Far away in the Dreamlands is a region of eternal night. The trees are gnarled under an eternally overcast sky. There are no stars, most of the time leaden clouds, mountains float in the sky above, the air is often thick with the seeds and spores of plants and a yellow fog. Allikhan is not a happy place. In a distant past one forth who came to Allikhan who died were magically reborn as Haehanil, after a period of unspeakable pain and sadness. The metamorphosis is now a thing of the past, and Haehanil beget their offspring from sacred trees in their homelands. That means all Haehanil are born in Allikhan, and very few half-Haehanil are born. Otherwise there are female Haehanil and male Haehanil, but together they are infertile. But when they procreate together in the sacred groves in Allikhan, the trees carry their children. Allikhan occasionally clears up and at those times the sky is filled with eerie lights and strange constellations. Night Elves look somewhat like normal Aureannu, except for a certain dark brooding intensity. Their hair loses all color to be white, gray or black is is quite often striped. A few Haehanil were not humans in these ancient times, most often Hobgoblins, Orcs, Broo or Tieflings, and they may have some semblance of their former shapes (may be a bit stronger, have a firmer teeth line, or have horns), but are Haehanil in other respects. Their eyes are bright and intense, and the only spot of color in their pale faces.
Haldoreth (Geographic Region)
A river that runs from the dangerous orc infested lands west of Gak, through the endless swamps, south of mount Aran, and the Tanarian Hills. At its mouth lies the city of Celephais.
A very dangerous region, be careful! Not to be confused with Hatheg, the mountain Hatheg Kla lies months travel far north of the city of Drinen. Hatheg Kla is an absurdly tall mountain, well over 16 kilometers high, its highest peaks constantly lost in a cloudscape. The mountain is deeply magical in nature and even seeing it from afar inspires a deep sense of awe and unease. To summarize Hatheg Kla as a single mountain is overly simplistic – in fact it is a massive mountainous region whose tributary mountain ranges all convolute in a sharp central peak. The highest park of these cliffs where humans normally can not survive, are riddled with magical emanations, electric storms, and in many places are ancient deserted structures both formerly inhabited, haunted and unsuitable for any life. The mountain is shunned by life, and only some Dragons and insane creatures inhabit these regions. North of Hatheg Kla lies the Stony Desert, to the east lie endless mountain ranges, to the west lies the Liranian Desert and to the south lies the accursed regions surrounding Cuppar Nombo.
Hattar Lhan Rise, The
Across the Sea east of Shyskabyl, there is a hugee and sinister city housing over a million people and humanoids. This city and surrounding lands are a dystopian tyranny. Its citizens are kept imprisoned, and it’s general lands are nightmarish and full of cruel things. The city is large and dense, with over a million inhabitants most of who live in a primitive medieval squallor. The important buildings are all quarried from black Onyx, and made especially grim and looming. Streets wind endlessly and confusing, and there are macabre temples (lit with red lamps) everywhere. Buildings of common folks look poor and teeming and infested. Many living therein are either humanoids are humans in a state of moral decay and degeneracy. Its buildings are crowded, sagging, and built high. All structure are Gray and colorless and full of sadness. The city is cold and wet and misty. Buildings are covered with lichens. People in Hazuth-Kleg are notoriously superstitious and worship unclean spirits. The lands surrounding Hazuth-Kleg are in a constant state of siege warfare from feral humanoids of many different kinds ever moving more to the coastal areas. The King of Hazuth-Kleg is a an aging narcissist, deeply incompetent and paranoid. The city is effectively ruled by his shrew wife and has been for two hundred years. Despite the lands of Hazuth-Kleg are fertile, full of natural splendor, the city and countryside have entered a terminal decline. Things look bleak here.
