Table of Contents

#Lore24 Challenge

In 2024, we strove to write one new snippet of lore for our world every single day. This task was made a little bit easier by the grace of having two of us working on the project, so we could alternate days. Every odd entry is by Tot, and every even entry is by Robo. This page serves as a historical record of those snippets, which may or may not have been tweaked as they became proper canon.

January

#001
The area now known as The Withered Waste was once a thriving society and even the home to one of the fabled heroes of the Thousand Year Wars. They were relatively advanced for the societies at the time. When the Withering occurred, the society was completely lost, with little physical evidence of them ever existing even remaining. Most of what is known about them is due to legend and stories from contemporary sources.

#002
The dried roots of the Mother Tree still remain in a hollow in Dalazar on the Ealian continent, the remnants of her destruction in an age long ago. Since her death, her body dried and deteriorated and the region became a desert expanse. A temple to her was built in the hollow, which has now given rise to a bustling oasis city in the heart of the desert.

#003
The Lichdom of Zaul is unique among the nations of Aedelor in that it can claim sovereignty in two separate planes of existence. Its borders transcend the planes and includes a region in Aedelor and Aechyrus.

#004
Anhelm Rohit of Elvstad ventured into the deep fields after the Withering and none expected to see him again. Years later he returned home, adorned with orcish tattoos and symbols of bravery. He was the first known human to integrate with orcish society and return. Though it was not alone, as he brought home a half orc son who he believed would one day bring his strength to the chiefdom.

#005
Stalovka is the oldest continuously inhabited city in Aedelor, with some of its buildings dating back to 1000 BDCplugin-autotooltip__default plugin-autotooltip_bigBDC

An abbreviation for Before Diminished Calissae. One of the two time periods tracked by the common Aedelorian calendar. This dating method counts the number of years prior to the Withering.
. Sections of the city incorporate giant architecture that is even older.

#006
The legend of the Tlayanalli Cipa is the claim to fame of the small town of Tlayani in the scarred isles. The locals say it is a hideous monster with aspects of a bear, a crocodile, and a goat, with long corded hair that drags on the ground. It descends from the mountain top to soak in the hot springs near town.

It is said that if one can sneak up on the Tlayanalli Cipa and clip a cord of its hair it can bring you good luck. However if it sees you at any point, it will turn to bad luck. One is likely to find vendors selling Tlayanalli Cipa cords, claiming they are all good luck. Be sure to buy only from reputable sources.

#007
By far the most common calendar system in Aedelor uses years either before or after the Withering to count time, but it's not completely universal. The elves, for example, have little need to recount the number of years prior to their arrival in Aedelor, as they lived immortal lives in Aedurun with no concept of time. So if you ask an elf what year it currently is, their answer may be a few thousand in excess of what most other people would answer.

#008
Inspired by the Dragoons, Prorians created a sport called Drakaso Bola that has been played for centuries. The game consists of four teams of four on a square field, with hoops on top of poles of various heights. The lowest is usually 15 feet, and the highest is now about 40 ft. The players attempt to get balls through the hoops in a variety of ways, including launching themselves in the air with specialized springing poles, spring ramps, or by doing any number of complex moves as a team by climbing and pulling each other up ropes, poles, and nets across the field.

Despite its obvious dangers, Drakaso Bola has grown in popularity even outside of the Verdant Valley with the largest tournament being held in Proria each year.

#009
Ziua Varăș (ZEE-wa vair-uhsh) is a holiday in Eposia and celebrated by ethnic Eposian, Dalish, and Dalian peoples. It falls on the 33rd of Morcyd, marking the day peace was declared in the Lohikdal valley, bringing unification of all its people under the banner of Eposia. It is a day of great cultural importance to the peoples of the valley, who use it to celebrate their unity and togetherness. A massive festival is held in Mosa Ebrus that people will travel to from all over the valley to attend, packing the city streets.

#010
The first followers of the God-Queen Aristophane were strict vegetarians. They believed that Aristophane could appear to them as any animal at any time, or send any animal as her messenger. They dared not risk causing harm or offending their goddess, so resolved to swear off all meat for fear of crossing any line and to respect her creatures.

As time went on these beliefs changed many times and still differ among groups, though vegetarianism has remained for many as a tradition. The prevalent belief in the present is that if Aristophane appeared as a beast she would have bright red ears or a streak of red between the eyes.

#011
The Duntrian people are well known for their hippogriff riders in battle, but they also take to the skies as a matter of sport. Hippogriff racing has been popular among Duntrians for hundreds of years and has undergone many evolutions over time. When Duntry was annexed by the Valdarian Empire and magic became more commonplace in Duntry, hippogriff racing once again underwent an evolution into the modern day version of the sport. Magic is used to hoist checkpoints in place, create obstacles, and more. While the sport has become celebrated in other parts of the Valdarian Empire, it doesn't hold nearly as much popularity as it does in its home of Duntry.

#012
Grandma Krampa is an infamous hag who's terrorized Aedelor residents for hundreds of years. Reports of encounters with her have happened all over the world.

The belief is that she was once a human woman who desperately wanted a child. When she found she could not have children for herself, her hatred for those that could grew and twisted inside her. She made a deal with the goddess Gramdol and became herself a hag.

She delights in tricking young women into drinking her brew which curses them with terrible pain and fever. The only way she will remove the curse is if they promise to have a child and bring it to her. Those that don't fulfill their promise are plagued by the return of the curse.

#013
The steady march of time in Aedelor is unique among the planes of existence. Outside of Aedelor, time is inconsistent and may flow forwards, backwards, faster, slower, or not at all, all relative to Aedelor and at the whim of many forces including those of the gods. The flow of time on Aedelor is carefully maintained by Alakra, God of Time, who uses his power to keep time progressing steadily. The process requires a steady decay of Alakra's power, and will eventually lead to his destruction. Alakra is not the first to take up this duty, and no one knows what will happen if another doesn't take up the responsibility after Alakra.

#014
Long ago when the forests were first seeded by the Mother Tree, the western side of Valia was home to the Branheren; giants who had mastery of the element of fire. The lands were inhospitable to trees at that time, but the giants saw value in the shelter and resources they would offer. So they called forth the forces of the plane of fire to infuse and strengthen the trees, their wood becoming blackened and resistant to flame, their leaves flickering with heat like coals of a fire, releasing embers into the air around them. They were capable of growing tall and wide and were used extensively for giant construction in the area.

As the lands changed and giants receded, other plants and trees were able to take hold and intermixed to make a vast and varied woodland. However the Branheren trees still persist in the inner reaches, and inspired the name of the Emberfen.

#015
Matoxoma (mat-oh-shoh-ma) is a town that you won't find on any map, because it doesn't stay in one place. The town of a few thousand is built on the back of a particularly massive xochayotl (shoh-chah-yoh-tl), a creature native to the Scarred Isles that resembles a turtle. The town floats around the Stormsea, sometimes at the whim of the xochayotl itself, and other times at the direction of the town's navigator. It sometimes travels as far northwest as Darkana, or as far north as Arazi, but otherwise doesn't traverse the other seas of Aedelor.

#016
The dwarves of Khildarim export many valuable minerals and stone from the mountain range of the north. A unique and very rare product of their mines is Fulm Glas, formed when giant crystals are exposed to the heat and pressure of the volcano Fulm deep underground. It forms a semi-transparent and very hard material which refracts both orange and blue in a crystalline pattern. It is strong enough to even be used in weaponry in the past, but any knowledge of how to work with Fulm Glas is a closely guarded secret of Khil.

#017
The Witchwood is named not for its association with witches, but for the prominent witchleaf tree that grows there. The leaves and bark of the tree are used extensively for alchemical and magical purposes alike, containing restorative properties. Of course, just because it's not named for an association with witches doesn't mean there aren't any witches living there, who use the witchleaf trees for their own nefarious magical needs.

#018
Many Lohiken cultures practice Maali scale painting, something that began early on when they migrated to the deserted lands to make their own way. After their spread across regions, different patterns, techniques and meanings have been developed.

The painting is usually on the face, arms, or hands, and may signify their family, achievements, or even station. The paints are specially formulated for their scales and are long lasting, coming in all manner of colours and metallic sheens.

#019
Ivorywood, known by other names in some regions, is one of the most precious and expensive materials in Aedelor. It is valued for its mechanical properties, appearance, and rarity.

When a giant has died and not been properly entombed, over a long period of time the giant's bones grow into a tight cluster of bone-white trees from which ivorywood can be harvested.

This is very, very rare in most of Aedelor but a large forest made exclusively of these trees, aptly called the Ivorywood, exists in the southwest of Torwick, south of the Deepfields. The forest is fiercely guarded by elves.

#020
In the beginning of Aedelor when giants tamed the elements, they commanded gigantic cities and castles that floated in the sky. Many islands above water today are believed to be remnants of these giant cities. Mektavhim was the most legendary of these, the largest and most powerful giant city. Long ago during the thousand year wars it is said that countless dragons came together in an unprecedented army and split Mektavhim apart. They cast the pieces of it into the far reaches of the vast ocean and sunk them to the depths. What wonders of the giants are now lost beneath the waves?

#021
The Scarred Isles, Aemys Isles, and Emerald Isles used to be part of one large landmass which stretched further west than the westmost reaches of Ealia. During the Thousand Year Wars, its shape was changed and land wiped away over the course of many wars between dragons and giants. The most notable event occurred when an Artefact of Sarasaamun was used to create an unfathomable storm that broke apart the remains of the land. Magical echoes of the storm continue to this day, hence the Stormsea.

#022
Marcelina Frise is on record as the longest time to a complete a thesis in an Academy of Magical Arts. She began her thesis years at OAMA at the age of 21 in the year 113 DCplugin-autotooltip__default plugin-autotooltip_bigDC

An abbreviation of Diminished Callisae. One of the two time periods tracked by the common Aedelorian calendar. This is a dating method which counts the number of years after the Withering.
, and while out on an expedition to study flowers in the wilds she disappeared. OAMA kept her enrolled in hopes that she would return, and 80 years passed without a trace. She suddenly strolled in looking no older than when she'd left, proclaiming she'd spent hundreds of years in Aedurun and was now ready to defend her thesis. She left OAMA after a successful defense on the nature of time and timelessness and how it impacted magic, and promptly strolled back in to the wilds and was never seen again. Her findings are still used today in studies at the university. She beat the previous record of an elf who took 52 years to complete their thesis on how music affects plantlife.

#023
“The Northern Kingdoms” is often used to refer to Hjemkald, Elverik, Lanfjer, Nizkovod, and sometimes the city-state of Dun Kuldihr, collectively. They're well known for their warring ways, both with each other and the few surrounding nations. Their history is full of tentative alliances, betrayal, and bloody wars. They are also frequently in conflict with orcs, hobgoblins, or elves.

#024
The expansive desert of Kama is filled with canyons and empty river beds, especially on the eastern side. Before the land dried, the now landlocked sea Gran Loch connected with the Dragonsea. During the thousand year wars, giants who were settled in Kama were being flanked by bronze dragons from the waters, and green dragons from the forests. In an effort to cut them off and destroy their favoured environments, the giants rose up the Maghar Ridge and the land around the Gran Loch, choking away the rivers and lakes between. The giants created cities in the now bone dry canyons, impressive cliffside structures that can still be found today for any brave enough to venture into the Kamazar desert.

#025
In Elverik, bears are a staple of their diet, used as beasts of burden, and even ridden into battle. Particularly large and ferocious bears called isbjorn make up Elverik's most feared elite shock calvary. Isbjorn are larger than typical bears, have white fur with light blue markings, and can exude an icy cold breath.

#026
In Thilmelion there is a tall mountain overlooking the large lake in the center of the lands. Its sides are so sheer it cannot be climbed by normal means, no snow sits on it.

Back when giants ruled the land, a king named Hoyserko dug out the stone and earth in a vast swath, creating the great lake. With the earth he built the tallest tower ever known on Aedelor, reaching far into the skies. From here he and his people used their great elemental bows to fell any dragon who dared approach.

During the wars, the tower was eventually felled, and the mountain range of Myrav Minor was created from the broken pieces. The base of the tower still stands, and is now known as Talla'Hoyserko by the elves who live there. Some say that you can still hear the echos of great arrows splitting the sky, and the booming yells of the giants high in the air.

#027
On nights where one of the two moons is completely dark, undead all across Aedelor are emboldened and even more fierce than usual. Ghouls, spirits, zombies, skeletons and more that would normally lie dormant will become active and terrorize communities if they aren't dealt with or prepared for. Because of the moons' cycles, this happens at least two to three nights a month.

There's only one day each year that both moons are completely dark, which is Perus 3rd. This night is known by many names to many cultures. This night more than any other night, the border between Aedelor and Aechyrus becomes thinnest, and dangerous void energy seeps into Aedelor. Portals between the two planes are easiest to open on this night, and even occur naturally. Undead creatures are at their strongest on this night, craving to destroy anything with a soul and bring a wave of void energy across all of Aedelor.

#028
Westrians are well known for their horse breeding, especially of the Westrian White. The Westrian Horse Tournament is held in Brightburg each year in the spring where horses are tested in a multi-part event. There is a race, an obstacle race, a strength pull, and a riding showcase. The top in each category is awarded, as well as a single award for overall best performance. This title is very prestigious among Westrians, and the winner gains fame, a monetary award, and often tours around Westmark for a couple months. The best in show title has only ever been won by a Westrian White, a testament to their versatilty and strong breeding in the area.

#029
The elves of Ythenethyr toil away on controversial and dangerous projects even by the standards of their peers in Aethelion. They are not opposed to travelling great distances to pursue magical curiosities for their studies, or to carry out dangerous magical experiments far from their home.

The latter became more common for them to do after a devastating magical disease was mistakenly released. The disease, known as Alvesyke to the peoples in the Northern Kingdoms, came about as a result of research into giantkin physiology, including inhumane experimentation.

Alvesyke was accidentally spread across the Northern Kingdoms in 237 DC, killing over 50 million people in just three years. To non giantkin peoples, the disease turned the very blood in their veins to stone; to giantkin, the disease caused them to crack and split. Both processes took about a week and were incredibly agonizing.

#030
The Vale Vanguard was an adventuring party that rose to local fame in what is present day Gilramshyre around 50 DC. They represented human, dwarf, and lohiken members working together with great strength. They faced incredible dangers from the Giants Crown mountain range and were instrumental in making the north of Odelia safe to settle.

Rivermeet has a statue in their honour, and holds a local festival called Van Fair. Many adventuring parties head there each year to participate in games, networking, and (generally) friendly competitions.

#031
In 157 DC, the Kingdom of Odelshyre (modern day Gilramshyre) controlled the most land that it ever would. Due in large part to the ruthless, warfaring, and expansionist ways of the Odel dynasty, the kingdom controlled Odelia, both greater and lesser Antillia, western Dalazar, some of the Scarred Isles, the Weathered Coast, and some of Westmark. The region of Odelia owes its name to their legacy.

February

#032
In Palajur, there is a tradition of every Lohiken making a long trek into the desert at the age of 16. They go out in groups and utilize extensive survival training they've received all their lives. They are not allowed to return for 40 days, the entire month of Soltus.

This is done so every child can know and appreciate the trials of their ancestors, who trekked the entire length of the desert when they were expelled from the Verdant Valley.

It is a very dangerous endeavor, and not all return.

#033
Thousands of years ago, the Icecrowned Peaks did not exist, and lands to the north - now known as The Reach - were hospitable and inhabited. It was in these northern reaches that giants attained the height of their mastery over shard manipulation: the creation of new life, a feat achieved only by deities previously. Dragons came together in an alliance up-to-then unheard of and brought a frigid, inhospitable chill to the north that not even the giants - masters of the elements - could fight back or survive. The cold drove many peoples south and grew beyond the control of the dragons themselves, threatening to freeze over all of Aedelor in an ice age. In a final effort to halt the encroaching cold, giants rose the Icecrowned Peaks from the earth to act as a wall. Although the permafrost does creep farther south than the mountain range, the giants successfully prevented the impending ice age, though the lands to the north have been lost to ice ever since.

#034
Teochi Atezcatl is a lake on the central three largest scarred isles. Before it looked like it does today with the pink hue, it was a vibrant green and blue and full of life. It was blessed by Teocoatl, the creator of the quetzlaka to be their spawning pool. They would journey there from afar to lay their eggs and protect future generations. In the center of the lake a great temple was built where they could also pay homage to Teocoatl. Considered the most sacred of all places, quetzlaka defended it without cease from creatures and other humanoids alike.

#035
Every mote of light in Aedelor's night sky is another plane of existence in the outer planes. Its brightness in the sky reflects the size and importance of the plane. Godkings' and godqueens' courts are arranged into clusters which the denizens of Aedelor have named constellations after. Stars may move, appear, or disappear as the gods wage their cosmic wars against each other, switch allegiences, are destroyed, or grow or wane in power and influence. A twinkling star is an omen of good or ill events occurring on that plane. Astrologers and theologists use all of this knowledge and the records of past star charts to try and predict the gods' wills, coming cosmic strife, and portent the rise and fall of the gods all without the use of magic or divine communication. Of course, this kind of interpretation can be subjective, and is even the cause of some divergent sects in religions.

#036
Because of the communal nature of the lake Teochi Atezcatl, quetzlaka would rarely know who their parents were. Parents would travel to lay their eggs and then return to distant homes. There is little to no attachment to their young like there is for many other ancestries.

Quetzlaka are hatched in a juvenile state, and are not terribly dependent on adults to care for them. However, hatchlings were greeted by a group called the Nonoti, adults who serve as teachers, spiritual guides, and history keepers. They would teach hatchlings the ways of quetzlaka society and of Teocoatl, and eventually send them off into the world.

Today even without Toechi it works similarly. Smaller local lakes, rivers, or ponds can be blessed by Nonoti and serve as spawning pools for a few nearby communities, rather than one centralized one. Nonoti are still respected and important members of society and serve the same purpose in their local areas.

#037
Niyazi “Undine” el-Kharal was one of the most successful pirates of all time. She and her crew sailed the southwestern seas from 468 to 484 DC in their infamous ship The Stormchaser. She routinely navigated perilous routes that no pursuer dare to follow, and would similarly strike unsuspecting targets after emerging from the cover of storms that no sane sailor would sail through.

Over her entire pirate career, she plundered over 500,000 platinum worth of valuables. She hid the majority of her accumulated wealth, which has not been found since.

#038
A quetz hatchling will spend one to two years with the Nonoti, a phase of their lives known as In Yenono, the time to learn. This time is a fast track of life skills, language, and knowledge. Even if they wished to stay longer, the Nonoti would send them on their way to find their way in the world and learn more by doing.

This starts their second phase of life: In Yezoa, or the time to explore. Bonds will have been formed with other hatchlings, and they'll set out in groups to found out about the local area. Other quetz quietly watch over these juvenile squads, and they often stumble into settlements and areas made relatively safe around the pool. This is an exciting time in their life, and they may spend as many years as they like before joining a community to settle down and work.

#039
On the last day of each year (Morcyd 50th), Kulwa Nokufa is held in Wakibya. The annual tournament sees criminals from all over Safiri who would otherwise be executed for their crimes brought to the nation's capital to compete in a gauntlet of deadly challenges against fierce beasts for the entertainment of spectators. As well as criminals, some people who are desperate for gold or glory may enter as well. The fights continue until either the competitor or the beast is dead. This continues until there are only two competitors left alive, who must then fight each other to the death. The last person standing at the end of Kulwa Nokufa is recognized to be blessed by Sirae, pardoned for any prior crimes, awarded a gold prize, and their name goes down in history. Victors are not allowed to compete again.

#040
Giants' mastery over elements knew no bounds as they bent Aedelor to their will. Such was their power that they could command the earth to rise up and the air to bolster and move it, creating floating islands that would soar through the sky. These islands were called by the giants flyteholdes, and could be the size to contain just one giant's fortress, or even to the vast size of a giant city.

While not fast, the mobility of the flyteholdes meant they could move far up into the sky and call the clouds to around them to hide from sight. They could uproot and move entire cities prior to a dragon attack, and take away some of the advantages the dragons gained from their flight. Most of the huge inner seas and lakes of Aedelor exist in spaces where flyteholdes were torn up, leaving a massive bowl in the land. Flyteholdes could be brought back to their natural place again, but many landed elsewhere or were destroyed so their place was claimed by nature again.

#041
Around 190 DC in Valdar, the then-sovereign nations were involved in lengthy and bloody wars as multiple powers vied for total control of Valdar. Ras Yara, in the middle of all the other nations, stood little chance as they were attacked on all fronts. While Aurilemians eventually claimed authority over the region and made peace with the expansionist Duntrians to their southwest, the Tarshan people had a centuries old rivalry with the Yarans and did not recognize Aurilemian authority over them, continuing their war.

By 193 DC, Aurilemian forces (still not united as an empire yet) continued to push southeast into the belligerent Tarshan lands. As they approached the River Ruma, Amun Hassan Nazeri ordered every bridge destroyed. Aurilemian forces had to decide to travel upriver for a shallower crossing and risk encountering dangers of the Twinwood, or traveling downriver and engaging with elves of the Blackthorn forest, who were not fond of their wars. After about another year, Duntry reignited its war with the Aurilemians. The forces left in north Tarshah were cut off from supplies and Amun Nazeri led a successful campaign north to reclaim their lands.

The bridges in Erias have never been rebuilt, the city instead creating a bustling ferry network across the river. To this day, the River Ruma has never been crossed by an opposing army, granting Erias the nickname of the Shield of Tarshah. Although, that didn't stop the Empire from completing its eventual annexation of Tarshah almost a hundred years later in 287 DC, whereupon they used a superior navy to siege Tihr (now Avilun) and Bastoura, starving the nation over nearly a decade of blockading until they finally agreed to annexation.

#042
When Lunasila delivered the human refugees to southern Valia long ago, it was still during the thousand year wars and the land was unstable and dangerous as giants and dragons warred in the area. Six clans of humans from different places on the abandoned continent were brought on six small flyteholdes that followed Lunasila's in the sky. These clans reached the land and eventually spread out.

The Zamair clan created the first settlement that they called Zameros, which was built within the cliffs along the sea. Tunnels and underground homes were carved out there to hide from the callissae, as many mortals had to do at this time. While the tunnels are no longer used today, you can still see the holes in the cliff face where they dug out air holes, and one large circular hole highest up the cliff. This is where the first shrine to Lunasila was made, where they would watch the sky for the hidden moon's fabled return.

#043
Dragon Crabs resemble hermit crabs and live in many of the coastal areas of Aedelor, even in the far north cold waters. With leg spans of up to twenty five feet, they are truly massive and intimidating creatures. They can stay underwater for days at a time, but they must ultimately come up on land eventually for air. They cannot swim, instead walking along the water's floor, so they generally stay near places with gradual coasts rather than cliffsides.

Not actually related to dragons at all, their name derives from their propensity to use the skulls of dragons as their shell. They may also more rarely be found using the skulls of giants as shells, which are sometimes called Giant Skull Crabs, though they are the same creature.

They are also sometimes called Sword and Shield Crabs or Fencer Crabs, colloquial names due to their peculiar pincers. One is wide and flat, resembling a shield, while the other is long, thin (relative to its overall size), and razor sharp.

#044
Gydhiela, Goddess of Arcane Magic, finds her star in the constellation Aelum. Having kept a draconic form after her ascension, Gydhiela swims in a vast sea of pure arcane energy, completely intertwined with it. She swims without cease, churning the energy like water and creating a current. All the while she sings an otherworldly song which resonates within the current.

The most powerful practitioners of the arcane on Aedelor have been able to hear these sounds with great concentration, and can even see traces of it moving around them at all times. They call it simply The Current, the flow of arcane magic effusing into the material.

#045
Adamo Tino was an author and playwright living in Filadeia in the third century DC. Although he was never very successful during his lifetime, one of his plays is quite popular in modern Coriani and has even inspired a holiday.

The play, originally titled Ten Days in Filadeia, is a love story retelling Adamo's own courtship of his husband Valyn, albeit exaggerated with some dramatic elements. Decades after both of their deaths, the play became popular in Coriani due it being a favourite of a powerful senator's wife.

It started to become a common practice for paramours to shower the target of their desire with gifts on the day of the play's final act, Solgel 45th. Over time, the day started to be celebrated as Valyn's Day, sometimes using his full name, Valyn Tino's Day. It's a day celebrating love and intimacy, and typically involves gift giving or pronouncing your love and affection for someone publically. Flowers, jewellery, wine, or expensive food treats are common gifts due to them being involved in the play.

#046
The Demon Rook was a knight of Odelshyre c. 150 DC. She was a fiendling with dark grey skin, silver eyes, clawed hands, and hooved feet. She claimed herself a champion of Sirae, donned pitch black plate armour, and painted her face like a white deer skull. Her visage on the battlefield earned her the title of The Demon Rook. Seemingly unstoppable in combat and always eager to fight, she led the Odel Dynasty's successful campaign into Dalazar and waged a historic war against the lohiken. She kept control in the region with an iron fist. Her aggressive tactics and nearly ceaseless onslaught has left its mark on the cultural memory of Dalazar today, who often negatively refer to Gilramites as rooks.

#047
The Dragondeep Sea is not just named metaphorically. Throughout the Thousand Year Wars, the sea was home to thousands of dragons who could live and breathe comfortably underwater. Even today, it is considered a relative hotspot for dragon activity, with more than a few trade ships a year never arriving at their destinations after travelling through Dragondeep. Despite this known danger, it is still an active shipping channel, with some merchants sailing out of Proria eager to hire on dragoons - famed dragon hunters - to protect their ships and lives. There's even an industry of intrepid adventurers who brave the waters hunting for the remaining dragons in the area, and seeking out shipwrecks and dragon hoards. They also do not always return.

#048
The frigid northern reaches may seem like they are cruel and unfriendly, and they are to most. But to the dwarves who call them home, they are full of possibilities for sport. Due to their unique ability to tuck themselves into a sort of ball and roll through tunnels, they began to apply that to the snowy slopes.

Skledya is a popular sport for both recreation and competition. Long routes that wind down mountainsides will be dug out, packed down, sometimes even iced. This creates a series of tunnels, slides, and tracks. They have been as much as 6 miles long for serious skledyans to race each other. They do use some special gear for the snow rolling, including goggles, protective clothing, and a harness that helps them remain curled up for long periods of time.

#049
The Withering made a number of permanent changes to Aedelor. Apart from the obvious effect of obliterating the country that stood previously where now there is only the Withered Waste, the phenomenon also affected the very nature of the surrounding area. The Caliste Voros mountains, for example, began forming deep veins of a new kind of precious metal called witherstone. It wouldn't even be discovered for a few hundred years after The Withering, and its full properties would take decades more to discover.

It is incredibly dangerous to mine, proximity to it can cause sickness, and if exposed to large quantities for long enough, it can even lead to death. But when carefully alloyed, the metal can be used to create deadly weapons with life-sapping powers or poisons and powders that are toxic to all living creatures. Furthermore, it has proven superior to traditional materials used in the ancient giant crafts of soulsmithing (the creation of sentient objects) and soultrapping (the imprisoning of a creature's soul, separate from their body).

#050
The glacial gulf in the north is home to many monsters making it incredibly dangerous to traverse by ship. Should anyone be crazy enough to attempt it, they would likely encounter such creatures as the giant flying floe fish which jump against the hull and ice it over, flurry rocs that silently glide over the water in search of prey, or icewyrms which hide on icebergs and floes and strike at passersby.

Most dangerous of all is Helvetsjo, a leviathan that sleeps in the depths below. Rarely is it seen, but one never knows when it will stir at the sight of a snack delivered on a wooden vessel. It was once the “pet” of the giants in the north and was tasked to protect the gulf. Even as the land iced over above and its masters withered away, Helvetsjo continues in its mission to this day. It sleeps most of the time, buried in the sandy floor, covering itself in massive crystalline growths. These crystals are legendary and have only been harvested a couple of times by the strongest of adventurers—who promptly ran away.

#051
After news of the discovery of witherstone had spread north to dwarves, some were eager to travel south and colonize the Caliste Voros mountains. The effort was met with great difficulty. Colonizing from the west would be dangerous due to the unliveable nature of the Withered Waste, an environment that even the hardy dwarves would not be able to survive due to its life-sapping qualities. Sides of the mountains that faced the Wilds were incredibly dangerous, and while attempts were made, colonists were always wiped out. Many such abandoned dwarven colonies can be found along the south western and southern sides of the mountains, though some now serve as a home to other creatures instead.

The dwarves long tried to treat with the Coriani Republic for mining rights on the north sides of the mountains, but they were constantly rebuffed and met with unreasonable demands. Some dwarves tried to establish colonies regardless of Coriani's permission, which led to the brief Mining War of 355-356 DC.

Ultimately, one clan of dwarves decided to colonize the east side of the mountains, founding Dimtodihr. This side was seen as undesirable because of the length of mines that would be required to reach witherstone veins. However, in the long run, their decision paid off. Although it took over 100 years for the dwarves there to dig deep enough, Dimtodihr is now the near exclusive supplier of witherstone in Aedelor.

#052
Rumours abound that Ortasmos has hundreds if not thousands of children. In reality, he has five. Each have inherited one of the five pleasures, but taken to an extreme without the balance Ortasmos practices within himself.

The first of his children is Tavir, known as the god of lust. Their mother, Nyriia, was an elf from the mountains of Thilmelion who practiced powerful magic. With a ritual she transported herself to Ortasmos' plane Gála Cora, a lush land of plenty where he spends eternity surrounded by his pleasures. Mortals are forbidden to take part in the godly pleasures there, meant for him and the souls dedicated to him in their afterlife. No mortal had set foot there before.

Concealing her identity, Nyriia joined Ortasmos' retinue and seduced him during a night of drunken merrymaking. Knowing he would wake and realize her true identity and what she'd done, she stole some of his magical wine and cast her ritual to return to Thilmelion. There, she gave birth to his child whom she named Tavir, nursing them on the wine of Gála Cora. Brought about by forbidden lust and given the god's wine, Tavir grew unnaturally quickly and became an evil and insatiable creature. Though mortal blood was in them, they were godkin and their power quickly broke free of the bindings of Aedelor.

Any mortal who lays eyes on them will see them as a person of their deepest desire and appealing to all their senses while exerting a powerful charm over them, something which few have the will to overcome. While still walking Aedelor, Tavir would delight in playing with the hearts, minds, and bodies of all they came across and feeding on their soul, adding to their power. After ascending, they sent agents to Aedelor in their stead known as succubi to continue the work.

#053
Although Coriani is well known for its strong navy and seafaring prowess, their elite pegasus cavalry makes them a formidable foe in the skies as well. Although pegasi are native to all of the Anacori region (including the now barren Withered Waste), the secret to taming them is known almost only to the Coriani people. Originally conceptualized as a way for the Coriani people to combat dragons in the skies, they have continued to be an important aspect of Coriani's military might against an ever-increasingly aggressive Taldeurtotun.

#054
The people of Islingar have made their homes on a wild frontier none had dared try to settle before. They are surrounded by forests, mountains, swamps, and seas that are hostile to humanoid life. When As Navilla was settled in 425 DC a monster hunting organization called Cazedra was also established, with its first sanctuary in the secluded forest to the north of the city. Led by monks of Nasiba, goddess of the hunt, they train any and all who come to their sanctuaries regardless of anything such as ancestry, age, or magical abilities.

There they teach such things as the art of monster hunting with melee and magic, practical study of monsters and spirits, rituals to release souls trapped in Aedelor, and enhancement of magical focus by meditation. All under strict rules and discipline enforced by the Cazedrian monks. One must give a commitment of atleast one year of dedicated study to be allowed into a Cazedra sanctuary, and if the vow is broken there is always a price to be paid.

#055
Dwarves originated in the far north of Aedelor, in a land that has long since been lost to the frigid cold that is now The Reach. When dragons began to freeze over their homelands, the cold was so pervasive that it stretched underground to dwarven settlements. Nearly 90% of all dwarves at the time died in the following migration south, which is known to the dwarves as The Long March.

Many dwarves to this day are taught to loathe dragons, even more than other ancestries, most of whom also suffered atrocities under the calissaeplugin-autotooltip__default plugin-autotooltip_bigCalissae

kæl.ɪ.saɪ - A collective exonym for all giants and dragons. Having both draconic and giant linguistic roots, the word means doom of the world.
. Some dwarves remain hopeful that they will one day reclaim their ancestral homeland, but every expedition that heads north is never seen again.

#056
While the Zamair clan of early Zameria was the most pious, the Osorio clan was known for excellence in martial abilities. In their service to the giants, they had defended territory and acted as soldiers. Though the giants had little care for their survival on the battlefield, they were useful and they allowed the humans to develop their own techniques.

The Osorio fighting style incorporated elements of dance; specializing in parrying, feinting, and moving effortlessly about the battlefield. These techniques allowed fighters to fascinate their quarries, dazzling them with flamboyant and unexpected moves. To this day this style is popular around Valdar and beyond.

#057
The reign of Tyonius Valdar from 283 to 305 DC is often fondly remembered by imperial historians as a time of unification, during which Emperor Tyonius brought an end to decades of war with Tarshah after successfully annexing them with the signing of the Treaty of Avilun in 287 DC. Rather famously, Tyonius was also assassinated using powerful magics by a Tarshan mage in 305 DC, which led shortly after to the ban of many magics in the empire.

Contemporary sources speak of the time period differently. To many in the empire, even in Aurileme, Tyonius was seen as a cruel and vindictive emperor with no skill for statecraft or diplomacy. At the time, the overwhelming majority of people in the empire wanted a peaceful resolution to their conflict with Tarshah rather than a prolonged war, and Tyonius fueled his war machine by introducing harsh taxes and sweeping military drafts.

Some historical analysts believe that Tyonius was on the verge of losing control of his empire and facing a possible uprising if it were not for Supreme Justicar Redou: a universally feared enforcer of the law, an immensely powerful warrior, and fiercely loyal to Emperor Tyonius. Redou had a reputation for executing people for minor offenses with extreme prejudice.

#058
King Gilram the 1st was well known for his love of pie. He employed a team of the best bakers solely to create pies for him, both sweet and savory. His favourite was a peach, plum, and apple pie with sugar and cinnamon, topped with whipped cream. Each year on his birthday, the 22nd of Aesys, a banquet table would be filled edge to edge with pies of all kinds, and he and his court would have a feast with plenty of wine. As the years went by, the more extravagant and creative the pies became, and he always unveiled a few brand new recipes from his bakers which people waited eagerly to hear about so they could make them at home.

The nobility quickly began to follow suit, on the king's birthday serving a banquet of pies to their household, which quickly became larger parties as the years went on. The party hosts would try to discover what new recipes King Gilram was coming out with that year, and task their cooks to make them (sometimes only on a vague description) in an effort to impress their party attendees.

While the fervor of pie creation eventually petered out as King Gilram grew old and his son succeeded him, eating pie on Aesys 22nd, Gilram's Day, is a deeply ingrained tradition for Gilramites.

#059
Duntrians are descended from tribes of peoples who lived in the Ashbow Mountains. Initially, these peoples lived scarce and nomadic lives in the mountains, trying to avoid notice from the calissae around them. They tamed hippogriffs in the mountains and would ride them down into the valleys around their mountain homes to hunt for food, then return to the mountains. As the Thousand Year Wars waged on and calissae began to utilize the lesser mortals more often, giants living in Kamazar found and conquered some of the peoples living in the Ashbow Mountains to use them in their wars against dragons to the east.

Over hundreds of years, these people grew loyal to the giants, who promised them all the land of Valdar would be theirs to rule once the dragons were defeated. After the withering, with no giants to rule them anymore, many tribes descended from the Ashbow Mountains to claim what they believed was theirs by right. The name “Duntry” came into use around 75 DC when they all united under a single king, taking their name from the settlement in the Ashbow Mountains where that king's tribe originated. Its root meaning is “Fortress”.

#060
Deep in the wilds of Valdar can be found the valweni moth, a giant species that seems to morph the very reality around them. These moths are named directly after the mysterious goddess of illusion, with translucent black wings and a wingspan of 3 to 5 feet. Valweni caterpillars defend themselves with an illusory shroud that makes them difficult to detect. The adult moths are far more powerful in their abilities, with a natural camoflage and an aura that can make the very landscape around them appear false to observers. If an attacker gets close enough, they can assault it with a barrage of illusions that can blind or stun.

When a large group of moths gather, called a delirium, the affects on sentient creatures around them can be severe. Adventuring bands have reported hallucinations, nightmares, and fatal sleep-walking while in a delirium's sphere of influence. However, valweni wing dust is a highly sought after ingredient in potions, alchemy, and other magical creations, so there is always someone willing to take the risk.

March

#061
In 244 DC, long before the current queen began her reign, Taldeurtotun was ruled by a council of seven powerful wizards and witches called the Zaube Council. With an understanding of giant rune magic, they all lusted after more and more power together, and over decades they carefully studied the giants' various methods of shard manipulation. At the height of their power, it was decided that they could progress no further without extreme measures. Chosen by lottery, six of the seven of them would give up their physical bodies and have their souls trapped in vessels. The goal was for the last remaining witch to utilize their soulgems to empower her own magics.

Despite all agreeing to the process, in the deepest recesses of their souls they were all envious of each other. As the ritual to confine their souls completed, the intense emotion led to an unforeseen magical explosion, killing the last remaining living member of the Zaube Council, and flinging the six soulgems to far reaching places in Aedelor. The gems, thought by some to be mere legend, are called Zaubelsteins and are sought out by those who lust for their power.

#062
Sonatomos, God of music, is the son of Gydhiela and Ortasmos, the product of a brief love affair between the two. Born into the arcane sea to the resonance of his mother's voiceless song, he was at once fascinated and in harmony with it.

Though the power of the arcane was Gydhiela's, he felt another power weaving between the melody, as if filling in the space between. In search of the source of it, he spent time with his father and studied by his minstrels. When he learned all he could there, he wandered among the upper and the lower planes, seeking out the God kings and queens. But none knew of this mysterious power. So he found himself at last wandering in the dark expanse between the planes, and even there he felt it too.

And then the truth was given to him: it was the echos of the Shattering itself, filling the space between everything, flowing through all things. A sound that continued to reverberate through the cosmos endlessly and could be brought together in forceful waves through song or music.

While this power had been unwittingly tapped in to by mortals before, it was only once Sonatomos shared these secrets that their true potential was found.

#063
Streaks of light across the sky, often called shooting stars or sometimes by other names, are usually interpreted by mortal theologians and astronomers as an omen of some kind. The nature and message is typically related to the direction of the shooting star, when it occurs, its duration, and its brightness. More often than not, these are signs of a coming or passing cosmic war between the gods, with brighter and more numerous streaks of light indicating more violent upheavals. When a great many occur in a very short period of time, they are called star showers. These events are not strictly predictable, but prophecies and portents may hint at coming ones, whispered to mortals by deities who live outside of Aedelor's regular march of time. A star shower may well result in a great upheaval of the heavens, causing divine powers to wax or wane in the aftermath.

#064
Belzano, a city state along the corian sea, was founded by a man named Myrkos in 312 DC. He was an adventurer who discovered a magical object that allowed him to breathe underwater and have power over sea creatures.

With this he delved deep into the Corian sea and returned riding a great sea serpent known in local legends as Eos. It was a fearsome beast, and kept unwanted visitors out of the Bay around Belzano. Myrkos was a man of questionable morals, and his town on the picturesque Corian beach soon became a haven for pirates and others running from the law.

The Archon of Belzano is whomever holds the magical object and commands the great Eos. It has passed hands many times to all manner of people, and more than a few times their reign has ended at Eos' “hand”.

#065
Sailing the straits around the Corian Sea can be treacherous for even the most seasoned ship captain, and shipwrecks aren't uncommon. Ships travelling north or south along Anacori's west coast also face a difficult decision, as both the open waters of the Binding Sea and the close shores of the Withered Waste and the Wilds all pose their own dangers in their own ways, and ships have been known to go missing.

When any of these occur, it's possible for the souls on board to be prevented from passing on due to lingering planar interference from the Withering, even after these hundreds of years. This has given rise to more than one ship crewed by long dead ghosts, spirits, and spectres that continue to sail the seas.

#066
The Islin frontier town As Andaruña can be seen from afar, with most of the buildings being on stilts in the wetlands. The impression from a distance is of a flock of giant long legged birds huddling together. With this in mind, the Heron Hold was built in the center of the town: the tallest building with a tower fashioned to look like a heron's head.

The Heron Hold serves as the town hall, central square, meeting place, storm shelter, marketplace, and town watch. As Andaruña's prize possession is a massive telescope at the top of the tower, which is hidden within the heron's long beak.

#067
In the age of darkness, giants conquered the elemental chaos of early Aedelor and honed their various crafts. They quickly realized the power and importance of fire. They gathered all of the most ferocious flames and hoarded them in mountains they called vulkans, or volcanoes in the common tongue.

