feet, and toes are those of a man, although its nails are unkempt and have grown long and slender.

The kinie ger are not born, but created out of the heart of an infant, ripped from its chest while it still beats. Its sire will then perform a dark ritual under the new moon in which the heart is wrapped in the skin of a kangaroo and baptised in a bath of innocent blood. All the while the sire chants an dark incantation. Birthed from this ritual is an infant kinie ger, not even larger then a cat. Its sire will protect it for the month that it takes for the youth to grow up, feeding it on more innocent blood and freshly caught meat. An adult kinie ger can not truly die as long as a piece of its corrupted form remains in the world. When slain, its soul will fly up into the sky, and after a night return to any of its discarded remains. The age at which it is reborn depends on the size of its remains: if its entire body remains it will wake up as if nothing has happened, but if only a puddle of blood remains it will be reborn as a infant. Only by burning all of the kinie ger's body can it truelly be laid to rest.

## Behaviour

The kinie ger's preferred method of hunting is to sneak up on its target and stab it in the side with its spear. With his woomera the kinie ger can throw its spear with such speed and precision that it can slay a bird mid-flight without breaking a sweat. To the kinie ger's abhorrent mind there is no greater feeling than to witness the lifeblood flow out one's target and slowly seeing its eye glaze over. Kinie Ger are very much attached to their favourite hunting spear, which can often be recognised by the trophies that the kinie ger has decorated it with. These trophies the kinie ger has taken from its previous kills and are often small trinkets such as feathers, strips of cloth, or teeth. A kinie ger can be made to do everything by taking their favourite spear hostage, but will take its revenge on whoever does so the moment they regain their spear.

## History

The first kinie ger were created when a cabal of dark wizards tried to bind creatures from the Dream to their very soul. At first their ritual was a success and they managed to gain the physical and magical powers of a leviathan, but swiftly they began to feel their souls being corrupted from the inside, and their bodies mutated into quoll-like monstrosities while the creature inside took over their minds. Now the kinie ger roam around as creatures with mortal bodies and abyssal minds.
Ging

A **Ging** is small compact hand-powered projectile weapon used to hurl small objects. A ging is made from a y-shaped stick with a elastic bands attached to each end. This band is made from the sap of a special tree which is brewed in a mysterious concoction until a sticky goo comes out. The middle of the band is joined by a small leather pouch.

Gings can be used to fire a variety of different types of ammo such as arrows, stones, or metal balls. Gings are made to hunt small birds with but have become a popular toy amongst mischievous children as well as a deadly concealed weapon amonst rouges and assassins.

## Homebrew

ranged weapon (simple, Slingshot)
Damage: 1d6

Damage Type: Bludgeoning

Properties: Ammunition, Range, Two-Handed

Range: 30/120
Dysfunctional

## *Dysfunctional*

### Released

1995

***Dysfunctional*** is the fifth studio album by Dokken.

## Tracklist

1. Inside Looking Out
2. Hole in My Head
3. The Maze
4. Too High to Fly
5. Nothing Left to Say
6. Shadows of Life
7. Long Way Home
8. Sweet Chains
9. Lesser of Two Evils
10. What Price
11. From the Beginning
12. When the Good Die Young (bonus track)

## Personnel

* Don Dokken: Vocals
* George Lynch: Guitar
* Jeff Pilson: Bass
* Mick Brown: Drums
Dire Wolf

The **Dire Wolf** is a fierce predator from the Emerald Forest where it hunts on the questing beasts and white harts that call those woods their home.

## Description

The dire wolf is a fearsome canine. They are larger than their relatives the dingo, with a shoulder height of 270 centimetres and a body length of 5 meters. Dire Wolfs weight on average 363 kilograms, and can carry up to three times their weight on their backs. The dire wolf has slender feet and a thick neck which supports its enormous skull. Their fur appears in either dark grey, black, or snow white colours and is extremely thick, this allows the creature to protect itself from claws and horns of other animals.
Kobold

**Kobolds** are aggressive but industrious small humanoids. They are known for their skill at building traps, preparing ambushes, and mining. They are believed to be made by the goddess Reyim to serve the higher Dragon-kin as minions and can often be found in dragonborn towns as workers.

## Description

Kobolds are draconian humanoids, standing between 60 to 75 centimetres tall, weighing 16 to 20 kilograms, with scaled skin between reddish brown and black in colour and burnt orange to red eyes. They walk on their toes, had long, clawed fingers, and a jaw like a dragon. Small white or tan horns protruded from their head, and they have rat-like tails. They smell like wet dog and stagnant water. Kobolds like to wear red or orange garments, which were usually ragged.
Dire Huntsman Spider

The **Dire Huntsman Spider** is a pack hunter that roams the forests and sewers of Sahul.

