recursal/Fanatic-Fandom huggingface dataset:
The Shoppes

## General Shoppes Information

The Prices List Document shows what items the Shop sells, along with their prices, and whether that item is an attunement item. Note that there are different tabs for different categories of items at the bottom.

*Items may always be sold back to the Shoppes for half their value.* If you have an item that is not priced on the Prices Sheet, and you wish to sell it to the Shoppes, contact the Shops Admin.

\*\*Items ALWAYS available for purchase despite not being on the Price List:

* Weapons, Armor, and Adventuring Gear from the Player’s Handbook (pages 143-154)
* Mounts and Other Animals, and Tack, Harness, and Drawn Vehicles from the PHB (page 157)
* Common Magic Items from Xanathar’s Guide to Everything (pages 136-140)
* Accessories and Adventuring Gear from ***Dungeon Chic and Elven Haute Couture*** (with the exception of the Hachimaki item, which is banned)
* Monk Handwraps (1sp), and Clawed/Piercing Bracers (10gp, alters damage type of unarmed strikes), Short Rifle, Long Rifle, and Firearm Ammunition (3gp for 10 bullets)
* Weapon Coatings (Silver- 100gp, Adamantine- 500gp)

Otherwise, refer to the Prices List Document for what is in stock.

\*\*Refer to the prices noted in each respective source book or website when purchasing

### Purchasing Proficiencies

You may train one skill proficiency starting at Gold rank, and another at Adamantine rank, for 2 Skill Proficiencies total. Prices are on the Price List.

### Purchasing Feats

You may train one feat per ranking upgrade starting at Gold/Warden rank (Gold/Warden, Platinum/Legionnaire, Adamantine/Centurion, Mithril/Champion and Diamond/General) for a total of 5 feats maximum. Each Feat costs 15k gp.

Available feats = all official publication feats, UA Skill Feats, UA Racial Feats and approved homebrew feats.

## Price Table

Link to document here. The spreadsheet has tabs at the bottom of the sheet to show the prices of more common magical items available for purchase, prices for proficiencies and homebrew items.
Mordenkainen’s Sword Blitz

Mordenkainen’s Sword Blitz

*1st mythic conjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (A melee weapon worth at least 50 gp)

**Duration:** Concentration, up to 1 minute

You create four spectral swords made from planar force that hover within range. It lasts for the duration. When the swords appear, you make four melee spell attacks against up to four different target(s) of your choice within 5ft of the swords. On a hit, the creature takes 4d8 force damage. Until the spell ends, you may use an action on each of your turns to move the swords up to 30 feet to a spot you can see and repeat the attack against the same target or different target. When you cast this spell using a spell slot of 2nd-mythic level or higher, you create one additional sword for each slot level above 1st Mythic level.

**Spell Lists:** Bard, Wizard (This does not benefit from Arcane Inertia)
Nature's Golem

Nature's Golem

*5th level conjuration*

**Casting Time:** 1 action

**Range:** 10 feet

**Components:** V, S

**Duration:** Concentration, up to 1 minute

Vines and stone wreath themselves to form a Large golem underneath you, which you can mount as part of casting this spell and is under your control until the spell ends or until it is reduced to 0 hit points.

A Nature’s Golem is a construct with AC of 15, 50 hit points, and a Strength and Dexterity of 18. Its Constitution is 10 and its Intelligence, Wisdom, and Charisma are 3. Its speed is 40 feet and it has blindsight with a radius of 30 feet and is blind beyond that distance. While mounted on the creature, you can command it to attack using a bonus action. (Attack: +8 to hit, 2d12 + 4 bludgeoning damage).

Alternatively, you can merge with the Golem using a bonus action to assume direct control. You gain 50 temporary hit points, you have advantage on Athletics checks, your speed is doubled, and your size becomes Large. The spell ends when you run out of these temporary hit points. Damage to these temporary hit points does not count as taking damage for the purpose of maintaining concentration. The golem extrudes oversized rock imitations of any melee weapons you are wielding which you use to deal twice your weapon damage on a hit.