These vulkans would become important seats of power for most giant societies, only a fraction of which remain today. As giant numbers dwindled, they consolidated many of their vulkans, while other ones' flames were extinguished by war or lost when landscapes were changed.

The volcanoes that remain today still hold ancient giant secrets protected by powerful giant runes, the most unimaginable searing flames, ferocious guardians, and more. That hasn't stopped mortals from trying to uncover them, though.

#068
For centuries Aurilemians have been venturing into the Wilds and returning with all manner of creatures.

One that was brought to the aurileme area and domesticated over 1000 years ago is the alwaka. It is a mammal with a back covered in large keratin scales which fan out in a frill around the head, coming in a variety of greens, reds, and oranges. They have long fur along the legs and tail, a tall neck and narrow face.

Standing about as tall as a pony, they are strong and docile, useful for pack and work animals. Seen guided through city streets and trundling through farmland alike, alwaka are no strangers on the Aurilemian landscape and have become popular further south as well. Farmers often have at least one as they are extremely useful for pest control.

They are insectivores, and while they can subsist on the tiny insects south of the Wilds they much prefer the larger prey of their ancestral home. Breeders make sure purchasers are well connected with insect suppliers to ensure a healthy and happy alwaka.

#069
As the Mother Tree was felled thousands of years ago, she wept, and her tears would make the Jivana Sea in the north of Vardanta (Verdant Valley).

As the rest of the Darkana peninsula turned to desert, Vardanta remained lush owing to the Jivana Sea. The spirit of the Mother Tree remains in the waters there, carried through the valley by river, and seeding all the flora that continues to grow there.

#070
Every adventurer worth their salt has “witness the emberfall” on their bucket list. The ancient branheren trees found in the heart of the Emberfen and surrounding the city of Nythnymel are responsible for this event. The branheren grow tall and burn inside with the essence of fire. The heat extends to their leaves, which regularly release tiny embers into the air. As the leaves grow old, the heat eventually becomes too much and they must be burned off by the tree and shed, making room for new leaves to grow. This is called the emberfall, spanning a couple of weeks at the beginning of the year, when the air around the branheren becomes filled with leaves burning as they fall to the ground.

The branheren are inhabited by small fire spirits known as the brannie, who normally keep hidden within the trees. However they can be seen during the emberfall as they come out to ensure that no fires are started in the forest by the falling leaves. They will swiftly put out any that start, and dance around the embers to guide them safely to the ground. During the year gifts are left for the brannie by the locals at the foot of the trees to honour them and request they continue to keep the forest safe from wildfires each year. These gifts are often light flowing fabrics, tiny instruments or bells, or jewelry which the brannie like to wear while they dance in the emberfell.

#071
In 271 DC, Castellshyre (modern day Gilramshyre) was ruled by the unpopular King Castell the Third, also called King Castell the Crybaby. He was well known to have a short temper and would punish his servants in cruel and unusual ways when they displeased him, which was famously easy to do. He's said to have cried when he didn't get his way, even well into adulthood.

On Solcon 10th of 271 DC, during an otherwise unremarkable party held at the whim of the king, a very drunken Crybaby King pushed a servant, who then fell backwards towards a table, knocking over a bottle of expensive wine which broke and spilt all over the floor. The king, through tears, demanded the servant be hauled away and punished.

When gossip of this affair reached the ears of common folk by the next day, people began smashing bottles of wine in the streets. The nonviolent protest swept the city by storm, and by sunset there wasn't a street in the city that wasn't littered with glass and spilt wine, and over the coming weeks as news spread, the same happened in other cities and towns in Castellshyre. It became common to shout “There's no use crying over spilt wine!” as the bottles were thrown into the street.

Hundreds of years later, people in Gilramshyre, Talamh Saor, and Darkana still break bottles of wine in the streets on 11th of Solcon each year. The day is celebrated as a reminder to not worry about insignificant things in the past that cannot be changed, and to move forward. Families that cannot afford wine often use milk as a substitute.

#072
The ancestral woodlands of the elves of Aedelor are best known as the blackthorn, emberfen, and witchwood. While there are some smaller woods, or those now lost to time and destruction, they are not as deeply connected to the goddess Serenewyn. Elder elves, well over 250 year old, who have spent a majority of their lives within an ancestral woodland are blessed by Serenewyn. This blessing has a physical reflection of the heart of the forest, such as the fiery red eyes of the emberfen or the plant entwined hair of the witchwood. This blessing also grants the elder something Serenewyn desires for them, such as divine insights, magical enhancement, or perfection of skills.

Of course, not all elves dwell in these ancestral lands. Many have spread to smaller forests or joined urban communities. They may no longer care for the connections, known only a life apart, or simply have other goals that woodland life does not permit. Elves who permanently dwell outside of the ancestral woodlands do not receive Serenewyn's blessing later in life. These more “worldly” elves are called nemethel by those in the woodlands, roughly meaning “disconnected” or “away from home.” This idea and labelling offends some, seeing it just as a way for them to be judged and lends to the perception that the reclusive woodland elves have a “holier than thou” outlook on others. Though the woodland elves would describe it more as an expression of deep sadness that their people would wish to be so far apart from their creator and her gifts. The connection to Serenewyn through the forests, the affect on the elves, and whether they should care is a matter for lengthy debate and thought.

Regardless, a nemethel visiting an ancestral woodland may experience pity, sadness, or even contempt from the elves there. Particularly an elder that has “given up” the blessing of Serenewyn and the perceived benefits.

#073
First Admiral Isidoros Kormakos was a hero of the Republic of Coriani's navy during its infancy in the late 3rd century DC. As first admiral, they were responsible for the coordinating the navies of two previous disjointed peoples together under a single banner for the first time in their histories. When stability was needed most, the republic was rocked by a mighty dragon named Zikrivir who had returned to claim right to his ancestral home, which was in the Marinto Sea.

Zikrivir devastated the republic's cities and towns for years and then nearing the end of the century began conjuring a great storm in the Marinto Sea with intent to steer it around the republic, leveling its cities and killing millions. First Admiral Kormakos had been trying to hunt and kill the dragon with the majority of the republic's navy, but they were constantly preoccupied with infighting and adherence to old ways among the navy's many captains.

The one ship that they had total loyalty from was their own ship, The Astrapi. On the eve of Zikrivir's great storm pummeling into Cresseto - the heart of the republic at the time - First Admiral Kormakos and their crew sailed into the heart of the storm alone to face off with Zikrivir. The ship, all souls on board, and Zikrivir were never seen again but the storm did halt. First Admiral Kormakos was hailed as a hero of the Coriani Republic, and they were commemorated in many of its cities. Many parents in Coriani still name their children after them, hoping their child will be blessed with Isidoros Kormakos' bravery.

#074
Naissus, a city in the eposian empire, is situated on the east of the Ealian Bay. This area is full of sandy and rocky coastline and tides that regularly expose long stretches of beach. Mollusks and crustaceans thrive on these beaches and Naissus has a large export of goods related to these. The giant bistara clams are their most unique trade item as they are found only in this part of the world. They are collected not just for their edible soft parts, but the strong shell is also ground and used in construction materials.

Most worthy of mention is the rare giant pearls they can produce. The Ealian Bay was formed by giants who were seeking to control a chaotic source from the plane of water which caused massive whirlpools and water spouts in the area. The chaos was controlled into a massive crystalline orb that still sits at the bottom of the bay, causing a slow release of the power.

The bistara clams are unique in their ability to filter the magical source from the water and collect it inside these pearls. So each pearl is something like a tiny piece of the elemental plane, and highly prized for a number of reasons. If one can manage to find a bistara pearl, it could make them quite rich.

#075
Jewelfish are a highly desired delicacy in Proria and other areas around the Shimmersea. They have beautifully iridescent scales and when prepared properly, they possess a light meat with a mildly sweet flavour which pairs perfectly with many of the local ingredients in Vardanta.

They instinctually return to the Shimmersea in summers to spawn by the tens of thousands. They are fished after the spawning season, being careful to not overfish them.

The newly spawned jewelfish and the adults left over will then travel all the way across the Binding Sea to the western shores of the Wilds. There, they live until they are old enough to make the trip back to the Shimmersea to spawn again.

#076
In 335 DC a mage-errant named Razah Nouzari in Ain Amra began experimenting with a breeding program. She successfully bred a chimera of a bunny, bat, and striped weasel. She called it the numazengie, which now gets shortened to zengie. Zengies are tiny, weighing only a couple pounds, and have long wings like a bat covered in fine fur on the back, and four weasel like legs. They have long straight ears and a head that looks like a bunny, and a long body like a weasel with a skinny tufted tail. They have been bred to have numerous types of coats, with colours from black to white and usually with spot or stripe patterns.

The zengie has become a very popular pet all across the Valdarian Empire. Each year at the start of spring in Ain Amra it has become common to gift children and loved ones with one. Unfortunately zengies are not as easy to handle as some may like, enjoying flying about the house, nibbling on just about anything, and burrowing into blankets and couches. Too many gifted zengies have been released into the city streets, leading to a stray population that quickly exploded.

Stray zengies are found all over Ain Amra and are considered a pest as they can easily fly into gardens and ravage them. Gardeners in the city resort to greenhouses or metal caged to keep them out.

#077
In an age long past, the peoples of Miyatori and Nakazawa lived in fear of the mighty giants that ruled their lands. The giants were cruel and did not care for the smaller mortals living there. Nearing the end of the Thousand Year Wars, the giants there were defeated once and for all by a group of dragons led by Noshima, a powerful and illustrious dragon with shimmering gold scales.

The dragons each in their own ways became patrons to the peoples there, who in turn began to form their cultures and identities around the dragons, forming various clans.

After the Withering and the dragons were gone, the clans were left in a state of disarray. Many bloody wars were waged for control of the two islands, and that control changed hands many times.

In 477 DC, the Noshima clan solidified their reign over both islands, forming the Noshimese Shogunate, and the clan has been in power ever since.

#078
The Nythian elves in the Emberfen prepare for the emberfall the week before with an event they call En'almanar Talor, or“ the days of renewed mind”. They spend this week in a time of inner reflection, to examine what old thoughts, grudges, or feelings are preventing new ideas and progress in their lives. Nythians are expected to meditate, seclude themselves, give up things that would distract the mind like alcohol and rich food, and find an outlet like journaling.

En'almanar Talor ends as soon as the first leaves of the branheren start to fall and burn, marking the emberfall beginning. Then begins weeks of jubilant celebration called Hallvest. The Nythians spend their days dancing, drinking, carousing, giving gifts, and setting all cares aside. Special food and drink is made just for this time as well.

Besides the beauty of the emberfall itself, the lengthy festivities of Hallvest make this the most incredible destination for any and all who can make the journey.

#079
Despite their peoples holding staunchly different theological beliefs, Neyltok and Xotla maintain close economic and militaristic alliances. Xotla is famed for its dinosaurs, which it sells to Neyltok. While private buyers do on occasion deal in the trade of these dinosaurs, Xotla does not condone the sale to anyone other than Neyltok nationals.

Neyltok has access to some natural resources that Xotla does not, including a much more active mining sector resulting in excess stone and ore that it trades to Xotla. Although nothing incredibly precious, the trade of this ore allows Xotla to fuel a war machine in the ever present desire to one day reclaim Tizano from lohiken colonizers.

#080
Due to their small size, halflings had the advantage to hiding from calissae compared to humans. They burrowed into hillsides, creating cozy homes that hid them away from all prying eyes. Their burrows were built with small doors that they learned to hide very well. To the outside they would attach a camouflage of branches, grass, moss, flowers, and anything else to blend with the surrounding hillside. From a glance, especially from the height of the calissae, there would appear to be nothing unordinary there.

Even to other haflings' eyes this camouflage was effective. So they devised a marker for each other: small branches tied together to make a stick person, and placed nearby by their door.

While most Halflings today do not require such intense camouflage, and many don't live in hillsides anymore, this tradition has stuck. Halfling doors are decorated with similar items, but now with a more artistic purpose. It's currently a trend in the newly established Talamh Saor (ta-lav-seer) to create intricate 3D miniature scenes on their doors. Sticks become trees, dried lilacs become flower fields, stones become mountain silhouettes. Some are so elaborate that they even have little waterfalls and rivers running across them. You can also often find stick figure decorations around their home, often decorated to look similar to the families living there.

#081
The first magi of Aurileme famously rode glittering bronze dragons into battles against green dragons in the skies over Valdar and the Wilds. But they were not the first nor the last to have the privilege of riding dragons, who are normally far too proud for the act.

In the first century DC, the Kawamura clan of Miyatori, led by their titular dragon patron, rode a few dragons who had survived the Withering in their quest to conquer the isles.

#082
After the Ice-Crowned Peaks gained their name from the eternal winter storm, a town of humans remained alive—trapped and land-locked to the north. They were in grave danger, not knowing how to survive in the now polar lands. In their plight they prayed to every god they knew of, and they were visited by a mysterious woman who's skin burned with heat and long red hair flickered like flame, melting the snow around her. She called herself nothing, so they called her Ildfrue, the lady of fire.

She promised to warm their land and protect them from the storm, on one condition: each year one of their young women, no older than 16, must deliver her a red flower. The destination was Ildfrue's tower which was far away in the winter storm, and it was to be brought no earlier nor no later than dawn on the last day of Hiesys, the last day of winter. Without this offering, their protection from the storm would end, and there would be no second chances.

With this seemingly simple request and desperation in their minds, they agreed. Immediately the snow melted in their streets and the area of their town for miles was as if the winter never touched it. They were able to grow crops and live in peace. A year passed, and the last day of Hiesys approached. As required they sent out a young girl of 12 with a bouquet of red flowers to trek through the storm to the tower. The girl never returned, yet the summer warmth remained.

#083
Alakra, God of Time, is credited by some as being the glue that bound all of the overlapping inner planes together to form Aedelor. Additionally, due in part to his steady flow of time weaving through Aedelor, dragons would not arrive on the plane for over a thousand years after its creation.

Vitalinus, Godqueen of Aelum, wanted to be able to influence matters of time in an attempt to give good dragons an edge in arriving on Aedelor and locating the Shards of Sarasaamun, before evil dragons or indeed even giants could get their hands on them. In her attempt to do this, Vitalinus seduced Alakra and conceived Kisama.

Zazelthul, Godking of Nihil and Vitalinus' antithesis, used his considerable power over void energies to curse Kisama, causing her to come into existence at the end of time, experiencing all of time backwards. Zazelthul tried to bribe Alakra to join his court for the opposite reason of Vitalinus, saying he could undo the curse and return Kisama to him. Alakra blamed both of them and refused to join either court.

Kisama, as a result, has seen infinite possible ends of the cosmos, experiencing each as she travels backwards through time, learning each possible ultimate fate of every being as she goes. For this, she became Goddess of Fate. She appears as a human woman as large as a mountain, with billions of strands of hair. Each strand is someone's, or something's, fate which she constantly braids to intertwine their stories.

#084 (continuation of #082)
Despite the girls never returning, the town continued to send them year after year using a lottery system. Always their eternal spring remained, and they continued to live.

Then, after over 20 years this way, just before dawn on the first day of winter the town held their vigil in honour of another lost to save them all. They anxiously waited to watch the dawn, hoping to quietly breathe a sigh of relief and mourn their loss. However, this time the girl did not make it, having succumbed to the winter storm with the red flower still protected in her hands.

Their world dissolved at dawn, and the people found themselves standing in the snow-covered ruin of their town, unattended for 20 years. They had been kept all this time in an alternate world by Ildfrue, and were ejected from it due to the girl's failure. While the horrified and doomed townsfolk huddled together in the snow, Ildfrue appeared, walking among them and reveling in their plight. She was no longer the beautiful woman of fire, but a gnarled and twisted creature. Behind her tailed a few of her daughters, also hideous and deformed things who shrieked in delight.

Ildfrue and her daughters began to steal the shards of life from each person just as they were about to escape to the ether, and with the theft of their power and sheer force of their horror, she ascended fully to the outer plane. Left on Aedelor were 20 of her daughters, who spread throughout the world to return souls and lay suffering at her feet. She is also known by others names now, such as Gramdol, mother of hags.

CONTENT WARNING: body horror, self harm

#085
Organized worship of Zazelthul, Godking of Nihil and master of all demons, is not particularly popular in Aedelor. Those corrupted by his will, or serving it voluntarily, are more likely to convene in small, varied cults rather than large, organized faiths. These cults are numerous, though, as demons work tirelessly to corrupt mortals and bend them towards evil and destruction.

Zazelthul is the most depraved of all, demanding masochistic acts of his followers and “rewarding” them with grisly, monstrous boons in return. Those who seek his most powerful boons must mutilate their own bodies in ways most people would find disturbing, such as blinding themselves or amputating limbs, which Zazelthul rewards by granting sight without eyes or monstrous replacement limbs, for example.

At a certain point, those corrupted or willfully submitting to demon influence cease being mortals and become demons themselves, powered by void energies and not by a soul, which has been utterly destroyed in the process.

#086
The elves of Ythenethyr have developed many closely guarded magics of the psyche, like their techniques to copy thoughts and memories from someone's mind.

Through a ritual, a silvery liquid is dotted in specific places around the head, with a solid circle in the centre of the forehead. The subject meditates upon a thought, idea, or memory and a copy of this is pulled through the circle like a tangible silvery thread. This thread can be stored for a time, and also “used” by someone else to experience the thought or memory. While their practices are unethical to some, it is forbidden to permanently alter, destroy, or remove something from another's mind.

#087
Briefly after the Withering, modern day Odelia and Antillia were still known by their ancient names, given to them by the giants who largely controlled the regions. Vesdal and Kryglan, as they were called, were occupied by a number of human and halfling houses that claimed to have authority over the regions in the wake of the giants' departure. After decades of bloody war, in 87 DC the first unified Kingdom of Odelshyre was established through the military conquest and economic alliances made by King Odel the First. Although he did not rename the lands after himself and his wife Antoinetta, his grandson King Odel the Third eventually would.

#088
Before the Withering many mortals looked to the forests to help them survive. Artellan, considered the father of the forests, has always been widely worshipped by great and small. In Lohikdal during the thousand year wars the people there paid homage to Artellan by leaving offerings on trees. As Artellan was the Everknot, an infinite twisting tree with no beginning and no end, they would emulate this in their gifts.

They would craft intricate items out of anything available to them, from branches, rope, fabrics, even bread. All twisted into patterns with no beginning and no end, evoking imagery of leaves, flowers, and other flora. The items would sometimes be left with one opening in their design which could then be closed around a branch or tree trunk.

Eventually, the style of their designs was adopted as Artellan's sigil known today. The tradition of leaving these offerings on trees is still practiced, not only in Lohikdal but many places in the world as people spread after the Withering.

#089
The stretch of land between the borders of Elverik and Lanfjer in the Northern Lowlands of Ealia is locally known as the “Lynsetter”, or “Lightning Plains.” A permanent lightning storm looms over the whole region, even though no rain falls. The storm occasionally drifts, or mildly grows and shrinks in size over time, meaning it has no precise start or end causing the flanking nations to draw their borders in places that have been historically safe from the constant raging storm.

The storm has raged ever since The Withering, when the powerful giants who lived there disappeared and left their home's elemental defenses uncontrolled. The storm grows in intensity and danger nearer to its center, where the giants' fortress and the magical source of the storm lies.

#090
The city of Santamora marks the beginning of summer each year with a week long holiday called Semana Elyahari. It began to honour the God of art, Elyahari, with decorations and paintings, and now celebrates visual arts of all kinds. Artisans from all across the empire, sometimes beyond, bring their works of art to showcase and sell at the festival. Their stalls line the streets with paintings, pottery, sculptures, ceramics, crafts, and more. Competitions are held within various arts categories, with prestigious awards.

The main streets and squares of the city are decorated from top to bottom. Temporary paintings completely cover the streets and sides of buildings in vivid colourful patterns and murals, and lights and decorations are strung in the air from building to building. The main square is set up with a large tent where festival goers can enjoy food, drink, and entertainment. Street performers are also welcomed, and the city hosts a parade on the last day of the week showcasing many of their talents.

#091
Elemental bears are neither elemental entities nor bears. Though they are about the height of a bear, they're nearly twice as long as one, with four sets of legs each with ferocious claws. They have small eyes for their body size and a sucker-like mouth which, along with the rest of their face, they can retract into their neck.

Known by different names to different peoples, they get their common colloquial name from their diet, habitat, and territorial nature. Elemental bears consume raw elemental forces in places where those forces are strong. They can even survive in the extreme environments of the elemental planes for a while, even though they are not native to them. Their remarkable hardiness is something of legend, leading to a popular myth that they are indestructible, though this is false.

They are also nearly as old as the cosmos itself. During Aedelor's early stages, elemental bears were numerous and thrived among the elemental chaos. As giants tamed the elements, and further over the next millenia, elemental bears became more rare, living only in places where the elemental forces are strongest.

April

#092
The art prodigy Arilleath was an elf born in the Blackthorn over 100 years before the Withering. They spent their years before the Withering in Thalas'athalor, contributing paintings, drawings, sculptures, architecture, and anything else they set their mind to.

After the Withering they left Thalas'athalor behind and travelled across Valdar, finding a new inspiring world where mortals could begin to flourish. Not content with just producing art, Arilleath became a great teacher and mentor and was known as Master Ari. Their influences can be found in art and architecture throughout the empire for two centuries, particularly in Tarshah and Zameria where they preferred to live.

One of the philosophies they taught was that the soul, the shard of life from Sarasamuun, was the true self, not dependent on the body. They were gender fluid and encouraged their students to also explore and accept their true self, expressing it through art.

#093
The four elemental planes that help comprise Aedelor are arranged like a large Venn diagram. While adjacent planes sometimes compliment each other, completely opposing planes are the antithesis of each other and interact only in the area that makes up Aedelor. While to some it is intuitive to think this, it does have ramifications that only some scholars who specialize in study of the elemental planes would ponder.

For example, many would not be surprised to learn that the plane of fire has no water, nor that the plane of water has no fire. But fewer actively consider that the plane of air has no earth, and the plane of earth has no air. This makes it extremely dangerous to visit the former for someone who cannot fly, and the latter for someone who must breathe air. As is true of all the elemental planes though, a mortal is rarely visiting it without the aid of magic anyway, so special precautions are typically taken.

#094
At the end of their life, Master Ari was unable to leave their home in Santamora. There was a popular belief that Ari could not truly die as their soul, their “true self” , had such strength it merely needed a new body to reside in. When news of decline spread, Ari began receiving gifts to the house from all over Aedelor. Some were incredibly accurate likenesses of them, some were abstract, some were interpretations of their true self depicted in various art forms. Each hoped that their piece would be chosen by Ari for their new body. So full was the outpouring from old students, other masters, and crafty fans, that the house could barely contain it.

Master Ari accepted all, regardless of skill or quality, saying each was perfect. Of course, they had no way of changing their mortal fate, and feared the disappointment and grief they would cause. However, Alympos had other plans, having witnessed the grace, talent, and love for Master Ari.

On a visit to check on Ari, it was discovered that not a single shred of the art made for them was to be found, and there was no trace of the master either. It was confirmed shortly after by astrologers and theologists that there was a new star present in the sky, twinkling in multi-colors. The star was named Elyahari, the Great Artist.

#095
The elemental plane of air, devoid of any elemental earth, is also devoid of any sense of “up” or “down.” The plane is a sea of blue sky; though there is no sun, light exists nonetheless, and is ever-present. Distant wispy clouds are actually structures, or even whole settlements and indeed whole “countrysides” floating on a seemingly everpresent breeze. Made of materialized cloud or physically solid but transparent walls of air, this is where the denizens of the plane of air live.

Without an up or down, visitors will immediately notice a strange sensation in their stomach or chest - if they have them. Without the ability to fly, one would fall. But not really fall “down,” simply fall. And if one were to fall long enough, one might find themselves passing by the same wisps of clouds, if they haven't moved on the breeze in the meantime that is.

The interiors of structures on this plane can be particularly vexing to visitors. There's not so much a “floor” or a “ceiling,” merely surfaces all adorned with various furniture for various purposes, which themselves may be wholly alien in shape and function to a visitor.

#096
The Wilds of present day were once a haven for humans and halflings during the elemental chaos. This was due to twisting rivers and heavy rains on the land over places where the veil of Aedurun was thin. Among the waters sprang through the ends of the roots of the Dunaiyin (doon-EYE-in), the unfathomably tall trees of the Enduring World. Around these roots grew strange flora that the mortals had never seen before, providing them with a new source of food that was both nourishing and healing.

Of course, the elements crashing around them were brutal, and the roots and their ecosystems were often destroyed. They still found a way to return, and mortals followed where they went. The pockets of greenery formed by the Dunaiyin roots were called Mizya Dun (mi-ZEE-ya doon), or rooted worlds. This was the name eventually given to the entire area as the age of darkness settled the lands. This name is known to few on Aedelor in modern day, and most simply call them the Wilds.

After the Mother Tree was sent to Aedelor, her seeds were attracted to the rich source of the Enduring World, and created the largest and densest jungle still known today.

#097
When an entity enters Aedelor from another plane of existence, it is typically Alakra, God of Time, who dictates when they arrive in Aedelor. However, maintaining the steady march of time is an arduous task that keeps Alakra very preoccupied, so it is not entirely uncommon for creatures entering Aedelor to arrive at a time they were perhaps not meant to be (either by accident, or at the whim of another deity or powerful creature). Alakra has many minions watching for this kind of thing, who will alert Alakra when grievous instances of time displacement occur.

In these cases, devout clerics of Alakra in Aedelor will be tasked with finding and… “correcting” the displacement. In extreme cases, Alakra may even send divine timekeepers to Aedelor to remedy the error. Devils, genies, hags, and other manipulative and tricky creatures are well aware of this and may try to send plane-travelers to times in which they do not belong such that Alakra will take action against them.

#098
Just as there are weak points between the plane of Aedelor and Aedurun, so are there between Aedelor and Aechyrus. Portals to this deadly world are rare, and mortals should hope to never accidentally cross one. Telltale signs of the touch of Aechyrus are areas of whitened colour, decayed life, and ash.

Some denizens of Aechyrus can sense strings of life on Aedelor and use it as an anchor to bring themselves to the mortal plane. While humanoids can have very strong lifeforce, they seldom stay in place for long enough to complete the difficult ritual. A strong and sturdy anchor is best, and an ideal candidate is a large, old tree. The life of the tree is siphoned, helping them to create a line to Aedelor that can essentially propel them there. This is a one time use, and they cannot travel back to Aechyrus this way.

The tree is whitened like ash, hollowed as if by lightning, and all life around the tree withers. The withered ring around the tree can last decades before any life can grow there again, and the area can never be used as an anchor to Aechyrus again. A traveler coming upon an area of dead white with a hollow tree in the center should be wary that there is not a sinister undead creature lying in wait behind them.

#099
The elemental plane of earth is devoid of any elemental air, which is immediately evident to most visitors when they realize they cannot breathe. The plane is a massive maze of tunnels and chambers in a seemingly subterranean maze, although that's not quite accurate, as there is no surface nor sky in all the plane. Much of the plane is as dark as you'd expect a cave to be, though some creatures and fungi that are native to the plane do give off light. In some massive chambers, huge fungi dozens of feet tall can bask the whole chamber in dim light.

The entire plane shifts and churns, with whole chambers and tunnels moving, twisting, collapsing, or opening up as it does so. As such, a visitor may be frustrated to find that markers they'd left in the maze-like plane are gone upon return and that whole tunnels or chambers have moved or changed shape. Or worse, visitors may find themselves in an enclosed space when a shift begins, with rocks falling atop them for a most unfortunate and perhaps unfair fate.

Powerful shifts can even be felt across planes in Aedelor, where the ground itself may shake with enough violence to topple buildings; it was this force that giants used to raise mountains from the ground.

#100
c. 1300 BDC the evil dragons residing in Valdar had turned their attention towards the human population living under their wings. Hierarchy among the dragons was volatile and ever-changing, but at the time many of the dragons in the wilds had fallen under dominion of Arzanava the Viper. She was a three-headed green-scaled dragon with long snaking necks and body, known for being especially resourceful and experimental.

She believed humans could be useful to a point, but their minds were wayward and unpredictable. Even those that had sworn their allegiance to her kin were untrustworthy in her eyes. She sought to transform their mind, and bodies in the process, to something more… dependable.

With the help of her brethren, Arzanava lured humans from the northern Valdar region into the Wilds where she would hold them captive. After decades of experimentation on humans and other creatures, she finally had a breakthrough in 1202 BDC. A way to break the mind and insert a whisper of the ancestral memory of Havastu, instilling them with utter loyalty, hatred, and cunning. This also transformed the body, making it more resilient and powerful while leaving their shard intact. The process was brutal and involved a specially prepared acidic pool containing her blood. Thus was created the Mach'aqway, also called the Accursed by the families that once knew them.

#101
Kifaru are beasts of burden and mounts in Mbakar. In size and stature, kifaru resemble black rhinos, with equally tough hide. They possess a mane like a horse, which can vary in colour depending on its type and breed, that begins at the base of their secondary horn and usually stretches back to the base of their humped back.

Kifaru horns are positioned similar to a rhino's, but they are not wide and round, but rather thin and sharp resembling the blades of scimitars. Domesticated kifaru often have these horns removed for the sake of safety in a process that is harmless to the kifaru, and they are repurposed into ceremonial blades or tools. Kifaru bred as war mounts and wild kifaru keep their bladed horns, using them to slash and pierce their foes.

#102
In a Coriani wedding it is traditional for the couple to both wear white clothing during the ceremony, symbolizing starting a new life together. After the ceremony is done, all the guests will gather around in a wide circle, surrounding the couple as they dance together.

The guests will then throw wine from their glasses onto them as they dance, splashing their white clothing. The tradition has changed from wine to brightly coloured paints or dyes to create a more colourful pattern. This symbolizes the experiences of life with its unpredictability, hardships, and pleasures all creating a pattern that is unique to them. The dance symbolizes how they live through it all together, and during it they never let go of each other.

After the dance, the newlyweds will then have members of each of their families pour a basin of water over their heads to wash off all but the stains on the clothing. This symbolizes that their families commit to help them when they need it, and that even when the good and bad experiences of life pass by they will still leave their mark on you.

After all of this, the guests usher the couple to a huge feast and they dance and eat and drink the night away. They are sure to keep this going until after the midnight hour, so that the couple begin their first married day with a party. There is a toast made to the couple to mark the hour, and flowers are pinned to their clothing and hair to bring them good luck and symbolize beauty covering even the ugliest of stains.

#103
The sato tree (sat-OH) grows primarily on the Noshimese islands. It is just one of many of the kinds of trees there that annually blossom in pink and white. The sato tree is valued for its sweet syrup that can be extracted from it, which is sometimes consumed on its own but is often combined with other ingredients as a sweetener. Most famously, the sato syrup is mixed with various fruits to achieve a variety of flavours and colours. It is when processed in a way that hardens the syrup, typically though not always in the shape of small balls, which are delicious treats loved all over the shogunate. Those who spend time there often take their love of the small candies with them when they leave.

In cities, it is common to see vendors on busy streets warming strips of prepared flavoured sato syrup so that it becomes pliable, then shaping various strips together into the shapes of creatures before letting it reharden and selling it to passersby. Very talented candy crafters can conjure up cherry flavoured dragons, vanilla flavoured birds, and blueberry flavoured fish in mere seconds.

#104
The Fryd Falls in northern Ealia feed into the Hegdahl Basin. They are a wonder to behold, spanning over a mile wide and hundreds of feet high. However majestic and powerful, the falls have a tragic backstory.

During the Age of Ash and Ruin, a giantess named Fryd and her love Hegdahl lived in the valley. They defended their home from dragons' onslaught, until in one great battle Hegdahl was felled. In a rage, Fryd ripped open the plane of water and let it crash forth, filling the valley with such rapid force that it drowned the dragons and flooded it.

After all were dead she walked up into the hills towards the mountains, weeping and wailing for her loss. Along her path she continued to tear the tenuous threads holding at bay the plane of water, letting it cascade down the hills and feed the Basin ceaselessly.

The basin has now become a popular site to dive for dragon metals, though its currents are very dangerous, constantly pulling downward. When wandering near the falls, one can still hear the echoing cries of Fryd among the roaring of the water.

#105
Iwaki Hiko was a legendary onna-musha (“female warrior”) that lived in Nakazawa in the third century DC. The islands were in a state of near constant war between the clans, and it was not uncommon for people to be competent swordsmen. This period led to the rise of the samurai, elite skilled soldiers who were a cut above the average. Among them was Hiko, who became so skilled and feared on the battlefield that she grew bored.

When Hiko decided to turn away from her clan lord to pursue more challenging adventures abroad, the lord tried to imprison her and ordered his five next best guards to stop her. Hiko cut down all five with a single stroke. She left Nakazawa and never returned.

#106
Taranys (ta-rah-NEES) is a small island off the coast of Gilramshyre, nestled in the Westwater. It is a heathland and covered almost completely in a particular flowering plant called gwiatara (gwee-a-TA-rah), or colloquially called “lightning rod.” It is a short shrubby evergreen plant with whorling flowers along its stem that bloom a vibrant yellow, blue, or white. The Gilramites have tried many times to seed it on their lands, but gwiatara will not grow anywhere else.

The gwiatara generates lightning storms above the island, such that it is nearly always under cloud cover. Lightning strikes the ground often, and this energy is absorbed by the plants rather than damaging them or setting fires. After a lightning storm the flowers will glow and crackle with electricity, and are extremely dangerous to handle. However, harvested while in this state the flowers will retain some of this energy which has a multitude of uses.

The constant lightning storms around the island make it very dangerous for ships to pass by, and they take a wide berth. Gwiatara harvesters, however, must take special precautions as they approach to ensure they are not hit. The job of harvesting is not just dangerous because of the lightning and electricity, but because of the creatures that also inhabit the island. Beasts that appear half unicorn and half bull with bright manes sparking with lightning graze on the lightning rod plants, and are able to call lightning to themselves when threatened.

#107
The near constant thunderstorm over Taranys weakens the barrier between Aedelor and the Elemental Plane of Air. The planar influence can seep through and cause births in the surrounding area to be planetouched.

From around the time of the Withering to the third century DC, the planetouched in Odelshyre (modern day Gilramshyre) experienced prejudice from both the human and halfling majority. Most believed that they were cursed by the gods, who must be angry at the Odelians for allowing the giants to perish during the Withering, an event which was partially orchestrated by Odelians.

Attitudes toward planetouched in the region changed wildly after the struggling Odel dynasty was usurped by King Castell the First, a planetouched, in 200 DC. While initially unpopular among the people, his policies brought prosperity to the kingdom the likes of which it had not seen since the peak of the Odel dynasty.

#108
The city of Wakibya in Mbakar is partially built on top of and within a gargantuan shell of a xochayotl. The giant turtle-like creature had died at the edge of the bay perhaps thousands of years before Wakibya was established, now embedded in the cliffside and jutting hundreds of feet out over the water. No larger specimen except the one that touts the town Matoxoma has been recorded.

The shell creates a gentle slope on the topside with deep grooves that naturally collect water and can be used to secure buildings atop it. Within the vacuous inner cavity buildings cling to the sides and suspend from the top, connected by bridges and walkways. Tourists are often terrified of the inner city, but brave it to try to snag a piece of shell as a keepsake, though this is strictly prohibited.

#109
In 273 DC, King Castell the Crybaby was overthrown by King Tirel, the first and only halfling monarch to rule over Odelia. Tirel inherited a kingdom in disarray, and his reign was plagued by continued civil war, unrest, and natural disasters leading to some of the deadliest decades in the region's history. In Odelia, the period from 272 DC to 310 DC is known as The Great Civil War, a period of constant strife during which nearly every single noble house warred with each other for the crown.

Although Tirel won many battles in his quest to tame the noble houses, he would eventually be slain in battle in 309 DC. Some historians argue that King Tirel never had a firm enough grip over the noble houses to make him a legitimate king, and so the legitimacy of the Kingdom of Tirelshyre is debated. This was a popular viewpoint for a long time, but more recently has been excused as dismissive to King Tirel's accomplishments during the difficult reign.

#110
In the hollow left by the Mother Tree sits the small city of Etsinawi (ETS-in-AH-wee “Mother's Garden”). In the center is a temple which is a tall tower emulating a tree trunk, covered in hanging vines and twisting plants. Etsinawi is an independent city-state run by a theocracy following the God of Flora who planted the Mother Tree. The head of the faith, and thus the city, is the Uhnasuyv (oo-nah-SOO-yuh “the one chosen by the roots”), who has always been a gnome. They are respected as a wise leader and fierce protector of the garden.

The deep hollow in the heart of the desert is truly an oasis, filled with a variety of lush flora as the roots of the Mother Tree still energize the soil enough to give it life. Water springs from the ground at the bottom of the hollow, and the Nawiv (nah-WEE-uh “gardeners”) have directed it into pools and canals, using small boats to get around. The population is majority gnomish, but any are welcome to live in Etsinawi so long as they follow the Uhnasuyv and collectively tend to the Mother's Garden.

#111
King Tirel had no heir apparent and after his death in battle, the throne in Havenport remained empty for over a year as lords continued to fight over who should be king. In 310 DC, a lord from House Gilram won that fight and the Kingdom of Gilramshyre was born.

King Gilram's reign would be dominated by policies that discriminated against halflings. He blamed his predecessor for the state of Odelia and Antillia and enacted laws that levied exorbitant taxes on his kin, and supported human noble houses which laid claim to halfling lands, and he stopped associating with houses that continued to support halflings. Over the first two decades of King Gilram's reign, land owned by halflings was reduced by 80%.

By the time of his death in 343 DC, King Gilram's policies had created a kind of caste system in Gilramshyre which would continue to grow worse over the next few monarch's reigns. Halflings were extremely prejudiced against, and many - though not all - humans in Gilramshyre came to view themselves as better than halflings, who they viewed as only good for farming and little more.

Though a few unsuccessful rebellions had been staged by the halflings, they would ultimately continue to experience extreme prejudice for hundreds of years until a cleric of Yona led a successful rebellion in the 6th century DC, leading to the creation of Talamh Saor.

#112
The Ramarani clan of Zamerian origin was tasked by the giants with farming and tending the land. When brought to Valdar, they put their expertise to work to provide for their people. It took years to plant and cultivate the untamed lands of southern valdar, but their efforts were fruitful and key to the rise of the Zamerians. The Ramaranis were one of the largest clans, and some of the first to spread out to find good arable land.

Some among them wielded secrets of the giants to encourage growth and quality of the crops. This practice was divisive, as there were a few who believed the giants and their ways should be completely abandoned. Eventually these disagreements led to a migration of some population north in to what is now Ras Yara. Those that left abandoned their clan names, also believing them to be social constructs from the giants, and cut themselves off from the Zamerians for decades.

#113
The Serica Gurukul is one of the oldest institutions of learning in all of Aedelor. It was first constructed in 713 BDC, though it has been reduced to rubble more than once and hardly resembles its original form.

The calissae in the region had largely warred themselves into oblivion by 1,000 BDC, and the surviving calissae were not welcome. The university was at first founded as a place to learn about the calissae; most importantly, how to kill them. Unlike many other peoples by this time, those in Vardanta had never grown to serve, rely on, or worship the calissae.

After the Withering, the university began teaching more varied subjects. It's a highly prestigious institution that inquisitive people all over the world desire to travel to and enroll in studies.

#114
The Cantenia clan in Zamerian history were assigned as entertainers to the giants. Put to work in their great castles, households, and camps, the Cantenia purpose was to make the giants happy with things such as art, poetry, music, dance, or whatever they called for. This job was one of the most dangerous, as all it took often was a giant to be unhappy with the song that was played, or angered by a line in a poem, for them to lash out and heedlessly kill the offending human.

When the Zamerians were brought to Valdar many of the Cantenia clan felt overjoyed and free from decades of fear and oppression. Songs were written during those times which are still sung today, songs that remember their servitude and the giants' cruelty, and joyful songs of freedom. This new era of unbridled creativity helped to solidify the Zamerian cultural identity, and within all their descendants this love of art and performance is still prevalent.

#115
Iwaki Hiko traveled to many places after leaving her home. After nearly a decade of travel and adventuring, she traveled to Vardanta to study at the Serica Gurukul, with the hope of becoming a dragoon, thereby getting to hunt dragons and fulfill her lust for a challenge.

Hiko trained as a dragoon for a few years before she became incredibly disappointed with the reality of a dragoon's duty in a post Withering world. She considered the majority of her peers to be little more than glorified, expensive mercenaries, and the remaining few who actively sought dragons rarely actually discovered any.

