Isles of Less’Va

Table of Contents The Kingdom of Less’Va……………………………………………………………...….2 The Hool; Natives of the Isles…………………………………………………………….8 The Jlull; Mhirrin Corrupted Hool……………………………………………………….11 Geography of the Islands ………………………………………………………………..14 - Pall’Ush………………………………………………………………………...14 - Mollus ………………………………………………………………………….16 - Al’Da…………………………………………………………………………...19 - Tal’Ram………………………………………………………………………...21 - Tower of Qul’Osh………………………………………………………………23 Bestiary…………………………………………………………………………………..24 - Aquatic……………………………………………………………………….....24 - Land…………………………………………………………………………….30 - Plant Life…………………...…………………………………………………..31 - Races……………………………………………………………………………34 Magic…………………………………………………………………………………….40 - Path of the Shallows…………………….……………………………………...40 - Path of the Depths……………………….……………...……………………...42 Alchemy………………………………………………………………………………….45 Adapting to New Ways of Life…………………………………………………………..47

The Kingdom of Less’Va Location: Far East of The Burning Isle, East of Gol-Guron, seemingly in the open ocean lies Less’Va. Population: 20,000 15% Gelling 10% Felinor 70% NelVan 5% Comnar

Culture: Less’Va is focused on perfecting magic. It is controlled by a Magocracy, a council of five Mages. When one wishes to retire they open trials for people to attempt to become a council member. The first person to complete all the trials will take up that seat. Unlike Superius people here have come to not look at Alchemists and Artifact Mages as lower than True. They are seen as lesser, being that their natural connection to the Mana is weak but they attempt to compensate for their shortcomings by learning to use magic items to their fullest potential or to create Alchemical Mixtures useful for someone (True or not) to get out of situations without tapping their own precious reserves. The Unique physiological weakness of Jlull to Alchemical Mixtures. Felinor are treated as treasures more than on Superius. They are often pampered and kept in their homes or in the cities to continue their learning and philosophy. This is a holdover from the times of History. NelVan are the primary race here due to the groups which were traveling when the migration occurred. NelVan have kept a strong control over the islands and have managed some peaceful contact with the Hool. NelVan of Less’Va are modeling the cultures after Getchmir. This is thanks to the trade done with Hool (see the descriptions of Hool). Gelling are not in the highest of positions but have done some good things. Mainly they have become some of the best Pearl harvestors of Less’Va. The way the Mana Pearl Beds form, smaller hands and fingers are required so as not to cause unsustainable damage to the beds and keep them renewable. Most Gelling settlements are near a pearl bed (with a hour or twos walk). Comnar are the least populace and the least loved. To be a Comnar in Less’Va is a sad life. Most have gone to remote areas and made their own small towns. Those in cities are mostly Alchemists or Artifact Mages. Occasionally a Wilderguide will be accepted in the city as useful to have around with going near the borders of the Jlull. There is a great tower which is the only standing structure of the people who once lived on these islands. The tower is ten stories tall with a tapering shape, made of pale pink stone which looks similar to marble. Mana Vents and Mana Pearl Beds surround the small rocky island. This tower is viewed as THE secret held by the island. All of the windows are dark, with no ability to see in. The windows also seem protected. No mage has been able to force through them. It is as if they are protected with force (See Mana reveals this to be true). Less’Va has been unable to find a way into the tower yet. History: During the first multi-race exploration of DA 4102, the migration along the Eastern coast saw a small group who were fiercly protecting a (relatively) small number of Felinor. By the time they reached the Burning Island they had seen enough of Superius to know they needed somewhere safer. Rather than turn back, they spent time building ships to head east. It was the plan to head towards Demoraque, believing it was likely there would be land in the middle. The source of this information was a NelVan by the name of BarGal Ker’LeVa. He claimed to have deciphered some of the texts in some ruins which spoke of a great island to the East (in reality he didn’t succeed but critically failed. This led to a complete

misinterpretation.). This island was supposedly lush with much food and resources. BarGal led the refugees (roughly 5000 at the time) in building one great ship. Efforts were taken to load it with extra base resources necessary to make an extended voyage. When they found the islands which now have become Less’Va they were uninhabited but much smaller than anticipated. The people explored the first island for a week before finding it safe and began settling. Over generations they settled the islands and spread. They did not encounter the Hool until DA 6005. They met while exploring the Mana Pearl Beds on the East most Isle. It was a peaceful but tense meeting with the short and fragile looking fish folk being nervous. It would not be until DA 6013 when the two peoples began to trade. During the Age of Cataclysms when the Mhirrin twisted some of the Hool into the Jlull, war broke out. The people of Less’Va had reached almost 10,000. By the time the Jlull were driven to the western side of the Isles and the forces could consolidate, the population of Less’Va was once more 5000. This led to a strong alliance with the Hool who felt sorrow for the surface folk who aided the Hool in their difficult times. During this war the Less’Va found the tower 100 leagues south east but could not get in. Throughout the AC and LA Hool would travel far and wide looking for resources which could be traded to the Less’Va for their help and their surface resources. The Hool began finding deep water shipwrecks from Superius and other continents. This was then brought to Less’Va and traded. As a result Less’Va was able to track the ages and learn of the outside world. Through the Age of Cataclysms and the Lost Age it was collectively agreed that Less’Va should stay hidden. To steel themselves against being found the True began to work on founding new spells their brothers would not know. They also went to great pains to create a vast mist over the surrounding waters making them unfavorable for navigation. Within these spells were placed magical currents and winds which would specifically affect ships and blow them off course. This made the kingdom of Less’Va comfortable and their peaceful lives continued. In the Age of Peace there has been a growing movement to re-establish communication with Superius. The news of Galleran, Than Mordinar, Getchmir, and even the Free Arix States has made the younger population optimistic. Many traditionalists cite the Empire of Cannadoorn and Lor Donguel as counter points. Further adding that the existence of Gol-Guron and The Brantall Empire being closest to them makes it far more risky. Currency: Currency here are seashells which have been infused with Mana. They are from various mollusks in the Shallows of the Mana Pearl Beds. The Mollusks are aggressive to the small animals that eat the clams these pearls are formed in. When one of these Mollusks die the body becomes a mist which returns to the core. The shell is left behind with an Ambient Charge. It is illegal to use the ambient Mana points unless you can prove it was a dire emergency or you get authorization of the council. The Staropha Shell is the base unit of 1. It holds 1 Mana Point inside of it.

The Torbolda Shell is the unit of 5. It holds 2 Mana Points inside of it.

The Bollus Shell is the unit of 10. It holds 3 Mana points inside of it.

The Puritos Shell is the unit of 25. It hold 4 Mana Points inside of it.

Geography: The Island Kingdom of LessVa has some considerations on resources and some unique solutions to ecological problems. The first ecological limit is lumber. Wood is only used for ships. Stones have been used to replace wood for cooking (heating is not necessary) which are heating with magic or alchemy. The Trees are protected by the government. Wood is not used for homes or anything else if another more readily available resource is present. The second ecological restriction is metal. Metals are found in abundance in the mountains. The metals are not precious (gold) but are useful (the components of iron and steel). The mountains expand underwater. The kingdom in conjunction with Hool take pains to ensure the caverns are not punched into the ocean. The third ecological concern is food and drinking water. The kingdom is primarily on a seafood diet. They have also adapted some of the less offensive dining habits of Hool. Vegetables are grown in steppe farms on the mountains. Magic is extensively used here to accommodate growing conditions. Orchards are also cultivated on each of the islands. These produce a large number of fruits. Magic must be used to protect the orchards from a variety of pests. Mana Pearl Beds are natural phenomena in this island chain. Hool did not know how they came about. They are pearl beds much as Superius has but they are much larger and much more productive (up to 300%). This is seen as the most precious secret. Should an outsider find out about these, the Kingdom knows that its days of peace would be at an end. Another phenomena are Mana Vents. These are both above and below water. They are crevasses which extend into darkness. No exploration of them has been successful (no one has entered the crevasse and survived). As such it is considered best to keep ones distance. However there is a benefit to them. When a True casts a spell near them they draw on the ambient Mana which is emanating out of them. From the Vent itself, all within 10 paces (above and to the sides) have 1D-3 Mana provided for each stage of the spell which is cast. The final impressive adaptation is the use of coral. True here almost all learn spells to grow and manipulate coral, a knowledge learned by the path of The Shallows. This coral is grown from nearby reefs and grown over the land. Using magic they then

smooth and shape the coral as a road to a city. It then is used in a number of ways. First it is used as a road system between towns and cities. In the road system is a tube shaped of coral. It runs salt water to all towns and cities where large fountain pools of fresh fish are kept. This is used for food supply for the towns without a strong number of fishermen. There are separate pools which siphon off salt water. They are then pumped through a series of alchemical devices to produce fresh drinkable water. This is one of the ways that Alchemists have gained acceptance by the True. This feat alone makes a good Alchemist a necessity in every city. Lastly paths are grown to every home. The road itself is grown up into a house built of coral. Alchemy pumps sea water and small plant or animal life to keep the coral healthy through out the walls of the house. In this way the Kingdom of LessVa is self sufficient. The only stone buildings are larger governmental offices, some rooms for magic instruction (for safety) and lastly walls around the luckier settlements.