**Spell Lists:** Ranger
Honed Edge

*2nd level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a weapon)

**Duration:** Concentration, up to 1 hour

You magically hone your blade to the point that it passes through bone and sinew as if through air. Your attacks with that weapon within the spell's duration deal an additional 2d8 force damage. If you rolled a one on any of these d8s, the magic preserving the edge fails, and the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the spell does an additional 1d8 force damage for each spell level above 2nd.

**Spell Lists:** Paladin, Wizard
Ray of Condemning

Ray of Condemning

*4th level divination*

**Casting Time.**  1 action

**Range.** 60 feet

**Components.** V, S

**Duration.** Concentration, up to 1 minute

A beam of yellow light shoots from your hand, washing over a creature and making it vulnerable. Make a ranged spell attack against a creature within range. On a hit, the creature becomes condemned. Attacks against a creature deal an additional 1d6 damage, and the condemned creature has disadvantage on saving throws against being stunned or paralyzed.

At the end of each of the creature’s turns, it can make a Wisdom saving throw. On a success, the spell ends.

**Spell Lists:** Cleric, Druid, Ranger, Paladin, Wizard
Amaranthinos, The Blood God

### Symbol

Two ravens, one top and one on the bottom, perched on a Celtic knot making the silhouette of an eye

## Influence

### Domains

Arcana, Life, Forge, Knowledge, Protection, Blood, Peace, Order

## Description

He That Came Before. The Watcher. The Ancient One. The one that came before all things and gave life to this world. The one that breathed lived into the world as we know it. Known simply as the Watcher, he is the Progenitor of all the Gods and thus watches over all the gods and races equally. He is neither Good nor Evil, as he sees beyond normal comprehension of Good and Evil seeing all as its ‘truest self’. The versions of the kind that represent the purest and most powerful of all versions of the original. Amaranthinos represents all life upon the face of the world, as through him the world and everything else were birthed. The Watcher stands as a representation over Life and Creation, as he is the forefather of all kind and stands as a bastion between his world and the inevitable end of all life upon the world.

## History

When Amaranthinos created the world, he bestowed upon the world pools of his own ‘blood’ to enrich the world further. One pool lays beneath the City of the Gods, Veradon, watched and protected over by the Oathkeepers. No one can enter the Sanctum of the Blood God without first going through insane protective wards placed there and the Oathkeepers. The other resides below the City of Blood, Sanguis, which was used to precure the first of the Blood Magic and how it was created. Those that drink from the pools are known to become the “Truest Self” of themselves, becoming more powerful as they partake of the ‘blood’ of the Watcher.
Spell Flux

*2nd level abjuration*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, M (a vial of ink)

**Duration:** Concentration, up to 1 minute

You start projecting a protective magical force which emanates from your hand. You have half cover from attacks and damaging effects, you can see, but cannot use your hand in any other way, except for somatic components of spells you cast. You also gain no benefit from a shield.

If a ranged attack hits the spell flux (the attack would have hit your original AC but misses your AC with the +2 bonus from cover) you can use your reaction to deflect the blow. Make a ranged spell attack on a creature of your choice within 30 feet of you, dealing the damage and effect of the original attack on a hit.

If you lose concentration on this spell before the end of its duration, you can reweave the lingering magical energies on a subsequent turn using your action. The spell's effects resume until the original duration ends or you lose concentration again.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, the spell grants three-quarter cover.

**Spell Lists:** Cleric, Wizard
Asphodel

## Description

Asphodel is the god of natural endings and the embodiment of these endings, both good and bad. He is the god of the accomplishment one feels after completing a long project, and the god of the grief one feels when that a treasured possession is lost or destroyed. Asphodel is most widely worshiped during harvest seasons as the god of the bounty reaped at the end of the growing season, and the harbinger of winter. He is most well known, for his role as the god of death. His clerics are preside over cemeteries and mausoleums as guardians and are often called upon to perform funeral rites.

Asphodel himself is depicted as a hooded figure wearing funeral garb and carrying a farmer's scythe or sickle. Occasionally he is depicted with other signs of death such as having the head of a raven, or as a skeleton, but these depictions are more rare.
Corrupting Curse

Corrupting Curse

*6th level necromancy*

**Casting Time:**  1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Concentration, up to 1 hour

With a piercing glare and sinister gesture, you send a ribbon of dark magic into a target’s body. A creature you can see within range is cursed for the duration and suffers from one of the following effects of your choice while cursed:

***Dull Reflexes.*** The target has disadvantage on Dexterity checks and saving throws.

***Feeble Fortitude.*** The target has disadvantage on Constitution saving throws and can’t regain hit points.

***Weak Will.*** The target has disadvantage on Wisdom saving throws as well as spell attack rolls.

A remove curse spell or greater effect ends this curse early.