When she voiced her views on the dragoons to Guru Prakash, the leader of the dragoons at the time, it was received as quite the insult. Prakash and a few other dragoons demanded that she apologize, but Hiko refused. When she tried to leave without apologizing, the dragoons tried to physically prevent her. She slayed the dragoons, and when Prakash attempted to avenge them, Hiko slayed him too. She became well known as Drohi Hiko in Vardanta for a generation, though the story of her betrayal is primarily recalled only by dragoons now.

She left Vardanta and never returned.

#116
At one time Ortasmos did not follow his own advice and partook of a little too much mind-altering substances during a party, and he was overtaken by a bad hallucinatory trip. During this, his psyche went into a crisis state. His hallucinations became real, and from them emerged an entity that is considered one of his five offspring.

Called Pyara, God of Psychosis, they are a being of pure chaos, paranoia, and anxiety. Their form and substance is a constantly changing mixture of the horrific and bizarre. They are attributed with many instances of mental illness and phsychotic breaks on Aedelor, and offerings or rituals may take place to try to drive away Pyara from the mind.

The other gods in the upper planes were dismayed and appalled by the creation of this entity from Ortasmos' hallucinations. Pyara affected even the other gods with panic and anxiety, clinging to their psyches with frightening resolve. With great combined effort, Pyara was banished from the upper planes and now wanders the lower planes, unwelcome by all.

#117
Strawberries are originally native to Odelia, where they've grown for thousands of years. They have spread to many places since, especially during the Odel dynasty which saw the strawberry brought to Antillia, Overlook, Westmark, and the western end of Dalazar in the 2nd century DC. Later, trade would see the popular fruit traded even farther to many corners of Aedelor.

However, despite its growth in many other places now, Odelia is still known for its quality and variety of strawberries. It's used there to make alcohol, preserves, they're used in baking and cooking, and even used in alchemical concoctions. A majority of homes in Odelia will grow their own strawberries for a wide variety of uses, but they are also farmed for larger scale uses, especially alcohol. The most expensive and exquisite strawberries are grown in the high altitudes of Land's Rise.

#118
Darius Farhand was a Gilramite man from a long line of architects, cartographers, and artists. Darius leaned into the art and cartography trade, and started a family of his own. However in 478 at the age of 26 he suddenly declared he would set out to create a map of the entirety of Aedelor.

Rather than leave his family behind, he went with his wife and 5 year old son. They spent years travelling together, mapping up the coasts of Ealia and the scarred isles. His wife Ronanenn was an able fighter and aided in the family's defense, and their son Merrell took interest in both the sword fighting and cartography as he grew up on the road with them.

In 483, after 5 years of travel they were attacked by the Stormchaser pirates in the Stormsea. Ronanenn was killed by Captain Undine while defending the ship,and they ultimately surrendered. After this loss, Darius returned home and was never the same, opening a small supplies shop. His cartography work was abandoned until his son took up the mantle.

#119
Hundreds of castles are nestled into the mountainsides between Odelia and the Deepfields. While many have fallen into a state of disrepair and are no longer used, several dozen are still actively used to ward off the orc hordes of the Deepfields. Most are positioned in easily traversable passes and valleys, but more than a few are precariously positioned on peaks that can take days to trek to.

The castles are so numerous among the mountains that they can often be seen from each other. Long distance communication often occurs between these castles by using light signals to relay messages when other options would be not fast enough. These messages can be vital in communicating approaching threats, or alerting others that a castle is under siege.

Castles that are tucked away from view and in disrepair are often not empty for long, serving as a home for either orc raiding parties, mountainside highwaymen, or some of the many dangerous creatures that roam the mountains.

#120
Taldeurtotun has a unique problem as many of its residents are constantly on the watch for their very souls. Thousands of years ago, humans and halflings served giants in the region. As giants experimented with their runic magic that affected the soul in different ways, it caused permanent changes to flora, fauna, and even the earth around them. Some creatures feed on the energy of a soul, either quickly or even over years if left unnoticed. Plantlife that locals must learn to identify at an early age will attempt to combine with shards and attach to someone like a parasite. Crystals and geodes will sap strength, or even attempt to steal the shard from someone.

To ward off many of these soul-leeching entities around them, Taldeur locals practice protective giant magic passed down through generations. A person is given tattoos with giant warding runes as soon as they can bear it, placed at the based of the neck and down the spine. A ritual is performed by the local Runetaler to strengthen and renew the tattoo's power every year. Outsiders are not given these tattoos, and can instead pay exorbitant prices for temporary wards sold by Runetalers. Anyone who has immigrated to Taldeurtotun must first live there for a year and perform a rite of citizenship before they will be eligible for them.

#121
After leaving Vardanta, Iwaki Hiko spent some time traveling around the Stormsea hunting for ferocious monsters and worthy challengers. After another decade of travel, she learnt of the Kulwa Nokufa tournament in Wakibya - a fight to the death where only the most skilled warrior is left standing. She went there and entered herself into the next tournament willingly, even though its participants are normally unwilling.

Hiko had hoped that by stripping herself of her usual equipment and being forced to use that which the tournament provided, and by fighting against others whose lives and freedom were at stake, she would at last face a worthy challenge. Unsurprisingly, she had little trouble surviving the first few rounds of the fatal tournament, one of which she voluntarily did with one arm literally tied behind her back. In the final round, she fought against a behemoth of a man who had thus far defeated every one of his foes with his bare hands. Hiko advised the man take up a shield and weapon, but he declined. Hiko killed the man in a single stroke, making it even to this day the shortest final fight in a Kulwa Nokufa tournament.

When King Ubsiye crowned her as a champion of Sirae, as was tradition, she refused to accept the honour and explained that she is not blessed by the gods. To decline the blessing was considered offensive, and when Ubsiye insisted she is indeed a champion of Sirae, Hiko killed the king in front of the entire crowd, and defeated exactly one hundred of his royal guards in the arena. Remaining guards fled for their lives, and the crowd watched in stunned silence as Hiko left, never to return to Mbakar again.

May

#122
Around the Valdarian Empire, particularly in Aurileme, between the years 525 and 528 DC black cats began to be considered lucky within low income neighborhoods. It is believed that having one around will bring you fortune. This trend was born from rumours and sightings of a purple-eyed black cat that would leave coins behind. Called le Chat Noir in Aurileme, the name has stuck as sightings have spread south in the empire. Far more sightings than could be attributed to just one cat, though this is a case of people misidentifying, projecting, and making things up. The true Chat Noir is one druid with a generous spirit and penchant for stealing from the rich and giving to the poor. No matter whether the sighting was real or not, the hope of coin springing from nowhere is enough to strengthen the belief for those in need.

In Mil Pont, vendors of trinkets have begun to sell small black cat figurines which are hollow and have a slot on top to insert coins. Popular with children especially, this banque de chat noir is kept in the window sill where they believe new coins will appear overnight. Parents who don't want to disappoint their children will sneak to the window at night and insert a copper for their child to find the next day.

#123
At the turn of the fourth century DC, Iwaki Hiko had retired from her adventuring career. In the last decade of her life, she'd worked her way to the dangerous frontiers of Islingar and battled the dangerous threats there. She eventually settled down in the western Ashbow Mountains, living completely alone for many years.

Over her adventuring life, she'd earned a legendary reputation in many corners of the western world. In Noshima, she was known as Redidesu, or Lady Death. In Vadanta and Dalazar, she was known as Drohi Hiko, or Traitor Hiko. In Mbakar, she was known as Kan'aan Ilaahayn, or She Who Has No God. In many other places, she was simply known as The Stalwart Samurai.

One day, King Ubsiye's daughter Sareeya arrived at Hiko's secluded mountain home. Sareeya challenged the much older Hiko to a duel, which Hiko accepted. After a tense stand-off, Sareeya slew Hiko in a single stroke.

#124
Despite her transgressions, Iwaki Hiko was given a burial on the grounds at her secluded mountain home, her sword left as a marker. Word eventually spread of her death, and though she had aggrieved many she was also glorified in the minds of others who wished to be like her. Despite Sareeya's attempts to conceal the location, Hiko's grave in the Ashbow mountains was located by those looking to follow in her footsteps.

The mountain was named Redidesu, and Hiko's home was transformed into a dōjō. It was founded by Kida Dai, who had left the Shogunate and wished to emulate the Stalwart Samurai. The dōjō is run by a group who call themselves the Kanashai “Godless Warriors”, teaching the secret ways passed down from the samurai. They are considered a divergent group as Dai incorporated their own techniques and code. They are known to accept only those who do not identify as men, though bar no ancestry. To be accepted, one must abandon any worship of gods, swear to honour Hiko's legacy for the rest of their lives, and possess a “ferocious spirit.”

Those few who survive the training become ruthless and highly skilled warriors, though none have been near the capability of Iwaki Hiko herself. Kanashai are known as lone wolves who bring death and fear wherever they go in Aedelor.

#125
Although Mil Pont is known far and wide as a center of magical learning and advancement in the world, much less known are the reclusive high elves of Aethelion and Ythenethyr, and they largely prefer it that way. While Mil Pont's magical splendors are shared and even exported around the world for profit, the high elves keep to themselves as they toil away on new ways to push magic to its limits.

While magic is so ingrained into the culture of Aurilemians, there are still huge numbers of peoples there that do not practice or know any magic. In contrast, high elves are nearly all magical practitioners, with extremely limited exceptions. Their society is so influenced by magic that it would be nigh impossible to live in for someone not magically inclined. For example, stairs are extremely rare in high elf settlements, with architecture that instead requires some kind of flying or at least magical climbing abilities to traverse different floors. As their settlements are usually built into mountainsides, even moving around the city can be difficult or impossible for someone who can only walk.

#126
In pockets where the barrier to the plane of air is thin sometimes creatures can make it through. One type are known as nubisae, gargantuan air elementals that roam the skies of Aedelor.

A nubis looks from a distance much like the clouds around them, but more structurally shaped. They are so large that they are usually disregarded by those who see them as just an odd cloud. Their shape is reminiscent of sea creatures such as a horseshoe crab or a nautilus, and they sweep across the sky feeding on water droplets in the air. Besides their shape, one can also try to identify them by the trail of vaporous cloud they leave behind.

Nubisae tend to remain above large bodies of water, and are not hostile or dangerous unless a flying creature attempts to fly through them, in which case they will collide. If a nubis becomes agitated or threatened, they will turn stormy and siphon water from the sea to create a dangerous water spout.

#127
Vardanta is home to many birds, many of which are colourful and unlike much of any others found elsewhere in the world. Among the birds unique to Vardanta is the mejiksi. It's a wondrously colourful bird, with turquoise feathers on its head transitioning to yellow, red, green, and violet feathers on its body and wings, with long pink and purple tail feathers. They can grow to nearly 3 feet in length from tip of tail to top of head, with a wingspan to match.

Like some other kinds of birds, the mejiksi is able to mimic sounds. Unlike other birds, it can do so with such remarkable precision that it can even cast spells by mimicking incantations it has heard. In almost all cases, it will not know what incantations it's mimicking and their low numbers may be in part due to the fact that they will on occasion cast spells that are harmful to themselves without realizing it.

However, they are also quite clever birds. Assuming they survive their first recitals, they've been observed to learn what these spells are capable of, and then utilize them in advantageous ways.

#128
When the elves were banished to Aedelor by their goddess, they found themselves in a vast woodland known by most as the Witchwood. They were given the task of battling against the calissae, but found their new mortal flesh to be at risk from more than just the larger powers. Disease washed over them as they worked to build and survive in this alien place, and thousands of elves died in the the first few years following their exodus. The witchwood became a mass burial ground.

Having been used to a living thing transforming at the moment of death into another form of life, they were horrified over the lifeless bodies left behind by their fallen. Unable to return to Aedurun at that time, they opted to bury the dead with seeds or mushroom spores to encourage new growth, and fertilizer to attract insect life. They wished to return as much of the body as possible back to nature, to imitate a cycle of life they were familiar with. They wanted nothing to be remaining, so after a year or so when only bones were left they would dig them up and crush them to powder, to use or return again to the earth.

The woodland was named Ven Ela'darei (ell-ah-DA-ray) in their tongue, the land of life and death.

#129
Khazimla (kuh-ZEEM-luh) was a the name of the nation that stood where the Withered Waste now is. While the vast, vast majority of its history, culture, architecture, and peoples were lost in the Withering, some Khazimlan peoples had moved away from their home prior and survived the event. They were most prominent in the areas around the Corian Sea and the rest of Anacori. With their homeland utterly destroyed with no hope of return, most of them have long since integrated into the other societies they became a part of. Khazimlan peoples who keep their culture alive are extremely rare, however at the turn of the 6th century DC there began a small movement to revive the culture in Coriani.

Since 529 DC, the first day of the year in Coriani is celebrated as Mera Thysias, or Day of Sacrifice, in which the Khazimlan people are remembered. Some remaining Khazimlan people don't enjoy the holiday, believing that it implies their people made the choice to perish in the Withering, which they did not.

#130
Vitalinus was offered the first shards of souls that Ziune found in the astral sea, save for two. At the time, she was a minor goddess and held little sway in the upper planes. However, she was wise and insightful and recognized the souls for what they were. This gift she received from Ziune empowered her, a power which she in turn infused into Aelum and the souls that now surrounded her. She sensed their individuality, their listlessness and sorrow, and wished to grant them divine life.

She transformed the souls into celestial beings. They retained a resemblance to their former mortal selves, but unnaturally beautiful and with luminous features and great feathered wings. Their virtues in life were amplified and given great power, such as justice, peace, and wisdom. These were the first angels who serve the court of Aelum, and their mortal roots allow them to visit Aedelor as her proxies.

#131
The Dolinvek people have nearly never known peace. Their heritage stretches back thousands of years serving giants in the north of Ealia. Like many peoples in the world, they eventually came to fight in the calissae's wars. Their culture started shaping into its modern form during the first millennia BDC.

Leading up to and following the Withering, Dolinvek peoples controlled most of Frostfall and were even settling in the Deepfields. The spread of their culture was slowed by conflict after conflict. They fought not only among themselves, but with they emerging Vikskad peoples in the west, militaristic hobgoblin peoples in the Witchwood, and the growing orc hordes of the Deepfields over the next several hundred years.

During the 4th century DC, the city of Vyazov in northern Deepfields was sieged by orc hordes working together. The siege had nearly 40,000 casualties and instigated the building of Zamok Yuzarov and its massive wall that stretches from the foothills of Thilmelion to the Witchwood.

#132
Among the angels that Vitalinus created were Celerat and Morabis, two brothers who had been diametrically opposed in life. Celerat had been a murderous and depraved man, a true evil devoid of virtue. He had died by the hand of his brother, Judge Morabis, in the name of justice. When their souls were brought to Vitalinus, Celerat cloaked himself behind his brother and remained unnoticed by the goddess. When they were transformed into angels, his brother was made wholly righteous and Celerat's evil aspects were only enhanced.

Celerat hid among the angels, and while Morabis knew his evil nature he did not reveal it. He felt love and pity for his brother and kept a close watch on him so he would not stray far. Even still, Celerat often tricked his brother and slowly began to sow seeds of discord among the celestial beings and souls of Aelum, which had grown vast. Slowly he pulled souls to his own side, while Morabis was promoted as Vitalinus' Archangel of Justice.

#133
The fires of the Emberfen burn without cessation, though they do wax and wane in intensity due to a variety of factors. While the Emberfen always generates smoke from its smoldering trees, when it is particularly active it creates a miasma the can loom over the land for days or even weeks. The winds of the world often carry this smoke east over Islingar, just one of the many reasons that the region is inhospitable.

The heavy smoke of the Emberfen can lead to firelung, a deadly affliction. The elves and other denizens of the Emberfen have grown immune to firelung over millennia, but the settlers of Islingar are not as fortunate. Firelung literally burns through a creature's insides as it progresses through its stages, ultimately proving fatal if not aggressively treated. The method and resources to treat firelung are not readily available, meaning for most who catch firelung, it's a death sentence. The city states in the Commonweal of Islingar work together to warn each other of periods of activity of the Emberfen, or approaching smokey miasma from the west, and in the periods that it lingers over their lands it is normal to see people covering their faces with cloth.

#134
Celerat had gained the allegiance of a large host of souls in Aelum, and through this grew to near-godly power. In an event that disrupted the very heavens, Celerat attempted a coup to overthrow Vitalinus with the corrupted host at his side. However, Morabis came to Vitalinus' aid and saved her life, allowing her to gain the upper hand again. When defeat became likely, Celerat ran from Aelum and took his army of souls with him. As he left the plane, his four great feathered wings began to burn with a divine fire set upon him by the God-Queen, and he could not put it out. The fury of Vitalinus keeps the fire burning endlessly upon his blackened bone wings. With the help of the gods of the lower planes, Celerat established his own plane and seated himself as the God of Evil Morality, the Corrupter.

Morabis was overwhelmed by guilt and shame, and Vitalinus turned her fury towards him next. He implored her to allow him to remain with her so he might forever work to pay for the secret he kept, and war against his brother. She accepted his pledge to bring justice to Celerat and prevent his influence, but could no longer accept his presence in Aelum at her right hand. The God-Queen cast him out, but in return for his actions to defend her she gave him his own host of souls. This positioned him in the upper planes as the God of Good Morality, the Resolute, and he took his place in the court of Aelum. He remains their most vehement defender and has never wavered.

#135
Xandriat (pronounced /ʃændʒriɪt/) was one of the fiercest, most malevolent, evil-hearted dragons that ever lived. For millennia he acted as a leader in the calissae's wars against each other. Xandriat survived hundreds of battles against others of his kind and against giants, and claimed thousands upon thousands of battle trophies for his unmatched hoard. His name was legend and his reputation preceded him in all places he flew, demanding tribute and treasures everywhere he went. He inspired several cults among those lesser than him as well as commanding respect from nearly all his peers. He was slain by a group of dragoons in 635 BDC.

Upon his death, Xandriat was offered ascension to godhood by Aristophane despite the objections from almost all serving in her court of Alympos. Xandriat immediately betrayed the god-queen and went to serve in Naraka instead, as the God of Greed. But his greed proved too much even for other godly beings in The Hells. Xandriat was nearly destroyed in a failed coup attempt and fled Naraka, wandering the astral sea because no other deity would offer him shelter due to his treacherous history.

Aristophane took pity on Xandriat and offered him a spot in her court again under one condition: cast aside his past and serve in Alympos as God of Charity. Xandriat was moved to his very core by the offer, and has served in Alympos ever since.

#136
The Islingar residents that bravely live near the Islin swamps, especially in As Andaruña, are no strangers to danger. However few things are as terrifying to them as the bog witches and their pets called piretorros (peer-eh-tore-oh). Piretorros are creatures that look something like large elongated foxes, with four tall stilt-like legs that allow them to walk through deep swamp water. Their faces have four almond-shaped eyes which all peer in different directions, and strong jaws with needle sharp teeth. The bog witches send out their pets in the dark of the night to terrorize and to bring them back food and useful items. They have also been known to grab children or household pets and carry them away in their mouths.

Houses built on stilts and risers are not tall enough to keep the piretorros out, as their tall legs position them to reach through windows or on to walk ways. Almost all windows have shutters or even steel mesh across them, and gods forbid anyone forget to close their windows at night lest their baby or family pet go missing. Killing a piretorro will only serve to anger the bog witches, who can cause floods, disease, or insect plagues in retaliation. So to appease them all, offerings will be left out on the walkways for them to take, contributed in turns by the community. These could be any manner of items or food that they hope the witches will find useful, tasty, or amusing.

#137
Coriani and the rest of the Anacori region is usually spared the worst of the effects from its proximity to the Withered Waste thanks to the Calliste Voros mountains. These gargantuan, towering mountains reach higher than the clouds and act as a shield to Coriani. The void energy in the region is almost constantly slamming up against the sides of the mountains like crashing waves, but very little of it ever makes it through. However, roughly once every one hundred years, a storm of void energy so large brews that it passes over the mountains and an ashy snow falls onto areas of Coriani.

Imberos, as it is called by the locals, comes from clouds that are as black as the night, but the substance itself is the colour and consistency of ash. It draws the very life force out of whatever it lands on. Even small amounts of it can kill small plants like flowers and grasses, and in accumulated amounts it can kill people and animals.

#138
From nearly the dawn of time as giants began to tame the elements of Aedelor they warred with each other over sovereignty. The heart of a giant burns with elemental magic, and when they felled their enemies their hearts would be taken to enhance the power of the victors. When the children of the Jynra arrived, the giants were unwilling to give up their hard-earned land and fought back against evil and good dragons alike. Their tradition continued, and they took the hearts of each dragon they felled. The giants would eat the hearts, claiming it increased their strength and gave them insight to their foes.

The evil dragons burned with hatred towards the giants, especially as their fallen kin were desecrated in this way. A leader among them named Valphiel the Viletongue gathered some of her kin. Together they implored their mother Havastu to turn their hatred to a curse. The dark energy of the Last Dusk was granted to them, though they were unsure how as no apparent calamity fell upon the giants.

The first of them to fall to the hands of a giant was Valphiel herself. As she died she called to Havastu, “Mother of Death! Bring us your malice, unveil your hate. Unleash your dark reckoning on the wretches that devour your children! O, Great Oblivion, steal their flesh, their heart, their very soul as they steal mine!” Disregarding the ravings of a dying dragon, Valphiel's heart was taken. As the giant tore it from her chest, a great curse like none that had been known before overtook him and began to sap his life. The giant died within a few days, nothing but a withered white husk.

#139
Blu Musco was a plane-touched Coriani man who lived in the fourth century DC. Born to parents who were both avid sailors, and in a culture that valued sailing very highly, Blu was destined to be a sailor himself. He became particularly interested in cartography and geography. Coriani is sometimes called the center of the world due to its position between the other two majour continents in Aedelor, and over time Blu became obsessed with the idea that one could sail west from Coriani past Ealia, and eventually reach the eastern continent.

This theory of his made him somewhat famous in a fairly negative light, as people dismissed him as crazy. It took him years, but Blu eventually hired on a crew that was willing to sail with him to test this theory. In 339 DC, Blu and his crew sailed west, passing the western most point of Antillia, and continued sailing west for days. None of them survived the planar tidal forces at the edge of the world which ripped their very existence to smithereens.

#140
The city of Filadeia in the Coriani Republic is named after Filadeia Remaki, a human woman who was born c. 140 BDC. She was well-known in the region at her time as a leader of the people and helped to establish the settlement near the cliffs then called Korofni. She and her partner Vaso, a fiendling, each rode a pegasus, and helped to drive off calissae with spell and sword. With their help, Korofni began to see prosperity if an age of ruin. Filadeia and Vaso stayed steadfast and even had a son and daughter, twins, during their years there, which was rare for a couple like them.

When a flight of dragons laid claim to their cliffside home in 99 BDC and demanded fealty, Filadeia and Vaso would not give it. Instead they fought back with the people of Korofni at their side. The Battle of Korofni is one taught to every Coriani child, and well-known. Nearing the end of their strength, Filadeia took flight on her pegasus out over the cliffs, over the water, luring the ancient dragon that led them. She then cast a great spell that dealt a mortal wound to the dragon, who in his death throes grabbed Filadeia in his mouth and they plunged into the sea.

After her death, Vaso assumed responsibilty of the settlement and renamed it to Filadeia in her honour. He was a strong and just leader, and his children after him saw the end of the age of the callissae. Their story went down into legend, and after the Withering the cliffside near the city was carved into massive likenesses of Filadeia and Vaso, each on either side of the inlet facing each other. They are depicted riding their pegasi as if flying out of the stone out over the water, Filadeia with a staff extended, and Vaso with a glaive.

#141
While many dwarf clans stopped their Long March in the Ice-Crowned Peaks, many others continued traveling even farther south. A few clans settled in the Ruzgar Rise mountain chain located in the Torwick peninsula, digging deep into the mountain side in what is present day Rabanastre. When two majour clans began to war within the settlement, the losers were exiled, This clan traveled even farther south and founded Epos, the humble beginings of what would eventually grow to become Eposaria.

During the decline of the Odel Dynasty, a faction of separatists left Odelia and migrated east across the Deepfields and settled Torwick. At first, they had a peaceful relationship with the dwarves there, but driven by greed and ambition, they would eventually make war with the dwarves, conquering them and making Rabanastre their capital of a new kingdom.

#142
Mist Rime butterflies are most unusual insects. When most insects die or hibernate in the winter, Mist Rimes thrive. They are plentiful in the northern reaches, migrating down through the northern lowlands during the winter before going back to the mountains. They are a soft white colour with lace patterned wings, can grow to the span of a human hand, and emit a very pale bioluminenscence. They tend to move in swarms during falling snow or misty days when they blend in the most.

Mist Rimes are believed by the peoples of the North to be sent by the spirits of their ancestors. When a swarm of them settle on a place such as a house, they see it as a blessing from them. Mist Rime wings are also a useful ingredient for divination magics, which has contributed to the idea of their ancestral ties.

#143
Castagre, on the north-western border of the Kingdom of Tordrym, is considered the border between the frontier of Tordrym and the Deepfields, an expanse of lush, rolling green fields that are made dangerous by the territorial orc hordes and centaur herds that roam it. Both groups are migratory and nomadic, and have violent clashes when they converge. They even in-fight for territory at time, especially among the orcs, where one horde may fight for dominance over an area and absorb other hordes into it.

All of this is bad news for the defenders in Castagre, whose duty it is to prevent both groups from entering the frontiers and raiding more defenseless Tordrym settlements to its south and east. To accomplish this goal, Castagre acts as the home base for what is actually a series of many castles built along what Tordrym claims as its border, even into the heights of the Ruzgar Rise mountain range south of it. News between the castles travels primarily by wyvern-back.

Due to the exceptional amount of attention the frontier lands need to remain safe for the settlers, the region was given stewardship to a duke, making the region a duchy. The king in Rabanastre focuses his attention on defense against the ever expansionist Eposians to the south, while the duke concerns himself with defense of the north. Despite Sinuseptre being the larger city in the duchy, Castagre is its capital and where the duke resides.

#144
The Emerald Isles are largely unpopulated due to their dangerous natures. The largest of the islands, Teoxi (tay-oh-shee), is dominated by a giant active volcano.

Besides the activity of the volcano, a defender of the mountain was left there by the giants who long ago resided there. Neyo Tapaya, or the great salamander, curls around the fiery rockface over 500 feet long from nose to tail. Neyo Tapaya is not quite a creature, but not quite a construct either. Carved from the super-heated rock on the interior of the volcano, it was given life by the giants through their soul-forging techniques.

Its body is black and red rock, with a core of lava that runs across branching fissures in its body, giving it an appearance like it had shattered and the lava holds it together. Described as a great salamander, Neyo Tapaya actually has six legs and a long body that allow it to curl and snake around jutting rocks. Its body blends with the rock around it, making it difficult to spot before it unleashes a cascade of lava towards intruders.

#145
On nights where at least one of the moons are full, it is on very rare occasion possible to see a “moonbow” - a vibrant rainbow that arcs across the night sky. Moonbows produce a prismatic rain that fall from the moonbow itself, not a cloud. These rain drops have extraordinary healing properties, and can even give rise to entirely new life if concentrated enough. Several peoples around Aedelor call this exceptionally rare rain Sarasaamun's Tears.

#146
Taldeurhafen, the capital of Taldeurtoten, is built atop ancient giant ruins on a large island. The surrounding terrain is quite mountainous and has limited arable land, but fortunately they had a gift left there by the giants. A massive underground greenhouse spans the center of the city near the citadel. The extensive vaulted glass ceilings are all that are visible from above. These were created from fulm glas mined in Khil long ago, which is excellent at drawing in and retaining heat.

Beneath the surface it seems almost as if you've stepped into a piece of Aederun; the land is rich and tillable, the air warm and humid. Here the Taldeurs are able to plant enough crops and orchards to feed the entire city year round.

The greenhouse is linked to more of the underground giant ruins and access is greatly restricted. Thus, the crown controls the greenhouse and distribution of fresh food to its residents. The tax-paying citizens of Taldeurhafen are given an allotment of greenhouse goods each week without extra cost.

#147
The Elemental Plane of Fire is an endless desert under two suns. The suns move throughout the sky but never set, ensuring that nothing in the plane stays shaded for very long if at all. There was a third, though it was stolen and given to Mihr, who in turn moves it through Aedelor's sky.

Because the plane overlaps with the Elemental Plane of Air, there is breathable air there, but it is exceptionally dry and hot, making breathing very uncomfortable or even impossible for most living things from Aedelor. If a typical human breathes the air there for long enough without sufficient protective measures taken, they can begin to cook from the inside out, eventually killing them.

There is no water in the Elemental Plane of Fire, but one might mistake one of the blue fire rivers as water if they were not well informed. This blue fire flows just like a river and even collects in large lakes of blue fire. This fire burns ceaselessly and is over 1,650°C (~3,000°F), one of the hottest things in all of the cosmos. It's sought after by master craftsmen and dwarves back in Aedelor, who use it to work with exceptionally powerful materials.

#148
When the losing clan of dwarves went South from Rabanstre, they gravitated to the volcano of the Dragons Spine mountain chain. There they found tunnels and deep forges built by the giants, abandoned by them for a mysterious reason. But the place was not deserted. A powerful Elemental being had come from the fire plane and established herself as queen within the mountain. There she had subjugated all manner of underground denizens, such as kobolds, goblins, and fire salamanders.

They believed her to be a god and feared her. She was a cruel and evil tyrant, and the conditions within the volcano were harsh. Her subjects worked according to her orders, mining and forging, and had little freedom. When the dwarves arrived they eventually convinced some of the denizens to revolt, clearing a path for dwarven warriors to kill the queen.

After she was overthrown the dwarves moved in to establish their undermountain Epos. They lived in relative peace with the other creatures for a short time.

#149
The Lohikdal Valleys on either side of the Dragon's Wing mountain chain are home to the Dalish and Dalian peoples. They have lived there for thousand of years, and warred with each other for the vast majority of it. They warred with each other in the name of their dragon overlords, but even after the Withering when their masters were gone, the deeply ingrained cultural hatred continued and the wars didn't stop.

The dwarves in Epos were interested in extending their mining operations down the length of the Wing, but the wars between the peoples of the valleys made that endeavour dangerous as they were caught in the cross-fire. Eventually, a militaristic dwarf clan in Epos emerged as a leader among all the dwarves there and they waged war on both the Dalish and Dalian peoples, using advanced weaponry and armours that they had forged deep in the heart of the volcano.

The war was not long, and Eposians emerged victorious over both peoples. The Eposians brought stability and peace to the valleys, constructed safe passage through the mountains, and established trade between themselves, uniting both valleys as one single nation called Eposaria. Over a few hundred years, the cultural wounds healed over, and in modern day both the Dalish and Dalian peoples see themselves as Eposarians first and foremost.

#150
In the Age of Darkness, celestial events were not uncommon and it was evident that the stars in the sky moved constantly. However no humans had yet found meaning in this movement. A woman named Achariya, living in the jungles of the land that would eventually be known as Khazimla, was fascinated by the stars. As a child she observed an event that looked as if a star had exploded and produced glowing rings around a group of stars for many nights, and wondered what could be the cause.

She began imploring the gods to answer the questions of her curiousity, and putting her mind to the task. She started to map the stars and carved the first star charts into the cliff sides along the Binding Sea. The mysteries of the sky alluded her for decades, her kin thinking she would drive herself mad in the pursuit of answers. One day she disappeared without trace, and was gone for two years before she appeared again near her cliffside home. She brought back with her fantastical stories of places like nothing they could dream of, claiming she had been taken to meet the gods and learned from them great mysteries she could not repeat. A following did develop as she spread her word that the stars themselves were the homes of the gods and their wanders took them across the sky.

This was the origin of those that watch and chart the night sky, divining the movement of the gods and their impact on the world. They call themselves the Ashar still in honour of Archariya.

#151
Idriarya was an elf from Ven Ethyl that lived in the first century BDC. Due to their longer lifespan, it is not unusual for elves to dedicate long periods of time to excelling at a craft or study. Idriarya was a stand-out in this regard even among elves, dedicating their entire life to honing the art of painting. They went through painstaking adventures to acquire exceptionally rare materials to incorporate into their art, and was not opposed to scrapping a nearly finished effort due to the slightest perceived imperfection.

By the time they died in 151 DC - while engaging in dangerous adventuring for materials - they had only completed three paintings in more than two centuries of life on Aedelor dedicated to the craft. They are titled, in order of completion, Grace of Purpose, Demand, and lastly Voiceless Song.

Of course, art is subjective, but to some in Aedelor they are considered the most beautiful pieces of art ever made, and likewise are considered some of the most monetarily valuable items ever made.

#152
The splendor of the First Tree, whom was named Aya, far out shone that of her daughters known today. Her bark was covered in crystalline facets that shone with all the colours of Aedelor. Her canopy grew so tall the heights were shrouded in the atmosphere, and the sparkling dew of the heavens fell from her leaves. Upon her branches grew flowers of the most vivid colours, which blossomed into divine fruits which were sweeter than any known since.

A great host of birds sheltered in her branches and partook of the fruits and drank the dew. This blessed them, giving them a divine nature and they were known as Ayani. When the Mother Tree was felled the birds scattered and fled to the ends of the earth. However, fruits were taken by the birds and used to plant divine gardens, high in the atmosphere on the tallest mountains. Some of these gardens still remain and are protected and hidden by the Ayani. Most people believe them to be mere fables.

June

#153
Dragonglass is a staple of Aurilemian society, and can regularly be found elsewhere in the Valdarian Empire as well. The method of making dragonglass was taught to Aurilemians primarily by a dragon named Khymrir, a contemporary of Gydhiela. The technique was an evolution of one previously developed even earlier by giants living west of the Maghar Ridge.

Making it requires temperatures even hotter than that of a typical forge and of that needed to work normal glass. Dragons used to achieve this with their own fiery breath (hence the name). In modern Aurileme, magic is usually used to achieve the temperatures needed, but in the hundreds of years since the Withering, Aurilemians have continued to work on the technique of crafting dragonglass and have only gotten better at removing impurities.

Properly made dragonglass is exceptionally clear and incredibly strong, much more than typical glass. It can be made into much larger panels than most peoples of Aedelor are capable of doing, which Aurilemians incorporate into their architecture regularly.

The best dragonglass smiths can even shape it into weapons. These weapons will be just as deadly as any weapon made of steel, but one third the weight, so they are not only desired for their unusual aesthetic but their practical use as well.

#154
Ardeta is a short shrub that is commonly found growing along the sides and bases of volcanos. It collects and retains heat from the mountain and the air around it, resulting in a thick black stem and red leaves that burn to the touch. Flowers bloom throughout the hottest times of year which glow and shift like embers of a fire.

Ardeta is so volatile that it chokes out other plant life around it, often starting wildfires as it spreads. This can have devastating affects to a regions flora if allowed to grow unchecked. A thicket of ardeta is referred to as a firefield, and they can become nearly impassable without extreme heat protection.

Peoples that have settled in or near volcanos have learned to control the firefields and even hedge them in with canals or stone walls. Once picked ardeta must be left for days before the heat completely saps out, then it can be processed for a variety of alchemical uses. It is currently being researched in Eposaria in the hopes to create more potent alchemist's fire.

#155
Kastokri in the heart of the Marinto Sea is well known for its vineyards. Among the handful of families that own the vineyards there, two of them are ever at odds for the claim of most prestigious: the Katsaras family and the Ganides family.

Both perpetuate a rivalry between each other. Much of the value of their wine comes from the perception of their heritage, so each family employs a host of scholars, historians, and adventurers whose duty it is to uncover evidence of each family's prodigious lines. As such, there are few families with more well documented family trees and histories than these two.

A single bottle from either family can cost more than 100 platinum coins.

#156
The Giant's Watch is a part of the long mountain chain that curls around Odelia and the Westwater. To the north of the Dalazar desert, the Giant's Watch can be seen from afar, though not because of the height of their peaks. During the age of the calissae, long after the Mother Tree was felled, giants were contending with dragons from the waters to the north and the south. Along this mountain range between they built tall watchtowers that overshadowed the peaks themselves.

From these towers they could see far across the land and spy on their enemies, able to see them coming miles away. From the towers they could use their greatbows against attackers, set loose their mighty rocs, and call wind storms from plane of air. Because of this advantage, their position was held there for centuries.

Now the towers are remnants of what they once were, but most are still standing like weary sentinels of wars long past. Travellers across the Dalazar use them as distance markers, as they are spaced very evenly apart. However none should dare venture into one of these towers without fair warning, as the trapped souls of giants and their loyal rocs still defend them.

#157
The giant language is derived from the four elements they mastered in the early chaos of a young Aedelor. Their language evolved over time into the “standard” giant language that is spoken by giants in modern day. Very few, incredibly ancient references still remain to their oldest form of language, and translating it would be a monumental task.

The dragon language is derived from the language of both the upper and lower planes. As dragons made their way to Aedelor through the cosmos, they learnt to speak by listening to the sounds of the cosmos itself. By the time dragons arrived in Aedelor, their language was evolved and distinct enough from that of celestials or fiends to be its own language, and it has changed very little since. This makes ancient draconic texts far easier to translate than ancient giant ones.

Many languages in Aedelor are derivatives of these giant and draconic languages. As the people of Aedelor were ruled by them for thousands of years, their languages often mimicked that of their overlords. Most cultures in Aedelor had quirks or evolutions of their languages over time which made them distinct from each other.

#158
Old Yhar Ahvin was the last king of the Branheren. He sits still on his black marble throne deep in Emberfen, turned to stone by an elven sorceress in 921 BDC. The elves inhabiting the Emberfen had fought for centuries with the giants there, hoping one day to grow strong enough to take the forest and drive them out. Led by Sylda, an elf that learned to command powerful magic rooted in the nature of Aedelor itself, the elves finally found victory.

They took the giants by surprise, entering the throne room of Yhar Ahvin as if only leaves on the wind before retaking their forms. Sylda's first act was to call upon the power within her and cast a spell which turned the giant to stone, matching the throne on which he loved to sit. The battle from there was long and bloody, but the elves came out the winners. The surviving giants were driven out into the mountains. The great Branheren citadel was eventually torn down piece by piece and the land reclaimed by the forest, save for the place that Yhar Ahvin sits, with a look of outraged shock forever upon his face.

#159
The language colloquially called “Common” was developed a few decades after the Withering by a group of individuals known as the Watchers. It is more formally called Briel (“bree-el”), loosely meaning wide togue in its own language. Originally, the language was developed as a form of secret language for their members only. It used both giant and draconic words and grammar in a hybrid form. However, it was found to be so easy to learn for most peoples due to its similarities and roots with the vast majority of other languages in Aedelor, that it served little purpose as a secret language. Instead, the Watchers endeavoured to spread the language as a common language between peoples.

While many would say it was a benefit to the world and an overall unifying force, the Watchers' intent was slightly more insidious. By having a common language that many peoples spoke, the Watchers intended to make it easier for them to secretly police the powers that be.

#160
The Katikwan people in the Dalazar desert make their way quickly across the sands atop the wogezi. Wogezi are also called dune rays, as they have a similar appearance to stingrays with a wide flat body. Unlike their ocean counterparts, they have a thick carapace that protects them as they glide in and above the desert sand. Their long tails end in a poisonous barb, which they hide in the sand to surprise their prey. Wogezi can live hundreds of years and never stop growing, with the largest rays being recorded over 30 feet wide.

The Katikwans use wogezi as their primary mode of transportation on the sands, standing on their back and balancing while holding on to straps of a harness. The rays are strong enough to easily pull sleds strapped behind them as well, which allow the transport of many goods throughout the desert. Usually not hostile towards humanoids, they tend to be skittish and difficult to gain their trust. But once tamed they can become quite devoted companions.

#161
The Elemental Plane of Water is a dark ocean without a surface. The only sources of light come from bioluminescent creatures and plants, the former often being dangerous creatures posing as plants or way guides to lure unsuspecting prey, including other elementals, towards them.

Much of the plane is vast, empty stretches of dark endless water. While most of its ground is flat plain, areas of depth and height do exist. In places where the overlap with the Elemental Plane of Earth is strong, deep and wide trenches scar the ground. In other places, corals make up towering structures often hundreds of feel tall, acting as not only landmarks but as the settlements for the plane's elemental inhabitants.

Strong currents permeate through the plane thanks to influence from the Elemental Plane of Air, and natives use these currents to navigate around with swiftness. They can be incredibly dangerous to a visitor who may not know where the current leads.

#162
During the Elemental chaos, the most difficult for the giants to tame was the depths of the plane of water. They called the plane the Vast Ocean, which the outer waters of Aedelor are still called today. Being unable to breathe underwater, nor swim too deep, they constantly battled with the elemental creatures that came near the surface. Those battles are lost to time and memory, only recorded still in the most ancient surviving giant structures.

Though they learned over a thousand years to suppress the onslaught of water, the Elementals still came through and caused great destruction and death. It was only when Sarasamuun's Artefacts arrived that they eventually came to hold for a short time one with powers of creation. With this they made for Aedelor a guardian, a leviathan to trawl the endless ocean and keep the elementals from reaching the surface. They called it Devakt, the sentinel of the deep, and it was loyal to the giants.

