Herein lies Córilìce
The stories, the people, the history, the wonder
A Map of Héli:
Map Key:A: The Town of Dàlmahs B: City of Àéthélle
C: Bhújèr Town D: Port Bélàhm
E: Bésàh Village F: The Port Town of Nàhstre
G: Lkíhlà City H: The Forest City of Ràbahna
I: Port Zàhkár J: Úhsélìk Town
K: City of Brasukhá L: Mégáhre Port
M: Zàhkár Dunes N: Ràbahna River
O: Lkíhlà River P: The Nàhstrewood
Q: The Ràbahnawood R: Lake Rúhstre
S: Lake Àéthélle T: Àéthélle Ranges
U: Lkíhlà Sands V: Gihàz Plains
W: Rihàz Expanse X: Jihàz Stretch
Y: Bhújèr Cove Z: Zàhkár Bay
AA: Isle of Gèin AB: Isle of Hièt
AC: Ràfé Island AD: Isle of Dná
AE: Bélàhm Peninsula AF: Bhújèr River Below, I will add detailed information related to the villages, towns, cities, and ports of Héli, as well as pertinent information about the other named areas that we come across in game.
Àéthélle Ranges:
Hidden just off the side of the path to the City of Àéthélle, you can find the Clan of Frònéi as well as the Roost of Griffins that they take care of.
Bélàhm Peninsula:
Nothing is known yet.
Bésàh Village:
An important place to those touched by Dàé. Found to the north of The Town of Dàlmahs, on the Isle of Géin. This place is extremely small, with only 5 place of residence, not including Bésàh House, which is where the Consul of Bésàh lives. The place is more of a stop-off point for bigger and better places. The village contains a few places of interest: the Inn of the Indigo Monkey, the Purple Marble Tavern, The Brain Clocktower, two farms for livestock and fruit, a Marketplace, a Slaughterhouse, a Stables, a Leatherworks, a Bowyer, a Fortune-Teller, Glassblower and a Herbalist.
Bhújèr Cove:
Nothing is known yet.
Bhújèr River:
Nothing is known yet.
Bhújèr Town:
Home to the finest armourer in all of Héli, this town can be found to the north of The Town of Dàlmahs. It is a small town, the longest distance being small enough for one to walk it about 5 times a day. This town doesn't pride itself in much, other than that it is the gateway to the City of Àéthélle, and that it has a famous armourer, Boròg. The only thing that get's this town going each year is the Winter Festival. It happens every winter of course, but not much else is known about it. The town is built around a part of the Bhújèr River, and only has one notable building, Bhújèr House, the place of residence of the Mayor. Mostly made of dirt track and grassland, Bhújèr has a homely feel to it, like a relaxed country town. The other places within it are: The Inn of the Emerald Dragon, Zephyr Inn, Kingfisher Bar, Jade Thrush Tavern, the Temple of Ehlonna, The Breeze Clocktower, a Teahouse, a Bakery, a Slaughterhouse, a Potters, a Stables, a Leatherworks, an Armourer, a Miner, a Carpenter, a Herbalist, a Watertower, a Watermill and an Astrologer. Just outside, one can find three types of farms (Cane, Livestock and Fruit) and Windmill of course.
The City of Àéthélle:
This city can only be accessed through Bhújèr Town. It is the place of residence of King Rayna.
City of Brasukhá:
Nothing is known yet.
The Forest City of Ràbahna:
Known to some as 'Bridge City', this city is a minimum of 2 kilometres above the ground. All of the homes are inside hollowed out trees - the Ràbahnatrees in the city are so large that the spaces inside them are more than habitable. The city is divided into four main areas, each linked by rope bridges to a central area called the Pewter Plaza. The shops can be found in the southern quarter, the Silverwood Library is to the north, the inns and taverns are to the east, and the residences, the slums (otherwise known as The Spoils), and the Tree of Healing are to the west. The city is said to have been built in honour of Lsòla herself. People of prominence include the famous glassblower Gíndlàé, the famous Weaver Féinà, a disorganised blacksmith by the name of Úlnà who had a pet spider called Shílà, an old alchemist, a tiny weaver, and a forester who lives below his childhood rival. The places of interest include the Pewter Belltower, The Inn of the Silver Serpent which belongs to a drunken barkeep, The Shiny Sword Inn, The Pewter Lodge which contains a room that can only be opened by those of the Clan of Lsòla, the Steel Bar, the Gleaming Iron Tavern, and the Lead Pub. The local trades are: a Potters, a Blacksmith, a Carpenter, a Forester, an Alchemist, & a Glassblower. Some of the yet unvisited places inlcude Fort Ràbahna, Moradin Mosque, and The Queen Playhouse.