**Spell Lists:** Bard, Druid
Protection from Ballistics

*2nd level abjuration*

**Casting Time:** 1 action

**Range:** Self (20 foot sphere)

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You project a shimmering sphere of energy in a 20 foot sphere around yourself for the duration. Creatures within the sphere are protected against attacks made by firearms located outside of the sphere- such attacks have disadvantage and the creatures have resistance to any damage they would deal.

**Spell Lists:** Sorcerer, Warlock, Wizard
Prognosticated Blow

Prognosticated Blow

*5th level divination*

**Casting Time:** 1 bonus action

**Range:** 30 feet

**Components:** V, M (a weapon)

**Duration:** Instantaneous

You invoke a causality-reserving effect on a weapon and curse a creature within range to realize their inevitable impending pain. The target must make a Wisdom saving throw. On a failure, it takes 3d12 psychic damage and your next attack on the creature is "foretold"- it automatically hits and deals the psychic damage again. On a success the target takes half damage and your next attack has advantage instead.

**Spell Lists:** Cleric, Paladin
Holy Vaporize

Holy Vaporize

*8th level transmutation*

**Casting Time.**  1 action

**Range.** Touch

**Components.** V, S

**Duration.** Instantaneous

You touch a cloud area of effect and purge it. The cloud disappears, and each creature inside becomes affected by the *regenerate* spell for 1 minute.

**Spell Lists:** Cleric, Druid
Viasyna Ellanher

**Who is Viasyna Ellanher?**

Viasyna Ellanher is a Yuan-ti Pureblood whose adept at elemental magic and is a runaway noble child from Vredia. She was picked up by Nakala when she was rather young and hasn't been found since. Currently, she is one of the main benefactors of her family's cafe 'The Sweet and Savoury' and can be found working there.

Currently she is married to Imeil Ellanher and they shared one daughter named Sibyl.
Dark Javelin

*2nd level evocation*

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** S, M (at least 1 pound of raw material such as wood, metal, or stone)

**Duration:** Concentration, up to 10 minutes

You weave the material into 3 barbed harpoons, constructed from intricate twisted material. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target within range. Make a ranged spell attack. On a hit, the creature takes 3d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them.

A creature's speed is reduced by half if a harpoon is lodged in them. The target can use its action to pull any number of harpoons out, taking an additional 3d6 necrotic damage for each harpoon.

**At Higher Levels.**  When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second.

**Spell Lists:** Druid, Warlock
Black Breath

Black Breath

*6th level necromancy*

**Casting Time:** 1 action

**Range:** Self (30-foot cone)

**Components:** V, S

**Duration:** Instantaneous

You exude a wave of black spores from your mouth in a 30-foot cone, which infect and disrupt the minds of those caught within. Each creature in the cone must make a Constitution saving throw or take 6d4 necrotic and 6d4 poison damage, taking half damage upon a success. A creature that fails its saving throw becomes confused for 1 minute, as per the *confusion* spell.

***At Higher Levels.*** When you cast this spell at higher levels, it deals an additional 2d4 necrotic and 2d4 poison damage for each level above 6th.

**Spell Lists:** Druid, Sorcerer, Warlock
Siphoning Strike

Siphoning Strike

*Necromancy cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a weapon)

**Duration:** 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and if you reduce a hostile creature to 0 hit points, you siphon off a bit of its soul. Your next attack with that weapon before the end of your next turn deals additional damage equal to your spellcasting modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the necrotic damage to the following attack increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

**Spell Lists:** Wizard
Horrific Sight

*1st mythic illusion*

**Casting Time:** 1 action

**Range:** 60ft

**Components:** S

**Duration:** Instantaneous

You cast your gaze upon a creature within the range of the spell, and call forth the most horrific sight that it could see. The creature must succeed on a Wisdom saving throw. The target takes 8d10+80 psychic damage on a failed save and subtract a d8 from all attack rolls and saving throws for 1 minute, or half as much damage on a failed save. The creature may repeat the save at the end of each of its turns. Creatures with truesight have advantage on the initial saving throw against the effects of the spell.