Few mortals have seen Devakt, and fewer still have survived. It is a creature of legend, referred to in ancient poetry and songs. Conspiracy theorists of present day say that the world is now doomed, as the giants whom controlled Devakt are no longer here and one day it will have had its fill of deep things and look to the surface.

#163
A khirtei (pronounced /kɪərtaɪ/) has the body and hooves of a rhino and even has a similar hide texture, though with subtle striped colouring to it. Their head resembles that of a tapir with a prehensile nose they use for eating, with the fluffy saggy ears of a bovine, and the antlers of a moose. They are herbivores.

Khirtei are abundant beasts of burden, livestock, and mounts found in the Deepfields, Torwick, and Westmark. They are most prolific in the Deepfields where they are extensively used by orc hordes for all of the above purposes, whereas in other nearby areas they are much less popular for use as a mount and are generally only used as beasts of burden and sometimes livestock. The khan of orc tribes will usually claim the largest khirtei with the biggest antlers as their war mount.

#164
Ikeno was a Katikwan hero, who in 113 DC saved a community of people in the Kamazar desert. There was a nomadic group called the Tiani who lived deep in the desert, coming near to Wonungu to trade at certain times of year. They appeared consistently, and would trade treasures found in the desert and crafted goods for food supplies and medicine.

In 113 an unnaturally severe and persistent sand storm rose up over the desert, blocking the path of the Tiani nomads. The Katitwans were concerned, but waited to see if the storm would die down. When a Tiani runner stumbled into a camp half alive, they learned that the nomads had fallen ill from a disease that had swept most of their population. They had travelled too slow, and now were cut off by the storm.

Ikeno, a young human, volunteered to take his wogezi and sled full of medicine to the Tiani. It was considered a suicide mission, and his people tried to stop him. The Tiani runner spoke of powerful elementals and terrible creatures of the deep sands who were warring and had conjured the storm. She was alive only because her wogezi had pulled her unconscious body through the sands. It was a fool's errand to pass through. However Ikeno was determined, and set out with a sled full of the precious cure. A month later, when the storm finally ended, Ikeno victoriously led the Tiani people in to Wonungu. The medicine had reached them in time, and they had been saved from certain death.

There is a monument in Wonungu honouring Ikeno's heroic journey.

#165
Abulan is a city in the eastern half of Aedelor. Thousands of years ago, it was a center of giant innovation, particularly in the field of their flying cities. Many advancements in giant rune magic that controlled the element of air were first made here before making their way to the wider world.

Approaching the Withering, as the giants began to die out, fewer and fewer people remained that knew how to manipulate the runes necessary to make the city fly safely, even among the giants themselves. However, due to the thousands of years of experimentation and tapping into the Elemental Plane of Air for their innovations, the connection could not be easily closed. Eventually, some of the last giants tethered the city to the ground with gargantuan chains to ensure it did not fly off on its own accord.

Now, even long after the Withering, the chains perform their duty, holding the city of Abulan about 100 feet above ground level, as its connection to the Elemental Plane of Air remains strong enough to lift the city towards the sky.

#166
The Aulden is a patron to the centaurs, living in a glade of the Auld forest in the Deepfields. They are an ancient entity, and tied to a pool at the center of the glade. The centaurs protect the forest as a hallowed place, and it is declared neutral territory by the clan lords. It is forbidden for any centaur blood to be shed on Auld land.

The Aulden mediates disputes among the clans, and leads an annual assembly of the clan lords to agree upon boundaries and laws. The pool in which the Aulden lives is magical, and the centaurs that drink from its waters grow strong bones, silken hair, and a fair appearance. Usually only clan lords and their chosen ones get this privilege. The Auldens origins are enigmatic even to the clans. What is known is that if centaur blood is spilled near the Aulden, they will go into a frenzied madness. So long as the laws are kept, the Aulden bring great boons to them.

#167
The Dragon's Spine, Head, Wing, and Tail mountain chains were raised by the giants before the dragons ever arrived in Aedelor, and of course named them entirely differently. Humans and other mortal races began calling them their modern names on their own due to their coincidental resemblance of a dragon on a map.

#168
The Great Mejiksi War occurred from 240 to 241 DC between the people of Sanalla and the local mejiksi (meh-hik-see) bird population. The city was established in the Verdant Valley near the mountains, and a small school teaching magic was started there. The mejiksi being mimicking birds would roost near the school and the groves of the city, and began to repeat spells they overheard.

At first it seemed entertaining and fascinating, but quickly became a problem as some destructive spells were starting to be accidentally cast by the birds and causing damage or injury in Sanalla. As the mejiksi “spread the word” and their population grew, they began to learn from each other. It started to seem like they were intentionally targeting things. A gardener who chased away a flock with a broom would come out to a burning garden in the middle of the night. A group of kids that threw rocks at them along a street every day would get ambushed by birds with booming caws and buffeting winds.

The city finally decided they needed to rise up against this problem and drive out the mejiksi. Thus began the war, which lasted nearly two years. Eventually the Sanallans won after getting help from Proria. The mejiksi were driven away into the mountains, and there was a sudden increase of exports of the captured birds to other countries. Today in Sanalla it is illegal to bring mejiksi into the city, and they claim to be 100% free of them since 241.

#169
The northern mountains of the world contain near endless tunnels and mines that have been dug out by dwarves. Dwarves dig into mountainsides for a few reasons: in search of new homes, to construct underground roads between their settlements, in search of valuable metals and jewels, and they even dig to perpetuate their peoples.

Some people would say that dwarves dig carelessly. They have a reputation for unearthing dangers in their pursuits: a slumbering ancient dragon that survived the Withering, a long forgotten evil that was long ago buried by the giants, pockets of cross-over from the chaotic elemental planes, and more. For this reason, a dwarven presence can be unnerving, and so they rarely integrate into non-dwarven societies, sometimes being outright forbidden from settling in a mountain range by nations that claim sovereignty over it (this rarely stops the most ambitious of dwarven clans).

High elves are perhaps the most distrusting of dwarves of all the peoples of Aedelor. The elves of Aethelion have gone to war with many dwarven clans over the years as they continue to forbid any dwarves from settling in the Myrav Mountains, and these wars have been bloody. Even when not at war, high elves and dwarves tend to have a poor opinion of each other due to this long history of conflict.

#170
The Astral Merchant is an enigmatic being that appears in various places on Aedelor at seemingly random times. Appearing to be vaguely humanoid, about 8 feet tall, with jet black skin sparkling with flecks of light like the night sky. Their face has no mouth or nose, just two glowing eyes and seen with a variety of headwear. They have eight arms which take the objects that they trade out of pockets of space that open around them. They speak telepathically any language that their customers have spoken.

The merchant was feared and distrusted initially, being so alien and unexpected. However over time word has spread of their harmless nature and strange wares, sometimes magical and always otherworldly.

The merchant travels all planes that they are welcome on, trading objects from one plane to another. They appear without warning near settlements, or wandering a forest, or set up on the side of a road, ready to make a deal with any passersby. If one is lucky enough to chance upon the merchant, they may find one of a kind wondrous items and can only hope to trade for something the merchant is interested in.

#171
Devout clerics and followers of Alakra, the God of Time, tell of a prophecy known as Telos Ora, “The End of Time”. The prophecy foretells of a day when Alakra's power fades completely and the steady march of time ceases on Aedelor. There is disagreement among religious and philosophical scholars on whether or not this would be a good thing, and even Alakra himself has said that he does not know.

The differing opinions lead to various sects of Alakra worshippers. Some believe that it will only bring about the end of physical aging in Aedelor, allowing people to live eternal lives, not unlike elves used to and extraplanar creatures experience. Some believe that it will cause a breakdown of the very forces that keep Aedelor together, resulting in chaos and destruction. Some believe that Aedelor requires time to exist, and will therefore simply vanish from existence should time cease. But others dismiss the prophecy entirely, arguing that time cannot stop so long as Aedelor exists.

#172
Firastella butterflies live in extremely hot places such as volcanoes, evolved from the influence of the fire plane. Being essentially tiny fire elementals, they are unharmed by heat and fire and in fact breed in pools of lava. They are tiny insects, no larger than a pinky finger nail. As they fly their wings super heat and glow in reds, whites and blues. Because of this they appear like moving clouds of embers in the air. When at rest their wings turn dark like coal, allowing them to blend in to blackened rock around them.

Firastellas are dangerous to travellers as they can burn through clothing and can cause damage or even start fires. This does not stop people trying to keep them in their homes, being caught and held in glass lanterns. They are just fine so long as a fire is kept in the lantern, or they are kept in a hot place like inside a fireplace. However it is very difficult to keep them hot enough, and they usually die soon after being caught.

An inventor in Eposaria in 520 DC began studying Firastellas and was able to recreate the substance on their wings that super heats them with friction. She has been working for years to create a device that imitates the movement of butterfly wings with this substance so fires can be sparked without the need of flint & tinder or magic.

CONTENT WARNING: self-harm

#173
Some people believe that Aedelor's destruction will be being consumed by Cadrieth, God of Curiosity, in his nonstop quest for more knowledge. This prophecy is known as Ithele (“eyeth-ul”), loosely meaning Consumption Day. Believers of the prophecy primarily act to prevent it, but the methods to do so are not always agreed upon. Some seek to directly destroy Cadrieth, believing that his destruction is for the good of Aedelor.

Others try to placate Cadrieth with knowledge, even if temporarily, such that he will not desire consuming Aedelor. These people are usually adventurers, seeking long hidden treasures and secrets. They generally believe that discovering this information and honouring it to Cadrieth is enough to sate him.

The most extreme of the believers in this doomsday prophecy follow a faith called Ancaite (“on-kite”), the followers of which are colloquially known as “the lost”. Ancaite has a ranking system to determine the value of information, and adherents believe it is their duty to create novel information of the highest value per their ranking system, and then die by suicide in order to ensure the information is lost. They believe that this process keeps Cadrieth looking elsewhere among the other planes for this information, instead of turning to Aedelor for consumption.

#174
The Deliri (deh-lee-ree) are a community of various ancestries who have collected in the Wilds over time. Brought together by the valweni moths, they live near deliriums and follow them when they migrate. Some of the Deliri are the descendents of bygone adventurers who unintentionally went mad under the moths' influence. Many settled there as followers of the goddess Valweni, believing that living in a delusional state brings them closer to her.

People who come upon the Deliri are often disturbed by their strange behaviour and altered state of mind. In addition, their hostile behaviour towards outsiders lends to their reputation as incredibly dangerous lunatics that should be avoided at all costs. They are commonly called “mothmen” as they're usually seen but not understood. This is partly due to them living among valweni moths, and partly because they adopt a way of dressing that is remniscent of the same creatures. They wear robes made to look like the valweni wings, and masks decorated with large round eyes and moth antennae.

As generations have passed the Deliri have slowly become more resistant to the valweni moth mind-altering affects. However, this is not ideal for them and they looks for ways to increase the potency of the valweni, or other ways to exist in delirium.

#175
Most giantkin believe in a prophecy called Osmiskrig, meaning Cosmic War. In this prophecy, the giantkin creator and patron deity Fjellskjearer will return to Aedelor to literally split it into halves: a great chasm will open in the world as Fjellskjearer pushes at its ends, snapping the world into two. One half will contain all of those whom she has deemed worthy, and she will lift that half into the upper planes, while simultaneously damning the other half and by extension all those she deems not worthy to the lower planes. A great deal of a typical giantkin's life is spent trying to prove their prowess to her so that they may be considered worthy during Osmiskrig.

This prophecy foretells not only of the end of Aedelor, but details a great war of the gods that will occur after it, larger than any before. Those chosen by Fjellskjearer will fight alongside her and the court of Aelum against the courts of the lower planes, in particular that of Zazelthul's Nihil. People disagree about what comes after victory in this cosmic war. Some believe that a new world will be shaped for the victors which is full of vibrancy, life, and goodness, while others believe that no new world will be created and they will instead rest for eternity. In either case, most believe it will be a fate well earned.

#176
Nephirion butterflies are tiny water elementals that can live in both salt and freshwater. Their wings have a translucent look like a jellyfish, and the membranes glow with a soft pink or purple hue. Nephirions live in groups of hundreds of thousands in large bodies of water, called light clouds. They often come near the surface at night, creating a strong glow that can be seen from above. They love to twist and weave under the water, even jump up above the surface, providing a beautiful light show to those lucky enough to see them.

Nephirions, no matter where they're found, contain a tiny amount of fresh water, so they can be a valuable resource out at sea. Sailors believe they are a gift from vyocus, offering them beauty, comfort, and fresh water on calm nights. When light clouds appear they will take out nets and catch as many as possible, keeping them in jars and barrels of sea water.

#177
A well known doomsday prophecy in all corners of Aedelor is the Soulflood. In this prophecy, Ziune is destroyed and his duty of ferrying souls to various afterlives is left vacant, though different tellings of this prophecy have different reasons for why this occurs. With no one to shepherd the souls away from Aedelor, they are left to linger. The souls grow restless, angry, and violent and with each new death, their numbers grow. The process lasts centuries, but at its culmination there is no single living thing left on Aedelor.

There is disagreement on what happens next, but a popular version is that the gods go to war over the right for this treasure trove of souls and bring ruin upon themselves in doing so. Without souls to draw power from, they are weakened and easily destroyed by each other. And as they are destroyed, so too are their realms and all those who dwelled there, until eventually there is nothing left. It is therefore often proposed that Zazelthul, Godking of Nihil, will be the one responsible for Ziune's destruction and the onset of the Soulflood; however other tellings blame Sirae, Godqueen of Meija, for stirring the conflict; and rarer still are those that believe Ziune will bring about the Soulflood himself when he tires of ferrying souls.

#178
Revalia butterflies are air elementals that roost on clouds and migrate all across Aedelor in groups called billows. They are very large with a wingspan of over a foot, with hindwings that are split in two long segments each, which stream behind them as they fly. Their fluffy white bodies and wings with swirling patterns help them to blend in with the clouds around them. Revalia are a favourite food source of nubisae, the gargantuan elementals that drift across the skies.

Revalias are seldom seen from the ground as they are usually high in the clouds, and billows of these butterflies often just look like clouds to the untrained eye on the ground. They are a special sight for those with flight methods, though. Hippogriff riders in Duntry talk of the experience of flying with a billow of white revalias as being otherworldly. Their imagery has inspired kites to be made in their likeness all over the world. Their migratory patterns are also closely watched by some cultures who host skywatching festivals when billows of revalias pass overhead.

#179
Iudora (“yew-dora”), or Hour of Judgement, foretells the ending of Aedelor after all mortals are judged en masse by the gods to be unworthy of life. The prophecy is most closely tied to Sirae and her court of Meija, but the prophecy foretells of all gods being involved in one way or another. The prophecy foretells of centuries leading up to Iudora in which mortals disregard the gods and their gifts, shirking religious duties, ceasing prayers, and hubris causing them to believe the gods aren't necessary. This culminates in an hour-long violent, bloody, and definitive assault on Aedelor by forces from both the upper and lower planes where not a single living creature will be spared.

The planewide invasion of Zozrameth's forces were seen by some as a precursor to the prophecy of Iudora coming true, and in general led to a wider belief in the prophecy. After the invasion, there was a measurable increase in the devoutly religious. This has also caused a kind of counter-movement among some radicals who observed this uptick, who claim that the gods allowed Zozrameth's invasion to occur as a way to stir fears and garner more support.

#180
The first unicorn was sent to Aedelor by Serenewyn, emerging in the Witchwood near the elves. She saw how her elves had been suffering on the mortal plane, and her heart was broken. She wished to help them recover from the diseases on Aedelor that had killed many, to help protect their chosen forest homes, and to give them a symbol of her love.

The unicorn was called Rhianon (ri-AN-awn) the Radiant, for her iridescent coat that shone with every colour in the sunlight. Her body was like a spotted deer with cloven hooves, a lions tail, a flowing mane which grew with flowers, and a goatlike beard. On the center of the head was a long thin horn that shimmered red at the tip, black in the center, and white at the base. This symbolized her recognition of their pain, death, and the healing she offered.

In the soul of the unicorn Serenewyn had instilled her sorrow and her love for the elves. When her horn touched the waters the elves drank from, itwas purified and cured them from disease and poison. Rhianon remained near the elves, though she would disappear for lengths of time as she wandered the deep forest, her return always met with joy and thankfullness. It became apparent that the purification of the waters did not last forever, so she would return every year.

#181
In Kamazar, the preferred mount of warriors are nyoka. Nyoka are giant snakes with various shades of brown scales, generally darker on top with lighers brown scaled on the side and under belly. They have wide, flat heads with long, gently curled horns extending from the brows of their eyes. These horns are used as grips by riders, and may also be used as anchor points for attached bags or gear.

Nyoka move through the sands of Kamazar with incredible speed by sidewinding, and riding one while doing so is a difficult skill that can take years to master. Nyoka are also known to be fiercely loyal to their riders, something that generally develops over the course of training or raising one, and they can be actively defiant of others attempting to ride them.

In the Katikwan capital of Wonungu, hundreds of nyoka riders are trained every year to be prepared for undead attacks from Zaul. They are considered the military elite and usually treated with a great deal of respect.

#182
Unicorns are able to mate with many other hooved animals like deer or horses. A unicorn always gives birth to another unicorn, regardless of their mate, though this is fairly rare to happen. Therefore there are not many unicorns in the world, and they remain hidden deep in woodlands.

Because of their magical healing abilities and the properties of their horns, they are sought after by hunters. However, forest denizens, animals, and even plant life will all work to protect them from evil intent. This makes alicorn (the horn) exceedingly rare in the world, and only on black markets as nearly every culture condemns killing of unicorns. Anyone claiming to have alicorn should be regarded with suspicion, as either they are lying or evil.

A famous story among the northern Ealians is of Astrid, a warrior woman who was mortally wounded in the Witchwood. She was saved by a unicorn who could see her goodness of heart, and was given a gift of three hairs from the unicorn's mane. These were strung to Astrid's fiddle, and gave it healing magic.

July

#183
Prior to the Withering, the people of Kamazar had primarily been ruled by giants and were taught to revile dragons. This hate and distrust extended to the lohiken as they arrived in Mbakar to their west circa 100 DC, a land that was far more welcoming of dragons and their kin. For a little over a hundred years, lohiken were not welcomed by most in Katikwan borders and faced great prejudice there.

In 283 DC, Katikwa came under attack by a coalition of dragons that came to claim the Wonungu bay, and Kamazar desert, and the volcano in the east of the Ashbow Mountains as their homes. These dragons were evil and malicious and demanded great tributes from the people of Katikwa for four years. Mfalme Sefu, who was ruler at the time, offered lohiken people up as sacrifice to the dragons every month to placate them and show them reverence, and when not enough lohiken could be found for tribute, he offered his own people instead. From 283 to 287 DC in Katikwa is known as the Kafara Period.

Kafara came to an end when four lohiken dragoons visiting Wonungu after having heard of their dragon troubles were arrested by Sefu's palace guards so that they could be offered as tribute. The dragoons freed themselves, and their fellow Katikwan prisoners, and led a successful coup against Mfalme Sefu. Knowing that the dragons would be coming for their tributes soon, the four dragoons trained as many able bodied warriors in Wonungu in how to defend against a dragon, which they were successfully able to do. In the following years, the dragoons led parties to each of the dragon's lairs and slew them all. Since then, lohiken have been welcomed and embraced by most Katikwans, and their cultures have closely intertwined since.

#184
When the giants rose mountain ranges around Aedelor it destroyed the land previously above it, and also brought with it dangerous creatures normally living deep in the earth. The most recent mountain range to be erected was the Maghar Ridge, named such for the giant king Maghar who ruled the giants in Kamazar. From earth around these mountains spilled terrible creatures; giant wyrms, clawed insectoids, and many other nameless abberations.

Maghar and his kin remained in Kamazar, hiding in their canyon kingdom, and the rest of Valdar had to deal with this new onslaught. For over a hundred years after this event the peoples of Valdar, especially Aurileme, dealt with an influx of monsters taking root in the region. It took concerted efforts from many warriors who struck deals with dragons to help them root out the monster nests.

Still to this day the Maghar Ridge is a monster haven with deep roots in to the earth. It is best avoided even by seasoned adventurers.

#185
The Nafsi River which runs through the western Kama Desert and empties into the Wonungu Bay starts high in the western Ashbow mountains and has no tributaries as it snakes its way towards the sea. The entirety of the river flows from a portal to the Elemental Plane of Water which was opened by giants thousands of years ago. Long after its creation, a temple was made surrounding the portal by mortals in reverence to the river itself. It is a noteworthy example of a place of worship that isn't dedicated to a deity, and therefore its keepers and worshippers are not given powers by a deity.

The temple is maintained and guarded by skilled druids and monks rather than clerics granted power from a deity. Making the arduous journey up the mountain to the temple is considered a pilgrimage of great importance to many Katikwans, known as the Kuhaji. Preserving water in the Kama Desert is of the utmost importance, and those who complete the Kuhaji are permitted to drink freely from the Nafsi River.

#186
Rashune was an unekum man who lived around 1500 BDC in Western Valia. He fell madly in love with an elven woman named Trisna from the blackthorn, and she with him. She left the forest to be with him, and they were together many years.

However, Rashune's lifespan was much shorter than hers, and they despaired. Rashune became obsessed with finding a means to live longer. He sought magic and the secrets of the godkin for means to stay with his love forever.

Rashune became desperate in his aging years, and turned to dark magics offered him by the lower planes. These allowed him to separate his soul and transform the body, becoming undead. Though this only started to show as he aged past his unekum years. Trisna, horrified by this revelation and no longer seeing the man she loved, ran from him. Overwhelmed by his loss and her betrayal, he went mad and searched for her, the first lich known in Aedelor.

(date may change, I couldn't check the timeline)

#187
The establishment of Zaul came at the cost of millions of Katikwan lives in the valley between the Ashbow Mountains. Vowing to never let another period like the Kafara Period happen again to the Katikwan people, a new law called Kodamu (roughly meaning “blood tax”) was mandated and has become an important part of Katikwan culture.

According to Kodamu, every Katikwan must travel to Wonungu between the ages of 16 and 20 to receive training at the massive military academy there. Over the course of three years, they receive basic combat training, adopt a rigorous fitness regime, and are officially considered part of the Katikwa army should their service be needed. They are provided shelter, food, and water during their stay and when their “blood tax” has been paid, they are allowed to travel back to their home if they do not want to remain in the army. They are given a small gold stipend for their service, and take their sword home with them.

In times of dire need, it is extremely common for able-bodied Katikwans to form very capable militias to fight against the undead forces of Zaul. Not performing the Kodamu is extremely taboo, and punishable by death usually.

#188
Katikwans worship Itanya, among other gods. Itanya is a goddess of harvest, and they depend on her grace and blessing for bountiful harvests all throughout the year. In their desert climate, all their crops are grown in the limited fertile land along the Nafsi river. If their crops fail or the harvest is poor, their people are in danger of starvation or getting food from Abwani at exorbitant costs.

Throughout Katikwan settlements, one will find many shrines to Itanya rather than any large dedicated temples. These shrines are found along streets, either built in to the sides of buildings or nestled between them. In Katikwa Itanya is depicted as a humanoid woman with the head and feet of a gazelle with long arcing horns. This imagery usually reflects the animals of the region where she is worshipped. At her shrines she will be holding a woven basket, urn, or other container. Townsfolk will leave a small portion of crop that they have grown or bought, so that Itanya's basket is always full.

It is believed by the people that Itanya will give back to them tenfold what they offer her, and it is a terrible sign for her hands to be empty. An empty basket could anger Itanya and bring about famine, so everyone is expected to contribute to prevent this. Also, anyone found stealing items from a shrine will be severely punished, as they are putting the entire community in danger. Attendants are employed by the city usually to collect spoiled or dried food from baskets, which is then used in fertilizer or animal feed. Because of their association to the goddess, the gazelle is a common symbol found throughout Katikwan design and architecture.

#189
As many other cultures shaped by giant rule, Katikwans entombed or buried their dead for most of their history. After the rise of Zaul, a cultural shift occurred in which it was seen as too dangerous to continue treating their dead this way. Now, it is much more common for Katikwans to burn their dead to prevent Zauli necromancers from raising them.

Because the area that Zaul occupies was once part of Katikwa, and their culture was to bury and entomb for so long, it is often the case that modern Katikwans find themselves combatting the raised bones or mummified corpses of their distant ancestors.

#190
Among the countless mountains of the Reach of Northern Ealia is one named Mirror Peak. It can be seen from hundreds of miles away, seeming to always be behind the other mountains of the Reach, tall and wide, as if hovering above them. To add to the illusion, it is always a pale blue, barely seen.

The mountain existed before the vast chain of the Reach was raised. An isolated dwarven kingdom populated it, built by a clan who had forsaken their kin to the north long before. They had stolen giant technology, hiding it away and learning its secrets. After the conjuring of the endless storm, the dwarves found a way to save themselves, and the mountain vanished to another plane. Now, all that can be seen of it is an ethereal reflection in the sky. It is colloquially called the blue city by the northerners, who use it as a way point.

#191
Noctuas are extraplanar creatures that primarily serve Ziune, but may also serve Olumbra. They appear to mortals as vast owls with wingspans up to hundreds of feet wide. Their feathers are black and shimmering blues. The ends of their feathers exude a dark mist that trails behind the noctua as it flies, or cloaks the noctua if it remains still, and the mist contains wisps of colour and small motes of light like those of the night sky. They will appear only at night, when one cannot tell where the sky ends and the noctua begins. Their eyes have a piercing blue glow that twinkle, and can easily be mistaken for stars.

A noctua is sometimes necessary to carry the souls of mortal creations to Ziune. Though this is not typically the case, it does mean that the appearance of a noctua spells certain death for someone soon. A noctua's presence can even weaken a mortal's grip on life, causing those who are particularly weak of spirit to die by merely being in the noctua's presence, and even those who are strong of spirit can be shaken to the core and reminded of their mortality. For this reason, they sometimes serve Olumbra and may be summoned by Olumbran cultists, who prefer to operate in the night, to weaken their foes.

#192
Lohivani are tiny dragons that resulted from the actions of the Lohikapen at the time of the Withering. As the coalition of dragons sought to spread their souls for preservation, they created the Lohiken species. Lesser known is that miniscule shards also resulted in the creation of dragons that appear like toy versions of their ancestors. The most dragon-like thing about them is their look, as their personalities and abilities greatly differ. They are as intelligent as a dog or cat, and lack the ability to speak but can understand speech.

Lohivani scattered to the jungles of the Verdant Valley where they were eventually discovered. They were remarkably affable towards humanoids and they formed strong bonds with their handlers. They became incredibly popular companions to the wealthy in the region, and spread both in wild and tame populations over the next few hundred years.

Lohivani are attracted to magic, and it was discovered they have the unique ability to see the constant current of magic flowing around Aedelor. Thus, they prefer companions who possess magical ability or magical items and are delighted by it. They are now best known for the bonds they make with magi, which can be so strong that even after a mage's death the Lohivani will refuse to leave the area. In places where a great many magi have died one might find a community of Lohivani has formed who will simply refuse to leave.

#193
The Ashbow Mountains were raised by giants in 3193 BDC in a concentrated effort by many giant clans working together. The mountains were purposefully shaped the way they were around Mt Ofre as a monument to Vothane's legendary bow of the same name, the Ashbow.

Vothane forged the bow in the fires of Mt Ofre 400 years prior, using powerful forging techniques and cutting edge, for the time, shard manipulation. The bow was sentient, imbued with the personality of Mt Ofre itself, including its violent and explosive nature. Vothane used the Ashbow to fell 999 dragons in some of the first conflicts between dragons and giants, a feat that no other individual giant would ever surpass.

What would have been the 1,000th dragon was Zaraanaraalan (zuh-rah-nuh-rah-luhn), a mighty dragon that had traveled to the Elemental Plane of Fire in order to sever the Ashbow's connection to it, thereby weakening it. Vothane was slain, and the Ashbow has been lost ever since. But it was not destroyed, and although weakened, it slumbers waiting to be found and used again.

#194
Effloria are very rare objects in Aedelor, formed at points where two planes meet. The force of the planes act against each other, causing the energy of one of them to crystallize over time. Thin layers of elemental crystal form over each other, resulting in something akin to a multi-layered flower like a rose or peony. The longer it has to form, the larger and more layers there are. Depending on the plane that crystallized the effloria will look different, reflecting aspects of that plane.

They are highly sought after and the few known in Aedelor are part of royal treasuries, museums, or wealthy private collections. The largest known is a water effloria which was found in the Dragondeep and in the collection of one of the Prorian families. It is about three feet in diameter and the inside ripples constantly like light on clear water.

#195
Although the Kama desert can seem barren when first looking out at it, there are creatures to be aware of if you plan to traverse it. And because the creatures that live there get a meal to eat so infrequently, travelers need be aware of nearly all the creatures there, as they are more often than not voracious. Giant scorpions, spiders, snakes, and beetles are among the basic threats in the Kama desert.

The most feared creatures are huge worms that can move through the sandy desert as if were water, and strike at prey from below the dunes. These creatures were raised by giants to aid them in their hunt for dragons that would burrow deep into the sands long ago, but without giant masters to tame them now, they are an apex predator in the region.

#196
The Gilded Crane was a ship built by King Gilram the Second during his incredibly long reign. It was started in 401 DC and took five years to complete due to its large size and the materials he required. True to its name, the Gilded Crane was covered in gold paint, exquisitely depicting a flock of cranes flying across the bow. The masthead was a solid gold crane with inlays of priceless gems, and every aspect of it was lavish and outrageous. It is the most expensive ship ever built, a true testament of his outrageous wealth over his 95 year reign.

The ship was sunk in 439 by rebels who were attempting to revolt against the monarchy. Due to its weight, it sunk in record time and now lies at the bottom of the Dragondeep and has become the hoard of a dragon.

#197
Mt Ofre in Zaul is extremely active, with a very strong connection to the Elemental Plane of Fire. The undead that live in Zor Amdak are spared from many discomforts but they are not immune to the dangers that Mt Ofre present. For this reason, almost all of Zor Amdak is built in a way that avoids the lava erupting from the volcano, which flows down its sides in predictable grooves. Sections of Zor Amdak that aren't built out of the way are done so intentionally, using the lava flows for their nefarious machinations.

Often, the most dangerous aspect of living so close to the volcano are the fire elementals that emerge from it, generally in tandem with its eruptions. In a way, the lichdom provides a service for the world by fighting back these fire elementals and containing the volcano to some degree.

#198
Adelaisa Azéma was one of the founders of the first Academy of Magical Arts based in Orroux in 8 DC. Also one of the first to sit on the newly established Aurilemian Magi Council, she was a phenom even among her peers. Modern scholars state that she has been one of the best, having studied under Gydhiela herself, and had she lived in the 500s she could have been an archmage even surpassing Garant Grandi.

The location of the academy in Orroux was intentional - the magi knew that hidden below was the den of Gydhiela the Brightscale, their draconic patron and teacher. At this time her loss was fresh, and the attribution of their magical powers was directly tied to her teachings. The entrance to her den had been sealed and kept secret as a sacred place where magi should not tread. At least that was the consensus of the magi council.

Unknown to them, Adelaisa had other plans. She believed that Gydhiela's den was a direct source of magical power that she would have wanted utilized, not sealed away. So she began a project in secret to create a network of workshops connected directly to the source. A place where magi could study and experiment with magical advancements in honour of the Brightscale. Her vision slowly came to fruition right under the feet of the other magi.

#199
A bard from Rivermeet in Gilramshyre named Aubin Grant was investigating the disappearances of children and animals in the west side of the city in 99 DC. He discovered that a malicious hag from the nearby forest was responsible and successfully slayed her.

A decade later to the day (although this significance was not apparent at the time), Aubin received a divine missive from a messenger of Sonatomos. The missive instructed Aubin to write a new song, travel the world, and spread the song of joy to as many people as possible. The missive gave Aubin divine inspiration for his song. Over the following decade, Aubin traveled Aedelor performing the song in many major cities at the time.

In 119 DC, the messenger returned to Aubin and said that Sonatomos was pleased with him, and invited Aubin to meet Sonatomos. Pleased with himself, Aubin accepted the invitation but, once transported, quickly realized something was wrong. The messenger revealed themselves as Gramdol all along, who had actually taken Aubin to meet with Pyara. The meeting understandably drove Aubin mad as Gramdol cackled and explained her plot for revenge for slaying a hag all those years ago.

This coincided with a magical plague that swept across Aedelor, known by many names but most commonly called the Dancing Plague. Many people in the cities Aubin had visited spontaneously began to dance while humming or whistling the tune that Aubin had spread. The dancing became compulsive and unstoppable. People had difficulty eating and drinking, and would not stop dancing even to sleep. People began to die of fatigue and hunger after weeks of constant dancing. The Dancing Plague led to the death of hundreds of people. The vast majority of those afflicted were saved by clerics and other kinds of divine healing, though many were left disfigured or injured from their exhaustive dancing.

The tune responsible became outlawed in places where the plague broke out, remaining illegal to hum, whistle, or sing it to present day. Every few generations, people unaware of the song come across it or are tricked into singing it and another epidemic of Dancing Plague occurs.

#200
The title of the Inferno, God of Fire, is held by an elemental being that once roamed between the fire plane and Aedelor at the beginning of the world. There is no consensus on what they look like, as in truth they are an mutable being with no one form. Many on Aedelor saw Foseng as a long bodied dragon with no wings, the head of a lion and a mane of fire. Others witnessed them as a great bull engulfed in smoke that snorted flame.

Regardless of how they were seen, Foseng inspired terror in mortals during the elemental chaos, scorching the earth and keeping the fire fields raging. Humans and halfings worshipped the elemental and gave offerings to them out of fear, hoping to keep them from burning their homes and land. The giants considered Foseng to be an obstacle to overcome, and coveted their control of fire, knowing its importance.

After centuries of struggle during the elemental chaos, the giants finally defeated Foseng, trapping the core of their power and separating it from their soul. The soul escaped to the astral plane, while the core was thrown into the volcano that is now known as Mt Ofre. The mortals considered the volcano to be the seat of Foseng's power, and continued to fear and worship, bringing offerings to the mountain. Their soul, wandering the cosmos, steadily gained back power and consumed other shards they found in between the planes, until significant enough to be considered a god among their peers.

#201
The Oben clan of giants created the first flyteholdes and commanded the largest fleet of them. The Oben clan was a particularly proud clan, even by giant standards, and believed themselves to be the rightful rulers of giant kind and all of Aedelor. They first lifted the flyteholdes into the air as a way to literally rule from on high.

Although the magic used to lift and steer flyteholdes would eventually become known by many other giant clans during the Age of Ash and Ruin, none ever surpassed the size and splendor of Eibenveste. Over 100 miles wide and 150 miles long, Eibenveste was the roaming capital and robust military stronghold of the Oben clan while it flew the skies from 4222 BDC to 601 BDC, when it crashed into the sea between Anacori and Khil.

Today, what remains of Eibenveste is part of the Queendom of Taldeurtotun, who conduct endless research into giant runes and technology in the city of Kitzwerder.

#202
The A'kari of Vardanta have always lived primarily in the jungle depths and in the mountain valleys, away from the settlements of other humanoids. The trees of the jungle grow tall and twisting, with branches that intertwine to create a thick canopy high off the ground. Despite their inability to fly, the A'kari have built extensive settlements throught the canopy, keeping them off the ground and away from dangers below.

Being bird-like beings, they have very light bones and weigh much less than other humanoids their size. This, along with the talons of their feet, allow them to easily move up and down the twisting tree trunks. Their largest city is called Asaghar, a bustling and colorful city in the tree tops. Ramps have been built winding around the trees to the ground to facilitate visitors and trade from other settlements.

#203
The Taldeur people served the Oben clan of giants for thousands of years in the Age of Ash and Ruin, first as slaves as humans typically did, and then later as elite warriors. After the fall of Eibenveste and the Withering, the Taldeur people would be a loose collection of peoples fighting for control of the remnants of Eibenveste for over a hundred years. In 203 DC, the Queendom of Taldeurtotun was formed when Elena-Sophie Kress solidified power and conquered all of Eibenveste and the nearby island of Walsbrunn, where she would establish the capital of Taldeurhafen.

Much of the emerging society was based on the culture of the Oben clan, including the matriarchal rule structure, a focus on structure and military power, and an expansionist mindset that has seen Taldeurtotun wage war with all of its neighbours at some point in its history.

#204
Vutta are tiny humanoids no taller than 4 inches with some bat-like features including ears and winged arms. They eat almost exclusively fruits, with long tongues and sharp teeth. They especially like hard-shelled ones such as coconuts, durian, or pomegrantes. After eating the soft interior, they use the shells to create their homes, interconnecting them to make complexes off tree branches, fences, or any other location they like.

Vutta are often considered nuisances as they enjoy stealing from gardens and orchards. The Pomegranate Plunder of 233 occurred in Proria when a large mob of Vutta cut through protective nets of a Sheikh's orchard and picked it clean over night.

#205
In the last millennium of the Age of Ash and Ruin, the Oben clan used soulforging to create kobolds: small humanoids that vaguely resembled dragons or lizards. The giants found great amusement in personifying their perpetual foes as small, helpless creatures. Nearing the Withering, it was almost universally true among remaining giant clans that humans and other mortals were of a warrior class, while kobolds were made into a new slave class which conducted menial labour.

The harsh treatment from giants and other mortals alike made kobolds come to despise their creators, and they began to worship and idolize the dragons in whose image they were made. After the Withering, most kobolds around Aedelor migrated to isolated areas, began living in caves and underground, or sought out surviving dragons to worship and serve.

In Taldeurtotun, kobolds continue to live alongside humans and other mortals. They're most commonly house servants, but may also be miners. They are usually not treated very well.

#206
Auvray Manor is the headquarters of the Grand Order of Justicars in the Valdarian Empire. It was built in 25 DC by Commander Camille Auvray of Aurileme's burgeoning military, known as the King's Swords. It was meant to be her home but also served as a meeting place for her right hand men. It was passed down through the Auvray family who continued to be largely associated with the King's Swords.

After the Empire was established in 198 DC Nicolas Auvray, great-great-grandson of Camille, donated the manor to the crown. For the first time it left the hands of the Auvray family and became a base for the new Grand Order of Justicars, housing whomever was appointed as the Grand Justicar. Nicolas had not a military man, had lived there with his husband and had no children. They had turned the home partially in to a museum and library with a large collection, particullarly with pieces from the great Master Ari. In 381 Auvray Manor was nearly burnt to the ground during the sacking of Mil Pont. Most of the works of art were lost, and the few surviving pieces are still on display today

#207
Wergentag is celebrated primarily in Nieheim on Solcon 50th in reverence to Ortasmos and all his children. The origins of the holiday stretch back thousands of years into the Age of Ash and Ruin. Back then, the Taldeur people were a loose collection of clans around southeastern Khil. The Oben clan of giants would occasionally return to the region in their flyteholdes and take some of the Taldeur peoples, who believed at the time that this was a blessing. To be taken onto their flyteholdes was seen as being saved, and some even thought it was necessary to pass on after death.

The remaining peoples would celebrate their selected kin by drinking, dancing, and singing late into the night. These festive affairs, then called weiterfests, could have happened multiple times a year or only once every few years depending on how frequently the Oben clan returned to the region. Towards the end of the Age of Ash and Ruin, weiterfests became more associated with good service to the Oben clan, celebrating victories, or a bountiful harvest.

After the Withering, weiterfests became much less common and nearly stopped entirely among the Taldeur people, but they remained consistent near Nieheim. There, the people began having their celebrations on the same day each year as an attempt to please the giants, hoping that they would return to them. Around the turn of the 2nd century DC, when faith in giants' return had essentially disappeared entirely, the day became instead one of celebrating Taldeur culture, and honouring Ortasmos, whom they began to credit for keeping them hopeful. The day was first called Wergentag in 207 DC, and has been celebrated annually ever since, with observance of the holiday varying by region in Taldeurtotun.

#208
The Domori clan were one of the six of the Zamerian people who served the giants in their lost land circa 1200 BDC. They were assigned primarily as house servants to clean, cook, bake, and otherwise tend to the giants vast homes and castles. They would orchestrate huge feasts for the giants on a regular basis, preparing all manner of meats and special desserts. These were never shared with the Domori, though they would get scraps from the table the day after if they were lucky.

Most coveted by the giants were their desserts; flaky pastry with fresh fruit fillings, pies and tarts, candied apples, fritters and honey rolls. They would bake these delicious treats and arrange them on a 10 foot tall cone or pyramid frame, making a sort of “dessert tree” which the giants would pick off of to their liking.