Gihàz Plains:
Nothing is known yet.
Isle of Dná:
Nothing is known yet.
Isle of Gèin:
Nothing is known yet.
Isle of Hièt:
Nothing is known yet.
Jihàz Stretch:
The plain between the Forest City of Ràbahna and Mégáhre Port, south of Ràbahna River. This stretch is home to a couple of species of dog as well as an extensive network of rabbit warrens.
Lake Àéthélle:
Nothing is known yet.
Lake Rúhstre:
This lake is just west of the Ràbahnawood.
Lkíhlà City:
Found to the north of the Town of Dàlmahs, situated in the middle of the Lkíhlà Sands, hides what ha to be the most bizarre sight - a four tiered metropolis. It's inhabitants and shape have given it two nicknames over time: Giant City and Circle Castle. The Giants aren't the only people who live in this desert city, but they are by far the most prevalent. Even though the City is situated in the middle of a desert, it manages to thrive so well due to the fact that it's sitting on a seemingly never-ending spring. Inside the walls which are, at best, five times higher than a human, It looks like an oasis with plants flowing down the sandy walls and water flowing on the top of the four circular walls. The City has four tiers. The outer tier is called The Slime, the lower tier is where most of the vendors are, the higher tier is where the higher class people live, and the inner tier is where the Marquis lives, otherwise known as Fort Lkíhlà. No-one really calls him by his title though, most people call him 'the Boss'. The places of interest are the Lkíhlà Teahouse, owned by Làki, only the most famous infusionist in the land. The central Plaza is known as the Azure Plaza, and is found in the higher tier and houses both the Azure Fountain and the Azure Belltower. There are places of interest in the outer tier, these include Tortoise Bar, The Jellyfish Pub, the Cobalt Cracker Tavern, the Blacksmith, the Miner and the Carpenter. Otherwise, all the other places are found in the lower tier. These include: Ocean Inn, the Inn of the Prussian Peacock, the Marketplace, the Teahouse, the Slaughterhouse, the Potter, the Weaver, the Alchemist and the Astrologer. There are a few thing that can be found in the higher tier, these include the Robin's Egg Lodge, a Watertower and a Watermill.
Lkíhlà River:
Nothing is known yet.
Lkíhlà Sands:
This is the name given to the desert surrounding Lkíhlà City. It has some weird inhabitants, the main two at the moment being a family of desert-worm that is 20ft in diameter. These ant-lion worms are rather fast and have the unfortunate trait of being attached to Lsòla for some reason. The other species to mention is a humanoid, black-skinned firebreathing creature that has fire sprouting from its head, wrists and ankles - not something to mess around with. Draven once visited this area late in the night.
The Nàhstrewood:
The woods on the northern side of the continent. A place one might travel to meet with the Clan of Nàrrice.
Mégáhre Port:
The most eastern port of Héli. A place one might travel to visit the Clan of Dàé, hiding as the local farmers of the Àrékàs Farms. The Port itself is split into two halves (almost evenly). To the south of the gate guarded by 8 guards, exists the slums, known as The Bleaks, and the poorer residential areas. To the north of the gate exists the higher-class areas and the more lavish housing. This Port is home to the most famous Bowyer in the whole of Héli. He goes by the name of Rihl, and has an interesting past. Here one can also find the local tradesman of note (Potter, Weaver, Stables, Slaughterhouse, Leatherworks, Armourer, Fortune-Teller, Guildhouse, & a Barrister). Other places of note include the Teahouse, the Crown Theatre, owned by Rúkarth, a member of the local Council, the House of Erythnul, and Fort Mégáhre. The Docks can be accessed from either part of the Port, but the northern side has a bridge over the houses, the southern side just alleyway access. The city is said to have been built for the purpose of Úshk and his followers to carve, slice and kill or torture - all for the reaper's tuck. There are also many places to eat, drink and stay the night: The Black Cat Inn, Inn of the Ebony Lynx, Coal Lodge (for those with a ton of cash), Dusk Bar, The Alley Cat Tavern (the place of dealing for Íla, another Council member), and The Inky Pub. The most interesting thing to note is that the Bleaks seem to be controlled by the goblins. And, the rest of the races are more often than not seen in the higher-class areas. Also, there seems to be a large number of the population that enjoys the theatres - they can be found there almost every night.