The Hool These diminutive people are a subrace, but are not playable. They should not be deemed playable as they are not particularly interested in the outside world. The most likely reason for them to work with others is often that the ones they are working with are of Less’Va. They have colored bodies (mostly Blue and Orange) which appear to have faded. Their legs and arms are small in diameter. They possess a small stub of a tail which, when full grown, extends 4” from the pelvic bone. They have three toed feet with webbing between the toes. Their hands have three long fingers and an opposable thumb, all with webbing. Their back has some fairly floppy fins which constantly flow underwater, and are a point of pride for many Hool (this appears similar to a the fin of a beta). The Hool have no neck, but a large bug eyed guppy head grows forward out of the torso, with the top of the head and fin rising about a foot above the shoulder blades. Their eyes are most akin to that of a chameleons, and are at a level (when fully grown) that one and look over their shoulder. This allows them to look in two different directions at once. Stat Block:
Race Size Numbers Habitat Lifespan Defenses Temperament Life Strength Agility Intelligence Endurance Movement Morale Hool Weight 4' - 4'6" Numbers Sh 3-6 Habitat Sh 20% 500-2000 yrs Magic Armor Cautious Reclusive 40 50 70 60 70 w30, s70 80 80 60 100 80 100 w50, s120 110 100lbs Dps 5-8 Dps 10%

Numbers Habitat

PB 2-8 PB 15%

Honorable

(Note: Sh = Shallow Waters of 30 feet deep; Dps = Depths of 31+ feet; PB=Pearl Beds) Culture: The Hool are a peaceful and reclusive race. They will not harm another without necessity. They have seen themselves as the rightful owners of the seas around the Islands of Less’Va. They had little use for the land above water. This is why so much time had passed prior to meeting the founders of Less’Va. After a few rough times with communication the Hool felt it would be acceptable to let the new Air Men stay on the islands. Magic is not the same for them as for the surface dwellers. They do not use Alchemy at all. The aquatic setting is not compatible for Alchemical Mixtures. They do use artifacts and have True. The True often train in the shallows. This way they can

compare differences of magic both under water and above the surface. The Hool have perfected a pair of paths of magic. The first path is called The Shallows, and the second is The Depths. The Shallows have been openly taught to the Kingdom of Less’Va. The Depths is considered to be sacred, and not permitted to be taught to outsiders. After the Severance, the Hool were embroiled in a vicious war. The Kingdom of Less’Va came to the aid of the Hool and drove the Jlull West into the Ocean of Felderass. This cemented the acceptance of the Kingdom of Less’Va and led to the current trade of far reaching sunken treasures being gifted to Less’Va. The Hool in combat favor Spears. These are made of materials from below the water. Often the spears, are passed down from one generation to the next. Since establishing contact with the Kingdom of Less’Va, there have been a number of Hool learning how to implement short thrusting blades. Often blades will of metal are practiced with on land, while shell or bone based blades are made underwater. History: Long ago Glulja, the great Ooram (K’Grell Nat’Theth to those of Superius) felt a great hunger. He swam about the oceans consuming all he could. He consumed those above and below without regard for importance. After thousands of years Hoolnya, became tired of living in the belly of Ooram. She gathered anyone who had survived and began to organize them how to act, how to look, and how to fight. Hoolnya led them to claw their way out from the inside. This angered Ooram who sped as far as he could trying to find a way to get rid of those in his belly. In a blind rage he leapt from the oceans and crashed his body against the rocks of an island chain (now the Isles of Less’Va; and specifically located at the Ooramic Ribs). This killed him and freed those inside. The survivors followed Hoolnya and became the Hool. This may or may not actually be the creation of the Hool but it is all they are sharing with the kingdom. They do not speak about the origins of the current empire (it is, in fact, the only empire of the Hool ever to exist). They simply say “We are and will be.” They do not remember the empire which once lived on the Isles of Less’Va. They do however state that were that people alive they be a force Glulja would not be able to withstand (it is rumored that the Hool have an ancient weapon of the lost people of Less’Va). The Hool have not made it known, but the landing of the Less’Vans happened to be watched by the Hool. They were silently observing for years. The first contact with the Less’Vans was not planned and it has actually proven to make the Hool like the Less’Vans more. It proved that peace was the paramount concern of the Less’Vans. When the Jlull were tainted, the Hool tried to help their brethren. Sadly the Jlull were unable to be controlled and became a furious bloodthirsty race of their own. The Hool were afraid they would be overrun, however the Less’Vans came to their aid and this proved to the Hool their value. During this war, the Hool discovered from some joint attacks about the Felinor’s plight. The Hool gathered and the Matriarch decided there was no choice but to help the Less’Vans. The Matriarch and her aids determined that collecting resources and information about the original homes of the Less’Vans would be most helpful. The Hool began gathering the wreckage of ships, and to hide the fact that they wished to aid the Felinor, they began to trade with Less’Va. The Hool often trade unfairly (in the favor of the Less’Vans) or they risk the wrath of the Matriarch.

Government: The Matriarch is a hereditary position. It passes from mother to oldest surviving daughter. There is no ceremony and is done in secret. There are a small contingent of Blood Guards, Hool who forsake all life which does not further the protection of the Matriarch. The Blood Guards seek to become the most physically impressive Hool they can be, they are, after all the male concubines of the Matriarch. All Blood Guard have skills in 1 melee weapon at 90+, 3 other weapons at 80+, and have Mind over Matter at 80+. The Matriarch is not monogamous, unlike the rest of the race. Beneath the Matriarch are Word Tenders. These are equivalent to Governors of other kingdoms. Their power is absolute in their settlement(s). All Word Tenders happen to learn at least 1 melee weapon at 80+. The also know Law: Hool at 90+. They are considered prized to the Matriarch. Those among them lucky enough may be escalated to the Blood Guards and to win a chance to produce offspring of the Matriarch.

The Jlull The Jlull are a vicious degenerate race. They are shorter, stockier, and more deadly than a Hool. They cannot be trusted and cannot be permitted to live, however the Hool and the Isles of Less’Va have been unsuccessful at eradicating them. The diminutive Jlull are a throw back to an earlier form of the Hool. They are all deep Purple or Black. Their arms and legs are shorter, as are the fingers. They have less webbing which makes swimming more difficult for them. They do however have long talons on their toes and hands which are as hard as ivory. Their head is in the same shape of a Dragon Eels head. They have a long tail (about 2 feet) which has a bottom fin and a top fin which runs up their back which is about 6” tall.

Stat Block:
Race Size Numbers Habitat Lifespan Defenses Temperament Life Strength Agility Intelligence Endurance Movement Morale Claws Bite 3'-3'6" Sh 2-6 Sh 10% Jlull Weight Numbers Habitat 100-500 yrs Natural Weapons Armor Violent Gluttonous 65 75 60 40 80 w40, s60 60 2D+2 5D+6 100 100 80 70 120 w60, s100 75 130lbs Dps 4-10 Dps 25%

Hedonistic

(Note: Sh = Shallow Waters of 30 feet deep; Dps = Depths of 31+ feet)

Culture: There isn’t much culture left to the Jlull. They tend to think only with their stomach. They tend to eat any animal they can find, but they avoid plants (due to their very real fear of alchemical components). The Jlull prefer Hool flesh. They can smell the presence of a Hool underwater for 20 miles (30 miles above water). The Jlull also have a distant memory of a great Ooram which they hate. There is a belief in what little culture there is among the Jlull that consuming Ooram flesh will grant them eternal life. The strongest and most ruthless leads them. They tend to organize into gangs prior to fighting over leadership. It is not just the leader of the gang fighting, but the whole gang. Every time there is a change in leadership packs have internal wars which heavy losses on both sides. Hool take the critical failure effect of any alchemical mixture or reagent which touches them. They cannot cast magic nor can they stand the feeling of Mana. When within 5 paces of a Mana Vein they take -10 to all skills. When within 20 paces of a Mana Pearl Bed they take a -30 to all skills. It feels, to them, as if their skin is crawling, muscles are pulling, and the moisture of their skin forces its way out (in very uncomfortable ways). Needless to say, they find it mildly unpleasant. They do not have much spoken communication. The Hool themselves recognize syllables but have commented that the use is vastly incorrect, and that they cannot understand what is being said. The Jlull do not live in constructed homes, but flourish in a deep dark crevasse between the westernmost islands. This crevasse is lined with thick seaweed which seems to allow only the Jlull to pass. The area around it is vastly colder which seems to not affect the Jlull, but the Hool feel it painfully. There is no true governmental structure. They are gangs who lead with might that share number of ideas. The Hool believe they share one soul, which explains their linguistic oddity. The Kingdom of Less’Va however has theories about a single intelligence shared by all of the Jlull. Neither theory is correct however. History: The Jlull were tainted by the Mhirrin. A large band of Hool had taken up residence in the Western bay. During what Superius calls the Age of Cataclysms a portal to Axterath opened under the sea. This portal is considered to have been a mistake as it tore the ground asunder near it creating the crevasse. The Mhirrin which leaked through twisted the area and eventually corrupted something which had not been found. Deep in the crevasse there is a large crystalline shard. During the portal’s time being open it began to absorb Mhirrin. At this point the near six foot diameter shard emanates the energies of the Mhirrin throughout the cavernous crevasse. Since that time the Jlull heard the emanations of a great being, which claimed to be the father of Glulja (it was actually a Grahgon lord but I won’t tell the Jlull if you don’t). He told the Jlull he would grant them a boon if they would aid him in restoring the Jlull to their rightful place in the world. The Jlull agreed and began to openly accept the Mhirrin. Their task is simple. The Ribs of Glulja are on a spot which could have a portal opened to Axterath. The Jlull were told by the father of Glulja that if they secured the ribs, and placed the Mhirrin Shard there, Glulja’s father could come back, and reward

the Jlull. Mind you, scholars find this idea completely irrational, but those few who have survived deep forays into the depths of the Jlull know that rational thought is not their strong suit. When the Jlull first began attacking the Hool, the Hool were unable to fight back. The Jlull where quick and fast in their raids, which lead to a large amount of grappling, ending an Hoolian meal. During a trading expedition between a trio of NelVan from Less’Va and some Hool, the Jlull attacked. One of the NelVan was an alchemist who was unfortunate enough to begin being bitten. In his desperate attempt to escape he thrust a vial into the mouth of the Jlull. The Jlull immediately began to vomit, have seizures, and have the insides of his mouth blister from burning. The other Jlull panicked and fled. As the joint group recovered, they congratulated the NelVan about his act. The NelVan was highly upset however. His hand had been ripped from his body, and his only vial of Salve was missing. He bled to death at the spot. Both his body and that of the dead Jlull were taken to the nearest city where alchemists examined what happened and found about the weakness of the Jlull. The Jlull believe, oddly enough, that one day a great leader will come to them and lead them to glory against both the Hool and their allies, the Kingdom of Less’Va. They do not believe that they will have this leader rise from within the Jlull. Jlull believe this but do not have the mental ability to explain why (this is a command which was programmed into them by the Grahgon lord who posed as the father of Glulja). There is no doubt that should the enemies of the Jlull learn this, the efforts would be redoubled to ensure the outer world could not communicate.

Geography of the Less’Van Isles
The islands are all minor dutchies in and of themselves. Those with fortresses could wage small scale wars, while those on Mollus could hide in the lands, using boats to transport around enemies. It would be quite reasonable to only show PCs either the island they come from (should you be running an all Less’Van game) or only the first island they land on. If someone wanted, entire islands could be stretched out farther to make much more remote islands in a chain between continents. The maps for each island have been cleared of nearby islands for clarity.

Pall’Ush
Pall’Ush is the most likely location for outsiders to find. This not due to a lack of protection. It happens to be the most fortified and prepared for contact. The reason it is most likely is that it is nearest to Superius, and it is only a matter of time until someone dares the dangerous Sea of Felderass and happens to win.