After the Zamerians arrived in Valdar in 1262 BDC as free people, they hosted their first feast in Zameros on the the 6th day of the 6th month. At this feast they recreated all the wonderful things that they had made for the giants, and for the first time fully enjoyed them. Now every year on Aesys 6th the First Feast is celebrated all over Valdar with a large city-wide feast. Local businesses donate food and items towards the event every years. The traditional Sweet Tree is always centerpiece of the event, and a spectacle all on its own. It has grown more and more extravagant over time as bakers continue to develop new techniques and compete. At the end of the feast there is not to be a single piece of food wasted, with any leftovers being donated to local temples and homes.

#209
The Sacking of Mil Pont lasted months and actually describes multiple attacks by the Accursed and essentially a siege on the city. Some of the assaults on the city were more successful and destructive than others. On Sogel 4th 382 DC, the Accursed made it as far as the walls of the Bronze Bailey. Their magics and war machines rained destruction down on the Chateau du Pont and the Temple of the Bronze Blood even from the outside of the walls.

An Accursed general and some of his elite troops managed to get inside the walls of the Bronze Bailey and clashed with imperial forces, led by Emperor Ancelet Valdar. The emperor was nearly fatally wounded in battle defending the Temple of the Bronze Blood, but ultimately survived thanks to the intervention of a young mage-errant named Renaud Durand, who had dropped out of the Academy of Magical Arts only a month prior. The Accursed general was killed in battle and the remaining Accursed forces retreated from the Bronze Bailey, temporarily halting the assault on the city.

Ancelet Valdar was so grateful to the young mage-errant that he paid him a wealthy sum and even invited him to the birth celebration of his only child, Elaria, just a few months later.

#210
The Marigold is a prominent inn in Wonungu, though it wasn't always. Before the current owners, it had been the Palm Palace, a place that had fallen in to ill repute and disrepair. The Palm Palace went up for sale after the owner was imprisoned on a long list of charges, and the run down place was bought by Raji Pasha.

Raji was a young planetouched man with a vision, and he set to work renovating the place over several months. The final touch was a bright new coat of paint and a new name: the Marigold.

His first hire was a barman, Johari, who helped run the front of house. The two got along very well. Soon, every day at the front desk a fresh marigold would appear for Raji. It took over a month for him to finally learn it was Johari who was leaving them. The two swiftly fell in love after this and now run the Marigold together. They are beloved by the community who enjoy their cheerful and eccentric look upon life.

#211
Kitekina (KIT-uh-keen-ah) is a popular combat sport in Noshima. It consists of two opponents dueling with a mock weapon that has coloured chalk placed on it. Competitors wear black bottoms and a white gi top. The objective of kitekina is to mark your opponent's gi with the chalk on your weapon. Points are awarded by a judge based on a number of factors, such as location of the mark, showmanship, if the mark was made as part of a counter attack, or if the marked competitor was on the offensive or defensive at the time. Competitors are separated after a mark is made and reset by the judge for a new bout.

Kitekina is played by many who hope to compete in a nation-wide tournament which begins every year on Soltus 1st, lasting all of spring. The final match takes places in Okushina on Perus 50th, with many people making the trip to the city to watch the match. The shogun himself attends the match and presents the prize to the victor.

#212
The fourth of Ortasmos' children is Miramus (mee-RA-moos) the Dreamfarer, goddess of sleep and dreams. She was created during the deep meditation of Ortasmos and Elyahari, who together reached a transcendent serenity. Miramus is so titled as she never wakes, constantly suspended and drifting through the cosmos upon a bed of her endless hair. She is only able to communicate through suspended consciousness, speaking through tranquil dreams and deep meditation.

She is the antithesis of her sibling Pyara, embodying utter wholeness and stillness of mind. It is one of Pyara's favourite past times to attempt to wake their slumbering sister, though they have never succeeded. Ortasmos is ever watchful of her, and keeps her close to his plane so she does not drift too far into Pyara's clutches.

Those on Aedelor who practice meditation call upon Miramus to bring her tranquility and guide them. An insomniac might pray to her to quiet their mind and bring them restful sleep. In many places something will also be burned like incense or scented herbs at bed time to request her to walk in their dreams, after which they might wake with a clear mind.

#213
Eryn (also spelt Aryn, by some), God of Love, is the child of Aristophane and Foseng, and serves in the court of Aelum, though they have served in the court of Alympos and Yatas previously. Eryn embodies affectionate, romantic love and instills in mortals a desire to bond with one another. Eryn is despised by Sirae out of jealousy, and by Tavir out of spite and rivalry.

Eryn most often appears to mortals as an androgynous human, but has been known to appear more masculine or feminine depending on their mood. They are are worshipped by mortals as both a god and goddess, and may be addressed using any pronouns depending on the culture or even individual beliefs. Eryn is invoked in many, but not all, marriage ceremonies across many cultures in Aedelor.

August

#214
The scarred isles and the seas around them are difficult to communicate between. To solve this problem pterosaurs of all kinds are employed to carry letters and packages between islands and ships. Some of the largest pterosaurs, with wingspan over 30 feet, are too dangerous to employ this way. Most common are the corvanus species a little bigger than an albatross. They are able to glide for days without rest if needed, can carry packages, and are intelligent.

Out in the seas there are many ptero rests, anchored floating platforms where they will collect to sleep on their journeys. Ships that regularly sail the scarred sea sport unique patterned flags that allow the pteros to identify their destination from a distance.

#215
After the Withering, the Taldeur peoples faced genuine danger from surviving minor giants in nearby mountains called yetis, which would come to their settlements and wreak havoc. In particular, yetis were known to steal small children to take back to their lairs for later meals. Fairly quickly, it became common for people to leave food offerings outside their homes or even the entire village or town. The hope was that yetis would take this food, instead of children. It sometimes worked, but the yetis remained a problem until they were hunted to near extinction over the course of decades.

By the turn of the 2nd century DC, actual yeti attacks were extremely rare, but it was still common for people to leave offerings outside. Over the years, this practice declined to only really being done in Winter (when yeti attacks were most common), then only one week during mid-winter, and eventually almost no one at all would continue the practice.

In 115 DC, Taldeur peoples near modern day Nieheim were the only ones continuing the tradition, but only on the 1st of Hiesys each year. Children were told that if they misbehaved, the yetis would come and kidnap them. Children were encouraged to be on their best behaviour in the weeks leading up to the night, and to make a small effigy in their own likeness, usually filled with straw, grass, leaves, or other similar stuffing, with a painted face and dressed in the children's clothes, in order to distract and trick the yetis.

Over the next few decades, the tradition evolved to include gift-giving. Good children, the story goes, are left gifts by the yetis in stead of their effigies when in reality it is typically parents who leave the gifts behind. The night would come to be called Kinderstehlnacht, and in modern day Taldeurtotun it is widely celebrated even in places where yetis were never a threat.

#216
The Bone Sea sits to the far east of Aedelor, bordered by two continents and a large island near the center. Along the sea floor grew an expansive coral reef, old and strong. Due to the strength of the corals, they were targeted by beings of Aechyrus who used them as anchors to pulled themselves to the mortal plane. This killed the coral and turned them bone-white, which can be seen by ships above and giving the feeling of sailing upon white water.

The Aechyrans that pulled themselves to Aedelor c. 2000 BDC waged a war on the mortals, giants, and dragons, though few today have any idea of this history. However the coral are not the only hints of those times long past. Strange undead sea monsters still wander the Bone Sea, hiding among the white corals to pounce on unsuspecting prey.

#217
In 225 DC, the giant Sidir (sihd-er) returned to Mt Emberwrest in Westmark to claim the mountain as his home. To do so, he had to kill Vaezza the Red Sky, a vicious red dragon that had roosted there and lorded over the people of Westmark. The first battle between Sidir and Vaezza resulted in a victory for the dragon, but Sidir was able to escape with his life.

Using an ancient ritual known by his lineage of giants, Sidir made a pact with devils to gain power. When Sidir faced Vaezza again, he won and reclaimed Mt Emberwrest as his home. The people of Westmark largely saw the giant as their saviour, and began worshipping him. Sidir took the name Ba'al, loosely meaning “master,” though the people called him The Flame King and founded the Children of the Flame religion. Ba'al abused the people's reverence of him, though the full extent of the subjugation was always distorted through the lens of the religion and the peoples' intense faith.

In 417 DC, the deal made with the devils came due, and the giant's soul was taken to Naraka. Though the deal was made to powerful devils who would have loved to keep the strength of Ba'al's soul for themselves, the King of Devils took interest in the Children of the Flame's intense worship of the giant, offering him true godhood as the God of the Forge. In Westmark and some areas around it, he is most often still called The Flame King or Ba'al, but in the rest of Aedelor he is more likely to be known as his original name, Sidir.

#218
Augustin Lagarde became Emperor Valdar the Ninth just after his 31st birthday in 493 DC. He had already been married years earlier to a princess from Duntry, Aeres, however they had not yet been able to have children. He was by all accounts madly in love with her, and proudly had her stand beside him as Empress of Valdar. Upon taking the throne, the pressure to have an heir was intense and there was much more scrutiny upon their relationship. It seemed that Aeres was unable to bear children, and in an inconvential move they turned secretly to the elves for help.

The elves of Mythe En'thalor, the vast forest covering the east of Valdar and not part of the Empire, were said to be able to bear children in non-traditional ways. Ways that would allow two of the same sex to have a child of their blood, or perhaps even to those who were infertile. In 496, under pretense of a long-due diplomatic mission to Mythe En'thalor, Augustin and Aeres went to spend months with the elves. During this time they announced Aeres was pregnant and returned to the capital with a baby boy they introduced as Famien Lagarde, the heir to the throne. There was great celebration in the city, though some eye-brows were raised among their councils and whispers behind closed doors.

#219
When Sidir was offered godhood by the King of Devils, Foseng the God of Fire was deeply offended. Foseng had served in Naraka since his soul escaped Aedelor to the outer planes, and Foseng took issue with Sidir being referred to as the “Flame King.” Though the King of Devils would try to get the two deities to play nicely with each other, they would eventually war, causing Foseng to flee Naraka and take refuge in Yatas, the court of the Everknot.

Foseng's intense heat proved too much for the Everknot's presence, and Artellan tried to banish The Inferno from his presence. Instead, Foseng caused war again and attempted a coup of Yatas by burning the Everknot. Foseng would have likely succeeded in his coup if it were not for Aristophane and Sirae fighting back Foseng and successfully banishing him.

Now, Foseng serves in the court of Nihil where Zazelthul freely welcomes his fiery rage. Foseng and Sidir remain bitter rivals. This means that, somewhat ironically, the Children of the Flame are despised by the God of Fire.

#220
In 505 DC Augustin offered the southern kingdom of Zameria a chance to peacefully join the empire. Zameria adamantly refused. The following year, while Empress Aeres and their son were away from the capital, Zamerian assassins attacked them. Famien, then 9 years old, escaped but Aeres and most of their company were killed. This threw the royal family into turmoil and unrest across the empire.

It was at this stage that Famien's legitimacy was finally called into public question by the council of Grand Justicars. At the order of Supreme Justicar Gabranth they had done some digging over the years and uncovered the truth of Famien's conception by magical means. Means that were not by the trusted magic of Valdarian magi, but by elven mystics. Could this child truly be considered a blood relative of the emperor? That they had hidden this was even worse. Famien was ultimately removed as the heir to the throne by a majority vote of both the justicar and magi councils, which Augustin conceded to.

The emperor was distant to his son after that, disgraced and heartbroken, and Zameria would never be met with peaceful negotiations again. He married again quickly after that, fathering his son Laurent with Empress Beatrice. Though it was apparent to all close to them that he had little love for his new family and was not very involved with Laurent's upbringing. Despite these hardships, Famien grew to be a level-headed, compassionate, and just man who was well-liked by the public.

#221
In parts of Aedelor where magic is not as readily accessible, you may find spellcasters busking on busy urban streets. These kinds of entertainers usually know the simplest kinds of magic but use them to entertain and delight crowds who are otherwise wholly unused to seeing magic performed in their day to day life. Small puffs of fire or arcs of lightning, disappearing and reappearing items, or even some light mind reading are all examples of simple spells that might be used to solicit tips from passersby or delight children.

In Aurileme, however, where magic is so routinely seen in everyone's day-to-day life (especially in the cities), almost the exact opposite is true. Small bits of magic would impress no one, however those who can perform seemingly magical feats with no magic at all are sure to delight crowds. A play on the Aurilemian word magi, these people are called magiciens. They may perform many of the same kinds of feats as actual spellcasters - like puffs of fire, disappearing and reappearing items, or seeming to read minds - all without the aid of actual magic. These people are masterful sleight of hand artists and employ a wide variety of carefully kept trade secrets to perform these feats. The highest compliment a magicien can receive is when their feats seem so unbelievable that a passing mage is enticed to detect magic, only to find none.

#222
The halflings of Antillia are some of the best livestock farmers in Aedelor. Their history in the region runs deep, and animal husbandry has been taught and refined for countless generations. Of particular pride are their sheep and mountain goats who thrive in the mountainous region.

They have bred many different species of sheep and they are integrated in nearly all aspects of Halfling life. The cara sheep were bred to be a mini species between one and two feet tall that can live comfortably in their homes as companions. The seinnbe sheep are strong short haired sheep with four elaborate horns employed on farms, pulling carts, or for riding.

Most famous are the bobhir sheep who were bred originally for the giants. They have incredibly soft wool in dark colours like purple, black, and grey. They are a giant species, standing between 7 and 8 feet tall to the shoulders. Halflings have special barns and tools just for caring for and shearing these sheep. Bobhir wool is very expensive and typically only afforded by royalty and the very wealthy.

#223
In historical Tarshah, forced sungazing was a popular method of determining guilt in someone suspected of a crime. The suspect would be bound and their eyes pointed towards the sun, with their eyes forcibly kept open. After a certain amount of time, typically minutes although this could range wildly, the suspect was allowed to look away.

Over the course of the next several days, the suspect would be tested to determine if they could see. Those who remained blind after one week were deemed to have been found guilty by Mihr.

Those who regained sight by the week's completion would be found innocent. Even in a case in which the suspect's guilt was nigh undeniable, the return of their sight was seen as Mihr declaring them forgiven, or their perceived crime just.

The practice was called aftah alnaafid, and was outlawed after Tarshah was annexed by the Valdarian Empire.

#224
Lunus Le Floch is a sorcerer living in Crystal Port of the new nation of Talamh Saor. Le Floch, an elderly halfling, has owned a large property at the top of a bluff overlooking the coast for over 50 years. Originally a modest house, it has grown into a monstrosity of a building which draws tourists to view it.

The house exists in a constant state of growth and change as Le Floch continues to add rooms, halls, and adornments. Those that have been in the house have said it is like a maze inside with little logic. As there was only so much room to expand on the bottom, the multiple upper stories have expanded out over the yard and even encroached on neighbours property in a series of blocks and odd jutting shapes. The result has been something less like a nice branching tree and more like a teetering tower of mismatched kids blocks glued together.

Chimneys of all kinds poke out of tiled roofs, windows both clear and stained glass stare at the street, and she seems to constantly change her mind on whether she likes brick, stone, or wood for the exterior. It is decorated with a seemingly random collection of items, from a gargoyle that funnels rainwater off the roof, to a magical weather vane from aurileme that yells the weather in the morning.

Coupled with a yard that has been let loose with wild growth, the house seems to spring up from a solid block of forest teleported to the middle of the city.

#225
Cadrieth, the Insatiable Serpent, is perhaps unsurprisingly unwelcome in many of the gods' courts despite his powerful and secret knowledge which led to his ascension in the first place. Many fear that he will not be able to control his nature and will consume their planes or power in his search for novel information. Sirae allows Cadrieth to serve in her court of Meija in part because she believes she has the tools to control him.

Gramdol leads Cadrieth on long chases with lies and misinformation to keep him occupied, and Valweni will aid in this endeavor by creating intricate and vast illusionary troves of knowledge. Cadrieth has on occasion discovered these deceptions, which angers him greatly and leads to infighting in Meija. Sirae is fine with this, where other godkings and godqueens would be less tolerant of it.

#226
Dragons were created outside of Aedelor from the jynra themselves, so when they die they do not decompose like mortal creatures. Their physical bodies will instead transform over time in a process dragons call kosemuta, roughly “change from the cosmos”. What the transformation is depends on the dragon's type, location, and cause of death. Kosemuta usually takes decades if not centuries to occur, with those buried in earth or underwater changing the quickest. At the end, they will be unrecognizable.

Their bodies can become precious metals, minerals, gems, crystals, gases, acids, or even pools of magical energy. Thousands of years of kosemuta'd dragons are buried in deep layers, leaving these valuable and often dangerous resources to be uncovered. From known metals like gold or platinum, to unique crystal growths, to cavities of deadly gas that explode or release toxins. Though cultures have many names for these resource pockets, they are often referred to in common tongue as dragon gold or dragon veins.

#227
Kamvi (kahm-vee) is the oldest game in Aedelor, first played by giants in the Age of Darkness thousands of years ago. Played between two players on a 15×15 gridded play surface, players take turns placing their game pieces on the grid's intersections. The objective of the game is to place five of your game pieces in a row either horizontally, vertically, or diagonally.

Giants all over Aedelor played kamvi, and after the arrival of dragons, even some of them enjoyed the game. Sometime during the Age of Ash and Ruin, humans and other lesser mortals began playing the game as well. Game pieces have traditionally been light and dark coloured stones, which humans began referring to as giants and dragons during their play sessions over time, especially after the Withering.

Kamvi's rules have evolved over time and even has regional variants. Examples include new ways to begin play so as to limit the first player's advantage, turns being time limited to force quick thinking, and placements being made illegal to disallow easy strategies. It's played in all corners of Aedelor, although its popularity can vary by region. Elaborate kamvi game sets make for popular gifts in many parts of the world, where instead of stones the game pieces are fanciful sculpted game pieces. Some of the most intricate sets can be extremely valuable.

#228
It is dangerous to extract any part from a dragon's corpse. Their souls are tenacious, and their will can remain in their bodies for years before eventually fading during kosemuta. Creatures of the earth like scavengers, bugs, and worms will not touch them, having an instinctual aversion, and they find no mortal flesh anyway. The natural world pulls away from the dragon: grass will wither beneath it, trees will move out of the way, and the earth will slowly swallow it.

There are creatures who will knowingly take parts from a dragon, usually mortals who have killed it or happened upon it. Some godkin who imagine themselves above the effects may even attempt it. The greatest risk is being cursed, which takes on a different form based on the part carved and the lingering intent of the dragon. These dangers were once well known, as the peoples of Lohikdal experienced from gathering tooth, claw, and horn.

After the withering these dangers have now been largely forgotten, with dragons being rare. Hapless adventurers will gladly carve their trophies, and will likely find themselves affected by a life-altering curse.

#229
In the mountains west of Okushina lies Kuzuzawa-jo, or Kuzuzawa Castle. Home to the Kuzuzawa clan, their territory has never been conquered by another clan, despite their relative proximity to the capital of the shogunate. The mountains around their castle were home to some of the bloodiest battles in Noshima during their decades of civil war, always by an aggressor trying to lay claim to the region. The Kuzuzawa clan has never had shogunate ambitions, and has only ever defended their castle and land from others.

When the Noshima clan consolidated their power, the first shogun negotiated a treaty with the Kuzuzawa clan. The clan pays a tax to the shogun, but was not made to swear fealty nor are they technically considered a part of the shogunate (though only extremely politically savvy people would know this, or make the distinction). In return, the shogun leaves their territory alone and Kuzuzawa-jo has stood unchallenged ever since.

The Kuzuzawa clan interacts with the shogunate only when necessary, performing minimal trade and mostly remaining self sufficient. There is no doubt among many Noshimese politicians and generals that the clan guards some ancient secret in the mountains, but none of them know exactly what.

#230
For the first few hundred years after the elves arrived in Aedelor it was rare for them to leave the Witchwood. Small groups might have left to gain something crucial the community needed, search out a dangerous dragons den, or explore and map the world. Before leaving they would be gifted a crown called a lythenia, made of leaves, flowers, and berries of the local wood. It would be enchanted by the elders to never wither, and would remind the wearer that the woodland was always with them, symbolizing the boughs of the trees above their heads.

Over the next millenia elves leaving the woodlands and settling elsewhere became more common, and it was no longer used for any elf who left. It became a way to mark heroes, elders, and other high-ranking positions. The lythenia was originally from the Witchwood and was very strict down to the way it was plaited and what it was made of. As different woodlands were settled, different styles came in and out of fashion among them.

In modern days after the withering lythenia are now sported commonly by elves as regular accessories, no longer a symbol of prestige. They are also worn by non-elves, and it is normal to find them sold in markets by elven vendors in the style of their woodland homes. They have become more of a fashion statement with traditional roots, and come in many varieties and artistic interpretations. There are still those who know some of the old stories and wear traditional lythenia, but it has changed so much over time no one is quite sure what the original was like.

#231
East of the Wilds is Fryst (frist), a land permanently covered in snow and ice, much like the Reach far to the north of Aedelor. After the dragons' powerful magic created the permament blizzard in the north, making it inhospitable to anything, the tactic would be attepted again farther south. In the middle of Fryst there is an ancient volcano which was the target. Unfortunately for the dragons, the giants were much more prepared this time.

The attack on the volcano was not ultimately successful in the way the dragons intended. An ancient dragon - one of the first ever to arrive in Aedelor - named Crithrix Icefang was downed by giant warriors, and fell into the volcano. Crithrix's death upset the delicate connection to the plane of fire, causing a wildly violent eruption. Lava spew from the volcano reaching heights of many miles, and a huge plume of ash reached as high as forty miles above the mountain. As it was erupting, Crithrix's powerful spirit cursed the mountain and turned the churning magma in the earth to magical ice, severing the connection to the plane of fire.

The mountain essentially flash-froze in place, mid-eruption, with the monument of magically strong ice still standing to this day in the center of Fryst. The surrounding area was affected as well, though unlike the dragons' magic in the north, the permafrost was much more contained around the mountain. Dragons and giants who were in conflict at the time of the eruption are stuck inside of the ice to this day.

#232
Matali is a very small nation in eastern Aedelor that experiences eternal spring-time for as long as anyone has recorded. The regions surrounding it have a cycle of seasons, and one could walk from a snowy plain into a blooming Matali glade within a few feet. It rains often, the flowers are always budding and blooming, and the trees are ever-green. Their soil is rich and produces a constant cycle of lush crops that never seem to fail. The people who live there rarely live in want, and poverty and starvation is nearly unheard of there.

They keep their community closed to most outsiders, taking their goods to nearby regions to sell. Though they don't deny travelers from staying a very short time, being quite happy people, but they expect them to move along quickly. There are many rumours about why Matali is like this, from a connection to Aedurun to an ancient curse, though there does not seem to be much downside. No one outside of Matali knows the truth of this idyllic place.

CONTENT WARNING: loss of child

#233
At the turn of the 6th century DC, Lorenzo Lovell became the heir to the County of Stillwater after his elder brother died in a riding accident. The Lovell family had been counts for generations and, in following the traditions of the long defunct old kingdom of Westmark, it fell on Lorenzo to produce a male heir. He soon married a woman named Adriana, whom he loved deeply, but they had great difficulty conceiving.

Lorenzo took his role quite seriously and was very proud of his heritage. In a desperate attempt to ensure he could have a male child, he sought magical aid. Lorenzo met with many who claimed to have either magical or alchemical prowess over a few years but all of their remedies and concoctions failed. Then, he met with a woman who was a cleric of Niamh, Goddess of Fertility. She blessed both Lorenzo and Adriana and promised them that not only would have they have a child, they would have twins. Shortly after, Adriana did indeed become pregnant.

The night before Adriana would give birth, the cleric returned to them. She was eagerly welcomed into their keep, where Lorenzo and Adriana honoured her as a guest and thanked her profusely for her blessings. In private, the cleric revealed herself to truthfully be a cleric of Gramdol, Goddess of Deceit. The cleric informed the couple that they will have a male child, as promised, but the other twin will be a girl, and that they are to give the girl to the cleric to take away.

Outraged and appalled, both Lorenzo and Adriana were in agreement that they would never give up one of the children. The cleric insisted once more, and this time Lorenzo struck the cleric dead.

The following day, Adriana gave birth to a healthy baby girl, but a stillborn boy. And though they didn't know it at the time, the couple had been cursed by Gramdol to be infertile for the rest of their lives. Devastated but finding comfort in each other and their newborn daughter, they kept the truth of that night to themselves for the rest of their lives.

#234
Valarthylde the Brilliant was a gold and white dragon who lived c. 2500 bdc. She was benevolent towards the mortal population of Westmark at a time when few calissae cared. She prevented the destruction of a town in the Westreach mountains, convincing other dragons they did not need the land to roost. She would visit the people and delighted in speaking with them, finding the mortal perspective fascinating. She was a legend to them, as generations passed under her protection.

After nearly 500 years she was killed during a giant attack, and the town was forced to flee for their lives. They never forgot about her kindness, and returned to where her body lay and marked it with a large cairn nearby.

Nearly 1500 years later as humans gained footing in the area, they returned to the legendary burial site. They thought to dig up her bones, long consumed by the earth, in order to move them to a fairer location. They instead found a massive vein of gemstone deep in the earth. It was clear on the edges, a rich yellow within, and a blood red in the very center. They called it Valarstone in honour of the dragon.

#235
Hashinokawa is an abandoned ghost settlement on the east side of Nakazawa in Noshima. The area was home to the ambitious dragon Hashi from 853 BDC to the Withering, when he perished. Hashi was proud even by a dragon's standards, and told the people of the region he ruled over that they would fly to the afterlife upon his back when they died. The people turned their back on Ziune and offered prayers to their patron dragon instead.

When Hashi died in the Withering, the people believed he ascended to true godhood, but he did not. Ziune cursed the Hashi clan, and stopped ferrying their souls from Aedelor. As people died, they found themselves as trapped ghosts, which angered them over time, turning them violent. By the 2nd century DC, all of the Hashi clan had perished and turned to restless spirits and they had begun congregating in Hashinokawa, the previous capital of the clan.

Despite attempts at exercising the area, it remains haunted to this day, and the people of Noshima have decided to let it be rather than continue trying to reclaim it. Leftover treasures from Hashi still lay hidden there, in a way protected by the malevolent spirits.

#236
The Weeping Ways are found in the Ashbow Mountains of Valia. It is an extensive cave network that links many mountains together, they were made by elemental earth wyrms that lived in the Ashbows after they were raised in 3193 BDC. Inside the caverns it is always “raining” as water falls from the ceilings without an apparent source. As they have a strong relation to the elemental planes still, the water seeps slowly from the plane of water. The water drains out, creating thousands of thin streams and waterfalls all along the mountainsides. This is a sure way for travelers to identify the caves from the outside. The Weeping Ways were used for centuries by the Duntrian people to travel around the mountains.

#237
Elyahari, God of Art, regularly consorts with Vyocus, God of the Tempest. Master Ari finds a wealth of inspiration in the raging storms that Vyocus unleashes on Aedelor, much to the dismay of his fellow courtier Itanya, Goddess of the Harvest. Itanya, conversely, beckons to the feminine side of Vyocus, trying to soothe and calm her such that she can peacefully bestow her bountiful harvests to Aedelor with gentle rains rather than churning winds.

The struggle is a point of contention in Yatas, in which both Master Ari and the Bountiful serve. So much so that Vyocus, who also used to serve in the court, was banished from it by Artellen in hopes of calming the dispute between the remaining two gods. It did not.

Since then, Vyocus has served in all of the courts at least once, their allegiances changing almost as often as the winds on Aedelor.

#238
After its discovery in 498 bdc, the Westrians mined out all of the valarstone from the mountainside and transported it in huge chunks to their settlement Westerwick on the river. The pieces were so large they were able to cut many things out of it in unbroken pieces: two crowns, two sceptres, diadems, panes for glass windows, and many pieces of jewelry. Teardrops were cut for a massive chandelier which eventually hung in the Castle Westmark's throne room. All pieces were given to the first king and queen of the Kingdom of Westria, established in 348 BDC.

C. 100 DC, when Vaezza the Red Sky commanded the fealty of the king and queen, the valar jewels were demanded by her. First the chandelier, then the jewelry, then the sceptres. The final insult was the demanding of their crowns, which was given by the last king of Westria. After Vaezza and the kingdom was overthrown by Ba'al and the children of the flame, the valar jewels were retrieved from the dragon's hoard. However, they were soon stolen and never located again.Today, these ancient pieces are considered lost treasures of the fallen kingdom. Occasionally a teardrop stone is found, but they are exceedingly rare.

#239
Lexi Listi was an adventurer living in the 1st century BDC and a member of the adventuring troupe that would instigate the Withering. They were colloquially known by their contemporaries as the “Wise Sloth,” a name given to them out of irony due to their habit of acting quickly and without giving much forethought.

Lexi had a tentative relationship with their adventuring party. They were a well known kleptomaniac, often stealing things that would get the rest of the party into trouble. They often fill a “comedic relief” role in tales recounting that adventuring party. Still though, Lexi was talented and their rogueish talents did help the party successfully complete the actions that led up to the Withering.

I see you privated your Worldanvil project, and deleted your reddit LFG post. The timing of that seems really peculiar to me. Because I only spoke about it on my server, and the LK server, I have a feeling you're gonna see this. I hope you know that I don't care about you using our world. I want you to use it. What I don't want you doing is calling it your own, telling people that it's yours, or taking our words - literally copy and pasting our hard work - and passing it off as your own. You're welcome on our server mate and I'd love to talk to you about our world - you clearly like it! I'd honestly love to hear about the adventure you run in Aedelor! Hope you see this, cheers.

Seriously, B, join our discord and we can chat about Aedelor together!

#240
On a tiny secluded island of the Scarred Isles lives a solitary being called The Cipher. They are not from Aedelor, hailing from the lower planes and associated with the court of Nihil. Seeming to be kin to the Astral Merchant, they are a tall humanoid-like figure with eight arms, no mouth or nose, and blue skin with a sparkling sheen. Staring at them for too long gives the feeling of falling into the depths of the sky or the ocean, and it can be difficult to concentrate. In contrast to the merchant, the Cipher can always be found in the same spot and has been known to be there for centuries at least.

The Cipher has become known as a messenger of Zazelthul, though no one has directly heard an endorsement from the God-King themself. Those that go to the island to receive word from the being are often looking for life's answers, seeking them in whatever place they can find a divine connection. The Cipher tells them of no purpose, of nothingness, of turning your mind blank and pursuing the void. Seekers leave the island either terrified or in a dream-like state which may take months to shake off, if at all.

#241
Blood finches are small birds native to Vardanta. They are typically 6 to 8 inches long and sport a deep crimson plumage throughout most of their body, though their wings and chest may be black or white, and they have white mottling throughout. These birds consume the blood of other creatures as sustenance, but they are not predators. Instead, they develop symbiotic relationships with other creatures that are typically preyed upon.

By picking at a creature's wounds and consuming their blood from those wounds, they actually impart a helpful cleaning effect and can even numb the pain of that wounded creature. The Arazi people have long known of their cleansing and helpful capabilities, and they use blood finches in healing procedures. They can be kept as pets, but are generally only done by wealthy individuals, who superstitiously believe that allowing a blood finch to feed on their blood will grant them longer life (it does not).

#242
A Pale Sky is a phenomenon that occurs above the site of great battles or where a conflict has resulted in many deaths. The sky itself will turn bone-white, like a body drained of blood, and remain over the area for days. Though it is not cloud cover, it does cause sunlight to be hazy. There is a slight glow to it at night, and it can be seen to softly move. If one looks long and hard enough at it, they may even just faintly see the ghostly figure of a skeletal Kirin dancing in circles within.

Pale Skies have been deemed to be like a calling card of Sirae, not necessarily that she is the cause, but responding to it atleast. The greater the conflict, the larger and longer lasting the Pale Sky. In 528 DC, above Mil Pont and many other cities across Aedelor, the Pale Sky remained for nearly a week in the aftermath of the devil invasion.

#243
Fermos flies have the abdomen, wings, and long tail of a dragonfly, but the long legs, head, and proboscis of a mosquito. They are native to the vast swamps of Islingar. Male fermos flies are miniscule in size, rarely being any larger than a third of an inch in length, but they congregate in large swarms. Female fermos flies act as the queens of a swarm of males; they are several feet in length, matching the height of an average human.

Fermos flies use their proboscis to infect creatures with any one of the many diseases they can carry, wait for that creature to die, and then consume the entirety of its corpse. Female fermos flies will lay eggs inside of corpses as well, which its swarm of males will then fertilize as they feast. Females will fight to the death for control of a swarm of males, and the largest swarms are formed when a female can kill many others, absorbing their males into its own swarm. The largest swarms can contain hundreds of thousands of fermos flies, which pose a very serious danger to settlements in Islingar.

#244
The Cipher has inspired a cult following, though the being does not take an responsibility for them nor allow them to stay on the island. Despite this the followers consider the Cipher to be their spiritual leader. The followers embrace as much “nothingness” in their lives as possible, rejecting their old identities, including names and titles. They own and use as little as possible, and reside far from civilization. In the Scarred Isles they are called zaycatla, a derogatory term meaning empty-headed. Outsiders may call them Cipherites, or the Null.

Zaycatla practice attaining “nothingness” of mind through things like meditation, psychedelics, and self harm or imposed restrictions. They may starve themself or remain perfectly still for weeks, hit their temple repeatedly with an object, or deny themselves any pleasure. All with the goal to reach the “void state”, putting aside all emotion, thought, ego, and sense of existence. They believe if they can achieve this state all of the time, they may be a pure being, one with the cosmos and the void. Quetzlaka are particularly prone to this cult practice as they already experience limited emotion.

September

#245
Erel Tirion (“air-el teer-eon”) is a fountain spring deep in the Witchwood. The elves of the Witchwood believe it was a gift from Serenewyn to remind them of their home in Aedurun. In actuality, it was a gift from Serenewyn to Aristophane, ostensibly her sister-in-law.

Aristophane, also known as The Menagerie, is not fond of Aedurun as she considers its inhabitants to be profane rip-offs of her own beastly creations in Aedelor, and she further dislikes Serenewyn for favouring Aedurun over Aedelor. She disapproves of her brother, Artellan, consorting with Serenewyn.

Erel Tirion was an attempt to win The Menagerie's favour. The spring is ever-bountiful; it cannot run out of its water. Its water is also clear and pure, cold and refreshing, and the spring trickles forth from a rockface with no apparent source, into a small pool. People - including elves - cannot easily find Erel Tirion, as it is shielded by magics that bewilder and disorient those that try to approach. However, animals can approach the spring without difficulty, and may drink from it freely.

Aristophane does, in fact, drink from Erel Tirion often, and finds it very refreshing; she's still not very fond of Serenewyn.

#246
During her eternal slumber, Miramus reaches out to the cosmos through the dreams of others. She also experiences her own dreams, having dreamed of everything there is to dream of. Her dreams can persist in the cosmos, similar to a pocket dimension but only accessible through the mind. No time passes within her dreamscapes, which exist in both an instant and an eternity.

Only in recent Aedelor history have people begun to learn to access and even manipulate Miramus' dreamscapes. Eyrieth of Ythenethyr spent most of her life studying the slumbering goddess, eventually finding a way to send the mind to one of her dreamscapes. A timepiece is necessary to activate the magic, with a pocket watch being the most convenient capsule. She called the object a somnex, and also learned how to manipulate the dream within.

A somnex can send someone mentally to the dreamscape and even trap them there. Those who are sent there may not even realize they are in a world that isn't real, experiencing ground beneath their feet and air to breath. Some dreamscapes are surreal and incomprehensible, others cause you to question your very identity. Regardless, no real time is spent in a dreamscape as the person's physical body experiences only an instant of a hypnotic sleep brought by the somnex. But in their minds they could have experienced days, week, even years within it, and this can drive some to madness.

#247
Red on White is the name of the art piece decorating the ceiling of the throne room in the palace in Stalovka, painted by Evelina Klokova-Maximovna. Work began on the piece in 442 DC and completed in 447 DC. As the throne room was originally built for giants, the chamber is exceptionally large. Red on White occupies the entire ceiling of the chamber, over 60 feet wide and 150 feet long.

The painting depicts the long, bloody history of the Dolinvek peoples native to the region. It includes several famous battles, many of the most notable leaders throughout their history, and the defeats of all of their enemies, all against a white, snowy landscape for which the region is known during its harsh winters.

The piece is considered a cultural milestone by the Dolinvek, though its place in the palace throne room means that viewing it can be difficult. The public in Stalovka will have seen it if they've attended public decrees in the throne room, but otherwise it's primarily known by diplomats and artists who have specifically lobbied (read: paid) to view the piece. It's regarded as one of the finest and most impressive pieces of art ever completed by those lucky enough to have seen it.

#248
Raafat al-Kahan was a Lohiken ruler of Palajur in 257 DC. He was known for having an extraordinarily bad temper, becoming livid at the slightest things. He had taken the throne by force, having lead a coup and holding the palace with his militia. During his reign Palajur experienced constant infighting, the palace was nearly taken back twice and war was declared on their sister city Alarawan when they did not recognize al-Kahan's authority.

His reign was thankfully short-lived, as the next year Raafat dropped dead in the middle of a violent outburst. He had trashed the dining hall, assaulted his servants with food and silverware, and quite suddenly fell dead face-down in a dish of pudding. The palace was swiftly taken back and the story circled among the population.

In Western Dalazar this has sparked a number of expressions. It is now common to tell someone who is unreasonably angry that they will end up “in the pudding”; to tell them off by saying “oh, go eat some pudding”; or describe them as “throwing a pud.”

#249
In Aedelor, mortals give birth to new mortals by the very grace of the gods. Each new life requires a sliver of a shard - a soul - as if a seed. The gods allow this for most mortals because they believe it is like an investment. A small sliver of shard for a new life can grow stronger over time - something unique to Aedelor - which, upon death, can be claimed by the gods.

This was not always the case, however. During Aedelor's Age of Darkness, the gods did not appreciate the value that souls had, for they were themselves young and naive in their own way. Humans and halflings were able to reproduce on their own, so to speak, due to leftover “pieces” from Sarasaamun's shattering lingering in the cosmos. Giants' souls were too “large” to make use of these leftover pieces, and so they could not reproduce. Unlike humans and halflings, though, they wielded great power and could not die of age.

Dragons, due to being Sarasaamun's children, were able to reproduce despite being equally powered to giants. Giants envied this, though they would have never admitted it; this envy would become a driving factor in the giants' development of their arts of shard manipulation: soulsmithing, soultrapping, and their peak achievement, soulforging.

#250
Morabis met Sonatomos when the Bard came to play for the god-queen Vitalinus in her court of Aelum. The court was filled with the sweetest music it had ever heard, and the court crowded in to hear his music without end. None were more smitten by the musician than Morabis, who stood stoically at the right hand of Vitalinus and listened intently. Having committed himself to defending Aelum to repay his transgressions, Morabis rarely left his station. Despite his growing affection, he did not speak to Sonatomos nor gaze at him too long.

Then Sonatomos began to play love songs in the court, weaving stories of lovers kept apart by duty and fear. Singing of all kinds of unrequited love, tragedies, and blissful happy endings. However, his songs did not appear to stir the devoted guardian, whom the Bard had seen linger occasionally upon him. So he left Aelum with a broken heart.

Morabis became distracted in his work despite his attempts to forget Sonatomos, until Vitalinus confronted him and discovered that her godling was in love. She encouraged Morabis to take a break from his penance and pursue his love, but Morabis refused. He was often heard humming and singing the love songs under his breath, a far away look in his eye.

#251
During the Age of Darkness, Aedelor was practically unrecognizable from its present day appearance. It had not yet been shaped by the first giants, and the elements ran amok, untamed.

As the giants learnt to control the elements, so too did they begin to shape the world as they desired. The effort was led by six giants, arguably six of the most powerful giants to ever live.

Aedelor has continued to change ever since from a wide variety of causes, especially during the Age of Ash and Ruin. Those six giants' legacy lives on in the names for the major continents and regions in Aedelor, though the modern names used have evolved through multiple languages over thousands of years.

#252
Sonatomos was invited back to Aelum many times, without always the same outcome. Though he tried to hold the attention of Morabis, they never spoke. Even Vitalinus tried to intervene again to no avail. Sonatomos was not committed to any court and would visit all of them, believing that all deserved to experience music. During a visit to play for Sirae, Celerat met him at her court. Coming off as charming and curious, Celerat talked with the Bard of all manner of things. A fairly young god, Sonatomos did not think much of it and did not hold back. He told Celerat of his unrequited love for the Resolute Morabis.