Port Bélàhm:
This Port is the cleanest and safest places within the whole of Héli. The reason for this was the creation of he Bélàhm Guard. Handsomely paid, these people are always found roaming the Port. This Port has a couple of interesting attractions including a Museum. Nothing much is known about the people, and the gates all seem to be motor powered. Most of the buildings here are not made of grass or straw, but in fact of a type of salt-resistant metal which gives the Port an unnatural shine. The places of interest here include: The Flicker Lodge, the Inn of the Tawny Rabbit, Static Bar, the Lemon Grass Pub, Boccob Church, and Ficker Piazza where you find the Flicker Belltower and the Flicker Fountain. The local traders are: Slaughterer, Baker, Fruit Farmer, Meat Farmer, Weaver, Blacksmith, Carpenter, Fortune-Teller, Alchemist, Dockmaster, Fisher, and Trader. The most interesting area of this tow is its Docks. They are full of people every day, trading and buying ships, mooring or leaving Port - this is the second largest Port in the whole of Héli.
The Port Town of Nàhstre:
The capital city of Héli, and the largest metropolis on the map.
Port Zàhkár:
North of the Ràbahna River and Mégáhre Port, a little more inland than usual for a port.
Ràbahna River:
The river that flows east from Lake Rúhstre. It travels through the Forest City of Ràbahna, and ends up in the sea between Port Zàhkár and Mégáhre Port.
The Ràbahnawood:
Home to a flock of birds which have an unusual green colouring to their tail-feathers. Also home to the Tree of Healing of which the Clan of Éru are custodians. It was here that we met the healer, Árànúré. The trees here are all Ràbahnatrees. There is a clearing on the eastern edge where Àléna received Díasmí during a ritual of the Clan of Éru. The undergrowth is very dense in places, but the trees have no low-hanging branches.
Ràfé Island:
Nothing is known yet.
Rihàz Expanse:The plain north of Ràbahna River, between the Ràbahnawood and Port Zàhkár. It is here that one might be able to run into the Clan of Ynèré on the off chance they are in the same area as you, since they are known as the most nomadic Clan, but have curiously not been seen too often.
The Town of Dàlmahs:
Said to be the birthplace of all people, it is the town that is home to the Lànúke Market - the only place that a Market is held on Héli due to the neutrality of the place. This was the first place we came to after having fallen on the nearby plains, where we first met Réinyn, who explained that people come here primarily to worship Gé. Places of interest include the Fortune Teller, the Stables, Dàlmahs Manor (which had a locked gate), The Shine Inn, The Inn of the Lucky Spirit, The Soul Clocktower, and The Golden Butterfly Tavern.
Úhsélìk Town:
Nothing is known yet.
Zàhkár Bay:
The name given to the waterways north of Port Zàhkár.
Zàhkár Dunes:
The beaches to the north of Port Zàhkár.
More to come soon...
Hey everyone!
I've got good news. I have posted a whole heap of extra information about the Flàré of Nàbra. In addition, I've added some new bits to the Crest sections. I've also added a new section for the Riddles you come across (save me from using gmail all time...!)
Anyway, enjoy reading...
I_D
There's hidden meaning in everything...
Never stop trying to understand...
Ynèré is the Crest related to the manipulation of light. Light has an electric quality to it in Córilìce. Ynèré, who is said to put electrify the world, and who is also said to be the unseen light, has never revealed his true form. Being of the outersphere, he is the manifestation of the lightning. He chooses to favour the dwarves. His colour was chosen as a representation of the colour of lightning. His symbol is said to show two forks of lightning. Those touched by him are said to have charged personalities.