Pall’Ush is considered the front lines in the on going war with the Jlull. This is not a misconception. Here is where the scouts and raiding parties of the Kingdom of Less’Va are based. Settlements The Eye of Less’Va is the Fortress where the raiding ships are kept and soldiers are trained. The fortress itself is made of living coral, with stone reinforcements when necessary. There are four towers, making a rhomboid courtyard with walls rising to twenty feet. There are a few subterranean works which aid in storage. A large number of True are employed here in the Tower of Hae’Barth (Northern Tower) which is used to maintain the spells around the isles. The Tower of Jurr’Klobon (Southern Tower) is used

mostly by alchemists who specifically try to create mixtures which will, when brought into contact with Jlull, do the most damage. The Tower of Der’Gloh (Western Tower) is mostly used by guards and scouts to keep an eye towards Superius. The Tower of Werrel (Eastern Tower) is the Marshal’s Office and Quarters. His family will have quarters and living space here. The friends and most trusted aides of the Marshall have offices as well in the tower. Marhsal Jiklar Pallujush’Shin, Nel’Van Warrior. Fleet is a port where the majority of ships are built. This is not due to the proximity of the Fenn or even the Mollusks Spine, but due to where a number of descendants of a NelVan family settled. This family ComEm'ThaLi'SoshIn is known to be commissioned with knowledge of ships. The family has become proud after hearing how their distant cousins have thrived in Getchmir. The town is not heavily fortified however. Most of their defense against the Jlull is from flotilla’s of soldiers ferrying between Fleet and Kel’Lass’ Passage. Governor Tellan’Jun’Mahshin’Lass ComEm'ThaLi'SoshIn, Nel’Van True Mage (focus on Elements).

Sites The Buttress is a natural formation of rocky hills. Rains here make a large number of natural lakes. The hills have a number of caves formed by over lapping overhangs of rock. These overhangs sometimes go twenty feet below the surface, with the spelunker crawling on their belly, before opening up into a cave. The Buttress serves as a natural barrier holding the Jlull back. This is not to say that the Jlull are swarming over the southern side of Pall’Ush, but it does help deter the stronger gangs from getting too adventurous. The Soldiers’ Bed is the only Mana Pearl Bed on Pall’Ush. It is named because the largest battle occurred here between the Jlull and the Kingdom of Less’Va. The population of Less’Va was cut down by 10% in one day of fighting. The Jlull would have won were it not for the fact that prolonged time in the Beds, fighting, caused them to pass out. This allowed the Less’Vans to land the killing strikes needed. That day it is said that the pearls were stained red. To this day all of the pearls from this bed are tinged red. People are not supposed to trade with red pearls as it is disrespectful to the fallen. Some even theorize that the sacrifice there has made the pearls more potent than even the Mana Pearls specific to the Isles of Less’Va. This is an unfounded claim. Tor’Gramjal’s Fenn is no longer a true Fen. It has mostly become a woodland, however there are remote places where an unsuspecting woodsman will step carelessly and fall directly into a thick peat bog. Many suspect that the waters below at some point ran to the ocean. In reality a small gang of strong Jlull have taken up residence deep in the woods and are trying to revert it to a Fen. Should this occur the Jlull will be able to reopen the subterranean water ways and have the ability to cut of the Eyes of Less’Va. Pall’Ushan peet from this area is a reagent which has been discovered, native only to the Fenn. It is considered one of the prime treasures of the islands.

Mollus
Considered the mainland of the Isles of Less’Va, Mollus is the center of the population. Being that the majority of wood, ore, and Mana Pearls come from Mollus, Mollus is considering indicative of the kingdom.

The island has a number of homesteads which produce the crops the kingdom tends to rely on. Coral Roads stretch from Mnemo to The Coral Port. Realm is on it’s own with no road through the mountains, but using boats to reach Port Thallim. Settlements The Coral Port is the primary settlement in contact with Al’Da. It is known to be primary exporting settlement of Mana Pearls. The Bed of Providence is partly located on the very shores of the docks. Aside from the abundance of pearls there is very little that makes the town special. This of course is fantastic for the more shady characters. Rumors abound of a Thieves Guild in the Port which smuggles extra Mana Pearls from

the Pearl Beds. A number of farmers inhabit the fields surrounding the Eastern peninsula. The Governor here lives in a large estate in the middle of the town. The current Governor is a Gelling lord who has made a small fortune from being a skilled Scrimshaw artist. Governor Jerron BrassHook, Gelling Skulker. Port Thallim is the main port to travel to Realm. It is a home for many of the woodsmen and miners of the Mollusks Spine. Many Miners live in mountain camps for a month at a time, only switching off with new crews arriving to relieve them for a full month. They pull from the mountains a fair amount of the ores used throughout the Isles. Woodsmen do trapping, reagent harvesting, and occasionally Lumberjacking. Lumberjacking here is not common but done to aid in trade in rough seasons. Trapping furs and reagent gathering is where most of the professions are. The Governor here is a NelVan Woodsman who has retired. He is known to be commissioned with knowledge of the Greyleaf. He owns a small forested courtyard in the city where he tends five Greyleaf trees. These are under constant supervision by guards of his bloodline. Any who enter uninvited are killed without question. It has taken hundreds of years to cultivate these which were planted and grown from the seed by a very distant ancestor of the line. Since they were planted it has been found that planting another tree has ended with one of the prior Greyleaf trees dying. This has led to no further attempts in over 500 years. Unlike the mainland, the Greyleafs are not sold here. To get them an Alchemist must convince the Governor he is worthy. Governor Shojol’Hurahn’Lass GreyleafSaviour (Needs a proper translation), Nel’Van Alchemist, Woodsman skills. Kel’Lass’ Passage is known as the main ferry port to Pall’Ush. It is used as a trading port with Fleet. Fleet puts a lot of pressure on Kel’Lass’ Passage to follow their lead. As such the town has rallied under a member of the same family who rules Fleet, ComEm'ThaLi'SoshIn. There is a port here where repairs are done on ships, but they do not construct ships. They do however construct barges to be used to skim the shorelines. A large number of farms lie south of the Passage and trade through it. Governor Jell’Ik’Gorthen’Less ComEm'ThaLi'SoshIn, Nel’Van Vagabond, focused on skills based in carpenty. Mnemo is known as a very somber town. The settlement is fortified against the Jlull but they have a number of stone buildings. There are large libraries here and it is a center of learning of the history of the islands. The reason for he somber mentality is due to it being the first settlement of the pilgrims but it is close to the Fog Horn. This is the place where the ship of pilgrims crashed and took many lives. A large living monument of Coral is erected in the town square here. Every year on the Tonren of Nahn all cities observe the pilgrims landing, however in Mnemo in additions, on the fifth day, the entire town gathers and the populace attempts to chant for the entire day and night. People will do this in shifts. Any languages are welcome to chant. The Chant itself is a Ghazal which is in remembrance of those who have been lost in founding the Kingdom. The Governor here is a NelVan of a family who were assigned a new commission once they settled in the Kingdom to specifically record the kingdom’s history and preserve it. They forsook their old family name and made a new one. Mnemo is home to many who are in support of reestablishing limited contact with Superius to get documents about the Kingdom to Getchmir.

Governor Malhoom’SiltThas’Lass MnemoMollus, Nel’Van True (focused on Senses and Awareness). Realm is the no man’s land of the Kingdom. Those who live here are mostly lumberjacks, exporting lumber around the kingdom, and Deep Sea Fishermen who provide bones for carving, oil for lamps, and fish for food. Aside from the prior professions, reagents are harvested and traded with Peace’s Hearth. The Governor here is the only Comnar leader. He is a rough sea captain who has gained the support of the other captains. Realm often is at odds with the rest of the Kingdom since the residents follow a Comnar. Governor Bard Tollbridge, Comnar Vagabond (most skills focus on sea faring skills). Sites The Fog Horn is a peninsula with a pearl bed which is where the ship carrying the pilgrims crashed. The Mana Pearl Bed itself is littered with remains of the ship. Some claims artifacts have been incorporated into the beds by the Mollusks. One may be able to find remains or lost treasures of the original settlers if they dug in the beds, however the government tends to frown on such activity. The Mollusk Spine is the forested mountain range which supplies the majority of ore materials for the kingdom. Many of the mines stretch out far beyond the surface lands. Of these caverns, only around 50% are mapped, and 20% in active use. Regularly, parties are sent into caverns near current work areas to scout for dangers to the Miners. Guidance Wood is a very dark temperate forest. It is considered a lifeblood for Realm. Many reagents are harvested within the wood as well as many furs and meats provided. No coral path has been successfully grown in the forest. Whenever True tried, the roads would be destroyed in the night, in perfect silence. This has lead to rumors of a presence in the wood itself. Most of the Woodsmen who base their living in the forest tell those who are too eager to explore that while few have died from this presence, primes have gone mad from their encounters. All children of Realm know that if they ever end up lost in the wood all they must do is scream out at the top of their lungs that they want to leave the woods and then begin walking and the path will come naturally to them. Many theorize whatever entities exist in the forest are happy to let people live as long as the depths of the wood are not violated. The Bed of Yel’Fah is a Mana Pearl Bed where one ancient Hool, Yel’Fah lives. He is a great True Mage with the most perfect understanding of the Paths of the Shallows and the Depths that exist. He taught the first people of the Kingdom of Less’Va. To study under him is a great honor. Yel’Fah will only teach those who can prove to him both a drive for peace and to defend the islands themselves. Yel’Fah is centuries old, breaking all lifespans of the Hool. They have come to revere him as a chosen of the world bearer (their idea of the Creator). None know the truth behind his longevity (he secretly has developed an alchemical combination of rare regents which will slow aging to a 50th of its speed) however the longevity is wearing out and he is believed to be beginning to die. The natural environment around his Pearl Bed is serene, and the Kingdom lays no claim over the bed or the plains and forests within 5 miles of the waters

edge. There are rumors that he could tame a Ooram and speak with one should he desire, due to his inherent attunement to nature.

The Island City Al’Da
Al’Da is the Capital of the Kingdom of Less’Va. The Great Halls of the Learned are here as well as the Nexus. Here the difficult decisions of the Kingdom are decided. Many who desire education or power come here and attempt to etch their name into the halls of the Lords.

To defend the island city, the Breakers were augmented from natural underwater mountains to large semi-natural hill covered islands. These break storms and other natural phenomena. It also has proven to be difficult to navigate the shallow waters, allowing a natural deterrent to the Jlull. Settlements Al’Da itself is the only city. There are four districts in the city which are sometimes considered small cities themselves. This is not to say each is independently governed but that they could largely be considered their own due to size. The Southernmost district is called Peralis. Peralis is named to sound similar to “pearls” due to them being close to the Mana Pearl Beds. The majority of this populace are Gelling. Most of the standard merchant businesses and low-middle class housing is here. There are short stout walls of coral to protect the area. There is a port here where the standing ‘fleet’ of Al’Da is stationed. These two dozen ships are small and maneuverable to navigate the Breakers. The North-western district is referred to as The Lost. The name is in reference to the vast number of Comnar who live in the district, to remind them they Lost all of their gifts. Here one finds the grunt work being done. Most of the Comnar here are lower class with a couple in the middle class. Some shops exist but are not very profitable due to the social stigma. Many farm the fields outside the city on all sides. The Eastern district is Jo’Turnal’s Text. Here the Great Halls of Learning are stationed, training many of the young True of the Kingdom. Most Nel’Van try to live here amongst their own. The layout is more like a great university campus than a town. Great stone walls are placed here. There is a great wharf where ships dock from The Coral Port. It is practically against the law to be Comnar in this part of the city.