After this visit, Celerat gained an invitation to Sonatomos' plane and went with him there. Taking him by surprise, Celerat captured Sonatomos and overtook the plane, torturing the god and turning his music to dust. When word reached Morabis, he immediately left his post without the blessing of his God-Queen, and went alone to confront Celerat. A long battle ensued, and none but Sonatomos witnessed it from his prison. Celerat was very powerful at this time, and nearly overcame his righteous brother, until Morabis destroyed the prison holding Sonatomos. Together, the two fought against Celerat and won, sending him back to the lower planes. After this, Morabis returned to his post and Sonatomos joined the court of Vitalinus permanently.

#253
Trading along the Reaching River can be incredibly dangerous, but for those willing to brave it, there is great profit to be earned. It is one of the most lucrative trade routes in all of Aedelor. Completing just a few successful trips from Dun Kuldihr to the Westwater nations can be profitable enough for a captain to retire.

Far to the north, the river is extremely difficult to navigate, with sections freezing seasonally and large ice floes being a threat even in the midst of summer. The Northern Kingdoms of Lanfjer and Nizkovod are constantly at war for control of a stretch of the Reaching River, and passing through their territory requires either a heavy coin pouch, a keen mind for politics, or sometimes both.

The winding stretch of river through the Witchwood means attacks from opportunistic hobgoblins or orcs. Moving one's ship and goods through Riverscar can be a time consuming and expensive affair, and a captain can easily find their trip ending here if they've not budgeted wisely.

Traveling through the Earthscar can mean warding off giants and other beasts, and navigating the river delta can be dangerous for inexperienced captains; it's sometimes called The Dragon's Maw for good reason. Make it to the Westwater Sea and captains are rewarded with having to contend with pirates.

#254
None living on Aedelor in present day know what it is like to see a flight of dragons crossing the sky. Dragons were numerous during the Age of Ash and Ruin, and when travelling together were a sight to behold. The largest flight of dragons ever known was just previous to the Withering event, 3743 years after they first arrived on Aedelor.

Thousands of dragons travelled to the land that is now known as the Withered Waste, filling the sky. Giants travelled on their flytholdes, or walked the land in droves which quaked the earth. Together, they blotted out the sky for miles, causing many mortals to believe it to be the end of the world. Nearly every culture has their own stories about the event, which of course preceded the new age of diminished calissae.

#255
The section of Westwater Sea nestled in between Odelia and the Giant's Throne mountains is known as Redwater. The mountains on either side of Westwater there rise high above the bay, and steep cliffs line each side. The cliffsides there are home to hundreds if not thousands of coves and caves.

Pirates in the region before the third century had little to no honour and regularly attacked each other as often as they attacked merchant ships. In 251 DC, the pirate Walter “Silver Teeth” Royall began petitioning fellow pirates to agree to certain codes of honour, one of which would designate areas where they were to not attack each other. Royall also had big plans for a settlement in the Westwater Sea run by pirates, so that they would no longer have to always make port in the surrounding nations.

Royall was steadily successful in gathering support for this new code. But in 254 DC, while parleying with the pirate Langward “Dead Eyes” Zander, Royall was killed and his ship was sunk. Word of his death spread quickly and by the following year there had been two distinct factions formed in the Westwater Sea: those who supported Royall's code of honour, now informally led by the pirate “Darling” Alyce Ridley; and those who supported Zander's anarchy.

The two sides had many bloody battles, but none more bloody than the Battle of Redwater, named so after the fact. Ridley's side won the battle after dozens of ships were sunk and hundreds of corpses bloodied the waters. She refined Royall's initial codes and made them the new pirate laws of Westwater. Chief among the new laws: Redwater was a neutral zone, where any pirate could safely find harbour in any one of the hundreds of coves and caves.

Ridley would later go on to found Redwater Retreat, the settlement that Royall dreamed of.

#256
Sivild's Garden is located in northern Antillia, near the Sorby river. The giant Sivild once tended an exquisite rose garden in which she'd bred huge flowers for their size, scent, and colour. Now, after millenia of wild growth the garden has become a massive thicket that spans along the wall of an ancient giant ruin. The rose bushes have grown so large and tangled it is nearly impossible to traverse through it. The thorns can grow as long as a halfling's arm, and the roses themselves a few feet wide.

This has not stopped the halflings of Antillia from harvesting from the thicket. Rose petals nearly as tall as themselves are used in perfumes, dyes, and teas. The thorns are used in weapons, tools, and medications. From the thicket occassionally come small plant-like creatures that hail from Aedurun, sometimes offering curious items and knowledge from another plane. Halflings have always honoured Sivild's Garden and consider it one of the wonders of Antillia. The new country of Talamh Saor, established by the halflings, features a rose on its emblem.

#257
After the giant king Hoyserko was slain by his toppling tower in 2006 BDC, giants never did return to the region in significant numbers. Over the course of a hundred years, elves from the Witchwood migrated to the area and named the great forest there Thilmelion.

As the elves there discovered more about the giants who lived there before them, they became increasingly obsessed with their magic and the research that was being done by giants there.

While the cultural divergence between so-called “high” elves and the wood elves was gradual and over the course of hundreds of years, many consider Alydreas and Elyssa the two primary driving forces in the cultural shift. Together in 1757 BDC, they founded Aethelion high in the Myrav Mountains in the remnants of an old giant city. They recruited many other elves to live high in the mountains and research ancient giant magic, something that “traditional” wood elves found appalling and offensive (elves were banished to Aedelor by their creator to fight the calissae, not emulate them).

#258
Elphira Lunagaze was born in the verdant valley, the daughter of a fiendling man and a human woman. The chances of them conceiving were very low, so it was especially a blessing when they had twin daughters. Elphira was human, and her sister a fiendling. Her parents were free-spirited and tried their hand at many professions including potionsmithing, divining, and herbalism. They were always seeking the next thing to join up with, even including some cults, and this resulted in them moving many times with the family.

From Vardanta to Eposia, the Scarred isles to Mbakar, from Dalazar to Gilramshyre. Elphira gained a wonder and curiosity at all the different cultures she experienced and learned languages, traditions, and stories with wide-eyed excitement. Her enthusiasm was either off-putting or engaging to those around her. When they eventually moved there, she took schooling at a university in Gilramshyre which had an anthropology curriculum and found her calling.

As soon as she was old enough to travel on her own she set out on many adventures, hiring or joining with adventuring parties. She wished to learn as much as possible about everything and everyone, documenting it in writings and drawings. Though she never did manage to keep an adventuring party with her for more than one excursion, as they couldn't often handle her positivity, energy, and inability to stop talking.

CONTENT WARNING: self-harm, depression

#259
Kotadi is a curse that robs one of their joy, but not their desire. The most basic version of the curse is simple and will be targeted at one specific thing. For example, if someone enjoys berry pies, someone they have wronged may place a kotadi curse on them. They will still desire the pies but no longer enjoy eating them, leaving them unable to fill that desire.

More potent forms of the curse are employed by powerful wizards, witches, and hags who mean to inflict real pain upon their victim. The premise of the more powerful kotadi curse is the same, but can be more broad in scope. It can be enough to drive the victim mad, and even cause them degrees of harm over time.

The most powerful form of the curse is called vath kotadi, and it is inflicted by only the most powerful entities on Aedelor, or gods. Ortasmos has been known to use the curse as punishment to those who have sufficiently displeased him, but Ortasmos has also helped lift the curse from others. Vath kotadi is intense enough to rob its victim of all joy, making them unable to find satisfaction in anything. If left long enough, the results are fatal.

#260
The dangerous lightning plains, the Lynsetter, between Lanfjer and Elverik in the Northern Lowlands does not stop the two nations from warring with each other. While Elverik is well-known for the bears they ride into combat, Lanfjer has the lynoks to counter them.

A large bovine, the lynoks have hardened natural armor around the head and shoulders, protecting them against the mighty claws of the bears. Lynoks live on the lightning plains, so they are accustomed to the storms and while not totally immune to it, their bodies also help them resist lightning.

They have shaggy grey and brown fur, and thick horns that tightly spiral backwards many times, protecting their necks. Too dangerous to be used as beasts of burden, they are bred especially for combat. Not just used as mounts, they also run into battle with large weapons of war strapped to their backs.

#261
Twinstone is a rare and powerful metal. It was originally known by a different name by the giants, who created the metal in the early years of the Age of Ash and Ruin by manipulating elements and runes. The metal was created to specifically combat dragons who had recently arrived in Aedelor. However, what they unintentionally created was a material that reacted with proportion to the strength of one's spirit, or shard. This meant that the dragons, who were also strong of spirit, could likewise use it against the giants to great effect. It was considered too dangerous to continue making, but the giants found that they could not outright destroy the twinstone. They instead were able to split the metal's essence into two, and spread it wide across Aedelor to minimize the odds that others would reunite them. Over thousands of years, knowledge of this metal was lost.

One half of the twinstone essence was light grey or off-white in colour and was hidden on the west side of Aedelor. This stone was rediscovered by mortals but in its uncombined form, it was weak and essentially useless - it became known as brittlestone. The other half of the twinstone essence was semi-transparent and blue-ish in colour, not unlike aquamarine, and was hidden in the east side of Aedelor. This stone was rediscovered by mortals and called fool's jewel, as it was likewise easy to destroy and not valuable, sometimes used to counterfeit real jewelry.

It wasn't until 461 DC that their connection was rediscovered. Now, they are called white twinstone and blue twinstone respectively. When near to each other, they will begin to react. However, alloying them together will be unsuccessful unless you find each other's twin, a corresponding piece of the original essence of twinstone, which can then be made together into proper twinstone once again. Objects made of twinstone can range from white to blue in colour, the intensity reflecting the strength of the wearer or wielder's spirit.

#262
Itanya has spent much time on Ortasmos' plane, and the two of them grew close. Born of the two of them was Ketshai, at first a godling with a healthy appetite that enjoyed partaking in much divine food and drink. He has inspired many mortals to create new dishes, experiment, and discover new foods. Many chefs considered Ketshai their muse.

As he grew in strength though, so did his hunger. He became insatiable, desperate for the taste of something new. He was pushed out of his father's domain when he became wild with hunger. He wandered and fell into the hands of Zazelthul who turned his attention to Aedelor. He conjured swarms of insects to consume for him, devastating crops and bringing famine behind them. When his hunger is satiated for a time, he turns his attention elsewhere.

Ketshai is still worshipped by many mortals for creativity and inspiration in culinary arts, and it is common for restaurants to have a small shrine to him. He is also attributed with famine and starvation, with many believing that it is brought about by his dissatisfaction with their food. This has promoted cycles of innovation and change within cultural foods, as they fear the same dishes will become “stale” to Ketshai and bring famine.

#263
Kisama, Goddess of Fate, has infinitely many hairs which each represent different aspects of life in Aedelor, and even the cosmos. She braids and intertwines them in ways that tell the story of the infinite fates she has seen as she travels backwards through time. However, just because she sees all possible fates does not mean that she necessarily knows which ones are the ones that will come to pass in reality. It is for that reason she braids her hair.

The task is never-ending, and in fact too much work for her to do alone. She tasks some of her celestial godkin to serve as messengers to mortals, while the rest serve as weavers, embroiderers, and more. These celestial minions manipulate Kisama's hair at her direction, turning them into a vast array of products like tapestries, rugs, embroideries, clothing, and even more. These minions and Kisama are able to interpret, so to speak, the results and determine if they are close to the reality that will come to pass, or not.

Kisama is not the only god with insight into the future, however. As time is only steady and linear in Aedelor, all deities exist outside of the time and may have seen things to come, or to have passed. But for these gods, who have no concept of time and cannot understand it fully, this typically comes in the form of frustrating glimpses or vagaries.

#264
In the Queendom of Taldeurtotun there is a creature that seems very out of place. The reishorn is a very large cloven-hooved beast, looking something like an antelope, a horse, and a goat. They are 6-7 feet tall, have a long neck, and short coats with white or dark spot patterns. They sport a single horn that arcs off their brow like a crescent moon, which is faceted like a crystal.

The giants who once ruled the flyteholde Eibenveste created the reishorns by cross-breeding and soul-manipulation. They were attempting to make their own sort of unicorn, and wanted them to channel their giant runic magic by grafting crystal horns on to them. Over time it did work to some extent, though the abilities of the reishorn got a bit out of their hands. The giants were never able to properly tame them or hone their abilities. They were considered a failed experiment.

The reishorns to this day do indeed have strange magical powers that can manipulate the will and the soul. They live wild in the mountains of Taldeurtotun, save for a small herd that is kept on the queen's royal lands. Even then they are not considered tamed beasts, only kept.

#265
Alatheus Safrax was an adventurer and fortune teller living in Ostrivia in the 3rd century DC. For most of his life and career, he had little renown. He was most well known as a mediocre fortune teller in Valenrac, where he lived and worked when he was not adventuring.

Starting in the 250's in the later half of his life, Alatheus' capability as a soothsayer grew exponentially. He correctly predicted the sudden passing of a beloved leader, aggression from a political neighbour, a magical disease sweeping across Ostrivia, a famine, and multiple natural disasters. With each passing prediction come true, Alatheus gained a devoted following until nearly the entire country admired and respected him.

In 265 DC, a bloodless coup instigated by the people installed Alatheus in power. Before long, he married and had three children. His second child, a daughter named Alwina, began showing divination capabilities at a young age. Alatheus declared that his blood carried the power to divine the future, and made it law that those among his family who could most clearly see the future would be rightful ruler of Ostrivia. This is still how the ruler is determined to this day.

#266
Oben's Table is the name of a flat-topped mountain in eastern Aedelor. It is a solitary monolith in the middle of vast salt flats, rising 3 miles high, and 6 miles roughly in diameter. Massive waterfalls slip over the sides of the plateau and feed the salt flats. Huge sink holes around the surface link to a network of caves that go throughout the mountain.

The mountain was once a flyteholde of the Oben Clan. It was landed on the salt flats c 2500 BDC and never rose again. In fact, the giants that ruled it disappeared and when other members of the clan investigated they could find no trace of them. It was as if they had just vanished with food still on the table.

The mountain is cut off from the rest of the world which has allowed unique flora and fauna to flourish there that is not found anywhere else. Very few mortals have been to the top of Oben's Table so very few things have been documented about it. Surrounding cultures have a variety of origin stories and names for it, including a story that it was once the tallest mountain in the world, but he top was shorn off by Fjellskjaerer who wanted it for her plane.

#267
Since 265 DC, the crown of Ostrivia has been held by a blood relative of Alatheus Safrax who possessed his powerful divination powers. Over the last 100 years, the crown has changed hands at increasingly frequent rates as the extended family tree of Alatheus argues over who can divine the most clearly, and their soothsaying powers overall seem to have diminished, leading to some unease and doubt in the country.

The problem is, Alatheus could not tell the future very well at all. In truth, during one of his adventures he had come upon a trove of intricate tapestries and other woven goods. He brought them back to Ostrivia with him with the intent to sell them, however it didn't take him long to realize that large events coming to pass in the nearby world were depicted in the goods he acquired.

They were in fact treasures made of Kisama's hairs, and they protrayed events that were likely to come to pass in Aedelor. He figured out the secret of deciphering these hairs - an impressive and important feat in its own right - but lied about the source of his visions and instead made people believe he was solely capable of divining the future.

He passed this secret on to his second child, Alwina, who in turn passed it on to her first son, Braga. Unfortunately, within a few generations, the extent of future events had all been gleaned from Alatheus' treasures. The predictions became more vague and tenuous, and in the present day are entirely fabricated by nobles in an attempt to seem like they have the ability. For nearly two hundred years now, Ostrivia's crown has been held by fakers.

#268
Kisama's Falls are a collection of waterfalls that stream down from the sky over the sea east of the Anacori region in a roughly circular pattern. Their source resides on the plane of water, a portal perhaps 10 miles up in the sky, above regular cloud cover and higher than many have ever flown. The falls are so named as from a distance they appear like long hair drifting from the heavens, reminding viewers of Kisama's infinite locks.

The weight and speed of the falling water is immense, impacting the sea with such force it creates a water funnel at the base. The weather around the falls is always densely clouded and rainy as the water from above spreads, though during the day rainbows light up the surrounding sky. A thick fog also billows out along the surface of the sea within a few miles radius. Of course this makes the region very dangerous for ships, and it would suicidal to try to pass through. Ships, dragons, and even flyteholdes have fallen victim to the falls in the past.

Though it is named for Kisama, the region is a playground of Vyocus who often conjures great storms here that he sends out across Aedelor. Ships have been known to enter the edges of the rain and fog to sacrifice or otherwise pay homage to Vyocus.

#269 Coins in the Valdarian Empire are colloquially called peu de magi, meaning “bits of magic.” The name stems from an Aurilemian saying, loosely translated as “magic can solve your problem, but you need money to buy the magic.” They are minted primarily in Orroux. The mountains that the empire has access to have very little copper, silver, gold, or platinum in them and so the coins are minted almost exclusively from imported precious metals. The empire can readily afford this trade, as its primary export are magical goods produced in Mil Pont which are incredibly expensive for foreign nations to buy.

The coins have not changed much in their design over the centuries that the empire has existed. They are each solid circles, varying in size to conform to a weight standard, and each denomination has a different combination of images on its two sides. The copper coin displays the sigil of Gydhiela on one face, and the symbol of the Bronze Blood on the reverse side. The silver coin has a profile of the current Valdarian emperor while the reverse side shows the Valdarian crown. The gold coin is nearly identical to the silver coin, but the reverse shows the crown above a crossed wand and sword. The platinum coin shows the sigil of the empire: two dragons flanking and facing a sword; the reverse side is the same as the gold coin.

The provinces in the empire all had their own currencies before annexation in smaller quantities, but most of them have fallen out of use under the Empire. Most was even melted down and recycled. Only Zameria still actively uses its own coinage.

#270
Feenstadt, which literally means Fairy Town, is a place in the mountains near Taldeurhafen in the Queendom of Taldeurtotun. A man named Marko Gellner built it beginning in 311 DC. Once when he was a child he met a fairy, who had wandered briefly out of Aedurun by mistake, and he became rather obsessed with them. He wished to meet them again, and was convinced they lived somewhere nearby. After fruitless searching, he got the idea at 12 years old that he should build a nice house for the fairy so they would want to come there to live.

So, on a mountain slope past the far edge of his family's pastureland he built one small fairy-sized house. Then he built it a garden, and a little pool, and soon a street to another house and it all began to grow. Most of his peers, and the adults, thought him silly and strange. He had to rebuild his little houses a few times from vandalism and acts of nature, but he never gave up on it. At 17 he met a girl named Emilie who was also a bit silly and strange, and she began to help him build Feenstadt. They fell in love and married soon after.

The Gellner's spent the rest of their lives working on Feedstadt. It grew into a miniature city spreading across the mountainside, and was done with such skill and love that it began to attract attention. While the Gellner's never did see any fairies move in to their houses, their love for the creation of the town far surpassed that hope. Today, Feenstadt is a tourist attraction that brings people from far and wide to walk through an enchanting miniature town complete with waterworks and magical lights. The Gellner family still owns the pastureland and has grown quite wealthy from the tourism of Feenstadt.

#271
The Commonweal of Islingar does not mint its own currency. Instead, the currency in circulation is a mix of many different kinds of coins that immigrants brought with them from the many corners of the world they emigrated from, as well as whatever coinage is gained in trade in cities like Por Moros and Cos Sevisca.

In many smaller settlements, and even to a certain extent in the larger cities of the commonweal, coinage is not preferred anyway. It's unlikely to ever be outright refused, but the people in Islingar prefer to trade without coin. The frontiers of Islingar are very dangerous, so arms and armour are popular items of value, as well as elixirs, potions, antidotes, and poltices.

Services can also be of value. If you're passing through a town and need a room at the inn, you're likely to first be asked if you can take care of some danger threatening the town before coin is even considered. Even simple things like delivering a message or transporting a good carry value in a trade, particularly if it's from one town to the next, as that journey can be dangerous.

Some of the most valuable items for trade in Islingar are any one of the many rare ingredients - both from plants or animals - that are available in the frontiers. Metals and gems that can be found in the Ashbow Mountains also carry high values. Traders in Islingar are always cautious about overpaying for a good or service, and so negotiations can drag on for a while.

#272
Shodoyans are birds of prey found in the south of Ealia, particularly in the jungles of the Vardanta and the forested mountain chains. They are about 2 feet in length with 5 foot wingspans and live in flocks of 50 or more. Their colouring is usually a dappling of grey and white, but they are capable of changing the colour of their feathers to blend in with their environments almost completely. When remaining still, they are nearly impossible to see, which allows them to hide nearly anywhere to surprise prey. Flocks of Shodoyans have been known to sit camouflaged on hills and in trees and ambush animals even the size of deer.

They create their pendant nests primarily out of moss strewn across rocks or tree branches, and they nest near each other. So one can spot a collection of large mossy ovals throughout the treetops before they walk into dangerous Shodoyan home turg, which they are quite protective of.

Shodoyan feathers are sought after and used in many different cultures in southern Ealia. The tribes in Lohikdal use them for cloaks and mantles that help to camouflage them while hunting, as the feathers retain some colour changing capability. They are also a crucial ingredient in some potion that allow someone to blend in with their environment and be difficult to spot.

#273
In Dun Kuldihr, the dwarves' expertise with metalworking and smithing also extends to coin minting. They are considered some of the best coin smiths in Aedelor. Their coins are common throughout most of Ealia, but especially common all along the Reaching River and around the Westwater Sea, and even preferred by many merchants, even in countries that mint their own coins. Many of the countries along this path do not mint their own coins, instead using that which comes down the Reaching River from Dun Kuldihr.

Their skill with metalworking has led to unique and easily identifiable coinage, and some clans there even view it as an art. They have produced many coin designs over hundreds of years, and keeping with dwarves' aesthetic preferences, they are often 'sharp' or 'rigid' in design. For example, they have produced triangular, square, and octagonal coins, but very rarely produce circular ones which are more common elsewhere in the world. Their coins generally have 'crisp' and intricate embossed designs, ridges along their sides, or clean edged cut-outs (also never circular), all masterful techniques that make their coins hard to fake.

#274
In Katikwa when a couple marries there are some traditions that are observed. There is an engagement party organized by each of the couple's families which can be almost as large as the wedding itself. There is dinner, music, and dancing. One family will gift a barrel of water from the Nafsi Spring to the couple, with a blessing that they may never go thirsty. The other family will gift them a tree seed, usually an expensive fruit tree, with a blessing that they may never go hungry. In the case where family are not able to give these gives, friends or even local religious figures can step in.

The wedding is held usually at a the new couple's home which is established in the weeks before. The meal is cooked as a group effort by family members who bring the ingredients or dishes with them. The couple are served a drink of spiced fruit wine which is brought by bride's family, and has usually been kept by them for years just for this occasion as it is a delicacy. The marriage ceremony is performed by a local official from a temple, military academy, or royal court and follows a traditional speech and exchange of necklaces each hand-made for their spouse.

The couple then take the tree seed gifted to them and plant it in the ground, or in a pot, and water it with the spring water. This is to signify the union of the two and their families, and how they may grow into something new. The newlyweds are to continue to water the seed with the Nafsi spring water until it is gone in order to bestow the full blessing of abundance and fertility. A golden chain is placed in a circle around where the seed is planted to bless it with good fortune. Trees in Katikwa can sometimes still have this golden chain around their base, signify it as a Maru Tree, or a wedding tree. Breaking the chain or stealing it is considered an evil act and will bring a curse on the thief for life.

October

#275
Teotixoletl (tay-oh-tee-sho-let-uhl), known by a few other names throughout history by different cultures, are a type of mushroom native to the Scarred, Aemys, and Emerald Isles (or more accurately, the continent that those islands once comprised). Its name loosely translates into common as mushroom which makes you a god, though this is metaphorical. Throughout most of history, they have been well known as a dangerous and toxic mushroom to be avoided. Their toxins were so potent that even giants and dragons feared this mushroom, and it has been used to poison and kill calissae before.

After the arrival of quetzlaka in Aedelor, they were instructed by Teocoatl, their creator, to prepare the teotixoletl in a specific way. By tempering the toxins with some other ingredients, and carefully distilling the mushroom extract just so, the result was an alchemical concoction that would facilitate communication with beings on other planes of existence. The drink has become an important part of quetzlaka's religious traditions, especially in the Aemys Isles. The recipe for producing it is a closely guarded secret and has yet to be successfully duplicated outside of masterful quetz alchemists' labs, making it a valuable and rare substance.

#276
The First Bank of Aurileme was founded in 12 DC by Magi Council members Yann Holvoet and Selina Vandewalle. They wanted to find a way to quickly and securely transfer coin around Orroux without having to carry a pouch which could be stolen. The two worked on the project for a year before they succeeded. They created a lockbox which could be connected to a second box in another location, sharing the same contents. These lockboxes were utilized by the Magi Council and their trusted employees for many years. Yann and Selina were passionate about protecting hard-earned coin, so from there they continued to develop the idea to expand access points, security, and range.

By 12 DC, the process had been refined and was provided to the public as a service through the First Bank of Aurileme. For a small fee, Aurilemians could deposit their coin with the bank, keeping it secure and making it accessible through other banks even in other cities. They could get coin to family members far away without worry of theft in transit. There were many people at first who did not trust the magical money holding, and that it was owned by their government, the Magi Council. However, after a strong campaign to promote it and growing peer-pressure, it became common place to have an FBA account.

Now by the early 500s FBAs are found throughout cities, towns, even some villages all over the Valdarian Empire. The provincial Magi Councils still manage the banks and it continues to be a source of revenue for the crown. The secret to exactly how the banks work is well-kept.

#277
Experiments by lohiken in Mahmandi with teotixoletl have been unsuccessful in recreating the elixir which facilitates planar communication. However, in 377 DC these experiments did lead to the creation of a new drug called matka, which is draconic for 'journey'. Because it is made from teotixoletl, and because of propaganda from those in power in Tizano, it is a common myth that the drug functions the same as the elixirs made in Xotla or Neyltok. Crucially, though, they are not the same nor do they function the same.

Matka is a hallucinogenic drug, meaning it causes those who take it to see or hear things that are not really there. Because of the myth that it functions the same, those who take matka may be led to believe that they have made contact with gods and extraplanar entities although they have not. Also distinct from the elixir, matka is addictive, and excessive amounts of it can be fatal.

Matka has become a popular drug in Tizano, Neltok, Xotla, Safiri, and Arazi. The creation and distribution of it has made some people in Mahmandi very wealthy.

#278
In Lohikdal during the Age of Ash and Ruin there were primarily four clans of mortals, mostly humans. The ancient evil dragon Marissaryk the Mad ruled the lands for centuries, demanding tribute and terrorizing them. The area was well protected by the dragons, and giants had difficulty getting the upper hand on them. However, there came an opportunity for the mortals to help the giants, and they launched a bloody attack on the dragons.

Marissaryk was felled, and the giants continued on their rampage through the lands to root out all the dragons. The ancient dragon's body lay on the battlefield, and the clans took the opportunity to carve it. Initially they fought over which pieces they might all take, and came to an agreement: one would carve out the horns, one would remove the teeth, another the scales, and the last would take the talons. Each clan returned to their homes with their prizes, and soon realized their terrible mistake.

Each clan had been cursed by the spirit of Marissaryk for their treachery and their trophies, which they had not even honourably taken as the giants did their dirty work. Upon the next full moon, their bodies and minds changed under a terrible curse. The Vier (Veer) clan that took the horns turned to vicious wild boars and rampaged across the grasslands. The Cară (Care-uh) clan that took the scales turned to ruthless crocodiles and retreated into their nearby lake. The Ădure (Uh-dure) clan took the teeth and turned to bloodthirsty wolves that tore through their woodland home. The Vârco (Vay-ur-ko) clan took the talons and transformed to brutish bears, bloodying the mountainside.

The curse was so strong that no person over the age of 12 was spared, and they eventually found that even their children changed once they reached this age. With no strong enough ability to cast aside curses, the clans were forced to learn to live with their afflictions.

#279
During the Age of Elemental Chaos, the gods were unknown to the halflings, humans, and giants living on Aedelor. When Artellan cast the Mother Tree into Aedelor, the gods revealed themselves to the mortals in the Age of Darkness. Most giants rejected the gods; their arrogance and pride made most giants believe they were on equal footing with the gods, and did not believe they should worship them.

When Mihr placed the sun in the sky, and the dragons arrived, they brought with them the revelation of divine magic. A minority of giants took interest in the new form of magic, and in 3279 BDC, an angelic messenger from Vitalinus spoke to Alabor and granted him divine magic. He would go on to be called Alabor, the First Cleric and would found and lead a now-defunct religion among a giant minority.

#280
In the northeast of Aedelor there is an arid land where once a massive battle took place between dragons. These were the evil dragons that sought to destroy Sarasamuun and their creations, and they opposed their holy brethren. In 3463 BDC they came together in a clash of over a thousand on each side and a thousand died. Both sides retreated without any clear victory.

The land was called Tanatu, meaning land of bone, as for many decades the dragons corpses were spread far and wide across the desert. Kosemuta, the process by which dragon corpses change, took centuries to occur due to the dry, hot conditions and sheer quantity of bodies. By about 2000 BDC one could no longer tell dragons had died there, as the bodies had mostly sunk into the earth and become a glittering opalescent stone. This stone was worn down by wind and weather over time and mostly scattered into the sand. This made many miles of the reddish earth of Tanatu sparkle in the light.

#281
Alabor and the others in his congregation were persecuted by the wider giant community, even to the point of being killed for their beliefs. A leading factor in this was that Alabor, and many of his faithful, allied themselves with good dragons.

In 2281 BDC, Alabor was slain in battle by evil dragons seeking artefacts that Alabor safekept. Instead of passing on to an afterlife, loyalists close to him were able to capture his soul and used it to soulsmith Helknytt, sometimes called Alabor's Fist. Helknytt has taken a few forms and has been wielded by many over the millennia, but is most commonly used as a meteor hammer. Helknytt craves to be wielded by those who seek to protect the artefacts of Sarasaamun.

#282
After the Withering in 33 DC the land was settled and a town took shape in the heart of Tanatu. It was called Ruberkua, meaning home of sparkling stone. All the buildings were made from the earth around them, giving them the same subtle glitter from the fragments of the stone. The fact that this was stone made from the long past bodies of ancient dragons was long lost on the people there.

Ruberkua grew into a city and eventually the stone and lands were studied. In 507 DC experts unearthed a large swath of the stone that had not been eroded, and were able to declare the true nature of it. The stone was named berkilian stone, and though it was already desirable for its lovely look, its value sky-rocketed. Mining of the pure vein of berkilian stone went underway and was severely fought over by the city and various landowners. It even caused a near coup and rioting over who owned the stone and was allowed to mine and sell it.

#283
Prior to the Withering, Aedelor did not experience a regular change of seasons. Instead, the giants who had tamed the elements had control over the biomes that make up Aedelor, shaping them to their liking much as they did with the land, mountains, and seas. The world would be reshaped many times by the catastrophic wars taking place between giants and dragons, and of course the dragons would leave their own marks over time (such as the permanently frozen far north reaches of Aedelor).

However, for the vast majority of history up until the last few hundred years leading up to the Withering, giants still maintained control over the elements. This meant that there were no cyclical, predictable change of the seasons each year. Instead, the climate might have changed based solely on the whims or needs of the giants maintaining the elemental balance in an area.

Leading up to the Withering, there were far fewer giants to maintain control, and the elemental planes began to exert influence on Aedelor again. This is similar to what Aedelor was like in the Age of Elemental Chaos, but to a far lesser degree due to the thousands of years of tempering by the giants. The result was the four typical seasons now known in Aedelor today, each one related to one of the four elemental planes that overlap with Aedelor. Their strength, impact, and degree of change each season varies by region in Aedelor, depending largely on how giants kept the area in millenia past.

#284
Nasiba and Itanya are twin daughters of Artellan, the God of Flora and Serenewyn, Goddess of the Forest. They both attended Artellan's court and ruled over cycles of nature: Nasiba to fertilization and new growth, and her sister to the reaping and harvest.

When their aunt Aristophane, who was not yet a God-Queen, consorted with the Pale Strife there was a ripple effect throughout the cosmos. Aristophane, taking shape as a hooved beast, carried Sirae about the cosmos which brought about chaos above and below. The disturbance in the heavens came to effect on Aedelor during the Age of Darkness. It caused giants, mortals, and animals alike to easily go into an enraged frenzy which incited wars, stampedes, and rampages. Crops were trampled and land destroyed all across Aedelor, resulting in famine and bloodshed.

There was an outcry against the gods. Nasiba and Itanya were well known at that time as people depended so greatly on growth and harvest of crops. The sisters were blamed for the people's hunger, the trampling of the crops, and poor harvests despite the larger causes. Itanya was nearly destroyed when the faith in her diminished almost entirely.

#285
The first two months of the calendar make up the first season, Narra, which is associated with the Elemental Plane of Water. During this season, the overall temperatures on Aedelor are generally lower. Precipitation may change to snowfall, especially the lands in the north of Aedelor close to the permanently frozen Reach.

The seas of the world become more turbulent during Narra. Undercurrents and waves grow in strength, making swimming and sailing more dangerous in general. Rivers are generally at their highest during Narra, and are even likely to flood.

Sea-based creatures become more aggressive. Portals to the Elemental Plane of Water are more likely to appear, or become more active; likewise, water based elemental creatures are much more active and empowered during Narra.

Like all the seasons, these changes are most dramatic during the few days in the middle of the season, and can vary based on region.

#286
Nasiba feared for her sister as she witnessed her light nearly go out. She looked to the source—Aristophane, who was so smitten with Sirae she did not see the harm she was doing, or worse did not care. She implored her parents, and though Artellan felt sorrow for his daughters' plight, he could not bring himself to act against his sister. So Nasiba stole from his boughs a long thin branch, and took from her mother's head a long glowing hair, and strung herself a great bow. She grew arrows from the living branch and stowed them in her quiver—a woven basket her sister made. She gave up her place in the court of Yatas as Goddess of Growth and set upon the hunt.

She became a single-minded huntress, tracking the careless couple wherever they went. Her skills grew as quickly as her hatred. When Aristophane realized a hunter was on their heels, she began to change her shape to throw them off. She took the forms of many different creatures, those that lived on Aedelor as well as many then-unheard of beasts she conjured in her mind. Nasiba had to learn the patterns and scent of each different beast to keep on the trail. Many times the arrows of Nasiba's bow found Aristophane, but because the bow was of Artellan's branch it would only wound her for a time. Thus, the Menagerie continued to run, and the Huntress continued to chase.

Each time the arrow found its place, Aristophane returned to her plane to recover. Eventually Sirae grew restless waiting for her and left the wounded goddess, allowing Aedelor to return to normalcy and Itanya to recover as people forgot their troubles.

#287
The third and fourth month of the calendar make up the second season, Lokra, which is associated with the Elemental Plane of Earth. During this season, tremors and full on earthquakes are more likely all over Aedelor, but they are increasingly more common near to portals to the Elemental Plane of Earth. In general, this makes mining more dangerous during this season. Despite its dangers, the activity from the Elemental Plane of Earth can cause rare gems and metals to develop or shift closer to the surface, meaning there are some people who brave the most extreme active locations for a chance to strike it rich.

Creatures that live in the mountains are more likely to be aggressive, and may leave the mountains during this season. Earth based elementals are also more active and empowered during Lokra, and portals to the Elemental Plane of Earth are more likely to appear or grow in size.

Lokra's shifting earth also churns the soil and fills it with nutrients, making it an ideal time for planting crops in most of Aedelor.

Like all the seasons, these changes are most dramatic during the few days in the middle of the season, and can vary based on region.

#288
Between 237 and 239 DC the Northern Kingdoms of Ealia were ravaged by the Alvesyke disease. People hoping to escape the disease or find healing travelled south into the Witchwood. The elves there quickly quarantined any travellers, refusing to allow them near settlements where they could spread the disease. This resulted in makeshift villages in the north edge of the forest, which were watched closely by the elves. The set up of these villages brought northern people hoping to trade anything they had for healing or protective magic. Even after Alvesyke disease was cured many stayed. They also were willing to trade skills, introducing different crafts to the area.

One of these was the craft of knitting, which was considered a “common” skill by many elves, who believed they had superior ways of working with textiles. When one young elf named Theiadryn visited one of their villages, she picked up the craft out of defiance to her parents who wanted her to be an artisan. She stayed in the village a while to learn from a group of old ladies who were delighted to teach her. After a couple of years of building her skills, she returned home and started teaching it to friends her age, much to the chagrin of their parents.

In 245 DC, the young folks she had gathered officially founded a knitting club called the Knit Pickers, with Theia as club president. When Theia eventually left the Witchwood in 356 DC, the club was handed over to a new president and continues to this day.

#289
The fifth and sixth months of the calendar make up the third season, Firra, which is associated with the Elemental Plane of Fire. During this season, the overall temperatures on Aedelor are generally higher. Deserts in Aedelor are especially deadly during this season and access to water is crucial in order to survive.

Days actually grow longer in Firra as Mihr keeps the sun hanging in the sky for longer. Fires tend to burn hotter and be more difficult to extinguish during Firra, which can contribute to wild fires ravaging regions. Rivers can lower and drought is a serious concern for many during this season, as the influence of elemental water is weakest during this season.

Fire based elementals are more active and empowered, and portals to the Elemental Plane of Fire are more likely to appear or grow.

Like all the seasons, these changes are most dramatic during the few days in the middle of the season, and can vary based on region.

#290
Guillermo Vestaro was an author from Zameria who gained fame for his books about the terrifying and horrible. He travelled to places that were said to be haunted, inhabited by the undead, or held portals to Aechyrus. He was the first to determine the nature of the strange withered white trees found by themselves, having studied quite a few.

He mixed his writing of reality with fiction, never openly admitting either way. One of his best know books is called The Haunting on the Hill. He claimed it to be a true story of a girl who had been driven mad and hung herself on a tree on a hill. People who stayed on the hill at night were found hung on the tree the next morning.

His works, made c 300 DC, are still the most prolific and well loved novels of the genre.

#291
The last two months of the calendar make up the fourth and final season, Kasra, which is associated with the Elemental Plane of Air. During this season, the winds of the world generally blow harder and may become erratic. This usually means that sailors can expect strong winds for their voyages, but bad luck may also find them being blown off course. Some birds of the world also use these strong winds to travel very far distances.

At its most dangerous, the winds can form into fierce tornadoes that can tear whole trees from their roots and launch them hundreds of yards away. Air based elementals are move active and empowered, and portals to the Elemental Plane of Air are more likely to appear or grow. Depending on the region, the winds may also be carrying other unpleasant passengers across regions.

The winds are often strong enough to rip leaves from trees, which in many places in Aedelor will not regrow throughout Narra.

Like all the seasons, these changes are most dramatic during the few days in the middle of the season, and can vary based on region.

CONTENT WARNING: self-harm

#292
Vestaro's first book is titled “The Crying Cliffs”, named for the cliffs near Novazzo in the Anacori region. He went to Novazzo after hearing tales and interviewed many residents there, living in the city while he wrote his first draft. Vestaro always insisted on writing his books as nearby the inspiration as possible.

The Crying Cliffs are over 3,000 feet tall and stretch for miles, towering directly over the ocean below. It is an unfortunate site of many deaths, from those that intentionally threw themselves from the top, to ships that have crashed along its sheer base. The waves of the ocean constantly crash against stone here, a roaring sound that never ceases. If one listens closely, they can hear what sounds like many voices crying out and weeping within the crash of the waves.

Vestaro, in his book, wrote the testimony of Novazzi people mixed with prose to create an interweaving of voices. These voices come together to form a picture of a haunted place—a place where souls remain trapped in the ocean, unable to escape the pull of the waves. They cry out to any who will hear them, pleading for release, screaming in anger at their entrapment, or weeping for their suffering. Any who dare to answer the call of the voices are pulled beneath the waves to join them. Standing atop the cliff can make even the happiest person suddenly step off to thin air. Going too near can entice the most seasoned captain to turn their ship towards the rocks.

The book tells the story of a couple, Damian and Cora, who were newlywed and went to the cliffs to celebrate, as they were beautiful and wonderous. Spending the night there, Damian woke to find Cora standing at the edge of the cliff, looking down. He pulled her back and saw a faraway look in her eye. She began to speak strangely, about people who had died there and how she needed to join them.

Damian immediately rode back home with her, but she was never the same, even after they'd had a child the next year. She often was found walking out of town or wandering the streets at night, weeping. He could not keep her away, and could find none to heal her mind. One morning he woke to find she had taken their horse and he knew where she had gone. She had left many hours before, and by the time he reached the clifftop he found only their horse, dead of exertion in the grass. The story was based on that of Cora Pervinca, who claimed to be the child she left behind.

#293
Sometimes, the seasons may interact with each other in dangerous ways close to where they change over. Narra (water) and Lokra (earth) can cause massive tsunamis that threaten coastal regions, or can completely swallow a ship at sea. Lokra and Firra (fire) can cause devastating volcanic eruptions. Firra and Kasra (air) can lead to huge fiery tornadoes. Kasra and Narra can lead to hurricanes and typhoons.