## Description

Contrary to most spiders, the dire huntsman spider does not use with the aid of webs. Instead the dire huntsman spider lays in ambush, waiting to pounce on any creature that it might realistically can defeat and eat. Dire huntsman spiders are surprisingly sociable, with males and females living together without much conflict and engaging in elaborate courtship dances. They hunt together in groups of up to six individuals.
Kin tongue

**Kin tongue** is the language shared by Reyim's dragon-kin. The dragon-kin believe that they learned Kin tongue from their patron goddess and that it is the language that the Azen use themselves. For this reason the dragon-kin almost all their religious ceremonies in Kin tongue and believe that it is all but heretical to give sermons in a mortal tongue instead. A fact which they are all to glad to remind none dragon-kin priests off.

## Description

Kin tongue is known to sound harsh, like the speaker is continuously choking on their own words. The language includes many hard consonants and a large collection of sibilants. Special emphasis is put on the S sound.

## Script

The script used for Kin tongue is made out of sharp flowing runes. These runes can easily be etched out with sharp object, like a claw for example.
The runes appear very similar to the pictographs from the Warangial script, leading many to believe the two languages are related in some way. But there are a few important difference: For one the Draconic alphabet uses only a few characters to represent certain sounds and which can be can be combines. Another big difference is that most people using the Draconic alphabet see primarily with their eyes and so in modern Draconic there is no attention to the depth and feel of the runes, thou in ancient text this quality can still be found.
Green Manta

**Green Mantas** are a type of fish which roams the grasslands of Brabantsia. These majestic rays has adapted to life on land with the use of a symbiotic species of grass which grows on their backs. This grass allows them to breath on land and serves as a type of camouflage.

## Description

Green Mantas are around 6 meters in disc wide. They have flat bodies with eyes on the sides of their head. The skin on their upper body is covered in thousands of tiny pores from which the symbiotic layer of grass grows that allows it to breath on land. The underside of the body is covered in a thick layer of mucus to allow the creature to move around the ground. In nature this grass usually matches to the undergrowth of the area as a form of camouflage. The underside of the green Mantas is a pale grey colour.

## Reproduction

As a fish the Green Manta needs to constantly stay moist to stay healthy. Usually this is no problem in the wet climate of Brabantsia and its not uncommon for a Green Manta to life its entire life without ever needing to go into the water to get wet. However they still need to return to the water to reproduce and lay their eggs. When a green manta hatches it instinctively rises to the surface of the water. There it lays motionless until enough grass spores have filled its pores to allow it to breath on land.

## Domestication

Green Mantas are prestigious mounts in and around Brabantsia only kept by a few specialised breeders. Domesticated Green Mantas grow lime green grass so their caretakers can easily find their animals back. Those keeping Green Mantas have to make sure their animals get enough water to stay hydrated or face weltering creatures. Green Mantas are very popular with the Druids from the Order of the Wieven and with lower members of Brabantsian royalty. Green mantas are ridden by standing on their backs and commanding the creature to go by pulling on its reins.
Circle of Squirrel

This druidic circle consists of central shrine made of a hollow stone and five more hollowed out trees that function as housing for the Druids to eat, sleep and work. All of the buildings were built around and within enormous evergreen trees, some towering to heights of nearly two hundred feet. The uppermost is a perched fifty feet above the ground.

## Benih

The thirty druids who live here venerate an avatar of Floris, a squirrel called Benih who had allegedly saved an ancient civilisation from falling by carrying a distress call behind enemy lines to an allied force. As a result, it is strictly forbidden to harm a squirrel in any way. The squirrels are cared for by the druids, and countless numbers of them live here in safety. The Brothers of Benih share their lives with the squirrels in every way: they eat with them, bathe with them, and sleep with them.
Barnumbirr

**Barnumbirr** is the daughter of Jaci who guides the deceased to the Dream. As the life of a mortal comes to its natural end Barnumbirr will appear before them and sings them to sleep. The souls will slowly feel its ailments and pains fade as they drift into sleep, until they once again wake up in the dream.

Dolphins are sacred to Barnumbirr who she sends out to save people who's time hasn't yet come. Some who come back from the brink of death claim that she has the head of a dolphin herself.

## History

It is believed by some that Barnumbirr was born from the short union between Jaci and Hodge, after which she stole the Pillar of Time from him. This would be where his gift for music has come from, thou none can say with certainty. What is known with certainty is how Barnumbirr was born. When Jaci was in the late stages of her pregnancy she was looking for a save place to give birth, far out of Hodge's raging sight. Shima provided her with a save place beneath the waves and guided her through the delivery. However there were some complications and the boy was delivered in a weak state, half alive and half death. Jaci and Shima both used their powers to get the girl back in the world of the living, until eventually she was strong enough to swim between both of them. To this day Jaci is still paying Shima for her aid by lending her a portion of her power each night, which is why the tides become stronger with the phases of the moon.