The Central district has been named Feldera. One will note the similarity to Felderass, this is deliberate. All of the Felinor of Al’Da live here around the governmental buildings. This section is neatly groomed and kept impeccably clean. Also the Coral Amphitheater is located here. The Amphitheater is the center of the only church followed in the kingdom, Heln Tor Kahl. The Heln here have expressed an interest in rejoining their brethren on Superius to strengthen them. If the city were to be sieged, the Lost would be considered a loss. The Lost would empty into Peralis, where they would make a southern stand while Feldera would empty into Jo’Turnal’s Text. The two walled districts would force the enemy to spread the armies thinly or to attack with two walled fortresses, one in their back and the other in their front. The Governmental body is made up of one True for each Path (one of each for Superius, and one for the Shallows), a Merchant Lord, a Grand Marshal, and a High Priest of the Heln Tor Kahl. This council of eleven vote with a simple majority being needed for any decision. Each lord also has a brief tidbit to give some idea of who they are and their weight in the Kingdom. The Current Lords are: Lady of Awareness – Lady Doorana Saanmannolla, Felinor True (also a practiced woodsman) Lord of Senses – Lord HaffantorjanMoll’Lass CammanKorthan, NelVan True (is a practiced artisan) Lady of the Body – Lady AannOlis’Harranna’Ness ComEm'ThaLi'SoshIn, NelVan True (also has shipright knowledges) Lord of Travel – Lord Merryweather Springer, Gelling True (has Skulker skills as well) Lord of Elements – Lord Jurran’Korlan’Woolghan’Lass Koolam’Forthas, NelVan True (also an Alchemist of skills second only to Governor Kaynah Tallrama of Peace’s Hearth. This is a sore spot for him.) Lady of Manipulation – Lady Sesshallhana Moolishanna, Felinor True (If there is a Felinor woman on Aesil;Dan who knows how to get what she wants, its her. She has come to secretly desire the power wielded by Paullia Saulha of the Truespire.) Lord of Forces – Lord Korbalach’Lass Jemmadahar’KoorPoll, NelVan True (A collector of all manner of curios, a very Elderly NelVan, Skilled enough to also be Lord of Elements or Awareness.) Lord of the Shallows – Karraq Jullamnajar, Male Felinor True (One of the rare male Felinor, he studied under Yel’Fah and is considered the pinnacle of Yel’Fah’s teaching.) The Merchant Mistress – Lady Shalla PearlMistress (forced a change on the family name once she came to power), Gelling Skulker The Grand Marshal – Grand Marshal FrudHaffRan’LessVa’Lass Kel’Lass, NelVan Warrior. The High Priest of the Heln – Heln Qul’OshMurJakthan’Lass TallfasMarrjon, NelVan True (focus on Forces). (Note: The reason there is a High Priest is that the call of a cleric is difficult and there have been few, as such a proper council has not been constructed. There are high ranking priests for each race, but they often send Qul’Osh as he has been able to gain a strong respect of the other lords.)

Sites Aside from the city, the Mana Pearl Beds and the Breakers are considered one and the same. They have slowly begun to populate with flora and fauna of the nearby islands. Many of Jo’Turnal’s Text find the islands fascinating and tend to take extended forays to them to observe nature.

Tal’Ram
The Forbidden Isle is it’s unofficial name. The island itself is shared between the Kingdom and the Hool. Not only is it technically jointly occupied, but it is also largely unused.

The Hool own the foothills of Hoolnya’s Salute from shore to shore (North and South) and own the Mana Pearl Bed. The fields themselves on the Hool side of the island are not used. There are no surface settlements. The Kingdom does not know why it was wanted. In truth the Hool wanted the land to not only test the trustworthiness of the Less’Vans but also to hold for the right time to turn over the Mana Pearl Beds and the rich agricultural lands when it was most needed. Settlements Peace’s Hearth is a small town with a port to trade with Realm. It is a town of Woodsman and Alchemists. It is the center of Alchemical learning in the Kingdom of

Less’Va. It is here where the affect of alchemy on the Jlull was truly understood. It is here where the majority of alchemical mixtures in the kingdom are combined. All races are permitted here, barring the Jlull. The Governor is a Felinor Maid who is a master in many mixtures. She has been very kind to the Hool, which granted her people the boon of building a coral road to the Mana Pearl Bed of the Hool for easier trade. There are no fortifications here, and most buildings are on support beams, suspending them between 2 and 5 feet above the ground. Governor Kaynah Tallrama (Blood of Felderass), Felinor Alchemist. The Less’Van Armitage is the fort where Tal’Ram and Al’Da are protected. A solid fleet is on guard. Patrols station themselves along the border with the Hool as a support pool for strikes by the Jlull. The keep is simple and made of stone. There are no towers, only battlements on and in the walls. Outlying farmers provide food for most of the Kingdom, making Tal’Ram a major strategic location. The Marshal in charge of the Armitage is a Nel’Van soldier who is a master of tactics. He has worked hard to scout and fortify the island. Marshal KylYuh’LoFum’Less, NelVan Warrior. Sites Hoolnya’s Salute is the mountain chain, foot hills, and forest which creates the natural border between the Less’Van Kingdom and the lands claimed by the Hool. The mountains are home to the Cliff Leapers and known as a very dangerous climb. There are mines in the western mountain bases which lead into the rest of the range, due to the danger placing the mines higher up in the mountains. Many structures exist up in the mountains which can not be identified. Neither the Hool or Less’Vans know who made them or where the makers went. Some claim that miners who disappeared in the mountains found treasures so valuable that they hid with them. If this is true, the Miners likely have gone deep into the mines. The Hool-Pass is the single passage over Hoolnya’s Salute which is considered safe. The natural wildlife of the island passes through here as well, and predators have learned this. It is considered safe, because with a large enough guard force the majority of beasts will not approach. Small bands however report varied attacks by wildlife and the occasional Jlull incursion (these often being rogue gangs trying to take what they can and hurry back to the ocean). The Hool-Beds are the Mana Pearl Bed which the Hool lay claim to. It is considered the most productive of the beds in the island chain. Many Puritos are raised and harvested here in special Hool controlled ‘programs’. Those who make friends with the Hool of the Hool-Beds can sometimes be taught a little bit of the practice that the Hool here have (Mana Pearl Tending is a skill at 80+). The Ribs of Glulja is the supposed location where Glulja thrust himself on the islands, killing himself and freeing Hoolnya and her followers. There are around twenty large curved pinnacles of white material here. They are so infused with various minerals from both time and the ocean that no Master of Elements can confirm or disprove that they are bone of an Ooram. The Hool view it as a sacred place. The Kingdom of Less’Va has a number of True who believe that in the area when they cast See Mana that they can see a number of images of various Hool in different ages. (In truth these are the Ribs of Glulja himself. The images of the Hool are not ghost but the Mhirrin of Axterath

trying to push through to establish contact with the Shard the Jlull have. No one knows this but the Father of Glulja.)

The Tower of Qul’Osh
Located over 100 League from the peninsula of The Coral Port, the Tower of Qul’Osh is the only building without an island. The tower rises from the sea bed itself. This tower is made of the same material as the ruins of the unknown prior inhabitants. It was discovered by a Nel’Van named Qul’Osh, thus its name. The tower is viewed as the very key to unlocking the ancient knowledge of the Isles.

The tower is surrounded by potent Mana Pearl Beds and Mana Vents. There are no windows or doors on the tower, and people trying to use the magic of travel find it buffets them to the far side of the tower. The Hool have found the entrance deep in the water. It is a cave, but no Hool will enter. As they get near they can feel an ominous presence and decide to leave. They have not told the Kingdom yet however, since they tend to be more careless.

Aquatic
Dominai
Rating: 890/1750 Size/Weight: 3-10’; 40-380lbs Number: Solitary Habitat: The Depths Life Span: Unknown Defenses: Armor (GF:20) Attacks: 8 Slams (3D) or Constrict (20-40D) Temperament: Aggressive Life: 100/400 Endurance: Strength: 100/400 Movement(land): Agility: 20/60 Movement(water): Intellect: 30/50 Morale: Monster

100/200 20/40 50/100 20/50

General Description When the Hool were alone the Alshu were in great number, and sought after for food. The eight tentacled beings were a pale turquoise color with small beaks. They would flee instead of fighting. No bigger than a Hool, they could not defend themselves against a well equipped Hool. Yet when the Mhirrin came these soft beings were affected. The voice of Glulja whispered to them and warped them. No more do the Alshu exist. The Dominai are their heirs. They now are a deep purple, with thick plates of chitin growing out of their bodies. The beaks are lined with snaggled fangs. Six eyes have forms on the central body mass which glow orange in the murky depths, giving 360 degree sight. Behavior Dominai are hunters of everything, including themselves. They will try to ambush prey. When they do they will lash out with their tentacles to slam opponents. Every arm that hits makes a strength check minus the opponents strength (half the value if the target is not aquatic or if they are surprised). A success means the tentacle has latched on. If two more tentacles hit a target the Dominai will constrict it’s following round. When it does, the target takes 5D per tentacle, without adjustment. The Dominai uses its massive strength to rend it’s opponent The Dominai can also travel on land for one hour. They are known to sneak into settlements and try to constrict sleeping people. Out of water all of their damage is halved. If they have been out of water over an hour, every 10 seconds past this deal 1D to the Dominai as their body loses moisture. Habitat The Habitat the Dominai prefer is unknown. They aren’t talking and none have been found at rest. Some even theorize they do not rest. Furthermore no young Dominai have ever been sighted. As such it is theorized they can no longer reproduce and may be unable to die from old age.

Jlullic Sword Nose
Rating: 380/510 Size/Weight: 2-3’; 20-40lbs Number: 2-12 Habitat: Between the Depths and the Shallows Life Span: 5 years Defenses: none Attacks: Skewer with Sword Nose (2D) Temperament: Aggressive Life: 40/60 Endurance: Strength: 70/80 Movement(land): Agility: 80/100 Movement(water): Intellect: 10/20 Morale:

Monster

60/70 n/a 40/80 60/100

General Description The sword nose is not remembered from before the arrival of the Mhirrin. Yet not long after it arrived, these strange fish appeared. They are sleek and black. They have skin like an eel and breath through gils. Their nose is a long sharp ivory blade. They use this to stab prey and kill those near them before eating the flesh. Behavior Jlullic Sword Noses are highly aggressive. They often congregate near the Crevasse. They are seemingly completely subservient to the Jlull. Many Jlull raids on the Hool in the depths are done with a school of the Jlullic Horn Nose.