The Flares:
Sétài: Buzz Knife
The user places there two hands outstretched and their palms flat. Two disks of energy that crackles and whirrs are created that appear 1 inch in distance from the open palms. These disks have massive cutting ability, and an be thrown at a ridiculously fast pace, since they are disks of light. Each disk has the ability to deal 1d8 damage and the user can create and throw up to three disks in one attack, for every 5 levels he has grown. The more disks he uses, the less likely he is able to attack with that same force the next round.
Kàtài: Magnet Jump
As the hands control the electronic field, the user pushes them together in order to create a serious pulse. This energy is at least 5-times stronger than pushing to serious electromagnet. With the pulse, the user can do one of two things. The first is to use the power to move a great distance in a short period of time. This ability allows the user to effectively move almost at the speed of light. The second use is on opponents, doing the same thing to them, but this makes them take 2d4 damage.
Rútài: Static Field
The user creates a huge field of electric energy which can inflict damage equal to 3d8 in damage if it touches an enemy. This barrier is erected initially around the Flàré, but can be extended to cover other allies as per the desire of the user. Most attacks have their damage reduced severely, but the user has early onset Bílèfári when using this too much.
Luètài: Spark Shot
Taking the idea further, once the user has the ability to manipulate the static fields of electromagnetic energy, they extend the charge they can create in their hands to a whole spark that covers their hand. From this point, the spark can now be shot out from the hand at whatever the user feels like firing it at. Should it hit something that can take damage, it takes 5d8 damage.
Dàkúrùtài: Voltage
Transforming the previous attack, which was more of a spark of electricity, this attack is a full-blown stream of electricity which stems from the users body and through their arms and into whatever they choose to target it with. When they use this attack, the create a huge discharge and as a result, sparks randomly occur all over the body of the user. These sparks can be up to 100 metres in length and can be seen for tens of kilometres.
The Bílèfári:
Sékàrúfári: The user starts to feel their palms crackle with an intense pain.
Luèfári: The whole body begins to shake uncontrollably, the crackling feeling now extends to the entire body, as it feels the electricity in the Spark Shot just used is also zapping them.
Dàkúrùfári: The body of the user is forced into uncontrollable writhing. Their muscles are s wound up, they can't move of their own accord, not to mention the brain-numbing electrical surges throughout the body.
The Sigil:
Gàló-Màdj: The Amber Màdj
This Màdj has a bright yellow colour - a colour that can be seen from miles away, even in the darkest of nights. Inside it is many tendrils of light that are revolving around a centre core such that it looks like a ball of twine made of light. If you listen closely, you can hear a faint buzzing sound.
Màí-Ló:
This form of the Sigil looks more like a cog from a machine than anything else. It is completely yellow and has 5 notches in the circle such that it could be a cog. There is still a whole like in the Tài-Fári form, and the symbol of the Crest is embedded in the top like previous as well. The entire thing is a yellow colour and the buzz from the Màdj can still be heard.
Dúà Lím: Coming Soon!
The Auxiliaries:
Activation:
Possibly one of the simplest mechanisms for activating themselves, the user just has to touch their palms together, and it doesn't have to be very long at all.
Appearance:
The palms of the target turn a yellow colour and become rather calloused and hard. In addition, their eyes turn a weirdly bright yellow colour, off-putting to most.
Séiléhsti: Gurádia, the Bolas
Gurádia is also known as the disk of light as that's what it looks like when thrown. But when it's not in flight, the weapon is four balls attached to a centre ring, that are all yellow in colour. It electrifies what it touches, except of course, it's own user, giving the user a straight +6 bonus to his/her attack, dealing 4d6 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, it sparks with electricity as it flies through the air. It is rumoured that it can paralyse on impact.
Keys: Amber Cog, Amber Gear
Zodiac: Rabbit

During their travels through Héli, the group has heard many different riddles or sayings that may or may not mean anything. But, I will post them here as they hear them in the game...