CONTENT WARNING: Death, horror

#294
“Krovagot,” one of Vestaro's later books, tells the tale of a dwarf named Velizara who lived before the Withering in Dun Kuldihr. Vestaro had travelled to the dwarven undermountain and pieced together many snippets of similar stories. His version of this story goes like this:

Velizara was a young miner who worked diligently at her work. She was something of a loner, and often went out in the tunnels alone. During one of her lone missions, she found a thin vein of white stone and began to mine it out, following the trail deeper into the wall. After weeks of mining out this vein, the white stone started to have pockets of red liquid which wept out as it was broken. Velizara finally broken through a thin wall which opened a cavity in the rock behind. Within was the remains of a body, appearing to have been crushed or squeezed in there. The nature of the creature was indistinguishable. The body was a chalky white, just like the rock vein. A hand with long red claws could be seen curled against the body, dripping red as if still fresh with blood.

Velizara ran from the site, shaken and terrified of the body she'd unearthed. She collapsed the entrance to her small tunnel and never returned to it. However, soon after a creature dug itself out. Its body was twisted, with long arms and legs, a skinny white-furred body, and half-crushed skull-like head with no eyes escaped into the mining tunnels. Its clawed hands and feet were always dripping with blood, leaving streaks of red where it went. Miners soon turned up dead in the tunnels, their bodies mangled. Velizara hid herself in her home, afraid to tell anyone of what she'd found. When the news of the deaths reached her, she knew it had been her that unleashed it.

She summoned all of her courage and took with her explosives down to the mine. The creature, which was being called the Krovagot, hunted those who were alone in the mines, so she needed to go by herself. She went back to the tunnel where she'd first found the white stone, and set up the explosives. She only needed to wait to be found. As the Krovagot slowly hunted her down the tunnel, she went to set the fuses as it pounced upon her. It's razor-sharp claws severed her arm, but she had managed to get the fuse lit just in time. As it feasted on her arm, she ran just as the explosion went off. She was trapped in the rockfall, but was found by other miners and dug out. The tunnel was sealed off and Velizara was hailed for her heroism, though she always lived haunted by guilt, seeing her hands dripping with blood when she looked in the mirror.

#295
In 528 DC, an army of fiends led by Zozrameth attempted a full scale invasion of Aedelor. Zozrameth specifically attempted to enter into the plane over Westmark, but was stopped from fully doing so by the adventuring group The Dawn's Watch. They then successfully trapped him in a soul gem.

However, the connection between Aedelor and the God of Revenge's plane was open long enough for a significant amount of his power, influence, and anguish to seep into Aedelor. While vengeful spirits have existed for thousands of years in Aedelor, after this event they would become more common and in some cases, more powerful.

In particular, the event led to the creation of a new kind of vengeful spirit: revenants. Zozrameth's bitter hatred and determination bled into Aedelor and stained certain souls; souls that have, or the potential to have, an incredible drive. When those souls should normally pass on from Aedelor, Zozrameth's influence keeps them bound to Aedelor in order to complete a singular task, which they pursue with unending perseverance.

Revenants are rare, but a cult dedicated to the God of Revenge, the Helskar, endeavour to perfect the process of becoming one, in service to their patron.

#296
Noćvenja (notch-ven-yah) is an event that originated in the northern Ealian city of Stalovka, occurring on the nights of Morcyd 3rd when Brevilune is full and Dialune is new. Before the Withering, a prevalent danger during these nights was the lovalicas (low-vah-leets-ah)—Evil spirits of the northern mountains and forests that were vaguely humanoid. They walked on two legs, had multiple splindly arms, and a head with no face. Their skin was black as night, and slick as if from oil, seeming to droop and drip as they walked. Once a year they would leave the forests and go out to hunt. People who were unlucky enough to be caught during the night the lovalicas walked would be found dead the next day, their face gruesomely stolen by the spirit to wear. The lovalica returns to its home wearing the face of their victim until it rots off and they return the next year for another.

To fool the lovalicas, people began to wear masks and dress themselves up. Typical was animal costumes, as the face hunters cared not for animals. Masks like fearsome hags or fiends also seemed to deter the spirits. As the populations grew and the protections of civilization increased, the lovalicas retearted farther into their wild lands and became much less of a risk except in remote areas. However, the tradition of donning costumes and masks one night a year remains, and has spread across the northern kingdoms.

Noćvenja and its origins were written about in Vestaro's book “The Face Hunter” and was based on many folktales passed down in the region. By 300 DC each Kingdom had their own claim to its origins and traditions, but he determined the oldest stories indeed came from Stalovka. He tells the story from the perspective of Retsvan, the first young man to test the spirits. He had the idea to don a wolf's mask and cloak of fur, and braved the night walking among the lovalicas.

#297
Pahaa cats are native to the east side of Aedelor, though in modern day they have been brought to many parts of the world. They are short haired cats whose coats can be light blue, silvery, or grey and often develop orange mottling as they age. Atypically for cats, the pahaa variety notably do not have tails.

They are skittish and usually unfriendly towards other creatures. To this end, they are usually reclusive and hide in places that they think they won't be found. In urban areas, this may mean trying to make home out of places that people would not expect to find a cat. This led to their name, 'pahaa' coming from the draconic for 'mischief'.

On occassion, these cats can develop an intensely strong bond towards another creature (generally only one). For this reason, they have become sought after as pets by some. In some parts of the world, owning a pahaa cat is seen as a sign of trustworthiness. It can also be seen as a sign of The Menagerie's blessings by particularly devout individuals.

#298
Ser Wynfred Wade served the Count and Countess Lovell of Westmark in the early 200's. He was a loyal knight of the kingdom and the count for over 40 years, famous for wielding a greatsword. In his youth he was dashing, with long wavy black hair, warm brown eyes, and a gleaming suit of armour. In 230 DC, when Ser Wynfred was 66 years old he was the general of the Count's army, and watched over the keep.

One night when a terrible storm was passing over the keep, a visitor came to the gates seeking shelter. Ser Wynfred let them in, and once seated at a fire learned their name was Siegmar Aelric Reinhold, a man from the south who was passing through. Reinhold was allowed to stay with the Lovells for some time, earning his keep entertaining the residents with card tricks, music, and a small dose of magic. Ser Wynfred kept close watch of the man, as something seemed unsettling about him and the way he always toyed with his pocket watch. However Count Lovell and his family were enamoured with him so he did not speak a word.

A couple months into the entertainer's stay, Wynfred saw Siegmar walking through the hall at night. Nearing the count's chambers, he heard a low chanting voice. Bursting into the room, he found Siegmar holding the pocket watch behind the lord and lady, who were comatose, staring blankly ahead. Siegmar, threatening to kill the count with a dagger at his throat, got Wynfred to sit before them and began to sway the watch with a low chant. Wynfred found himself suddenly in a vast desert under a blazing sun, the count and countess sitting before him. Though the three were only brought in their minds to a different world within the watch, called a somnex, they could not know. Back in the chambers, Siegmar quietly slit the throats of each one of them. As they died while their minds were in the somnex, their souls became trapped in a limbo state and their consciousness remained in the dream-like world, slowly going mad.

Vestaro heard the story of these murders about 70 years later, and used it as inspiration for his book “Time Capsule.” Many details were different, as finding the truth of this story was next to impossible for him, but it still told a chilling story of murder, intrigue, and madness.

#299
The largest political entity to ever exist in Aedelor (not counting giant or dragon coalitions) was the Xiao ('sheow') Empire, reaching its peak size in 399 DC. Ruled by the Xiao dynasty from 173 DC to 433 DC, at its height the empire covered the entire southeastern continent of Aedelor, with control extending some ways into the northeastern continent. While much of their territory did come from military conquest, some regions were annexed (relatively) peacefully through shrewd politicking.

Rule under the Xiao Empire saw the spread of infrastructure, wealth, and education to all under its protection. Its impact on the continent is still very relevant to present day, with many of the cultures there having been influenced by over a hundred years of rule.

In 433 DC the empire was rocked by a power vacuum which led to civil war, with three major factions rising to try to claim power: the Tang ('tong'), Quan ('chwan'), and Zhao ('jow') dynasties. Their borders and influence have changed much since then, and the overall size of the once Xiao empire is a fraction of what it used to be, but the civil war between the three dynasties continues to present day.

#300
In the book “Forsaken,” Vestaro writes about a nation called the Manesakta that once lived before the Withering in the great Gilabra (djill-ab-rah) forest in eastern Aedelor. They were isolationist, rejecting not only other civilizations but also the gods. They despised the idea that the gods may take ownership of their souls upon death and actively worked against it. They desired to keep their souls upon Aedelor, however this typically required a traumatic or unsavoury death. Seeking the aid of the witch Daj Dilaia, they made a deal to serve her if she would aid in keeping their souls from leaving the wood, and giving them peaceful deaths.

The deal they made served the witch, who happily took on the task. Manesaktans after that day experienced deaths without pain or suffering, and their soul remained to wander afterward. Also the Manesaktans in life did many ill things for Daj Dilaia, luring other people to the forest for her. They became kidnappers, murderers, and worse in her name. Though they reasoned this was for the best, so they would not be at the mercy of the fickle gods to be used for their gain.

Gilabra Forest became known as a horrific place where the dead walk at night, and the witch laughs in delight. To enter the forest seemed to be certain death, though some still braved it to make requests of Daj Dilaia in desperation. The Manesaktans became ashamed of the acts they committed for the witch, and as their population dwindled over time there was in 89 BDC only a couple hundred of them left. Night by night their dead loved ones walked along their streets and whispered in the darkness, their voices seeming cacophonous. Seeing no way out of their deal and being driven mad by the very thing they'd wanted, the remaining Manesaktans turned on each other until there was finally none left.

To this day, Gilabra is well known as a haunted wood and a place to be avoided unless one wants to walk with the dead.

#301
Long before the Withering, the Deepfields, Torwick, and parts of Westmark were home to the Ord clan of giants, who were masters of elemental earth. It was these giants that carved out the Earthscar and rose the mountains that separate the Deepfields from Odelia long ago. The Ord clan had giant cities spread all across the land they controlled which were once filled with giants and their lesser mortal servants.

As the Age of Ash and Ruin dragged on and took its toll on all the calissae in Aedelor, the Ord clan's influence and borders began to shrink and their numbers dwindled. At the same time, a cosmic war was being fought by the forces of good and the forces of evil. Avligad, the God of Corruption who served in the court of Naraka, had foreseen his destruction and plotted to circumvent it. Avligad tasked the ancient dragon Ezildys in carrying out his scheme.

Disguised as a human for decades, Ezildys infiltrated the other humans and became a prominent and influential member of the Ord society, even fighting against other dragons on occasion to keep up the subterfuge. Finally, in 1301 BDC, Avligad's plan came to fruition as Ezildys convinced thousands of the other lesser mortals to turn on their giant masters and led a successful uprising. As part of this, Ezildys convinced the others that they could absorb the giants' power by bathing in their blood. As they did so all across the Deepfields, Ezildys completed a powerful ritual such that when Avligad was destroyed - and he was - his essence would be spread to Aedelor among those mortals who bathed in the blood, corrupting their hearts, minds, and even their physical form into something wholly new, and these people would come to be called orcs.

CONTENT WARNING: Death, horror

#302
The Avilun Academy of Magical Arts was founded in 41 Morcyd 298, 11 years since Tarshah joined the Empire. One of the founders was Zakaria Askari, who was also the first Tarshan to be appointed to the High Magi Council in 298. He served as the Headmaster of the academy for the first few years, as he had attended an Aurilemian school in his younger years. The academy was built on the coast and rivalled the palace in size and splendour, and in those burgeoning years with the Empire Zakaria felt akin to the shah in power and fame.

He had always loved magic and exploring its limits and trying to break its rules. The idea of harnessing magic, the Current that flowed from Gydhiela herself, to explore other planes was particularly enticing to him. He used imperial and academy resources in his own personal work to this end, and through arguably ill-means and intent he opened a planar gateway in his chambers on the top floor of the academy. He cared not which plane he called to, only that he could do it, and stepped through heedlessly to the other side. What stepped back into Aedelor not long after was something not quite Zakaria anymore.

In the following months AAMA was terrorized by something no one understood. Strange events were reported including a feeling of being followed, seeing eyes in the darkness, or hearing screams in the halls only to find nothing there. Things escalated when a student was dragged out of bed during the night by something of “pure darkness.” After that, the deaths started. A student was found hanged from the chandelier in the entry hall, and a week later another was found as if torn apart by a beast. The academy was shutdown and the students sent away.

The headmaster was adamant that they were investigating the murders, not realizing he was the cause. After a third gruesome death of a doctor a couple days later, the High Magi Council and the Justicars were called in. Now cornered, Zakaria was fully over taken by the demon that had possessed him and he turned to a horrendous and gargantuan beast before their eyes. The powerful demon and the battle that ensued destroyed much of the central hall of the academy, and took the lives of a few justicars, doctors, and magi before it was felled. The fallen are memorialized in the academy's hall in present day. The event also brought into practice many policies and laid the groundwork for magic laws to help prevent this from occurring, at least under the Empire's eye.

This was the story of Vestaro's final published book, which he called “Damned.”

#303
Orcs revere Avligad as their creator and continue worship him despite the fact that he was destroyed before they were even created, something that they are well aware of. They continue to worship him because the majority of orcs believe that Avligad will be reborn as one of them, will unite all the hordes, and will lead a great war against other mortals called the Aguu Dain. At the end of this war, the reborn Avligad will ascend to godhood once again and bring all of orc-kind with him.

A few orcs have claimed to be Avligad reborn throughout their history, and many have united many hordes into one. But without fail, each one has collapsed, devolved into civil war, and once again been broken up into many smaller hordes. This has not deterred most orcs' faith, and there will undoubtedly be another claimant to the prophesy and another united horde.

Despite the near inevitable nature of a large orc horde's collapse, their rise and unification are serious threats to the nations surrounding the Deep Fields, and many of them take great strides to track the orc hordes and predict their next rising leader, such that they can prepare for looming war. They may also employ spies to learn of any orc who they fear may rise to power and attempt to assassinate them before they can do so.

#304
Most people considered Guillermo Vestaro an unsettling individual, both for his manner and his interests. He was notorious for saying strange and uncomfortable things, never feeling very present in the conversation. He also had an obsession with the number 3—saying things in threes, sitting the third seat in, buying three of everything. He never married, though he did have a few dalliances that resulted in estranged children. This meant few people really knew Vestaro, and none would describe themselves as “close.” So he found himself in his later years quite alone, and he seemed to prefer this solitude.

In 303 DC he returned to Santamora from a trip to the Scourgeweald where he'd investigated reports of a dead bone-white tree with a ring of ash around it. He called them “ancla de la muerte,” or anchors of death, and had visited many such sites. However, after this trip he was even more withdrawn from society. He had a manor in Santamora where he lived alone and he rarely left the place for the next 20 years. This was a distinct change, as he'd almost constantly been travelling about the world. He still produced some books including Condemned in 307, but after that they began to devolve into largely incoherent stories filled with dark ramblings. His publisher took the manuscripts but stopped publishing.

In 333 DC, at the age of 75 Guillermo was found dead in his manor when a young man went to collect what he'd said was his last manuscript. He sat hunched over his writing desk, the window in front of him open, and an unfinished manuscript in front of him with every word scribbled over with black ink. The cause of death was never determined. Rumor spread that any one of the spirits he had disturbed in his life had come back for his soul and snatched it away while he wrote. The superstition around him caused his house in Santamora to remain empty. Santamorans have a superstition around the number 3 even to this day, the story going that it can summon the haunted spirit of Vestaro.

After his death, reports consistently came in of candlelight flickering in the house, the shadow of a figure standing in the window, and strange noises. The Vestaro Manor remains walled off and kept as a historical site by the city, though no one dares to enter the property.

#305
Sailing into Havenport is often on the bucket list of any sailor in west Aedelor, especially around Ealia. The channel leading into port is colloquially known as Kings' Lane, named so for the plethora of statues and reliefs carved beside, into, or atop the cliffs on either side of the bay. While they vary in size and state of repair, they are all a sight to behold, each acting as a symbolic guardian of the looming Castle Haven in the distance and the bustling metropolis of Havenport.

A tradition begun by the Odel dynasty in the 2nd century DC, the monuments are never, ever commissioned or built during the tenure of the monarch they pay respect to. In this fashion, the monuments are never viewed as a testament to one person's vanity, but rather a reflection of the legacy they left behind and the causes they furthered for the people. In that regard, not every one of them is a likeness; some are abstract representations. Not every monarch in the region's sometimes turbulent history has such a monument, and receiving one is not always a good thing. Some such monuments have been made of kings regarded as failures or betrayers. The idea of commemorating them is to warn future kings that they may too be ill remembered for centuries to come.

November

#306
Interactions of the gods can have an impact on Aedelor, such as the frenzy brought about by Sirae and Aristophane's wanderings. Those who watch the stars to determine the movements of the gods and their courts may also pay close attention to strange events like this. However not everything is so world-impacting—sometimes the minds of the gods unintentionally manifest things on Aedelor.

The dreams of Miramus often cause strange lights in the sky that shift in hue, shape, and position constantly. They may even make vague images, with one of the first noted instances of shapes of animals running across the sky in vibrant colours. These lights may appear anywhere in Aedelor, and always during the night. A beautiful sight, most cultures believe them to be a blessing.

Astrologers and theologists take the lights of Miramus to be a sign of things happening in the heavens. Something that would cause Miramus to have a deep dream that bleeds in to the night sky. Of course, just like the stars this can be quite subjective and devisive among scholars.

#307
The large clocktower in Temporis, Tordrym is its most iconic feature, and it also doubles as a lighthouse. It was commissioned to be built in 307 DC to commemorate the city's 100th anniversary since being settled. A number of architects and brilliant Torish minds contributed their ideas for the design of the iconic clocktower, but the one ultimately chosen was submitted by Regino Bardanes. At the time, Regino was not well known and his design being picked was quite controversial. He was paid a handsome salary to oversee the construction of the clocktower, whose inner machinations were a modern marvel. Regino's name was immortalized when the wonder was completed in 310 DC.

Almost 200 years later, it was discovered that Regino's design for the inner workings of the clocktower, which was still in use centuries later to great success, was not original work and had actually been stolen from dwarven work that he had come across in Rabanastre (a previously dwarven city before the Torish people conquered them).

This revelation is often credited with being the proverbial spark in an already politically charged atmosphere which kicked off the Clocktower Rebellion in 505 DC, a short but relatively violent dispute between dwarven minorities and allies against the nobility and ruling class of Tordrym.

#308
The Arcaza clan was one of the six that settled Zameria after Lunasila brought them there in 1262 BDC. Their role to the giants had been to hunt and to cook their food. While the battle worn Osorios marched brazenly across the fields to meet the giants' foes, the Arcazans tread quietly through the forests to sneak up on prey. They were accomplished survivalists and created their own maps of the land with a network of lodges and caches.

When they were brought to a new wild land, the Arcazans were instrumental in surveying the land, mapping it, and helping people find safe places to settle. They were not as interested in making a central home for their clan, and they were smaller in population than others. So they more willingly dispersed, especially into the regions to the north. They were looked up to by the other clans for their ability to adapt and survive, and for how they helped those in need.

They made a similar network of safe places throughout the Valdarian wilderness, some of which can still be found in the Twinwood and the Embrace.

#309
The predominant religion in the Noshimese islands is Senzoshin, a belief system which places more emphasis on the calissae than traditional deities. In many denominations, people hold the belief that the calissae are inseparable from the larger pantheon and that they are all similar aspects, or that the calissae are agents acting on behalf of the deities. While in most of Aedelor, the many thousands of giants and dragons that once ruled the lands have long been forgotten in all but legends, in Noshima their names are often still preserved in Senzoshin. The giants and dragons that have at different times ruled the Noshimese islands may be immortalized as controllers of various aspects of the elements, or representative of more abstract concepts like honour, duty, romance, injustice, etc.

Their belief is not entirely misplaced. While the vast majority of calissae were not offered ascension into true godhood, they did possess very powerful spirits which can be capable of exerting influence on the world long after their mortal bodies have died. This is perhaps most evident in the famous effects of powerful dragons being able to inflict curses even after death, but the same concept applies to any calissae whose spirit was strong enough and whose name is not forgotten.

This is the basis of the Senzoshin faith, which in a way keeps many ancient calissae alive if in spirit only. Many thousands of Senzoshin shrines are spread across the Noshimese islands, some small and some large, all in honour of different calissae.

#310
The sixth clan that settled Zameria was the Artinero. They had been put to work by the giants in a variety of trades, mostly related to construction and manual labour. While the giants themselves often took up the work of smithing their weapons, they didn't care to have to do the same for the humans. Artineros were largely responsible for making weapons, building materials, armor, leatherwork, and many other specialties. This was a largest clan of all, and the most widespread before their flight from the homeland.

After their arrival in Valdar, the Artineros helped to build and shape their new settlements, bringing many areas of expertise. Now able to set up their own businesses and pursue trades freely, they establish a craft guild that continues to this day. Over time trade schools were also established everywhere there was a large enough settlement all across Valdar.

A monument created by the Artineros still stands in the heart of Santamora, a large sculpture of six people. Each one represents one of the six clans and honours their hard work in adapting and settling in a new land without giant rule.

#311
Andelonia is an important trade hub, acting as both a stop for trading vessels navigating up and down the eastern coast of Valia, and as access to Dimtodihr's riches. Located far from the coast, high in the mountains of Calliste Voros, the dwarven stronghold is connected to the outside world only by a long and dangerous road north to Andelonia. The trek is not for the faint of heart, but those who are brave enough to conquer the journey can stand to make a lot of money.

Among the dangers are harrowing cliffside paths, unpredictable conditions, ferocious beasts living in the mountains, and highwaymen who know they can find riches among the caravans making the trip. In rare cases, even dragons living in the mountains or in the Wilds have been known to wipe out caravans and collect their transported goods for their hoards. Some intrepid and brave adventurers go seeking these dragon roosts for fame, glory, and riches. Few return, fewer still successful.

#312
The effects of the god Pyara, the Unsound, coming near to Aedelor can be devastating. Their influence can cause an entire city's population to fall into madness which has been called pyarosis. Depending on the strength of each person's will, they may experience new feelings of paranoia, irrational decision-making, hatred for their brothers, anxiety, or delusions. This can be terribly insidious, building up in a population over months or even years. While the cases of this happening have been few throughout the millennia, when it does occur it can have drastic repercussions. Wars, coups, and riots can be attributed to bouts of pyarosis in the past.

While groups of people are perfectly capable of developing these issues on their own, there are hallmarks of pyarosis that can help identify it. It can cause people to suddenly change their minds on an issue, or become hateful towards someone they loved the day before. Ill people are plagued by feelings of paranoia that come from their dreams, and sleep little. When the illness has become severe, their eyes will reflect a subtle chromatic shimmer, and they tend to shift their eyes quickly. Multiple unrelated people across a population experiencing the same symptoms are also an indicator.

Pyarosis will eventually lift on its own, but intervention is also possible. Clerics dedicated to the upper planes, who all despise Pyara, can be called in to pray for intercession as well as act to heal and lighten the hold of the illness.

#313
Kalamis is the capital and seat of government for the Coriani Republic in the modern day, located deep within the Marinto Sea and protected by the republic's vast armada. The capital was moved to Kalamis from Cresseto in 313 DC, partly as a compromise between the Corian and Edenikon peoples who both made up the republic.

At the heart of the city is the Coriani Curia, a robust palace that serves as the home of many government members including the republic's two consuls. It was designed with a combination of Corian and Edenikon aesthetics in mind, consciously bringing the two cultures together in their seat of government. Numerous tall and wide pillars stretch down every length of the Curia, symbolizing the strength and resolve needed by the people to uphold the republic. At the center of the Curia is a massive chamber in which the members of government meet to discuss issues.

Surrounding the Curia are wide open plazas in which the public will often gather during tense government hearings where they wait with baited breath for results.

#314
The Dalazar desert is inhabited by many odd creatures that used to be suited for a jungle environment. After the Mother Tree fell, the desert was what remained of a once lush land. The animals that lived there were changed, through some natural adaptation but also the desert itself. As the sand was what remained of her, it maintained some of her life-changing influence. This allowed the animals to change rather than die out in the area.

The result now, after many millennia, is creature such as the sandrock octopus. No longer a water dependent creature, they live in rocky caves particularly in the Nazarask Heights mountain range. They are able to burrow in sand, climb nearly sheer rockfaces with ease, and camoflage themselves perfectly with the environment. They range in size from 2 feet long to 10 feet long, and can squeeze through spaces much smaller than them. When threatened, a sandrock octopus can exude a cloud of thick dust, blinding and choking their enemy while they get away.

#315
After Alabor was granted divine magic by Vitalinus in 3279 BDC, many of the deities occupying the lower planes redoubled their efforts in mettling with mortal affairs. Although the first fiendlings had begun appearing even earlier, it was not until Alabor's revelation that The Malintent considered the potential of exerting his influence in Aedelor.

Zazelthul would send messengers to Aedelor to try and tempt giants and dragons into entering unholy pacts with him. Among the callisae, evil dragons were by far the most likely to conspire with Zazelthul, as they often shared his vision of utter destruction. Some went so far as to traverse the planes and go to Nihil, where they were corrupted and twisted by Zazelthul. The Malintent took pleasure in contorting such powerful beings and experimented with many different shapes and forms. In the end, he settled on a theme and gleefully sent them back to Aedelor in 3215 BDC. They were no longer dragons, but now something wholly different.

They more closely resembled snakes in their new form, though gargantuan in size. They were wingless and legless, and in some cases they were also made eyeless. Their heads and maws had been transformed into a wide variety of shapes and in most cases, some semblance of their original draconic power had been reimagined in twisted new ways. The giants took to calling these new horrors wurms.

#316
The Negaskal region to the far north east of Aedelor surrounds the inner Svetushom Sea. Much of the land is an iceberg and the sea cuts through it, causing tall sheer ice cliffs all along the water's edge. The ledyakan (leed-yah-kawn) are humanoids that live there, descended from ancient giants but not as powerful as their ancestors used to be. Still, they have some magical influence over the ice, and create their homes deep within the iceberg. They stand between 8 and 10 feet tall with pale white or blue skin, they have long limbs with claw-like nails and short tusks. They are not bothered by extreme cold, and can freeze things near them just by proximity, or by exhaling their icy breath.

The Svetushom Sea is dangerous to pass through even because of the icy waters that can freeze over, but also because of the ledyakans. The ledyakans have only a few times in their history ever parlayed with other mortal creatures, and are considered hostile and not to be trifled with. They are able to fashion weapons like long spears from pure ice and can hurl them far into the sea at passing ships. When a ship gets stuck in the thick ice floes, ledyakans can skillfully walk over the ice and attack the ship. Crews who fall into such a trap are never spared and are not heard of again.

#317
Jessamine Hin was a powerful cleric of the minor god Yona who lived during the 6th century DC. Though she came from simple and humble beginnings, she answered a call from Yona and left her home to become an adventurer. She would continue to grow in power and spread faith in Yona to people who had long since forgotten about her and her domain.

Although Jessamine did not participate in much of the actual fighting involved in the Third Antillian War, she is widely credited with stirring the halfling population into revolt as well as organizing the forces that fought against the Kingdom of Gilramshyre. She is sometimes called a mother of Talamh Saor, along with fellow halflings Meredith Davros, and Emhyr Idle (called a father of Talamn Saor) due to their importance in the establishment of the nation after the Third Antillian War, and the foundation of its principles.

Sarasyl 1st is celebrated in Talamh Saor as Lá Hin, or Hin's Day, in honour of Jessamine Hin, who is also revered as a saint of Yona.

#318
The Vardanta region c. 3600 was home to the Nasirian tribe, among others. They were forced to live a nomadic lifestyle as the callissae had no regard for them. As likely to be caught in the cross-fire of a battle as being trampled by giants merely travelling from one place to another, they moved as needed to stay safe. Suheila was a woman of the tribe who worked to scout ahead and lead the tribe through safe passage. She had fallen in love with son of their sheikh, Payam. He was a brazen and defiant man, and once confronted a group of giants who threatened the tribe. The giants, seeing the colourful feathered cloak that Payam and the other wore, laughed. They worked their ancient magic to transform Payam and the few he stood with into a large birds with long multi-coloured plumage.

The giants, delighted at their trick, left the rest of the tribe to mourn their losses. Suheila was horrified and despaired as her love was forever changed. The birds stayed with the tribe, seeming to retain some semblance of their human consciousness. Every night Payam would roost in Suheila's tent and sing her a lullaby as she fell asleep. The birds became scouts and sentries for the tribe, helping them to stay safe with warning calls. They became known as the aqawsi (ack-ow-see), a derivation of guardian kin.

In modern day the aqawsi still exist, being highly intelligent birds that can bond well with humans. They are very protective of those they have bonded with, and make excellent guards for properties. Large estates usually have a pair of aqawsi that watch the perimeter and alert the residents to any dangers. They are also able to sing many songs and memorize new ones they hear, serenading passersby.

#319
Artefacts are some of the most powerful items in all of Aedelor, but they specifically refer to objects that were created during the Shattering and are physical remnants of Sarasaamun. There are other objects of tremendous power in Aedelor that are on par or nearly on par with artefacts, usually created long ago by giants or dragons.

One such object is Kuun Suurivara (“koon soo-re-var-uh”), a greathammer of immense power which was crafted in 2319 BDC by the giant Vomnar, using the soul of the dragon Alrized Moonfang. In an extremely rare circumstance of giants and dragons working together, Alrized volunteered to have her soul forged into a weapon for the giants to use. She had just been gravely wounded in a battle against evil dragons using powerful magics siphoned from the plane of Aechyrus.

Vomnar desired to honour Alrized's name and so completed the crafting process under the light of both full moons. Alrized's powerful spirit communed with the moons and harnessed some of their power, infusing it into her own soul which then in turn got forged into the hammer. The result was a tremendously powerful sentient greathammer who seeks to destroy undead and those that utilize the energies of Aechyrus.

Vomnar wielded Kuun Suurivara for over a thousand years, but became lost after his death.

#320
The Nasirian tribe persisted and continued to travel with their aqawsi by their side. Suheila continued to work as an aljawaal for the tribe, a wayfarer, and Payam was her constant companion. Even as she grew past her years to have a family, Suheila never took any other lovers and had no children of her own. As an accomplished and respected aljawaal, the tribe did not bother her about it. Most tended to pity her as well, looking upon her and Payam with sadness.

But she had found happiness in her wandering, spending time in the jungles with the birds and the beasts. She looked to the skies as much as she looked to the ground, and came to love all the bird-kinds that kept them company. Payam sang to her and taught the other birds melodies, and she sang with them. Her heart was full of love and peace with what was around her, and she lived a long life despite the hardships they faced.

Aristophane looked down upon Suheila with compassion, sharing her delight for the animals that surrounded them. Suheila and Payam had embraced the transformation that occurred and found beauty after a tragedy, and the God-Queen was gladdened by it. Seeing someone who's heart was steadfast and her love so enchanting, Aristophane came to her as a bird in Suheila's final days of life on Aedelor. She sang to the woman the sweetest birdsong she'd ever heard, and offered for her to fly to the heavens with her. Suheila would accept only if Payam could also join them, and Aristophane was moved to grant her wish.

Suheila ascended with the Menagerie and took the new name of Ak'araj, Goddess of Wayfaring. About the cosmos she wanders, helping show the path to those who seek it, a beautiful shining bird always at her shoulder.

#321
Vivulshwak (“viv-uhl-shwak”), sometimes called stabbing leaf, is a flowering plant native to the Anacori region. Its stem is dark green, and its leaves are off-white. Its flower blooms a dullish gold, and gives off faint light. They are common in darker places like under a thick canopy, under rocky overhangs, in the shadow of cliffs, or even in caves. Most of the plant is extremely poisonous to most creatures, hence its name stabbing leaf, as ingesting it can cause intense pain as if your insides were being stabbed at.

Its petals can be used in some alchemical and magical recipes, but its most well known use is in deadly poisons. When carefully refined, it can be nearly undetectable and can take days for its symptoms to begin, making it perfect as a delayed deadly option. While the poison can be treated if caught early, if a potent enough form of the poison is ingested by a creature, there will often be little that can be done. The pain is said to be excruciating.

#322
Zilargax are bizarre monsters that live in dense forests or other places where it is often dark and bioluminescent plants thrive. They stand between 4 and 8 feet tall, with long skinny bodies and about a dozen arms that each have another dozen fingers that are many feet long and very thin. They can spread their arms out around and above their head, and when motionless they look just like a small weeping willow tree. Their fingers act like the hanging boughs of a willow, draping around them, with small points of bioluminescence all along them which makes them look quite beautiful. They stand still in quiet mossy places, inviting creatures to find rest under the calming soft glow of their “branches.” Once the creature is sitting peacefully or sleeping, they will sweep down over top of them and tangle them in their fingers. Only then does a gaping toothy maw appear on the side of what appeared to be a tree trunk, which they use to drain the creature of blood.

#323
After lohiken descended from the Dragon Spine mountains into the surrounding valleys, they tried to integrate into the societies there. In Vardanta (present day Arazi), they had difficulty coexisting with the dragoons and the general dislike for lohiken due to their appearance and namesake. A mass exodus of lohiken from Vardanta traveled west across Dalazar, but not all lohiken did.

Some lohiken had become relatively wealthy during their time in Vadanta, and bought (or already owned) ships such that they could leave south via the sea. Many journeyed across the Stormsea to Mbakar, and integrated into the societies there where they were welcomed much more freely.

When some lohiken tried to settle on Tizano (near present day Babaratan), the quetzlaka already living there did not take kindly to them, as they considered the island sacred. As war between the two peoples developed, a group of a dozen particularly rich lohiken saw value in the natural resources available in the scarred islands and strategic value in its geographical position. They came to an agreement with each other about funding the war efforts, including paying foreign mercenaries to fight on behalf of the lohiken in Tizano, and how the land would be divided among themselves after the war was won.

In 323 DC, that group of lohiken founded the Shriva Syndicate, which holds significant influence in Babaratan, Tizano, and much of the southwest of Aedelor.

#324
Between the 46th of Paryl and the 5th of Kaldom the season of Narra rages in the north, bringing its coldest temperatures and constant heavy storms in the mountains. The dwarves of Dun Kuldihr mark these ten days time as Bushevur, or the Stormrage to common tongue. While they live deep in their undermountain, the cold still permeates the stone and brings chill. It becomes too dangerous to leave the undermountain for hunting or trade. Mountain passes are closed before the storms start and remain this way sometimes for weeks before they are dug out or thaw.

To pass the time and lighten spirits, the first tsar of Dun Kuldihr declared the entire week of Bushevur a holiday. All but essential work is put on hold during this time and residents are meant to spend their time observing 10 days of festivities. Each day has a different event or activity to participate in such as gift-giving, games, singing, or even religious observances. On the final day the tsar makes an appearance and gives a speech in the central square, usually taking this time to encourage, reward, and refresh the people.

Throughout the week Kuldihrish people light Bushevsteks—a light source like lanterns, candles, or braziers covered with a specially-made heavy coloured glass. These can be all varieties of colours and are put out in windows, along streets, and around the home. The flames are kept glowing as constantly as possible, not only to instill a festive spirit but also to warm the undermountain dwellings during the coldest time of year.

#325
In their attempt to discover how the giants mastered and controlled the elements, the high elves of Aethelion unintentionally discovered another skill by tapping deep into the power of their own minds. The first psychic was Celyssa in 1325 BDC who was able to produce magical effects without traditional magical means. She would later be better known as Khuru, though this was more of a title at the time. The word is borrowed from the language of the elements, and roughly means “master”.

While the elves of Aethelion wished to keep this technique secret among themselves as they continued to study and develop it, the elves of Ythenethyr had different plans. An elf named Fydras, unsatisfied that he himself could not master the technique, migrated to Ythenethyr and told the elves there of the power of the psyche. Fydras received much support from the other elves to begin conducting experiments on other peoples of Aedelor, almost always against their will, to see if the same powers could be tapped into. While Fydras never did succeed in his lifetime, the other elves continued his work and eventually succeeded in 1001 BDC by instilling psychic powers in a human.

Today, psychics are rare but exist throughout all of Aedelor, the technique having been spread over more than a thousand years either by those willing to teach, or by those forcefully experimenting.

#326
The season of air, Kasra, is experienced in the Scarred Isles with heavy winds that often bring hurricanes to the coast lines. Leading into the rainy season of Narra the residents of the isles are used to barring themselves from the elements for half the year. The quetzlaka love the rains but hate the cold, and the hurricanes drive many to hole up in their villages and try to keep safe.

In Babaratan, one of the two major merchant cities in the north of the isles, the ending of Narra is celebrated with a holiday called the Sunrise Festival. It occurs usually within the first two weeks of Sarasyl, the date being called by the ruling class of the city a couple weeks before, based on when the weather clears. The Sunrise Festival is celebrated with a parade hosted by the Shriva Syndicate and a grand market where fresh deliveries of goods are put on display. There is music on every corner, dancing, and celebration. Aa competitive tournament of Drakaso Bola is also hosted by the Syndicate during the week leading up, with the final match on the day before the festival. The winners are crowned with gilded flowers and earn a spot in the parade.

#327
Abwani is positioned between the nations of Safiri and Katikwa, in between the mountains which separate the geographical regions of Mbakar and Kamazar. In times long past in the Age of Ash and Ruin, these regions were active battlegrounds between the calissae and the mountains were raised in part due to these conflicts. Because these wars eventually fell upon the warrior class of mortals the calissae had domineered, the peoples there harboured the ill will for each other often long after the calissae had left.

Abwani was founded in 227 DC by a coalition of miners whose families had been working the mines in the surrounding mountains for thousands of years. Both Katikwa and Safiri (or their political predecessors) had been warring over rights to the mountains and the pass between them, and the locals had become fed up with it. They used their expertise and knowledge of the land to construct a massive wall between the mountain ranges, effectively blocking off the mountain pass from either neighbour, and Abwani was built into the inner workings of the wall.

While the wars continued for a while and Abwani has been sieged by both sides more than once, in present day Aedelor there is a much more peaceful relationship between the two nations and trade flows freely through the city-state of Abwani, though the latter remains ever on guard.

#328
The two most eastern islands that make up the Queendom of Taldeurtotun are quite near to each other, one named Frauweld, the other Mannbruck. The two used to be the same mountainous landmass which was split apart by giants in the Age of Darkness. The tallest mountain of the land was split in half during this act, leaving each half still standing tall on the new coasts facing each other. They are known as the Lovers, and the islands are named after them. When sailing between the islands through the Getrau Strait ships can see both peaks—leaning towards the water as if trying to reunite.

#329
The dragoons of Vardanta are an integral part of Arazi culture, and have been instrumental to the peace and security of the valley and surrounding areas as far back as 1000 BDC. Most dragoons belonged to one of ten families led by a rai, or raja, depending on region. These dragoon families battled not only dragons, but also each other for hundreds of years. Some of the families died out and by 500 BDC, the remaining seven families were united under a single leader for the first time, Maharaja Bhanu Pardava.

Under the maharaja's leadership, the united dragoon families were a force to be reckoned with. They meticulously hunted dragons that remained in the area and became increasingly efficient at it. Though Bhanu never saw the demise of dragons in his lifetime, his great-great-granddaughter Maharani Saniya declared Vardanta and the surrounding mountains free of all dragons in 329 BDC. To commemorate the occasion, each of the seven families were gifted a different piece of Maharaja Pardava's dragoon armour, each made with pieces of powerful dragons he had slain in his lifetime, and each priceless.

#330
Cresseto sits nestled in the inner sea of the Anacori region and boasts itself as the place where the Coriani Republic was founded. Many wealthy landowners and merchants live in Cresseto, and it enjoys some of the highest standards of living in the republic. One of the cities greatest locations is Kípous tou Paradeísou, the Gardens of Paradise. Near the center of the city the gardens were started when the republic was founded, planted at first with local flora to create a green space in commemoration. The care of the gardens was given to Midylos Kostelis who had extensive verdant lands and a love for growing all things. He curated many plants from foreign shores during his time, though not all would survive in their greenhouses.

Over time as they learned and grew in skill, techniques were found to build better conservatories with controlled environments. They were able to keep all manner of plants there and brought them from all over the known world. In present day, Kípous tou Paradeísou is still the largest of any botanical gardens of its type, with the most diverse array of plant-life. While it does not prioritize rarity, the collection continues to grow and curators have attempted to breed some rarer specimens, such as a giant rose bush from Sivild's Garden in Antillia. They did attempt to harvest and keep the dangerous lightning rod flower gwiatara, but abandoned the efforts when it proved to be too unstable.