Less’Van Mollusk
Size/Weight: 2” long; less than 1 oz Number: 1-100 Habitat: The shallows on the shore in the Mana Pearl Beds

Animal

General Description Nothing is more indicative of the Less’Van existence than the Less’Van Mollusk. These small pseudo pods have shells which change as they age due to the very magic they absorb. The coloration of the shell happens naturally. The actual creature inside is a pale green or sage. The magical nature seems to repel the natural predators of such things. Some believe that the creation of new shells can be perpetuated by painstaking transplanting the ‘slug’ from inside the shell to a none-magical shell. The Kingdom does not sanction this and would likely punish those caught doing it heftily. Spoils Mana Pearls can often be found near these, and the very shell of the slug is a reward.

Lover’s Fan
Size/Weight: 1-3’ Long; .5-1lbs Number: 2-15 in a Host Habitat: Shallows

Animal

General Description These beautiful flat fish are some of the most friendly beings in the Shallows. They have flat, flowing bodies which have varied patterns and bright colors on them. They possess a long tail which trails behind them. They love to play with other fish and with beings who enter the shallows. If allowed to, one will mouth someone. If the person tastes good to the Fan, they will seem to retrieve various shiney objects in the area. They graze off of plat life in the shallows.

Ooram
Rating: 8105/13,670 Size/Weight: 1,500’ Long/250 Tons Number: 2-6 Habitat: The Ocean around Less’Va Life Span: Unknown Defenses: Crown: GF 5, PF 100; Flesh PF 5 Attacks: Ram (20D blunt) Temperament: Passive Life: 5,000/10,000 Strength: 2,500/3,000 Agility: 70/90 Intellect: 35/50

Animal

Endurance: Movement(land): Movement(water): Morale:

80/90 n/a 120/220 80/100

General Description The Ooram is a N’Grell Nar’Theth in appearance but only half the size. They have long sleek stripes of fluorescent colors which range from yellow to green to blue. They glow in the depths of the ocean and can sometimes be seen in the mists when they breach the surface. Behavior Unlike their greater cousins, the Ooram, do not bite. Instead they circle to gain speed and ram their target. This causes massive trauma. There are tales of ships being rammed by one which entered one side and exited the other, leaving two holes in the ship. No one can confirm this but the few battles seen between the Ooram and other terrifying beasts by the Hool, suggest it would be founded in truth. The Ooram have been known to be somewhat playful with smaller unmasted ships. Some folks have reported smaller Ooram playfull capsizing a boat and then pushing the occupants and their boat to the Shallows. Furthermore, it seems they have a love for the Gelling. Multiple Gelling have reported tales of battles with Jlull or Dominai under water which would have meant death, until an Ooram nearby arrived and drove off or killed the attackers. Afterwards they have always reported the Ooram either taking the

Gelling to the Shallows or ensuring they reach a friendly Hool settlement. The Hool cannot explain it as such interaction never occurred before the Gelling arrived. Habitat The homes of the Ooram have never been found, however it is known that near Ribs of Glulja Ooram can be seen making eery calls in the night. Some have also noted that many Ooram push dead Ooram into the shallows here. Many great bones of the Ooram can be found in the shallows. The Hool consider this a sign of the true essence of the Ribs of Glulja.

Ooric Mollusk
Rating: 2430/12,330 Size/Weight: 6’ and up; 300lbs and up Number: Solitary Habitat: Depths; Submersed Caverns Life Span: Unknown Defenses: Shell (GF:20; PF:100); Blood Mist Attacks: Pseudo Pod Slam (5D+10) Temperament: Passive Life: 1,000/10,000 Strength: 500/800 Agility: 20/100 Intellect: 10/20

Animal

Endurance: Movement(land): Movement(water): Morale:

700/1200 n/a 10/10 10/20

General Description These Great Mollusks are rare, and have been spotted only in the depths. They are great beasts with other small sea life encrusted on their great spined shell. They really are only preyed upon by the Ooram. However since most live in deep submerged caverns this is atypical. Behavior They will not attack. They will try to flee. If they get cornered they begin to lash their massive pseudo pod at enemies. To escape the Ooric Mollusk will shoot out a Bloody Mist. This sickly blue slime is actual Blood from the beast. As soon as it is used all attempts to hit, target, or detect the Mollusk get -10. The Mollusk, based on how scared it is can expend more blood into the water. This is at a rate of 2 Life points being taken to give a further -1. The blood will not dissipate for 10 seconds, and for every 20 Life points spent, it will stay an extra 3 seconds. Creatures movement speeds decrease by 50% if they are in a cloud that gives -50 or higher. Even more terrifying is that at 80% the character will begin to ingest the blood, which quickly fills lungs and will suffocate an adventurer. If the Mollusk is scared it will often pull into its shell first. At this point it is impossible to miss with a touch or melee strike, but one must make a strength roll and add the damage of their weapon to break the PF. If they don’t, the weapon bounces off. If this succeeds the Mollusk will either fight if cornered, try to flee, or Mist.

Spoils The Mollusk is known to collect debris. As such any number of treasure from ships can be found. Sometimes, Hoolian treasures can be found, which can make a great friend of the Hool if returned to them.

Poorou Fish
Size/Weight: 6-18”; .5-2lbs Number: 12-36 in a school Habitat: Tropical Shallows

Animal

General Description The Poorou is the most varied and simple fish of the Less’Van Isles. They are often between 6” and 18”, weighing 8oz to 2lbs. The fish tends to stay in the shallows, and are often herded by the Hool in their cities. Pourou vary in color, but are always brightly colored. Three varieties exist, striped, spotted and solid. Each variety can mate with each other and are known to produce some truly magnificent color combinations when proper breeding occurs. They are also the main protein source on islands. Many of the public fountains in Less’Va have schools of Poorou fish. They tend to eat various small sea creatures which most people cannot see.

Skimmer
Size/Weight: 1-3’ Long; 2-8lbs Number: 2-8 in a Family Habitat: Shallows

Animal

General Description These small green lizards are favorite pets of the people of Less’Va. They are green and scaled with eyes which appear to be gemstones (Saphire and Emerald being most common). They have long clawed toes which allow them to climb with a long whiplike tail. The tail has a pair of fins which dip into the water which trail elegantly behind them. Due to this and the membranes between their legs and the their bodies, they are after to scoot along the surface of the water. When they do this a pair of air sacks inflate on the sides of their belly serving as air bladders. They have a generally cuddly and fearful demeanor. As such most children in Less’Va have them as pets, or take care of one of the indigenous ones near their home.

Thick Back
Size/Weight: 3-6’ Long; 70-200lbs Number: Solitary; Mated Pair: 2-5 in a Family Habitat: Anywhere

Animal

General Description This eight legged lizard is a massive creature with a shell which is incredibly hard. It varies in color from a pale green to a pale blue. The shell itself is often close in color to the body. The shell has a PF of 50, and a GF 10. Thick Backs swim through the ocean lazily and are very docile. The only impressive quality they have is the fact that they seem almost un-phased by the Mhirrin. The Hool tell of storms of the dark energy long ago which Thick Back would lazily travel through with no reaction. Thick Backs are considered to be good luck for food supplies. Whenever they are seen on the shores of Less’Va they are napping. This is considered a sign that they have been able to eat their feel and now need to rest.

Widow’s Malice
Rating: 300/410 Size/Weight: 1-3’ Long; .5-1lbs Number: 2-15 in a Host Habitat: Shallows Life Span: 1 year Defenses: none Attacks: Sting (1D + 1D Electrical) Temperament: Aggressive Life: 40/50 Strength: 40/60 Agility: 90/100 Intellect: 10/20

Monster

Endurance: Movement(land): Movement(water): Morale:

30/50 n/a 30/50 40/60

General Description These are clear descendants of the Lover’s Fan. The color changes to that of either sand or a slate grey stone. The tail courses with electrical charge. Down the center of their body are bright red spines which stand upright when hunting and lay down when scared or passive. Behavior The Widow’s Malice is only aggressive when there are enough of them to make them think they cannot lose a fight. As soon as these lose half of their life, they will flee, leaving their Host behind. The Widow’s Malice however seems terrified of the Depths and will thrash wildly rather than go deeper in. Some scholar theorize they know of a dread terror in the ocean and want nothing to do with it.

Land
Black-Shelled Grinder
Size/Weight: 2-4’; 20-30lbs Number: 1-3 Habitat: Deep Jungle areas General Description This Large Beetle is a deep forest green. It climbs through the jungle eating vegetation. It is easily scared off and will run every time it is confronted with a threat. It is never aggressive. The Less’Van have learned that one can get the Grinder. It has a soft white meat which can be cooked with many herbs to produce a fantastic flavor. One Grinder can provide food for a few days for a family. As such some domesticate these and actually butcher and sell the meat. Animal

Blue-Beaked Pomppou Thief
Size/Weight: 1’; 5lbs Number: 6-50 in an Aery Habitat: Anywhere Pomppou fruit is found

Animal

General Description These intelligent birds are likened to Frell. While they cannot be as expressive they use tones and calls from their prestigious blue beak. Their bodies are covered in brilliant pink or red feathers. Wherever Pomppou fruit naturally occurs Aeries will be found. This is something which at first annoyed the few who attempted to farm the Pomppou because the birds jealously guard the trees. They will kill off any insect which causes damage to the plants. As such most farmers have grown to love these birds. The birds are also clever and seem to teach their own. The bird has taken the presence of the Less’Vans as a deal. They will live in areas with the fruit, and farmers will cultivate extra trees. Even more strange is the near bartering relationship between farmers and the birds. Before a farmer can harvest from a tree they have to bring Pomppou fruit with them. When they arrive they seem to barter by holding out fruit to the most beautiful bird in the Aery (seemingly the main Female) who will either then permit the farmer to pluck a fruit or demand another. Once the birds allow the farmer to pluck a fruit they will allow the farmer to continue until roughly half are left. At that point the birds will cause trouble and mischief until the farmers leave.

Cliff Leaper
Size/Weight: 4-5’ Long; 200-300lbs Number: Solitary or 2-4 in a Family Habitat: The Mountains of the Isles

Animal

General Description These broad shouldered and heavily muscled beasts are the majestic lords of the Mountains. The Cliff Leaper is covered in long golden-brown hair, and has a pair of gnarled horns which curve diagonally around the sides of their head. They have hoofed feet, which is separated into a pair of pods which can grip on either side of a precipice. These are known to climb to highest peak and bleet to the sky for hours. To disturb one leads to the leaper fleeing to another peak. Occasionally these are hunted for extra food for miners but are generally left alone. They move too quickly over too difficult of terrain to be worth hunting. Some are considering trying to catch some to raise some domesticated herds for the mines in the mountains, but this has yet to prove viable.