So, let's start with the hexagonal room of blackness. There was a riddle seen is electric white-blue light:
From 12, there is one
That touches a soul,
Reach out, choose wisely,
And reap the tales of old
In the first session:
There was that prophecy that Réinyn told you:
When 11 becomes old, half is sold
For landflies, fire rain, red light and gold
Makes old grow young and young grow old
Mind a flesh merge to fight
The one who stole the vibrant light
Then split it up and gave them flight
Bring me power, bring me money,
Bring me all your golden honey
Keep naught for you, or I'll make it runny
I'm not safe, but I am not
Willing to give up this spot
For stone and keys and graven pot
Let's not forget who we are
When I give you violent stars
Progress made, but lost afar...
And then there were two more from Réinyn:
For the tune that tells a toll,
There might be a dagger roll.
and,
Within the manor, seek nothing but cold
Hearts, people, and tales of old.
In the second session:
We heard a few more from people in the Town of Dàlmahs. The Stablemaster recalled:
Slithering sounds, he struts
Inside the Scared Tree,
A silver sight that cuts
A broken memory.
And from the raving lunatic that fell out of the Golden Butterfly Tavern:
Search our Spirit, inside
You'll find the golden hue
Of butterflies, and pride
Within a Bell statue.
And, from the barkeep of the same Tavern:
In Silverwood, they say the books told how,
Like tales of old, they steel it from us now.
In the third session:
We made it to the outskirts of the Forest City of Ràbahna, and heard the first of the three teachings of Éru:
A gem inside the heart of one
Person, a glowing stone, a sun
Or key for fight, and then it's done.
Power comes to those who hold
The violent stars, when all grows old
It seems they just crack and fold.
In the fourth session:
We heard the other two teachings of Éru, the second:
Imbued with power from the Crest,
In safe hands, it seems, they rest
Locked away, it's for the best.
Power comes to those who gave
Themselves away, for all those brave
People, who lie in their grave.
And the third:
A pendant with a history,
Of courage and of bravery,
But their power is a mystery.
Power comes to those who fight
Against the ones who have the might
And strength, but not mortality or right.
On the statue between the Forest City of Ràbahna and the Tree of Healing where the Clan of Éru resides, there was a hidden message:
Clink, clank, the gate is locked,
Entry only be Spike, not rocks.
Then there was a split message, half from the sign outside the Pewter Belltower in the Pewter Plaza of the Forest City of Ràbahna:
_ with _ to _ the _
_ need _ unstable _
The other half from the lightpost on the other side of the Pewter Belltower:
Conspire Skull
blow fire
You an empire.
Raigi met the Blacksmith of the Forest City of Ràbahna for real, and heard something intriguing:
Apples, oranges, spikes:
You'll find them in Zàhkár -
A place the snow-wolf likes
From aqua gates afar.
There was a note left by Àléna in the drawer of the room that Loban used at the Inn of the Silver Serpent:
With the Ardour of fame
Comes a space, a lion
That brings an orange flame -
An Eye you must align.
And, to finish, Caliban heard something of ineterst from Gíndlàé, the famous Glassblower:
The Chestnut hides the tales you desire -
It gives powers of old, but maybe a wire.
In the fifth session:
We were given two messages, one in bits and pieces, hidden within the Pewter Belltower:
Of grain sort in
when are from tales
old of within their
And, then we encountered Àléna for real, and on the fourth day of Ynèré-ba, a ritual was held for her. After which, we decided to head to Mégàhre Port, and we heard a new riddle from her:
They rob in all the nooks to find the eggs
Of the tales of old, they never beg.
In the sixth session:
We were given quite a few messages, quite a few from Draven's journeys:
They Fort the tales of old with dragon and birds,
Houses near Brasukhá - written wise-words.
The Wind of birds is seen
When the heat is right,
They look of something green,
But great in battle and fight.
Look to the stars, for a Feather
That’s sorely missed upon the weather.
A missing thing, the jumbled aven sat
‘Neath smart Ilias near tales of old hat.
And then there was one given to Raigi by Erétà, the female Elf who leads the Clan of Dàé:
The black cat brings luck
To those who kill fauna
For the reaper’s tuck,
Skull, cross-spire corner.
One that Loban heard from a man staying at The Black Cat Inn of Mégáhre Port:
The Alley hides the tales of old, speak to
The wall and receive the guide to get you through.
And one that Caliban was told by the Play Master of the Theatre in Mégáhre Port:
He who shifts shape, molds the Crown
Into snakes, but plays it down.