#331
After Vardanta was declared free of dragons, the dragoons began hunting dragons even farther away, as well as giants although they never quite excelled at the latter. Their services became legendary and they would be sought after by peoples far and wide. Though the dragoons often would hunt dragons as a matter of honour, they were ultimately still warriors for hire and not all peoples could afford their services.

Dragon hunting made the seven families very wealthy. Though the families have changed slightly over the hundreds of years, present day Arazi is still dominated by seven families who can each mostly trace their lineages back to the original dragoons.

After the Withering, calissae hunting became much more rare, and dragoons transitioned into more of a general elite soldier role, with enlistment and training to become one generally being much easier and open to foreigners than it was in the past. This led to some noteworthy changes in the seven families, such as a clan of Eposians integrating into and eventually overtaking one of the families.

Throughout all of the changes, the one factor that remained constant to show the seven families' power, prestige, influence, and wealth was their piece of Pardava's armour.

#332
All that remains of the once proud civilization of the Aracines is the ruin of a city called Azibal. Though these names are now lost to obscure history books, it was a city like a shining jewel on the Vargrath cliffs. Facing the vast ocean in the east, the cliffs are named for the ancient dragon that lorded over those lands for millennia in the Age of Ash and Ruin. Vargrath was known as the Gnarljaw. Sarasamuun's dragon kind had attacked him, attempting to end his rule. He was victorious, but was left with a wound that had torn the scales and flesh from half of his face, leaving him maimed but fiercer for it.

The Aracines lived on his lands c. 1000 BDC and swore fealty to him, paying tribute to him yearly. He imposed regulations about how much land they could settle, what they could build, even how tall their structures could be so that they could not build towers or fortifications against him. Each year he inspected the Aracine lands and destroyed anything he found unsuitable, taking whatever wealth he demanded from them. The people, largely humans, lived in a few scattered city-states and though oppressed they survived for hundreds of years by paying their tribute to their cruel overlord.

#333
The seven dragoon families of Vardanta have generally been well liked by the people since their rise to power in the 1st millennium BDC, but opinions of them were beginning to falter by the turn of the 6th century DC. Overall, the renown of dragoons waned after the Withering, and their expertise and existence slowly began to feel less and less necessary. In addition to an increasing wealth disparity and harsh economic times after the rise of power of the Shriva Syndicate in Tizano, there was growing unhappiness among the Arazi people.

In 521 DC, in order to send a message to the families, as well as hoping to spark a revolution, a daring master thief named Soot pulled off arguably the greatest heist in Vardanta's history, quite possibly the history of the world: Soot stole each of the seven families' pieces of Pardava's armour. Knowing that news of their theft would inevitably make the remaining ones harder to steal, Soot managed to perform this feat in a single night before news could spread.

Becoming the most wanted man in the country overnight caused Soot to flee the country, never to return. Although he did not spark the revolution he hoped for, he hid the pieces of armour, which remain hidden to this day.

#334
In 301 BDC the city of Azibal was ruled by a queen named Shiba. Seeing the shining cities that her people had built, rich and gilded from precious metals mined in the mountains, she was proud and defiant of the dragon oppressors. She began to have her people build tall towers lying on the ground so that they could hide them from the dragon surveyors. They devised a way to piece them together and raise them up, so they could be built without notice. They also forged armor and weapons in secret, readying themselves. The plan was to raise the towers within the year before their tribute was owed. When the unsuspecting dragons came, they would attack with advantage from strong fortifications.

When it came time to enact their plans, the towers were raised. They gleamed with mirrored surfaces that would reflect light into the dragons' eyes. Vargrath's flight came to the city and were immediately attacked, and a great battle ensued. Unfortunately, Azibal's towers were not strong enough, and the acid and fire of the dragons melted the metals. Their wrath was poured out on the city in full-force, and none were spared. The city dripped with molten metal and blood over the cliffside, hardening like a half-burnt candle. Shiba still lies entombed in her tower of gold at the tallest point of the ruin.

#335
Great pyramids can be found in various states of repair across the Kama desert, which were built during the Age of Ash and Ruin and even before. Usually, they'd be built by the lesser mortals serving the giants, but only those who were trusted were allowed to work on the constructions and, at the time, it was considered a noble and honourable job to have. The giants, who could raise mountains themselves if they so desired, found a kind of ironic humour in having these monuments built by lesser mortals. Later, the pyramids would begin to be used as tombs for giants.

Many of them have been completely destroyed over thousands of years - usually by dragons, or on rare occassion during mortal uprisings - and some have been worn down merely from the long passage of time and the harsh sands. Of those that remain, the ones that have been rediscovered by mortals have almost certainly been spelunked and looted by daring adventurers, though not all such attempts are equally as successful.

The most spectacular example of the once numerous pyramids remains in Nasindi. It stands nearly 1,000 feet tall, a small mountain in its own right, and is maintained by the people living in Nasindi. Instead of acting as a tomb, the pyramid is very much a part of the people's daily life, with about a quarter of the city built within the pyramid. Nasindi's elusive and mysterious leader also resides deep in the pyramid, never leaving nor interacting with the people living there save for a select few chosen to carry out the ruler's orders.

December

#336
The port city of Alarawan boasts a large navy with which they patrol the Antillian Strait, keeping tight control of trade and pirate activity. Traders pay the toll for passing through the strait, as it is a lengthy and dangerous path to go around Antillia to the west. The fleet of the Darkana nation is known as the Darkeshti, known by the unique swift boats they employ. The Darkeshti are long narrow ships with multiple lines of oars and sharp triangular sails, and a figurehead at the front of a dragon head which is capable of spouting a dangerous fire attack. The sails and the hull are both treated with a magical paint and dye that leaves an opalescent sheen, and the painting of the hull is made to look like scales. From a distance, looking at a Darkeshti from the side will appear like a dragon in flight over the water, glittering in the sunlight. Made for speed to intercept travellers in the wide strait, they are also capable of holding a hundred lohiken warriors. These fearsome ships are nothing to be trifled with, and joining the Darkeshti fleet is a matter of great pride for Darkan people.

#337
Njarovik sits at the base of a massive glacier with ice-cliffs surrounding it on most sides, some reaching hundreds of feet tall. The region was once vibrant and green like much of the rest of Aedelor, and was ruled over by giants for most of its history. They ruled from a mighty keep and the leader of the clan sat on a mighty throne. When the dragons created the permafrost in the far north Reach which threatened to freeze all of Aedelor, the giants rose the Icecrowned Peaked to stop the expansion of the cold. Modern day Hjemkald still bore a huge brunt of the magical cold, turning much of the region into glacier.

The giants tried their best to protect their fortress, but the cold still overtook their elemental mastery. The fortress was consumed by the glacier. Over the millennia since, the Vikskad people that live there now have reclaimed the fortress, which remains half submerged in glacier - a feature which the Vikskad see as defensive. The throne which giant kings once occupied still resides within the fortress, only now it is adorned with asymmetrical ice growths which have been there since the original freezing. The king of Hjemkald now rules from the throne, which the Vikskad call the Azure Throne.

#338
Unlike the rest of Islingar, the town of Cos Sevisca enjoys relative peace in their sheltered cove. It was built on a long beach of golden sand with clear shallow water for a mile before meeting the depths of the Islin Sea. The town seems to exist in its own world apart from the rest of Islingar, both physically cut off and separated by experience as well. It is known as an idyllic location in an otherwise hostile region, which attracts vacationers from Islingar, Valdar, and even the Aemys Isles. It boasts the world's first known “water playground,” including a variety of long ladders and slides built into a sloping cliff-side that allow people to slide into the pristine pool below.

During the season of water, Narra, is the main hazard the people must prepare for as the water rises and the entire beach is flooded for the season. All the dwellings of Cos Sevisca, and anything that can be water damaged, are built to float. They can be built directly into the beached hull of boats, equipped with floating devices on a base raft, or other magical applications found over the years. The core buildings nearest the cliffs are bound to the rock face with massive chains, remnants of an old flyteholde anchor. All other buildings are attached together by smaller chains or ropes so ensure none are carried into the sea during Narra. Belongings that cannot get wet, or will weigh the buildings down too much, are carried into caves in the cliffs for safekeeping.

#339
Praktyn, sometimes known by other names to various peoples and often colloquially called the City of Splendour, was an illustrious and incredibly wealthy giant city located in the Wilds millennia ago. The giants there were known for their vast riches, largely in the form of precious gems and jewels, and most famously vast quantities of gold. Very early in the Age of Ash and Ruin, as dragons were inevitably attracted to its wealth for their hordes, the giants there used methods known only to them to shroud the city from being found. Over the course of thousands of years, dragons combed the Wilds extensively, successfully ridding the region of giants and securing domain over the region but no dragon ever found their true quarry: the city.

Even today, its legend lives on and inspires countless adventurers who plunge into the enormous jungle of the Wilds on a wide-eyed quest to find the city and claim its treasures, but still to modern day it has never again been found since originally hidden. Its reputation has inspired many stories in surrounding cultures, as the dragons' avid search for it was well known at the time. While the majority of people in the modern day have accepted the city's existence as a myth, it was and is very real.

#340
La Florentina left the port of East Pont in late 398 DC with the intent of sailing around the world. Named for Captain Rousseau's late wife, it represented her lifelong desire to see the world. Setting out from Mil Pont's eastern shore, it was to sail around the far eastern continents, up to the northern edge of the known world, brave the treacherous frozen seas, then through the Anacori isles, south along Ealia's coast, and finally arrive back in Mil Pont's western side. They planned to return in the year 400.

The ship was innovative and one of a kind, a massive thing with a crew of a couple hundred. Propelled both by wind and a new experimental magical source, it could reach unmatched speeds. La Florentina did indeed travel its route, though beset by many great hardships. Terrible storms, sea monsters demanding a toll, strange and dangerous islands, illness, and much more endangered the crew. Many were lost during their voyage, and many were recruited from foreign places along the way.

It arrived in West Pont far past its intended time, and it was a somber victory. For all it had lost and gained, the ship and its crew returned changed from their hopeful past. Though hailed as a hero of the nation and recognized by the Emperor, Captain Rousseau retired and never sailed again.

#341
Cresseto was the birth place of the Coriani Republic. Though it stopped serving as its capital in 313 DC, it still remains a culturally important city to the Corian people, one of two major ethnicities that make up the Republic (the other being the Edenikon people). Prominently visible in city's centre is the Aedum, a huge temple dedicated to various gods in the Aedelorian pantheon, built in 241 DC. While it currently is used to worship many gods, its dedication was originally to Vyocus, who has long been an important god to the Corian people.

The last Corian king before the formation of the republic converted the temple to a more general use place of worship in line with religious beliefs he had, something that was controversial at the time. A few wealthy priests disavowed the change and fled the country, bringing with them a few hundred followers who would build a new temple solely dedicated to Vyocus on a reclusive island in the Corian Sea.

The Aedum remains an important place in Corian culture, where many religious holidays are focused throughout the year and a destination of pilgrimage for some religious figures even outside of the Corian culture.

#342
Zibwera is a frontier town on the wild Mbakar savannah, built at the confluence of the Mydria and Terenaal rivers, becoming the greater Triada river. The area is desirable for the water source, lush greenery that attracts animals for hunting and capture, and rock formations that are defensible. The eastern side of the confluence was settled by the Safiri people, though there is little control the government has over the town. Though they have an appointed governor, they are often corrupted. Many outlaws use the town as a base of operations, a hiding place, or travel there to make deals. Multiple factions lay claim to areas of the town, and fight over their territory and resources.

On the western side of the confluence elves from the Emberfen have settled a town they call Dazlaa. Many of them are outcasts of the Nythian society, criminals, or those looking for a different life outside of the forest. In a similar fashion, they too have competing factions inside Dazlaa. They begrudgingly trade with the Safirians on the other side of the river, when they're not in open conflict with them.

The chaotic relationship between Zibwera and Dazlaa, and the people within, makes the area a dangerous place for travellers. However it can be a necessary and welcome resting place as it is the only bastion of civilization in an untamed region, so long as you have the money to satiate whichever faction finds you first.

#343
The precise beginning of the downfall of the Xiao Dynasty is argued among historians, as there were a number of contributing factors which lead up to the collapse of the empire. Decades of unrest grew into rebellious provinces in the north, the economy was weakening, and foreign nations to the north plotted against the empire as well. However, one event in particular certainly changed the course of history in the region forever.

The largest army that the empire had ever assembled was marching north to face rebels head-on and even just news of the size of the army was already working to pacify the rebels, many of whom abandoned the cause long before there was ever any actual fighting. In the season of Lokra, 430 DC, the imperial army was camped near to the rebels' largest contingent and a battle was expected to take place the following morning. Victory in this battle, which was assumed by the empire, would have been an effective end to the rebellion and bring peace, if at least temporarily, back to the largest empire Aedelor has ever known and solidify the Xiao Dynasty's reign for at least another generation.

In the early morning of the 49th of Sarasyl, 430 DC, a massive earthquake shook the region which could be felt for hundreds of miles. While the rebel camp suffered some losses, it paled in comparison to the imperial army's losses. The army, which was situated on a prominent ridge across from the rebels, was completely buried by a massive landslide in the wake of the earthquake and a staggering four fifths of the army perished, including all of its generals and commanders. The rebels surrounded the survivors and forced their surrender.

#344
Solovas are divine creatures related to kirins which live in the frozen northern regions of Aedelor. They are stag-like, but rather than antlers have two slender horns which lie vertically between the eyes. Their white fur gleams like fresh fallen snow, making them difficult to see, and their hooves and horns are a lustrous icy-black. Their large eyes are the colour only of pine, and their ears long like a hare.

Solovas are extremely rare and solitary. Able to transition between the physical and the ethereal, they step lightly upon the top of snow like ghosts, leaving no hoofprints. Solovas are known to appear to lone travellers caught in snowstorms or avalanches, transporting them to safety. Those rescued in such a fashion usually can recall it only like a dream, if they were even conscious. Giantkin in the north highly respect and prize Solovas, and any sighting of one incites a hunt immediately. Killing one would be a crime, rather they believe that if they can catch one that it will bless their tribe.

#345
Zavazall was an üneküm living in the 5th century DC who is widely credited as the leader of the Great Migration movement as well as one of the main founders of the Commonweal of Islingar. By this point in Aedelor, most üneküm were free individuals living in the nations surrounding the Deep Fields, however some were still born to and used as slaves by orc hordes; the latter was the case for Zavazall for the first 23 years of his life until he led a group of fellow üneküm to freedom in Tordrym. Fleeing as an orc slave was incredibly dangerous as orcs were known to hunt down escapees in their domain and execute them, and the journey to Tordrym's borders were arduous and fraught with close calls.

After nearly a decade of living what Zavazall self-described as an “unsatisfying life” in Torwick, Lohikdal, and Arazi, he had become a seasoned and renown adventurer. In the course of this, he had also become an outspoken critic of treatment towards üneküm peoples, as well as other often ostracized peoples such as half-elves, fiendlings, and other plane-touched. His earnings from adventuring had made him wealthy enough to own a number of ships and eventually came to command an armada of nearly two dozen ships comprised of a variety of people from multiple nations who had grown unhappy with the status quo.

In 422 DC, Zavazall and his armada sailed south from Ealia to Islingar, a land known for its inhospitable environment and what he called “a land only we outcasts have the courage to claim.” In the same year, they reached what is modern day Por Moros and established a small colony. When the scourge proved exceptionally difficult for them to contend with, Zavazall sailed further up the Arkoŝnuro River (ark-osh-new-row) and settled As Navilla on Rifu Isle in 425 DC. The movement would not be called the Great Migration for at least another ten years after the fact, by which point tens of thousands of üneküm, half-elves, planetouched, and others had emigrated from their homes to Islingar in Zavazall's wake.

#346
Ikituq is a city in the far north of eastern Aedelor where the land experiences long cold winters. It was built around a long fissure in the ground, opening to a deep lava lake below that spills out from the plane of fire itself. The heat that rises up the crevice melts the snow and ice for a mile to the east and west. From the air, it gives the appearance of a huge red-slitted eye. During the Age of Ash and Ruin it was a haunt of many dragons who thrived in the heat and made their lairs deep within the rock walls below. Now, after the Withering, the area has been claimed by mortals. Dwarves, humans, and giantkin primarily built the city, and many fire planetouched have also been born there.

The city fills space where the ground is warmed, conservative farmland carefully tended among the buildings. As the city has grown, it spreads into the snow, giving priority to crops and animals. During Firra when winter recedes in the region around it, the crevice becomes dangerously hot, so much that bare skin touching the rock will blister. A wall has been built along the edges for protection, and one wide stone bridge spans over it in the center, though it is shut down over the season of Firra.

#347
The badlands in eastern Aedelor are prone to strong winds and tornadoes due to a weakened barrier to the elemental plane of air located there. In the Age of Ash and Ruin, giants there were experimenting with air to create new ways to combat the dragons. To some degree, giants had used mastery over air to rebuke dragons, control the air currents they could effectively travel through, or create tornadoes to force them out of the skies for many hundreds of years prior. But even still, they wanted something more conclusive and believed that air was going to be the best element to do so by even more effectively controlling the skies.

But giants' mastery over the elements also waned over time. Fewer and fewer giants possessed the same kind of complete control over the elements as the very first giants did, and as they meddled with the elements they lost control of their own creation. Tapping into the elemental plane of air, they unleashed an immense force of wind that swirled into a massive windstorm in 2347 BDC. The storm was over 1,000 miles wide and spawned several hundred localized tornadoes.

The storm has never since been tamed, but each year it fluctuates in size with the changing of the seasons and the strength of the elemental plane of air. For nearly 1,000 years, the storm was over 600 miles wide and it completely obliterated the region - creating the modern badlands region. It has since shrunk significantly, never growing to quite the same size since, but it remains over 100 miles wide and still fluctuates, threatening to grow in size again.

#348
Brennadova Amelikhila was born in the undermountain of Khildarim, a dwarven stronghold in the north of Aedelor. The daughter of a lord, Amelin Larikhil, who was a renowned metalsmith. He fashioned some of the finest jewelry in the city, set with brilliant gems mined in Khildarim, which sold at a high price far and wide. As such, he could afford to have a large family, making Brenna the youngest of five. Many of her siblings involved themselves in politics and running the business, but Brenna was fascinated by the metalwork her father did. Normally, he did not allow anyone to hang over his shoulder while he worked, but he had a soft spot for his reserved, quietly curious daughter. She watched his for long hours fashioning silver, gold, and even rarer metals, practicing with clay beside him. When she grew old enough, she began to work with the metals themselves and was a natural, having an ability to keenly focus for hours like her father. Brenna's work began to sell alongside her fathers, and she began to catch attention from many who visited Khil. Her career was promising, and she would carry her familiy's business into continued greatness.

Her family's station and wealth allowed for them to be present at many events the Tsar held. At the young age of 37, in 519 DC, she attended a ball held for a few visiting foreign politicians. Among them was a magistrate from the province of Tarshah in the Valdarian Empire, on the opposite end of the world. Magistrate Javad Zand was a striking figure himself, with an undeniable charisma and soulful eyes that seemed to pull the attention of many women. However, he was enchanted by Brenna, with her pale white hair, ice blue eyes, and cool indifference. Hearing of her prowess with metalsmithing, he talked with her at length of her skill and found a passionate side of her that few others did. Totally unexpectedly though, when the magistrate made to leave a week later from Khildarim, Brenna announced that he had asked her to marry him and to move to his land in the south. Her father, heartbroken, tried to deny her, but she seemed smitten by the man and alive with excitement for what he would provide. The magistrate had promised her a workshop with the finest metals that could be found, and a chance to bring her dwarven jewelry to the empire. She left with him, and never returned home despite her promises to visit.

#349
The Whitewolf Sisterhood is a faith dedicated to Sirae and Aristophane. The origins of its core beliefs can be traced back to the Age of Ash and Ruin, but it did not become an organized faith until 149 DC. The Sisterhood acknowledge the brutal reality of war, Sirae's domain, in that it can leave many children without anyone to properly care for them. In this regard, the Sisterhood is responsible for establishing some of the first dedicated orphanages, even long before it was an organized faith, for the purpose of caring for those children.

They also recognize that Sirae's success depends in part on her consort Aristophane, who created all beasts in Aedelor in her image, and whom Sirae often rides into battle. In this way, they consider their orphans their flock in a sense, and care for many animals on their grounds.

The foundation of the faith is rooted in strong sisterly bonds which are nurtured in their orphans as they care for them. Young girls are paired up based on many factors and forge a sister like relationship with the Sisterhood's guidance, with each of the pair destined for an important role. One sister is chosen to become a warrior in Sirae's name, while the other is chosen to become a priestess of Aristophane. The warrior sisters are trained as mighty combatants and may leave their home to fight in distant wars, often for hire. The priestess sisters remain home, caring for the orphans and grounds, raising the livestock, and tending to the religious needs of locals. The bond between a paired warrior and priestess will often be the strongest, most precious relationship they have and they are expected to care for each other in times of need.

The Sisterhood raises many male orphans as well, but they “age out” of the faith at a certain point, often around 16-20 years old depending on the child. At this point, the young men are expected to have been properly raised and prepared for the world. Some young men remain particularly faithful to the Sisterhood, and though they do not retain any official status within the faith, they may travel far to spread the word of the faith, use their own money to send orphans back to the orphanage that raised them, or stay local and advocate for the orphanage.

#350
When the world was darkness, Artellan planted the Mother Tree Aya to bring trees to Aedelor. This changed the landscape forever, introducing woodlands that provided shelter, materials, and thriving ecosystems. Mortals were in awe of the great tree that faded into the heavens above, and her countless children.

After Aya was felled, she left in her wake many that worshipped her and Artellan for their gifts. Turning their eyes to the Everknot, a sect grew of those who fiercely wished to protect the trees and committed themselves to the God-King. These few spread to the great forests of the world and found a tree that called to them. There they performed a ritual that would bind their soul to the tree for as long as it lived, becoming a Cyfronaiden (kiff-row-nigh-den), a tree soul. They were able to transform their bodies in whole or in part within the tree, but could not travel far from it.

Blessed by Artellan for their sacrifice and commitment, they were able to cultivate and protect their groves. They are found all across Aedelor, and reflect aspects of their past mortal selves (male or female, human or halfling) mixed with traits of their particular tree species. A weeping willow Cyfronaiden will have twisting limbs, bark-like skin, and long willow boughs for hair. They are unfortunately susceptible as strong anchor points for Aechyrus beings, and many have been lost to this fate. The practice of becoming a Cyfronaiden is largely lost, but there are some that still perform it to replace those past and continue to protect the groves.

#351
The Lohikdal valley is the ancestral home to both the Dalish and Dalian peoples, who warred for hundreds of years going back into the Age of Ash and Ruin. When they were both conquered by the Eposian people emerging from the mountains, they were made to be peaceful with each other which, while tenuous at first, developed into a strong bond of fraternity and shared historical struggle. The development and defining of the country of Eposaria led to a period called the Pax Eposia.

The city of Mosa Ebrus was made to be a symbol of this newfound peace and unity, positioned to join the three cultures together and has since grown into the largest city in Eposaria. On Ziua Varăș (33rd of Havaket) in 351 DC, which marked the 100th anniversary of its founding, the Amicus Monument was completed. The monument consists of a small park surrounding two statues over 100 feet tall which both lean over the Aconis River in an embrace, symbolizing the joining of the Dalian and Dalish people.

#352
Madina Dupuis grew up on the seaside Crystalport, Gilramshyre. She was a rebellious fiendling, and fell in with a rambunctious crowd at a young age. She had little care for routine, society, or whatever normal life was impressed upon her. Her “wild child” ways led her to worship of Ortasmos. She moved around Southern Ealia with a caravan of Ortasians who called themselves the Ministry of Mirth. They brought views of breaking cultural norms, enjoying life, and inspiring passion. When the Ministry stopped in town, one knew a good time could be had.

Among the Ministry, she spent her days learning various instruments, art forms, and otherwise enjoying the five pleasures. She found a talent for painting, and began selling her art for income on the road. She would even begin to paint portraits of people she spent nights with, selling them or giving them as gifts. Her art was good enough to fetch a good price, and she became known in certain circles as the Midnight Muse. She adopted Muse as her name from then on.

The Ministry visited the Verdant Valley regularly, and when stationed outside of Prioria they attracted many higher paying customers and visitors. Among them in the summer of 517 DC was Magistrate Javad Zand, who joined one of the rajas there for a night of indulgence. Muse was interested in the foreign magistrate who walked in with sharp eyes and dripping in jewels, seeming underwhelmed by their festivities. Seeing it as a challenge, she endeavored to spend the evening with him, and succeeded in catching his eye. After painting him in his silken robe that night, she presented it to him and he was impressed. After spending a couple more days with the caravan, the magistrate invited Muse to return to Tarshah with him and experience his culture. She agreed, even travelling there with some of her fellow Ministry members. Not long after, she married Zand and joined his household, a drink or a smoke always in her hand.

#353
Caroll of Radley was a cleric of Elyahari who lived in the 2nd century DC. Master Ari ascended to godhood as Elyahari a few centuries prior and was still somewhat unknown outside of Valdar or outside of artistic circles. Caroll was a financially unsuccessful writer but had immense passion for the craft, as well as great faith in the gods. Although Elyahari did not work much with the written word in their mortal life, they saw the deep passion that Caroll possessed and made her their first cleric in Aedelor, tasked with spreading the joy of art and self-expression through art.

Caroll was known to bring joy and encouragement to everywhere she went as she traveled the world in Elyahari's name. She adventured to earn money and then spent it on unsuccessful artists of all kinds, encouraging them to continue their craft. Many regions around Aedelor experienced an explosion of artistic expression during the second and third centuries DC, which is often credited to Caroll's travels and patronage. She also had five children who themselves would become writers, painters, and musicians.

Caroll's work popularized Elyahari's existence and domain in places where they were not nearly as well known, and evil gods who opposed Elyahari and the court they served in conspired together to stop her. In 153 DC, their plans came to fruition when Caroll was inflicted with lohikirous - a dragon curse - during one of her adventures. Elyahari was not able, or willing, to cure her and the curse debilitated her quickly. She never lost her love of the arts, her passion, or her joyful enthusiasm which would continue to inspire those around her right up until her death later the same year.

#354
Asproka, one of Coriani's three gate cities, is noted for a large collection of statues that encircle the city and lead from the seaside into the mountainside. The statues were begun in 133 DC by a sculptor named Athanasia Siskalli. She wished to create statues of her parents overlooking the ocean after they died. Her work was stirring to some others who also commissioned statues of their loved ones looking out to sea. Soon, there was a collection of them on a ridge near the port.

The idea caught on as a trend for many years in Asproka, with Siskalli hiring a team of sculptors to complete the work orders. It kept on even after Siskalli and became a part of the city's identity, earning it the nickname City of Memories.

#355
The majority of orcs are migratory, roaming the Deep Fields as the seasons and winds change in search of food, favourable weather, rivals to conquer, and loot to claim. But the value of a centralized hub for orcs to gather in was not lost on Khan Bataar who, in 353 BDC, brought his horde's migratory ways to an end and founded Darkhaan. The name of the city loosely means “City of Kings.”

Darkhaan was built atop the ruins of the largest city of the ancient Ord clan of giants (though this was done unintentionally). There are vast buried ruins beneath Darkhaan that many adventurers would love to delve into, but orcs consider the place cursed and forbidden to enter.

The city has been conquered by countless orc hordes and the horde who controls the city at any given time is typically considered the strongest or most influential horde. Most orcs who claim to be Avligad reborn will not be taken seriously until they have led a successful siege against Darkhaan, and if successful they will often take the title of khagan, signifying their superiority over other orc khans.

#356
Lasae grew up in the forest of Blackthorn, called Mythe En'thalor to her elven kin. She was a talented cook and musician, and would accompany an envoy to Avilun each year for Eren Mydlas. While she loved her home in the woodland, she also enjoyed the vibrant busy streets of the capital. They would bring gifts to offer the shah of Tarshah to represent their continued friendship; food, drink, and artisan goods would be gifted between shah and the envoy, and they would stay for the full week of celebrations. Lasae would join an ensemble to play music in the halls of the palace or wherever they were invited.

In 513 DC, while playing the court at the palace during a large banquet there were many people invited from various government stations, to academy doctors, to wealthy patrons. Among them was an up and coming politician people had begun to speak about, one Javad Zand. He had appeared on the scene from Marileme they said, with a sharp wit and ability to gain friends quickly. Also, as it was whispered frequently in giggling groups, was very single. He had wealth, that much was certain, and even though low in the ranks of the government he came dressed in jewels and fine silk. While Lasae did not care for wealth, she appreciated his ease in conversation, his quick smile. To her, he represented the beauty of the city she felt drawn to. After the banquet, he invited her and some of the ensemble to play at his home for a dinner, and she obliged.

After Eren Mydlas, she stayed back in Avilun and continued to play in the court alone and visited Zand. She was cheerful, beautiful, and kind, and within a couple of months Zand and her were betrothed. The court was jealous to see Zand marry his first partner, but no matter. In Tarshah, one is not always the end.

#357
After mortals began practicing the ritual of becoming a cyfronaiden, it did not take long for evil to take notes. Of particular interest was the ability to use the tree-soul as an anchor point for void energy in Aechyrus to seep into Aedelor. But others were interested in exploring it as a form of immortality. Among those was Zarrithommol Grimwing, an ancient dragon warring with the giants in the southwest of Aedelor, notably in Islingar and Kamazar.

Zarrithommol and her flight had been losing the war for hundreds of years and unknown to anyone else, she was taking a particular interest in the ritual to become a cyfronaiden. Specifically, there was a tree near her lair in the Scourgeweald (not yet called that) which was wide and tall which she often roosted on when surveying the forest, one of the only trees that could support her tremendous weight.

After a great battle in which Zarrithommol was gravely wounded, she fled back to this tree and desperately tried to complete the ritual to tie her soul to the tree and become a cyfronaiden. At the same time, evil forces were waiting eagerly to use the resulting tree-soul as an achor. She died at the very pinnacle of the ritual and just as void energy was trying to anchor itself in Aedelor. The result was a twisted kind of lohikirous, a powerful dragon curse, left behind by Zarrithommol's tremendously powerful soul which changed the tree and surrounding area forever. So began the Scourge.

#358
In the middle of the Bone Sea, nearly as far east as one can go on Aedelor, sits a collection of islands. They are called Pulamyru, and no humanoids are permitted to live there. The dragons dedicated to Sarasamuun found a powerful artefact resided there, and they did all they could to hide this knowledge. The Great Frenzy occurred c. 3000 BDC, when the world experienced the results of Aristophane and Sirae's wanderings. While some parts of the world blamed the Twins, the dragons knew better. They eventually learned the true cause, and used it as an opportunity.

Aisyrth the Goldenheart was one of the first dragons upon Aedelor, it was said she was wise above all and able to read the weaves of fate. She had the respect and fear of even Havastu's kin. They convinced the dragons to offer the islands as a gift to Aristophane and Sirae, to become a holy ground where they could rest and be calmed. Aisyrth convinced them all that it would prevent this disastrous event from occurring again. So it was done, and Palamyru was given to the gods and none were allowed to trespass for fear of angering them. The threat of this worked also on the giants, though the dragons needed to patrol the area for some time to ensure it.

To this day, the islands are known to belong to the god-queens, whom they believe will strike down any mortal that steps foot on them. The islands are entirely for the wild things of the world; for the beasts and the birds and the trees and none others. None know of the great secret that it holds, or the power within.

#359
Taldeurtotun has long tried to control access to the Khil bay from its settlements in the area, much to the annoyance of the dwarves of Khildarim, who have warred with the Taldeurs in the past. Their most important port in this effort was that of Zeltzell, situated near modern day Eirlaswald around the mouth of the bay.

In 359 DC, the city of Zeltzell was utterly destroyed when a meteorite struck Aedelor. Shortly after, the queendom made peace with the dwarves after agreeing to abandon many mines in the Khil ranges. They instead immediately turned their interest to the massive crater left behind, which they called the Zeltzell Crater, and uncovering the wondrous divine treasures that fell from the sky. Eirlaswald was settled nearby the crater and many bright Taldeur minds were sent to study the crater and its contents. What they have discovered there are some of the best kept secrets in the world, with the city itself being off-limits to anyone who isn't Taldeur.

#360
While they are not gods, the seasons (and thus the elements) are known forces acting on the world which capture the imagination of mortals. So, throughout Aedelor the seasons are often represented as animals. The exact look is reflective of local fauna for each resion, but it is of a similar type.

Narra, the season of water, is a sea serpent whose coils are endless in all the waters of Aedelor. During the season, they are envisioned as roiling in the water and churning it, and calling the rains with its song. Lokra is a bull who rampages across the land causing quakes, shifts the ground with their mighty horns, and leaves gems in their hoofprints. Firra is a tiger who's fur is flame, deftly springing from place to place leaving wildfire, and keeping the sun in the sky longer with its claws. Kasra is a bird whose wings span to each horizon, waking the winds of the world beneath them and stirring them to a frenzy.

Seasonal festivals are also common, and may be themed to the animal avatar as well. The Stiersfest (Festival of the Bull) in Taldeurtoten celebrates the coming of Lokra with festivalgoers wearing bull horn hats, and a bull riding competition. The Maadhimisho ya Maji (Celebration of Waters) in Mbakar celebrates the coming of Narra with a parade, where dozens of people dress under one long serpent costume and perform a water-calling dance to a customary song. In Epos they hail Firra with a week long festival of music and dance, drinking spiced wine and praying a blessing on their forges. Tigers live in their region, and are considered sacred beasts not to be killed. In Coriani they celebrate Kasra with Fterotí Nýchta (Night of Wings), where festivalgoers dress in white clothing adorned with wings, feathers, and bells that jingle in the wind.

#361
Manzildin is a temple in Marileme that has a storied history. Built before the Withering, the temple was originally built by Zamerians and dedicated to Lunasila. At the time of its construction, it was the largest temple dedicated to her, larger even than the one in Zameros. As time went on and cultures shifted, the people there shied away from worship of Lunasila in favour of dragons who had come to rule over them. The inside of Manzildin was gutted and a great dragon made it their home, hiding its horde deep inside and lording over the people there.

After the Withering, the dragon who lived in the temple died and its treasure horde was taken by a select few who used the new found wealth to control the town, renaming it Shirava and growing it into a powerful city, and would become the capital of the to-be nation of Ras Yara. Manzildin remained dedicated to the worshiping of dragons, who the people believed would come back to them after the Withering.

After Aurilemians conquered Ras Yara and the Valdarian Empire was established, the worship of Yaran dragons was banned. The people could pray to most gods, but chief among them was to be Gydhiela, Goddess of Arcane Magic who was central to the Bronze Blood faith that the Aurilemians held, and would become the official religion on the Valdarian Empire. Manzildin was gutted once again, removing all traces of Yaran dragon worship. The temple was also expanded, and its architecture changed to incorporate many Aurilemian traits.

When Duntrians briefly controlled the city from 428 to 431 DC, the temple was nearly destroyed. The Aurilemian additions were demolished and much of the original temple structure was also damaged in the process. The temple was not used for worship during this time. When the empire reclaimed the city, the temple was renovated but without any of the Aurilemian additions, completing in 435 DC the temple once again resembled its original state - at least from the outside. It once again became a center of Bronze Blood worship and has ever since.

#362
Dimtodihr was founded in 358 DC after the Mining War, taking their chances in the Calliste Voros mountains. After tunneling for months into the mountain to find a suitable place for their settlement, they finally broke into a cave system. This led them to a massive central cavern in the heart of the mountain they named Ban Maldir. The cavern was thousands of feet high and over a mile long, with an underground river coursing through the bottom. Gigantic stalactites hung from the ceiling and it was here they decided to found their undermountain. After searching the length of the cavern they found evidence of it being used by a flight of ancient dragons, with remnants of their hoard still buried in the rocks.

With these riches traded to Coriani, they began the arduous task of building. They carved into the stalactites, creating homes within and also built into their sides. Bridges began to span the formations, stairs led to the river below, and the cavern was lit with their forges. Dimtodihr was officially founded on the 1st of Kaldom 358 DC, nearly two years after they had set out. Then the true work began: 100 years of tunneling to find the witherstone hiding deep in the mountains. When eventually found, they began trading witherstone in 460 DC and the undermountain now gleams with riches.

#363
The people of Hjemkald and Lanfjer do not generally have positive relations with the elves of the Witchwood and Hinterwood. The former have a long history of trespassing in the woods and plundering its resources with little regard for the integrity of the forest or its replenishment, something that the elves simply cannot abide. Many wars have been fought between the peoples.

The people of Elverik, however, have had positive relations with the elves in the woods since its establishment. Its foundations lie in the marriage between a Vikskad queen and an elven prince who fell madly in love, despite both their peoples' disapproval. In a tragic incident, the queen was slain and the elven prince took his own life shortly after. Beloved by their own peoples, they were mourned greatly and their deaths led to peace and understanding between the elves of Ven Ethyl and the Vikskad tribe that was settled near modern day Elvstad.

To this day, elves experience a welcoming atmosphere in Elvstad and frequently trade with the Vikskad there, and the people of Elverik are some of the very few who may be permitted to enter Ven Ethyl.

#364
After Artellan planted Aya the Mother Tree, the gods of the lower planes were angry and jealous of this new divine influence on Aedelor. The three who ruled Nihil, Meija, and Naraka conspired together in a rare alliance, each wishing to bring the tree down and remove this foothold of Artellan. With their combined influence, they whispered into the ears of giants, who flew about in their flyteholdes, shaping the world in the Age of Darkness. The clan of Erd, led by their namesake, listened to the call. They began enacting the trio's plan by attacking Aya and cutting off a large branch from her boughs in the heavens. They fled with it, the very forest raging against them as they did, and went far to the east. In the heart of the wild ocean, then unnamed, they bade a whirlpool to part the waters to the ocean floor and cast the branch into the ground. Then, the flyteholde of Erd and all its inhabitants were struck by a powerful storm and were cast into the whirlpool as it closed, their great lifeforces food for the seedling. The waters closed and kept it hidden for centuries.

Centuries had passed by the time Aya's daughter Voket, who was grown in the darkness of the depths, flourished above the waves. Voket was a godkin in her own right, and had been fostered by the agents of the lower powers. She did not reach into the heavens as her mother did, her height mostly hidden beneath the waves, but her boughs spread a hundred miles across the waters and shrouded them in gloom. The remnant of the flyteholde of Erd was brought back to the surface near her, a strange ancient island holding ancient secrets.

#365
East of the Globlith Mountains and surrounding the Shoalsea are the lands of Florb. The area was warred over by calissae for thousands of years in the Age of Ash and Ruin, but shortly after the Withering there arose a predominant culture known as the Florbans, who are primarily halfling, dwarven, and gnomish. In fact, Florb is the second most halfling-populated nation next to Talamh Saor, and the most gnomish-populated one (gnomes typically live in smaller communities among elves in the rest of Aedelor).

Florb is governed by an enigmatic and mostly reclusive group of individuals called the Florb Lords, each in charge of different swaths of land. Among the lords are Thin Kwe and Itwas Yor. Most of the lords have ruled since the establishment of Florb, though it unclear to most if the name and titles are inherited or if they have actually been the same individuals for hundreds of years. Very rarely are lords removed or added, and Florb has never known a civil war between the lords.

#366
The Mother Tree was protected by her gnomish folk, those that had formed from her flowers, shaken to the ground when she was attacked. They loved her and defended her with all that was in them. When Voket's presence became known, the gnomes rejoiced at learning of their new sister. Some of them travelled away from Vardanta for the first time. They called her the Sister Tree, wishing to honour and protect her just as they did her mother. When they arrived, they found darkness over the waters beneath her and were afraid and in awe. She welcomed them, spoke kindly to them, and brought them to an island near her trunk. They lived here among the giant's ruins, though shaken by the dark twilight of her bark and the inky leaves that shut out all light.

As her mother before her, Voket produced fruits and flowers in her boughs which fed the birds that rested there. She asked them to take these fruits to her new gnomish siblings. The gnomes were amazed, as eating the fruit of the tree was a great blessing, and they happily took them. Over time, the gnomes changed as little by little the vibrant colours of their hair and eyes were lost, the leaves of the mother tree no longer in their eyes.

Voket also gifted them flower seeds, with which they planted their children. What grew from the soil of Erd reflected the appearance of their Sister's strange twisted flowers. Flowers that trapped birds, ate insects, or were spotted with poison mixed with the small statured creatures and the giant magic. Their children were gnarled, or covered in coarse hair, or had sharp teeth and nails.

They loved their offspring all the same, convinced they performed their rituals wrong. Hoping to help them, the gnomes fed their children the tree's fruit. Their desire for the fruit became insatiable, and they waited eagerly for the birds to deliver some each week. Voket affectionately called them her little “gobblings.” This was later shortened to “goblin” or “gobelin” as they became known to the wider world.