A legendary human adventurer from around The Great War, mixing a deadly priesthood of the Goddess Hecate, an experienced Warlock, and wielding a specialized martial magic. Though at the time Healux was frowned upon as starting as a mere Magician, he quickly advanced as Wizard, but was chagrined as never being accepted into the actual ranks of the Magi. Healux mixed witchcraft, sorcery, wizzardry and warlock powers in a deadly blend of magic that completely and revolutionary changed how arcanists view magic. Healux was obsessively ambitious to a fault, and he singlehandedly developed strikingly new ways of using old magical mechanisms and formula. Hyper skilled in fast tracking spell research even contemporaries such as Archmagus Cyryn Mac Eogann and he took note and copied major parts of Cyryn’s approach, and vice versa. Healux proved over time to be so ambitious be betrayed himself and was gossipped about as a total hypocrite. Stories have it “he walked into Chaos” as a final statement of defiance against events at the end of the Great War (in particular the emergence of Vurgil) and even though many claims to have spoken to The Great Healux since, most authorities assume he perished or transcended to a higher state.
Two thousand years ago a halfbreed Tiefling rebelled took up arms against a demon horde that came from the far north. By the power of faith in himself, and faith of his followers in Him he ascended to godhood as he fought the horrendous dominion of the Oni. He is still terribly feared by those invaders, and He is still somewhere in his mountain city, not far from Hlanith. Having ascended to godhood, Heiegos is a terrible six armed monster of unspeakable power and a military force to be reckoned with. Symbolizing absolute ruthlessness, Heiegos is the coarse, brutal aspect of warfare, along the lines of Ares, aa master stratege, a perfect warrior. The cult of Heiegos is big in the Legions, but His worship is hidden from public view. His cult is against the deep racism of the humanists, which is one factor why He hasn’t been fully outlawed yet.
A patron deity for young maidens of virtue, for cleanliness, for love and demurity and grace, Henil is not often perceived as an actual deity, but rather a virtues patron. She does however have a very sincere, subtle, softspoken order of priestesses (and a few male priests) that work in secrecy. Essentially these “priestesses” are witches.
Herlienspinen (Grand Duchy)
Haehanil (Elf Species)
Heirodule – career
Hirka (Moderately Purple magical guild)
Along the wide shore, a long voyage north from Shyskabyl and Zakarion, lies splendid Hlanith. It is a city settled by people from the Kingdom well before the Great war. The city lies along the great Oukranos River. The city is quarried of granite. It is a city of growth and expansion and aspiration, and its walls are rugged, its houses spaceous and inviting, its people kind and generous. Although it offers mostly services and barter, it is a place well to visit for its fine artisanry. The wharves of Hlanith are wide and quite a sight, and constructed of black oak. The city parts next to the wharves are a festival district of inns, taverns and beautiful sights, some tawdry and exotic. Hlanith’s king is fair and good, although many in the city as well as him like the good things in life much.