Barnumbirr is also credited with creating the first creatures of flesh and blood. When Barnumbirr was a young boy the oceans were empty. Nothing swam, wiggled, or crawled in them except for a few elementals, which had crawled from the pores in the body of Az. So Barnumbirr decided to form the first sea creatures with the aid of Fiona from red clay, some reeds, and the water of the ocean. First she made a dolphin, then she made a fish, and lastly she made a shark. The fish and the shark were both a great success, but the dolphin struggled, for Barnumbirr and Fiona had given them eggs like those of land creatures, which sunk to the cold depths of the ocean. Taking pithy on the poor creature and being reminded of his own troubled birth, Barnumbirr granted the creature with the gift of life birth, but in exchange it and all its kin had to become her servants, and we all know which choose the dolphin made.
Demon-Duck of Doom

The **Demon-Duck of Doom** is a large bird that's used to pull ploughs and other farming tools through the farm fields. They primarily feed off plants, thou they might catch and eat a rodent when they have the chance.

They stands at around 3 metres (10 feet) tall and weights up to 250 kilograms (550 lb).
Leviathan

**Leviathans** are a group of eldritch abominations that that sprawl from the dream and rule over it. These creatures are formed and moulded from the deepest thoughts and dreams of the waking world. Leviathans generally all have bizarre anatomies, strange abilities, otherworldly mindsets.

Each powerful leviathan manages their own part of the dream and makes sure that it works as an well fuelled machine. The make sure the death inside find rest and that the worthy intelligent races eventually get elevated to the same plane of existence as they are, thou this has the unfortunate consequence that some may go mad with the insight they have gained. They are natural enemies of the behemoths, who they see as uncivilised beasts that have to be tamed.

## History

In the ancient past the first Leviathan was created by the high god Tenno as a challenge for the hunting goddess Maka. This leviathan managed to wound the goddess and escaped into the dream. From within the dream he then began to mould thoughts and ideas into new leviathans, creating the species that we know today.

## Species

### Greater Leviathans

* Selbbub
* Uh'enythnah
* Wheke

### Lesser Leviathans

* Maryirra
* Wretchling
Insect

A **Insect** is a creature with a hard exoskeleton and non-mammalian attributes.

While in any other reality a lot of these creatures would be distributed over a wide variate of categories, the inhabitants of Sahul shove them all into one super category. They do this because in their opinion there are already way too many other creature categories of creatures roaming the lands to keep track of the several categories of insect.

## Species

### Bugs

* Ankheg
* Cave Beetle
* Smiss beetle
Bonesnapper

**Bonesnappers** are a type of carnivorous bipedal reptile, known for its odd habit of makings nests out of the jawbones of various creatures.

## Description

The Bonesnapper is a lightly built bipedal reptile with a shoulder height of 3 to 3.25 meters and a length of 6.75 to 7.3 meters, including their long tails. They weight around 250 kilograms. They have a massive head, dagger like teeth, strong hind limbs for balance and claws primarily used for ripping the jaws of dead humanoid heads rather than fighting. They are voracious meat eaters which hunt prey much heavier then themselves with the use of pact tactics. Bonesnappers have been known to ignore smaller, less meaty prey, such as a group of humanoid hunters on foot, especially during drought season, when they try to save their energy for a potential bigger animal that might approaches the watering hole around which they hunt.
Bonesnappers loll about during the daylight hours and prefer to hunt for three to four hours during dusk and dawn, when the air is not too hot and light is still low.

## Reproduction

Bonesnappers are social creatures, preferring to live in the company of another of its kind. At night a family of bonesnappers will lay on top of each other in a big pile, with the oldest creature on the bottom and the youngest on top.
The offspring of bonesnappers will remain with their parents for sometime after becoming adults, until they encounter another family of bonesnappers. Groups of bonesnappers usually meet during the drought season when water becomes scarce. Both groups will intermingle and the mating period begins as water remains scarce. Ones the rains return the bonesnappers will split off into several new couples and each go their own way.

During a young bonesnapper male's first mating season they are required to impress a young female before they are allowed to breed by bringing her an interesting meal. This can cause trouble for local farmers nearby the bonesnapper's territory as they sometimes kill and drag off their demon-ducks of doom. Once properly impressed, a female bonesnapper will stay with the male for life. The couple hunt several creatures together and rip of their jaws to create a proper nest, in which the female lays two to four eggs.

## Culture

*Main article: The White Snapper*
Some parents tell a story about a white bonesnapper before bedtime to make their children behave at night. It tells the tale of an albino bonesnapper coming to town in the death of night. It goes around stealing the jaws of naughty children who don't quietly stay in bed.

Some communities might change out the white Bonesnapper for another albino creature that is native to their area. In Alba for example the story talks about a white dire wolf instead. Other communities use the same story to teach a different virtue such as the importance of studying or why to respect nature.