In the seventh session:
Draven managed to meet and have a conversation with Ràníl, who told him a riddle related to the Úshk Sigil. She had heard that she could find it at the port, but her hearing has been off of late:
Here, the law seeks the tales of old
To take away the past, instill the cold.
In the eighth session:
An escape from the Theatre, and a good rest allowed for searching of the town to begin. The Pitch Fountain was intriguing, with this riddle being written in the water spouts:
Water seems to help her make
Such clothes that we could never create.
And Raigi was able to talk with the Fortune-Teller of Mégàhre Port, while learning the name of the previous Fortune-Teller he met with, he also learned of a saying that pertained to central city:
Mind the drink, filled with spices ten-fold,
Is desert-hailed within the tales of old.
In the ninth session:
There was nothing :(
In the tenth session:
Leaving Mégáhre Port and heading due west across the Rihàz Expanse towards Lkíhlà City, afforded Raigi and Caliban a meeting with the Clan of Ynèré. The leader, after some banter wished them well on their journeys and as a parting gift, he said this:
In histories past, it's said there were
Machines with Cogs, that whizz and whirr.
In the eleventh session:
We met a wonderful lady in the Lkíhlà Teahouse. Her name was Làki, and while in a stupor created by the mixing of the Úhlyàr, Húsìa, Réahnt, and Léi teas, she said this:
Parched, worn-out, fed up,
You’ll find humility
With painted girls, close up
You’ll need blue rings, all three
Raigi and Caliban were able to enter the higher tier with some clever words and booked some rooms at the Robin's Egg Lodge. Dàri, the concierge there, welcomed them with a well-wish that she says to all the patrons when they arrive:
For want of power, the Twigs know
A spinning wheel with central flow
In the twelfth session:
There was nothing new on the riddles front.... :(
In the thirteenth session:
Boròg, the very proud armourer of Bhújèr Town, had some wise words that only Loban heard:
Remedies are found in here,
That chase away your Ice and fear
Raigi and Caliban also met up with the Clan of Frònéi, and their leader, Baín, was able to retell a previously known riddle that was once written on a piece of paper all the way back in the fourth session...
In the fourteenth session:
Raigi was told a couple of new sayings from the people in Port Bélàhm. First from the D'lànhga in the Lemon Grass Pub:
When tales of old begin, and boats are moored,
d’Sí-gyk speaks of battles that are floored
And then from D'Si-gyk, the Fortune-Teller:
Amber, my love, he cries,
Becalm and dance with me –
Yellow St attic, belies
A bar, a rabbit, happy?
Finally, Caliban visited the Pewter Belltower in the Forest City of Ràbahna and was able to find the last line to a very important riddle:
The Metal thyme Bhújèr prime
In the fifteenth session:
There was nothing.
In the sixteenth session:
Travelling on The Ré-var provided no new riddles.
In the seventeenth session:
Raigi was told a couple of new sayings from the people in Bésàh Village. First from the Fortune-Teller Rútà:
The monkey in Bésàh
Gives purple signs to all
The mind-force lead afar –
The blow before the fall
And then from a plaque on the inside wall of the Inn of the Indigo Monkey:
A present be near bow and string
That rolls around like a sterling ring
In the eighteenth session:
Travelling on The Ré-var provided no new riddles.
In the nineteenth session:
Travelling on The Ré-var provided no new riddles.
In the twentieth session:
The crew, along with help of Draven, made it back to the mainland sans Raigi and they made it to the Nàhstrewood, but still no riddles.
In the twenty-first session:
We finally mananged to hear some new riddles while in The Port-Town of Nàhstre:
From the Barkeep in The Ardour Guesthouse:
To heal a Diamond pane, in Nàhstre
Ask not the butcher, nor the baker…
From the Barkeep of The Orange Inn:
Trade with me inside this place,
Give naught bull, only money or lace
And from the Barkeep at Titian Lion Lodge:
The Dark hides inside the net
For fear on side of building met
In the twenty-second session:
We traveled to Zàhkár, but nothing was heard.
Stay tuned for more from the twenty-third session.
P.S. Remember that knowing which riddle belongs to which item an therefore which Crest is going to be very handy...