**Spell Lists:** Bard, Warlock, Wizard
Stasis

Stasis

*4th level transmutation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a miniature golden chain)

**Duration:** Concentration, up to 1 minute

Choose a creature or object you can see within range. A creature must succeed on a Charisma saving throw to avoid the effect. Otherwise, the target’s perception of time halts until the end of this spell. During that period, the target is frozen in place, unable to move or take actions. Nothing can affect it in this state, although it still occupies space as an indestructible object.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, you can choose one additional target for each slot level above 4th.

**Spell Lists:** Sorcerer, Warlock, Wizard
Ashira, The Deliverer

## Description

Ashira is a positive force to be reckoned with. Who watches and observes mortals from afar, especially during childbirth. They helps guide new spirits into their life, and watches those during their last breaths, to help guide them into their afterlife. With Ashira's domains, they act as a shepard, deliverer, and guide to spirits, leading them with hope, positivity, and light. They believes that all souls and life is dear however, and that they should all have the chance to be renewed. Ashira is proud of all her followers who attempt to make positive impacts on others and the world, and of all new life that is birthed into the world. They do not believe in death for the sake of death, there is a firm belief that the natural order of life and death should continue to remain in the balance. Anyone who attempts to disrupt is easily disapproved of. Their followers cast her in a positive light, and it is not uncommon to see her shrines covered in flowers. Those who do not follow them, don't seem to mind her and believe Ashira to still be a positive and reasonable deity.
EXPLOSION

EXPLOSION

*3rd level mythic evocation*

**Casting Time:** 1 action

**Range:** 10 miles

**Components:** V, S

**Duration:** Instantaneous

You release the greatest destructive magic of all. Choose a point within range, around which a cylinder of 50-foot radius and 1 mile high erupts in fire. Each creature within the radius takes 80d8 fire damage, or half upon a successful Dexterity saving throw. Creatures cannot completely negate the damage of this spell except through Fire Absorption. After casting this spell, you receive 3 levels of exhaustion.

**Spell Lists:** Sorcerer
Far Reach

*1st level conjuration*

**Casting Time:** 1 action

**Range:** 15 feet

**Components:** V, M (a drop of swamp goo)

**Duration:** Instantaneous

Numerous octarine tentacles spring from your hand towards a target within range. Upon impact, they attempt to close the distance between you and your target. Make a melee spell attack. On a hit, the target takes 2d8 piercing damage and a Large or smaller target is pulled up to 10 feet in a straight line toward you. If the attack misses, the target is huge or larger, or if you intentionally aim at terrain, you move up to 10 feet in a straight line towards your target.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

**Spell Lists:** Warlock, Wizard
Spirit Warrior

Spirit Warrior

*4th level conjuration*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, M (a weapon)

**Duration:** Concentration, up to 1 minute

You summon a humanoid creature in unoccupied spaces within range. It has your ability scores, proficiencies, AC, and wields a spectral copy of the weapon you used to cast this spell. They deal an additional 2d6 psychic damage on a hit and can make attacks of opportunity. When a spirit warrior takes damage, you must succeed on a saving throw using your spellcasting ability against a DC equal to half the damage dealt to it or it disappears.

A spirit warrior takes their turn on your initiative, though it doesn't take an action unless you telepathically command it to. On your turn, you can telepathically command each spirit warrior to move to a location within range of you (no action required by you). You can use the Attack action to telepathically command a spirit warrior to make a melee weapon attack at a creature within its reach. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th or higher, you summon one additional spirit warrior for each slot level above 4th.

**Spell Lists:** Cleric, Paladin, Wizard
Veradon

**Veradon** is a city-state in the center of Caledric, also known as the "City of Gods".

## Geography

Veradon's coastal plains and valleys which have become densely populated with various villages because of their prime living conditions.

### Climate

Mediterranean-like climate with warm, dry summers and mild, wet winters; though occasionally snow does fall to the streets of Veradon. A place of sunshine and perfect weather, the local climate can be very diverse, with some areas experiencing more extreme conditions. However, the weather in the region is usually mild, especially in the winter, and dry, with rainfall ranging from moderate in the coastal regions to near consistent in the forests closer to the border of Drovi Pazar.