Hobgoblins are a species of goblins. They are not particularly common in the central Dreamlands, in the coastal areas east and west of the middle sea, appearing almost native around the Hlanith region. Whereas Goblins are feral, capricious, territorial and malignant, Hobgoblins are more thoughtful, deliberate, organized. There’s a hateful quality of longterm planning almost on par with humanity itself in Hobgoblins, a trait emerging after millenia of competition with the more southernly elves. Hobgoblins are seafaring as opposed to Orcs, who don’t trust the sea. Hobgoblins can occasionally be reliable trading partners. Physically, Hobgoblins are taller than humans, faster, and stronger. Distantly Hobgoblins are genetically closer to Gnomes than to Goblins. The typical Hobgoblin encountered north of Tur is a tall erect walking humanoid, with the muscelature of a human linebacker. Their bodies are versatile, adapted to a wide range of climates. They are furred, though the civilized Hobs trim or shave fur in patterns. Hob fur varies from red to orange to tan to brown, with the face and belly having a tabby coloration sometimes veering into ochre or orange. A male Hob is about 2 meters tall. Males may have strikingly white noses and lips, sometimes wiuth a distinctive blue hue. There is massive racism in Hob tribes happening over near imperceptible difference in appearance, due to the ability of Hobs to see in five primary colors – two adjacent colors in the deep red and deep blue. Males as well as females have beards, and male pattern receding hairlines or baldness. Most Hob males are tattood and their eyes tend to be dark brown or yellow. Hobs have prominent gorilla style teeth, but their over-all physique is lean and wiry and tall. Hob muscles are evolved for stamina and agility over brute strength, and their athletes tend to be remarkably acrobatic. Hobgoblin society is more aggressively militaristic and hierarchical than human society, to the point of detriment. Carrying weapons and light armor is even considered normal to peasants and freemen, and the elites are routinely heavily armored. Hobs are long-term planners, strategists, schemers, spies, intrigants compared to all other humanoids, and their military logistics are on par with that of the Kingdom’s legions. Hob Cavalry is very diverse, fast and deadly. Hobs loathe cowardice intensely, in particular in their enemies. Hob children are constantly fighting, and attrition in Hob younglings can be spartan levels. Hobgoblin farms, crafters are all managed by the old and/or castrates. Hobgoblin society leaves a lot of structures who are rather abandoned in superstitions rather than torn down. One major weakness of Hob society is tribalism, superstition and an excess of cultural reasons to compete among one another.
Hok Nai Dhu
Holons are intentionally incomplete components of spells, that have specific applications hen lego-ed to spells. For example, a Holon that introduces a functionality of programmable sentience, self-awareness, conscience, communicativeness, determination or even sapience in other spells has not much purpose on it’s own, but can be “bound” to for instance the creation of Ushabti, imbueing these Ushabti with those qualities. Much like mitochlorians, in many cases large and powerful spells have over time assimilated Holons, to make them virtually indistinguishable (but also making said spells a LOT harder to cast, reducing their effective usefullness.
Hound of Tindalos
Houri – career
House of the Worm
A common protection animal. A Huada is about as big and as deadly as a dog can be, with an absurdy dense frame, an oversized bite and a matching temperament. Huadaks are well trainable for someone who knows the basics of Aimal Handling, but expensive to feed. They are very common with city-guards in the southern kingdom and much feared. A Huadak will, when ordered, kill its intended target and rend it limb from limb.
A Hunting Horror is an iconic abyssal blasphemy of a particularly terrifying character. Best described as a serpent that coils and spasms as it levitates, has two dragonlike wings trembling and pulsing with an inner animation, a head unlike any other animal. Hunting Horrors are strongly associated with Nyarlathotep, but not exclusively so. Contrary to most other manifestations of the will of Nyarlathotep, these creatures are dark and quiet and subtle, and very much stay in the dark. Concentrated laser light, or the sunlight over a desert will damage them, and reduce them to a noxious powder. Hunting horrors are occasionally summoned through a lengthy ritual and sent by particularly ruthless Wizards to destroy enemies. The strange and ephemeral tissue of the Hunting Horror are clearly not fully euclidian or material, and are best described as “gigerian”, with a very intricate organochemstry just pulsating and throbbing below a somewhat transparant outer skin. There also seems to be quite the variation between strains of these beings, where some have only one wing, or two heads, or alien limbs. When they move, mostly their head throbs and squirms and hisses. These beings are occasionally intelligently communicative and have been known to somehow speak anglish, with truly terrifyingly cutting and biting voices, exhibiting alien psychologies. It is alleged these creatures roam very old world in the galaxy around dead stars, primarily fast rotating white dwarfs, on planets with extremely strong magnetic fields and radiation pressure. They do not like high energy radiation above the infrared, and can handle microwave radiation quite well. To travel between stars they move to an alien dimension where the human state and organochemistry can not exist. They do not know tools, but have been on very rare occasions been prompted to manipulate complex systems, and they do so with uncanny insight and ingenuity.
Hygnorian Hills, The