Snout Nosed Scavenger
Size/Weight: 2’; 25lbs Number: 2-7 in a Family Habitat: Anywhere on Less’Va

Animal

General Description This hairy beast is able to survive anywhere on Less’Va. They seem capable of eating anything they find. They are covered in a thick fur which is odd considering the climate of most of the island. They possess a hairless snout and seem to grunt through it constantly. Each foot has three toes and an opposable thumb which allows it to climb. A herd of these is domesticated in nearly every town and used as a main meat source.

Plant life
Slimeweed
Size: Number: Habitat: 1-10’ Long Unknown The Crevasse Plant

General Description Slimeweed is the Mhirrin tainted, long leaf masses which grow around the crevasse. A thick dark purple, nearing black sludge which seeps down the lengths of the sea weed. The Hool view it as aberrant; while the Jlull relish in it. Jlull will sometimes eat it prior to committing particularly heinous acts (it seems to affect them as a narcotic). Any Jlull under the effect of Slimeweed will get only half of the penalty any physical wounds would give. The roots tend to grow deep into the crevasse and actually appear as old growth tree roots.

Less’Van Coral
Size: Number: Habitat: Vast Unlimited The Shallows

Plant

General Description Less’Van Coral is a beautiful form of bright pink, blue and occasionally reddishpurple coral. Unlike other corals it does not move on it’s own but it does grow outward in a creeping manner, attracting all manner of small fish. It is porous but when compacted, using the Path of the Shallows, the coral becomes smooth like polished stone. This coral can still live above the surface as long as fresh sea water is pumped through it.

Less’Van Rockvine
Rating: 2,200+ Size/Weight: No more than 1 square league Number: 1 Habitat: Mountains of Less’Va Life Span: Unknown; presumed to match that of the mainland variety Defenses: Stone-like body (PF: 40; GF: 15) Attacks: Enzymes Temperament: Unknown Life: 1,000 – 5,000 (100 per Pod) Strength: 800 Agility: 80

Animal

Description The Less’Van Rockvine is only identified as such in it’s similar style of existence. They are a light pink color and marbled. This allows them to draw colorful birds to preen on them. They have the same lifecycle as the normal variety, yet they do have a phase (roughly one month a year) in which it goes completely dormant. This has yet to be explained but has allowed a number of hapless travelers to escape certain doom. The pods look like Pomppou Fruit, in fact, a number of the few wild Pomppou trees grow on or between the vines of the Less’Van Rockvines. Their fake Pomppou Pods have an enzyme that forces an END roll with a -50 penalty. This will make a man sleep for 1-10 days. During this time, the nearest vine literally splits open and will constrict the target. This vine will, after covering a person, being growing through them via the mouth or naval cavity. At this point the vine itself secretes enzymes (when properly gathered a skilled alchemist may find use for such a thing, but no one has survived an attempt).

Pall’Ushan Peet
Size: Number: Habitat: .5” tall; spreads are as vast as 20’ in diameter Varies based on marshland Tor’Gramjal’s Fenn 35%

Plant

General Description This material is amazingly resilient to fire. It is incapable of burning and it has the smell of rotting wood. The peet itself grows over the few areas of the Fenn left and is known to often float above the deepest, darkest parts of the Fenn. It is rumored to be a vastly sought after food for Jlull, and the creatures can smell it from miles away. This is unknown to be true or not but is often all the deterrent necessary for people to carry it around in air-tight containers.

Tal’Ramian Meadow Grass
Size: Number: Habitat: 1-5’ tall; .5-3” diameter Root Pods of 3-12 stalks Tal’Ram Meadows 50%

Plant

General Description Tal’Ramian Meadow Grass is not as much grass as it is a thick and resilient tube of thick almost stone like fibers. These tubes have a thin sheath of leafy material on the outside. Once shucked, the tube can be chewed on. The tube itself has a sweet flavor and is ground down into a granule for use in cooking. People walking will chew on pieces of Tal’Ramian Meadow Grass for energy or just a pleasant taste. Inside the tube is a hollow center with a juice inside. This juice is sweet and has the consistency of water. It is called Grass Drip. Most people drink it for pleasure. Some soldier however, on long patrols when short on drinking water will rely on it. Each stalk contains 2-4 oz of Grass Drip, and the bulb for the roots containing 8-10oz.

Pomppou Fruit
Size: Number: Habitat: 6”-1’ Diameter Strains = 3-30 Pomppou Fruit Kingdom of Less’Va 60%

Plant

General Description These orb shaped bright orange to red colored fruits are one of the favorite sweets of the locals. These fruit have a hard shell. Once cracked and broken open juicy fleshy matter is found. It is a deep sweetness, similar to that of a pomegranate. These are often traded as a valuable fruit as it is very strongly affected by the weather. The more stormy the islands are in a year, the better the Pomppou yields. Most peculiarly these trees have been found growing wild on The Breakers. The rest of the islands have had most of the ideal lands for growing them claimed. In these areas the orchards are jealously guarded. Some of the Kingdom wish desperately to acquire the Eastern side of Tal’Ram in an effort to create massive orchards.

Races
Felinor (variant)
Stats: See main entry in Continent Superius page 181 Soul Bonding Adjustment When the islands were found it became clear that the Felinor must move swiftly. The collective group gathered to perform a ritual which sealed their soul bond to the bounds of the island chain. This has provided a simple fix, their soul bond has not yet been known to manifest outside of the islands. This ensures they may remain isolated but does not consign the majority of Felinor to death. However it has been considered that the enchantment may unweave itself. This would lead to the youngest generation finding a troubled existence and would potentially lead them to leave the island, or face a most torturous fate. (being)

Hool
Rating: 470+Weapon/spell+ Size/Weight: 4’-4’6”, 100lbs Number: Shallows 3-6; Deeps 5-8; Pearl Beds 2-8 Habitat: Shallows 20%; Deeps 10%; Pearl Beds 15% Life Span: 500-2000 yrs Defenses: Magic, Armor Attacks: Magic, Weapons Temperament: Reclusive and Cautious; Honorable and Fair Life: 40/80 Endurance: Strength: 50/60 Movement(land): Agility: 70/100 Movement(water): Intellect: 60/80 Morale:

(being)

70/100 30/50 70/120 80/110

General Description These diminutive people are a subrace, but are not playable. They should not be deemed playable as they are not particularly interested in the outside world. The most likely reason for them to work with others is often that the ones they are working with are of Less’Va. They have colored bodies (mostly Blue and Orange) which appear to have faded. Their legs and arms are small in diameter. They possess a small stub of a tail which, when full grown, extends 4” from the pelvic bone. They have three toed feet with webbing between the toes. Their hands have three long fingers and an opposable thumb, all with webbing. Their back has some fairly floppy fins which constantly flow underwater, and are a point of pride for many Hool (this appears similar to a the fin of a beta). The Hool have no neck, but a large bug eyed guppy head grows forward out of the torso, with the top of the head and fin rising about a foot above the shoulder blades. Their eyes are most akin to that of a chameleons, and are at a level (when fully grown) that one and look over their shoulder. This allows them to look in two different directions at once.

History in Brief Long ago Glulja, the great Ooram (K’Grell Nat’Theth to those of Superius) felt a great hunger. He swam about the oceans consuming all he could. He consumed those above and below without regard for importance. After thousands of years Hoolnya, became tired of living in the belly of Ooram. She gathered anyone who had survived and began to organize them how to act, how to look, and how to fight. Hoolnya led them to claw their way out from the inside. This angered Ooram who sped as far as he could trying to find a way to get rid of those in his belly. In a blind rage he leapt from the oceans and crashed his body against the rocks of an island chain (now the Isles of Less’Va; and specifically located at the Ooramic Ribs). This killed him and freed those inside. The survivors followed Hoolnya and became the Hool. This may or may not actually be the creation of the Hool but it is all they are sharing with the kingdom. They do not speak about the origins of the current empire (it is, in fact, the only empire of the Hool ever to exist). They simply say “We are and will be.” They do not remember the empire which once lived on the Isles of Less’Va. They do however state that were that people alive they be a force Glulja would not be able to withstand (it is rumored that the Hool have an ancient weapon of the lost people of Less’Va). The Hool have not made it known, but the landing of the Less’Vans happened to be watched by the Hool. They were silently observing for years. The first contact with the Less’Vans was not planned and it has actually proven to make the Hool like the Less’Vans more. It proved that peace was the paramount concern of the Less’Vans. When the Jlull were tainted, the Hool tried to help their brethren. Sadly the Jlull were unable to be controlled and became a furious bloodthirsty race of their own. The Hool were afraid they would be overrun, however the Less’Vans came to their aid and this proved to the Hool their value. During this war, the Hool discovered from some joint attacks about the Felinor’s plight. The Hool gathered and the Matriarch decided there was no choice but to help the Less’Vans. The Matriarch and her aids determined that collecting resources and information about the original homes of the Less’Vans would be most helpful. The Hool began gathering the wreckage of ships, and to hide the fact that they wished to aid the Felinor, they began to trade with Less’Va. The Hool often trade unfairly (in the favor of the Less’Vans) or they risk the wrath of the Matriarch. Culture and Beliefs The Hool are a peaceful and reclusive race. They will not harm another without necessity. They have seen themselves as the rightful owners of the seas around the Islands of Less’Va. They had little use for the land above water. This is why so much time had passed prior to meeting the founders of Less’Va. After a few rough times with communication the Hool felt it would be acceptable to let the new Air Men stay on the islands. Magic is not the same for them as for the surface dwellers. They do not use Alchemy at all. The aquatic setting is not compatible for Alchemical Mixtures. They do use artifacts and have True. The True often train in the shallows. This way they can compare differences of magic both under water and above the surface. The Hool have perfected a pair of paths of magic. The first path is called The Shallows, and the second

is The Depths. The Shallows have been openly taught to the Kingdom of Less’Va. The Depths is considered to be sacred, and not permitted to be taught to outsiders. After the Severance, the Hool were embroiled in a vicious war. The Kingdom of Less’Va came to the aid of the Hool and drove the Jlull West into the Ocean of Felderass. This cemented the acceptance of the Kingdom of Less’Va and led to the current trade of far reaching sunken treasures being gifted to Less’Va. The Hool in combat favor Spears. These are made of materials from below the water. Often the spears, are passed down from one generation to the next. Since establishing contact with the Kingdom of Less’Va, there have been a number of Hool learning how to implement short thrusting blades. Often blades will of metal are practiced with on land, while shell or bone based blades are made underwater. Government The Matriarch is a hereditary position. It passes from mother to oldest surviving daughter. There is no ceremony and is done in secret. There are a small contingent of Blood Guards, Hool who forsake all life which does not further the protection of the Matriarch. The Blood Guards seek to become the most physically impressive Hool they can be, they are, after all the male concubines of the Matriarch. All Blood Guard have skills in 1 melee weapon at 90+, 3 other weapons at 80+, and have Mind over Matter at 80+. The Matriarch is not monogamous, unlike the rest of the race. Beneath the Matriarch are Word Tenders. These are equivalent to Governors of other kingdoms. Their power is absolute in their settlement(s). All Word Tenders happen to learn at least 1 melee weapon at 80+. The also know Law: Hool at 90+. They are considered prized to the Matriarch. Those among them lucky enough may be escalated to the Blood Guards and to win a chance to produce offspring of the Matriarch. Language The Hoolian language is guttural and can only be spoken underwater. It uses small sacs at their neck to fill with water and emit various visual and physical effects in the water (swirls, bubbles, waves, etc). This makes it only possible for none-Hool to read it. They are incapable of speaking Hool. Habitat The Hool prefer to sculpt buildings out of living coral. They are often shaped into a cone which spirals as it rises. This allows for water to pass over them with less resistance while providing some shelter from the currents. They tend to build on the gently sloping areas of the islands but attempt to stay a good distance (a mile or so) from any Mana Pearl Bed in an effort to show proper respect. They will grow various underwater plants which are eaten in the lower slopes and the higher slopes depending on how much light they need. This entire lay out has been described by many Less’Vans as pleasant to visit. Spoils Hool do not carry large packs. Often they travel with a Poor to Average short sword, and an Average to Good quality spear with some light armor. Most (75%) also

carry 1-5 Staropha Shells. 20% carry 1-2 Torbolda Shells as well. 5% will be carrying the previous ones as well a single Bollus (90%) or Puritos (10%).