## Population

The mercenaries of Veradon make up the most colorful of its population, people from all race, creed and color- ranging from ex-slaves to ex- or even current nobles. Many start out humble lives here, some out of necessity and others by intention.

## Wealth

Rich. Veradon is a neutral trading ground between multitudes of countries and its businesses boom off of the ridiculous amounts of money adventurers both make and spend.

## Culture

A hard working entrepreneurial spirit invigorates many in Veradon. It is often said by the city’s inhabitants that only in Veradon is a man entitled to the sweat of his brow.

## Military

Veradon has quite possibly one of the strongest armed forces in the world: Mercenaries and Adventurers.

## Appendix

Veradon's executive branch and the most powerful people in the city are known as the Oathkeepers. There are currently eight Oathkeeper members:

* Droshin Ellanher
* Spirit Ellanher
* Kahale Ravenpelt
* Katyla Miaras
* Alisaie Royier de Volmer
* Velavia
* Erathis
* Lime
Ruush'nirr

## Description

Ruush’niir is the god of light and one that shines light upon the world. They scorch the land with their very presence everyday as the sun rises into the skies, bringing light to the world. The god is majorly worshiped during summer seasons, when the sun is closest to the world and shines their all dominating presence upon the world. Though, when the Summer Solstice occurs every so often is when worship for the god truly skyrockets as it marks the coming of summer and warmth to the world. Their clerics are taught to shed light upon the world and denounce the working of evil. Purging away the darkening evils of the world, so that Ruush’niir can shine everyday bringing light to the world.

## History

The Scarred Sands are rumored to have been created when Ruush’nirr smited the lands with their wrath as retribution against humanity after killing Helios, one of the Immortals created by them. These lands have now become void of life and have become one of the major deserts in the world upon Orlanthea. It's rumored that the remains of Helios dwells between the Scarred Sands waiting for their return to bring vengeance against humanity for destroying them.

In legends, the Elemental Planes of Earth and Fire can be attributed to the works of Ruush’niir and Lacrimanth. Having given life to the first elemental kin of their respected planes from when they waged war against each other for centuries over control over the lands. In the aftermath of this war, its rumor that some of the forge god’s ‘flesh’ and ‘blood’ was scattered across the planes of existence becoming the different ores that resides the Prime Material Plane and Elemental Plane of Earth

Riish’niir and Catha are rumored to have been in a relationship with each other some time ago, creating the Sun and Moon in their time of relationship. Though this didn’t last long as they began to fight over control of dominance of the skies. It wasn’t until Keilen intervened and established the cycle between the Sun and Moon over the skies so that both parties may have some share of equality.
Fate

*1st mythic divination*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** V, S

**Duration:** 8 Hours

You touch a willing creature and bestow upon them with temporal vision. When the creature would be hit with an attack, the creature may use its reaction to cause the attack to automatically miss, regardless of the result rolled. This effect may once be used per turn. The spell immediately ends if you cast it again before its duration ends.

**Spell Lists:** Cleric, Druid, Wizard
Concurrency

*2nd level necromancy*

**Casting Time:** 1 reaction, when you cast a spell of 1st level that require concentration and has a duration no longer than 1 hour

**Range:** Self

**Components:** S, M (a coin or small gem worth at least 10gp with the caster’s name engraved into it, which the spell consumes)

**Duration:** Special

You release a special enhancement to magic, paying a blood price when you cast a spell of 1st level that requires concentration and has a duration no longer than 1 hour. The spell then does not require concentration, but only lasts a number of rounds equal to your spellcasting ability modifier, after which the spell ends. If you are incapacitated before this time, the spell ends early.

However, a blood price must be paid. At the end of each of your turns while the concurrency spell lasts, you lose hit points equal to 2 + your spellcasting ability modifier. This increases by 1 for every round the spell persists.

You can only have one concurrency spell in effect at a time.

***At Higher Levels.*** When you cast this spell at higher levels, the maximum possible level of the concurrency spell you can maintain increases by 1 for each level above 1st, as does the amount of hit points you lose at the end of each of your turns and the spell’s maximum duration. The duration cannot exceed the original duration of the spell. When you cast this spell using a spell slot of 3rd level or higher, it can maintain a spell of a duration up to 8 hours. When you cast this spell using a spell slot of 5th level or higher, it can maintain a spell of a duration of up to 24 hours.