Jlull
Rating: 499+ Size/Weight: 3’-3’6”, 130lbs Number: Shallows 2-6; Deeps 4-10 Habitat: Shallows 10%; Deeps 25% Life Span: 100-500 years Defenses: Armor Attacks: Claws (2D+2); Bite (5D+6) Temperament: Violent and Hedonistic Gluttons Life: 65/100 Endurance: Strength: 75/100 Movement(land): Agility: 60/80 Movement(water): Intellect: 40/70 Morale:

(being)

80/120 40/60 60/100 60/75

General Description The Jlull are a vicious degenerate race. They are shorter, stockier, and more deadly than a Hool. They cannot be trusted and cannot be permitted to live, however the Hool and the Isles of Less’Va have been unsuccessful at eradicating them. The diminutive Jlull are a throw back to an earlier form of the Hool. They are all deep Purple or Black. Their arms and legs are shorter, as are the fingers. They have less webbing which makes swimming more difficult for them. They do however have long talons on their toes and hands which are as hard as ivory. Their head is in the same shape of a Dragon Eels head. They have a long tail (about 2 feet) which has a bottom fin and a top fin which runs up their back which is about 6” tall.

History in Brief The Jlull were tainted by the Mhirrin. A large band of Hool had taken up residence in the Western bay. During what Superius calls the Age of Cataclysms a portal to Axterath opened under the sea. This portal is considered to have been a mistake as it tore the ground asunder near it creating the crevasse.

The Mhirrin which leaked through twisted the area and eventually corrupted something which had not been found. Deep in the crevasse there is a large crystalline shard. During the portal’s time being open it began to absorb Mhirrin. At this point the near six foot diameter shard emanates the energies of the Mhirrin throughout the cavernous crevasse. Since that time the Jlull heard the emanations of a great being, which claimed to be the father of Glulja (it was actually a Grahgon lord but I won’t tell the Jlull if you don’t). He told the Jlull he would grant them a boon if they would aid him in restoring the Jlull to their rightful place in the world. The Jlull agreed and began to openly accept the Mhirrin. Their task is simple. The Ribs of Glulja are on a spot which could have a portal opened to Axterath. The Jlull were told by the father of Glulja that if they secured the ribs, and placed the Mhirrin Shard there, Glulja’s father could come back, and reward the Jlull. Mind you, scholars find this idea completely irrational, but those few who have survived deep forays into the depths of the Jlull know that rational thought is not their strong suit. When the Jlull first began attacking the Hool, the Hool were unable to fight back. The Jlull where quick and fast in their raids, which lead to a large amount of grappling, ending an Hoolian meal. During a trading expedition between a trio of NelVan from Less’Va and some Hool, the Jlull attacked. One of the NelVan was an alchemist who was unfortunate enough to begin being bitten. In his desperate attempt to escape he thrust a vial into the mouth of the Jlull. The Jlull immediately began to vomit, have seizures, and have the insides of his mouth blister from burning. The other Jlull panicked and fled. As the joint group recovered, they congratulated the NelVan about his act. The NelVan was highly upset however. His hand had been ripped from his body, and his only vial of Salve was missing. He bled to death at the spot. Both his body and that of the dead Jlull were taken to the nearest city where alchemists examined what happened and found about the weakness of the Jlull. The Jlull believe, oddly enough, that one day a great leader will come to them and lead them to glory against both the Hool and their allies, the Kingdom of Less’Va. They do not believe that they will have this leader rise from within the Jlull. Jlull believe this but do not have the mental ability to explain why (this is a command which was programmed into them by the Grahgon lord who posed as the father of Glulja). There is no doubt that should the enemies of the Jlull learn this, the efforts would be redoubled to ensure the outer world could not communicate. Culture and Beliefs There isn’t much culture left to the Jlull. They tend to think only with their stomach. They tend to eat any animal they can find, but they avoid plants (due to their very real fear of alchemical components). The Jlull prefer Hool flesh. They can smell the presence of a Hool underwater for 20 miles (30 miles above water). The Jlull also have a distant memory of a great Ooram which they hate. There is a belief in what little culture there is among the Jlull that consuming Ooram flesh will grant them eternal life. The strongest and most ruthless leads them. They tend to organize into gangs prior to fighting over leadership. It is not just the leader of the gang fighting, but the whole gang. Every time there is a change in leadership packs have internal wars which heavy losses on both sides.

Hool take the critical failure effect of any alchemical mixture or reagent which touches them. They cannot cast magic nor can they stand the feeling of Mana. When within 5 paces of a Mana Vein they take -10 to all skills. When within 20 paces of a Mana Pearl Bed they take a -30 to all skills. It feels, to them, as if their skin is crawling, muscles are pulling, and the moisture of their skin forces its way out (in very uncomfortable ways). Needless to say, they find it mildly unpleasant. Government There is no true governmental structure. They are gangs who lead with might that share number of ideas. The Hool believe they share one soul, which explains their linguistic oddity. The Kingdom of Less’Va however has theories about a single intelligence shared by all of the Jlull. Neither theory is correct however. Language They do not have much spoken communication. The Hool themselves recognize syllables but have commented that the use is vastly incorrect, and that they cannot understand what is being said. Habitat The Jlull do not live in constructed homes, but flourish in a deep dark crevasse between the westernmost islands. This crevasse is lined with thick seaweed which seems to allow only the Jlull to pass. The area around it is vastly colder which seems to not affect the Jlull, but the Hool feel it painfully. Spoils Hool often do not have treasure. They will often wear Poo quality armor. They occasionally (40%) also have a random assortment of gear from a recent raid (determined randomly or at the GM’s discretion).

Magic
To adapt to life underwater the Hool have developed two paths centered around their way of life. The Path of the Shallows and the Path of the Depths are the pinnacles of Hool magical prowess. The Shallows can be found being taught to most surface dwellers while the Depths is often guarded jealously. Meanwhile the Kingdom of Less’Va has also adapted to a new Alchemical Reagent. Two unique mixtures have been found and shared throughout the Kingdom.

Path of Shallows
The Path of Shallows is based around the concept that one need not directly affect the world, but encourage it to move forward. The Shallows focus on things useful either in bridging the gap to the surface or to focus on a wide array of utility in the Pearl Beds. This Path is openly taught to the surface dwellers of the Kingdom of Less’Va. Many True of the Kingdom will study the first four to six stages regardless of their personal focus. The Shallows is considered one of the most useful paths in the islands and is considered a respected fundamental building block of any True.

Growth of the Shallows Stage 1 Range: Touch Duration: 24 hours Subject: 1 Plant or Coral Prerequisite: None Using this spell one can encourage a plant or a coral to grow. This allows the targeted item to grow 10% larger over the course of 24 hours. It can, during this time, be sculpted into desired shapes, directions, or paths. It is how the coral is grown in the towns and cities of the Kingdom of Less’Va. To sculpt it, someone targeting a plant can roll Botany, someone targeting a Coral can roll Naturalist, while someone can substitute either one for Fortifications. If the roll fails, then the growth is random and natural. If it succeeds then in 24 hours it grow to the place it was desired in it’s shape. If someone has none of the skills, they can still grow the target, but it does so randomly and naturally. Compoundings can increase the percent of growth by 10% each. Water Sphere
Stage 2 Range: Caster Duration: 8 hours Subject: Caster Prerequisite: None The Hool would occasionally need to travel to the surface for various things they are looking for. As a result they learned to create orbs of water which cover all but the very bottom of the Caster’s feet. This water flows constantly and allows aquatic beings to be submerged and travel above water, or into salt or fresh water. Every compounding allows it to last another hour.

Rapid Growth

Stage 3 (4)

Range: Touch Duration: 1 second Subject: 1 Plant or Coral Prerequisite: Growth of the Shallows Rapid Growth is a faster version of Growth of the Shallows. This growth is also 10% but it occurs over the course of 1 second. The sculpting rules still apply and the compounding can still increase the percent of growth by 10% each.

Still Water

Stage 4 (6)

Range: 100 paces Duration: 1 Hour Subject: 100 Pace area Prerequisite: Water Sphere The Hool at first feared ocean faring people and would cast spells to stop ship movement when they got toward the islands. Still water makes it so no mater how hard the wind blows, nothing in the top 30 feet of water will move more than a slow drift. This also stops currents. Compounding will add an hour to the duration or 100 Paces of area and a further 30 feet of depth.

Breathe Air Stage 5 (7) Range: Touch Duration: 10D Minutes Subject: 1 being Prerequisite: Water Sphere Occasionally it is better to be less conspicuous. Hool will use this spell to take brief forays on the Islands breathing air. Compoundings allow for an extra 10D Minutes. A side note is that it has been found that this also allows on to breathe even poisoned air and not be affected. Sonar
Stage 6 (12) Range: 300 Paces Duration: Instant Subject: Area Prerequisite: Still Water This allows for one to feel the presence of things in all areas. This allows someone to implicitly know the shape of things in the area. If one begins to compound the spell, each compounding allows the living things in the area to be stunned for 1D seconds as the vibration and sounds are painful and intolerable.

Ocean’s Tongue Stage 7 (19) Range: 3 Paces Duration: 1D Minutes Subject: 1 being Prerequisite: Sonar This allows one to listen to flow of the water and feel the subtle nuances of the sea. This allows the target to speak at length with any aquatic animal, being or monster. This does not allow conversation with Mhirrin tainted beings. Compoundings allow the spell to last an extra 1D Minutes.

Touch of Mana

Stage 8 (12)

Range: Caster Duration: 1 hour Subject: Caster Prerequisite: Rapid Growth The Hool have learned how to maximize the value of mana. As such they can cast Touch of Mana and make themselves serve as a natural conductor for the power. When this happens any mana drawn from pearls, shells, or even Mana Vents is more potent. Each point used will count as two points for casting spells. Compounding adds another hour to the duration.

Mana Breath Stage 9 (21) Range: 20 pace area Duration: 1 Minute Subject: Caster Prerequisite: Touch of Mana The Hool learned that the Mana Vents can be tapped on at a distance. The Hool use magic to pull the Mana to themselves. Here they seem to vomit forth the Mana in a 20 pace area cloud. It will produce the effect of a Mana Vent. The amount is determined by rolling 1D and then rolling that many D. A caster can also decide to spend 2 END to produce an extra Mana point, as they give up their own strength for nearby casters. Compoundings either add an extra Minute to the Duration or adding an extra D to the final Mana count (not multiplied). To date no Hool know of a surface dweller with this spell.

Path of Depths
The Path of the Depths is guarded by the Hool. They do not lightly share such secrets. In fact very few surface dwellers have learned its arts. The few who have witnessed the path admit it is terrifying to see underwater. There is no doubt that should the Kingdom of Less’Va agree to help the Hool eliminate the Jlull that the Hool will have to teach some of the True of the kingdom. Some of the Kingdom’s True have learned the Depths in secret and will occasionally teach a bright pupil some of its tricks. * See Continent Superius page 115

Feel the Flow

Stage 1

Range: 1 mile Duration: 10 Minutes Subject: Caster Prerequisite: None The biggest problem of swimming through the depths is that one can be surprised by predators or enemies. As such, Feel the Flow allows someone to keep an eye out, in all directions at once! The body of the caster begins to emit subtle sonar vibrations which normal aquatic life cannot detect. The caster will learn the exact distance to all things in 1 mile. The sonar returns the following information: Plant, Mineral, Breathing, Not Breathing. Also the caster can tell the nearby currents’ directions.

Current

Stage 2 (3)

Range: 10 Paces Duration: Instant Subject: 1 Current Prerequisite: Feel the Flow To make use of this spell best, one needs to use Feel the Flow to see where currents are flowing. Then the caster will target the desired current. One casting can either change the direction or adjust the speed of the current by 50%. Each compounding either adds 50% to the change.

Ride the Current

Stage 3 (4)

Range: 3 Paces Duration: 1D Hours Subject: 1 Being Prerequisite: Feel the Flow Most currents are either too fast to be safe or are not strong enough to help one swim. Ride the Current allows a being to ride along a current at the speed of the current without concern to damage to one’s self. Each compounding allows 1D to be added to the MOV gained. If there is no current, someone can still cast this spell to add the 1D per compounding to their MOV when swimming.

Salination

Stage 4 (5)

Range: 10 Paces Duration: 1D minutes Subject: 1 Liquid Measure* Prerequisite: Feel the Flow This is the first stage of the Depths which can be used in open conflict. The Hool know that most of the creatures in the ocean need water in their bodies. To be able to fight them, the Hool developed a method of increasing the salt content of water. The caster can target 1 Liquid Measure (compounding allows the choice to affect more measures) of water and increase the salt content. Normally 1 Liquid Measure of Ocean Water has .3 lbs of salt. Each compounding can either affect additional measures or can add another .3 lbs of salt to the mixture. If the salt content reaches 1.5 lbs then it begins to dehydrate the living beings in that area. Each second in that area forces the target to roll their END. Success means they only take 10 damage, failure means they take 20 damage as the salt draws out their personal water. It also creates blindness in unprotected eyes for 1 minute.

Pressure Stage 5 (8) Range: 10 Paces Duration: 1 Minute Subject: 1 Liquid Measure* Prerequisite: Current Even aquatic beings must worry about pressure. This spell allows 1 Liquid Measure to increase or decrease in pressure. If pressure is decreased, then it shoots the target 5D paces away. If pressure is increased it reduces MOV by 50%. For each compounding the movement is increased by 1D, the number of Liquid measures increases (allowing it to affect more area), or it begins to crush the opponent doing 1D damage per compounding

Glulja’s Voice Stage 6 (7) Range: n/a Duration: Instant Subject: Caster Prerequisite: Feel the Flow From time to time it has been clear that the only way to remove a threat or to open a submerged cave, great strength is necessary. To deal with this the Hool created a spell to call the nearest Ooram to them. The spell allows a simple request “Come aid me in breaking this rock.” Complexity such as clarification or detailed steps require compoundings. The GM decides the exact number needed, but should allow the caster to know as they can feel how difficult it will be to send the call. The Ooram will attempt to get to the character for 24 hours, or longer should the caster spend compoundings, adding 12 hours per compounding. This does compel the Ooram to comply but things which it normally would not do, which would put it in the line of death, won’t be binding. However if it is to kill an enemy, and upon arriving it is an Ooric Mollusk, or something else it would eat, it may well assist anyway. Glulja’s Blessing
Stage 7 (14) Range: Touch Duration: 1D Minutes Subject: 1 being Prerequisite: Glulja’s Voice When the Hool go into battle, and the odds are against them, they have been known to perform amazing feats. Most of these feats can be attributed to Glulja’s Blessing. When performed, one’s skin takes on a sickly blue pallor, as if a bloated corpse. Their LIF, STR, AGI, END, and MOV all double in value. This is terrfying to those who do not know the target is enchanted as they have at some times been mistaken for Mhirrin Beasts. Furthermore, a slight insight of the blessed Glulja is experienced, giving a bonus of 10 to INT and MOR. Compoundings allow this to last an extra 1D Minutes.

Glulja’s Willpower

Stage 8 (22)

Range: Touch Duration: 1D Minutes Subject: 1 being Prerequisite: Glulja’s Blessing The Hool attribute the very deepest and darkest depths of the Ocean to being resistant to magic, both Manatongue and Mhirrin. They believe Glulja, being of the very deepest places was naturally resistant to magic. When this spell is cast their blood changes to a thick blue slime until the spell ends. This allows for the target to gain a resistance to magical energy. Any Magic spell or Mhirrin cast directly at the being must be rolled at -15 to their skill. Compoundings drop this a further 15 or extend the time by 1D Minutes. A side effect is that the very water pressure of the deeps has no effect on the target, allowing even the Hool to go deeper than they normally could.

Flush

Stage 9 (34)

Range: 30 Paces Duration: Instant / 1D Hours Subject: 30 Pace area Prerequisite: Current, Glulja’s Willpower Mhirrin exists in the very deepest and darkest recesses of the ocean. There, unable to taint the most remote areas, it can fester. Many terrors of the Depths can be found to be tainted by the Mhirrin. The Hool call upon Glulja’s Divine Being and will send shockwaves of his glorious essence through the water. If this hits a Mhirrin tainted being, they immediately roll MOR at -70. If they fail they will flee either until exhaustion or for 1D Hours. If they succeed, they have felt its might and will fight on but with a -50 to MOR for 1D Hours. This is used against the Jlull to great effect. If Mhirrin Magic is encountered the caster rolls against their skill in Flush. If they succeed, the spell is unraveled. If they fail, nothing occurs. It is theorized that powerful artifacts of the Mhirrin may be resistant to this spell, making it more difficult to affect them.

Alchemy
Regeants

Pall’Ushan Peet
Class: Botanical Preservative Origin: Peet Moss from Tor’Gramjal’s Fenn Container: Any Cost per Dose: 3 Staropha Shells Pall’Ushan Peet is a soft moss which grows in the Fenn. It is incredibly soft, and is likened to velvet. Some use it to weave a soft cloth which is used for clothing and small garments. Clothing made from the Peet is considered a luxury item, and costs upwards of double to triple the cost of the normal garment in shells. The Peet floats on top of still watery areas in the Fenn. This makes it exceptionally difficult to harvest, as many are scared of what may lurk in the waters of the forgotten Fenn. Once it is gathered, someone will grind it up into a fine powder. This powder is then mixed with water (salt or fresh) to create a brine which will render additives to the water inert. This is allows for biological matter to be preserved indefinitely. Any ill effects that submerging something would gain still occur. Jlull are not outwardly affected by the Peet or the Brine. If the brine is ingested it renders they’re stomach acids inert. As such within 1D days, that Jlull will die of thirst and starvation since their body cannot gain sustenance.

Mixtures

Hoolian Eyes
Class: paste (gel) Container: Jar Doses: 2 Reagents: 1 gemstone powder, 1 carn matter, 2 Pall’Ushan Peet (powdered) Critical Fail: blindness for the difference between the failed roll number and the applicants END in minutes. Hoolian Eyes when combined turns to a soft gel colored the same as the type of gemstone powder. When this is rubbed in ones eyes their eyes become colored the same as the gemstone powder. Upon submerging oneself under water the gel turns to a slime that lasts for either eight hours or until your eyes contact pure air again. While underwater, this slime allows one to see underwater as if the water were air. Things in the water, darkness, debris, etc will still affect visibility.

Pall’Ush’s Font
Class: liquid Container: Jar/Wineskin Doses: 1 Reagents: 1 sweet water, 2 greyleaf, 1 Pall’Ushan Peet (powdered) Critical Fail: stomach will begin to pump itself clean; fatigued for 1D days while diarrhea and vomiting ensues Pall’Ush’s Font is dangerous, and only used by those who know they have a high chance of contracting illness or disease. When ingested this pale green liquid will render the drinker immune to all disease (even Mhirrin taint) for 1D days. This is used mostly by those venturing into Tor’Gramjal’s Fenn to gather more Pall’Ushan Peet.

Adapting to New Ways of Life
The people who have settled on the islands have had to adapt to new ways of life. They have had to focus on new crops, new challenges and enemies, and even new magic. Two things have cropped up as innovations. One is Mana Pearl Tending, the other is the advent of Knuckle Blades. Knuckle Blades Any melee weapon can technically be a Knuckle Blade. The residents of Less’Va learned quickly that skirmishes in the shallows were difficult. The Jlull are strong and like to disarm opponents. As such the hilt can be forged to have finger hole for holding. This allows for a fighter to keep hold of the blade in the water. This makes it easier to parry. As such the wielder gets a +10 for Parry. It also makes it harder to disarm the wielder. Mana Pearl Tending INT Default: -15 This is a skill which was taught from the Hool to the residents of the Kingdom of Less’Va is how one takes care of the pearl beds. This skill must be performed successfully five times a day per 100 paces of a Mana Pearl Bed. This will allow the bed to be clean and safe, as well as yield pearls and shells. A lot of the skill is likened to a mix of animal husbandry, agriculture, geology, and Naturalist skill. Most Gelling of the Kingdom learn this skill as they tend to be able to work best with the natural environment.