**Spell Lists:** All
Thundering Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a weapon)

**Duration:** 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals thunder damage instead of its normal type. Additionally, a clap of thunder rings out from your strike, forcing all creatures except yourself and the target within 5 feet of the target to succeed on a Dexterity saving throw or take 1d8 thunder damage.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 thunder damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8).

**Spell Lists:** Sorcerer, Warlock, Warmage, Wizard
Overflow Life

Overflow Life

*4th level conjuration*

**Casting Time.**  1 reaction, when a creature within range regains hit points

**Range.** 30 feet

**Components.** V

**Duration.** Instantaneous

You cause the life force of a creature within range to echo to those nearby. Each creature within 10 feet of the target regains hit points equal to half the amount it had gained, up to a maximum of 50 hit points.

**Spell Lists:** Cleric, Druid, Paladin
Izala

**Izala** is an isle in the Endless Ocean, west of Caledric.

## Society

### Alignments

The isle of Izala is lush and fertile, with many oddly-shaped trees, regularly flooded jungles, huge waterfalls, all the while the sprawling city itself consists of several of its ancient buildings embedded in the surrounding rock formations seemingly naturally. However, Izala isn’t as peaceful as it looks: the plants of the isle are intelligent predators while the predators themselves are massive and armed with huge teeth and claws. Insects bite and sting travelers almost constantly, the heat and humidity were almost unbearable and the undergrowth contained a multitude of poisonous snakes. Worst, however, was the disease that ran rampant in the area. Most things in the jungle had some sort of illness or parasite and it was very easy to catch such illnesses off them. Even the water was tainted and had to be boiled if it was to be drunk. On top of all this, the intelligent creatures that eked out an existence in the dense foliage were perfectly happy and sometimes went out of their way to track travelers in order to hunt them down and kill them.

### Climate

Varies from tropical, highland tropical and temperate rainforest but stays consistently humid throughout the year.

## Population

Lizardfolk, Shifters, Orcs, Aarakocra, Minotaur, Yuan-ti, Tritons, Sea Elves

## Wealth

Poverty. Tribes on the island do trade amongst each other if given the chance, however they fine little to no use for monetary coins from the mainland. If found they are usually melted down for weapons or jewelry or in some rare cases used as offerings to dragons in the area.

## Culture

Tribes of races tend to keep to themselves, however there are occasional trading between tribes however if interracial relations were to develop the couple would often be shunned by both tribes.

One discovered tribe is that of the N'Gaathar, a tribe of lizardfolk that regularly migrate around the island to avoid threats from the wildlife, other tribes or the environment itself.

## Military

This island can kill you itself 10x over. Do you really think the *people* are the threat here?

## Appendix

The Tribes of Izala occasionally rotate control of the port “city” of Izala. Currently in control of Izala is a tribe of Yuan-ti.
Suvari

Suvari's port

Flag of Suvari

**Suvari** is a port city within the Ofiri Empire. It is situated on the Hayyosi River estuary, and is the largest trade hub in Rana. It is considered to be a center of commerce, art, and learning, and is estimated to be one of the largest cities in the world, some saying it's population is as much as 200,000.

## Points of interest

* Boyliklar Port
* Kuch'oroli Island
* Muhimqal'a Keep
* Ajoyib'kon Bazaar
* Great Library of Kitoblar
* Jamaktabi Academy

## Trivia

* The name **Suvari** comes from the uzbek *water* "suv" and *shari* "city".
Elven calendar

The **elven calendar** is a lunar calendar that divides the year into eight parts, collectively called *savaeds*. Each savaed has 25 days.

The New Year is celebrated on Saovine.

All of the states of Wynllydan use the elven calendar.

## Savaeds

* Saovine
* Yule
* Imbaelk (or Imbolc)
* Birke
* Blathe
* Feainn
* Lammas
* Wleddlaf
Apollo's Transfusion

Apollo’s Transfusion

*6th level necromancy*

**Casting Time:** 1 action

**Range:** Self (30-foot radius)

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You exude an aura of your own life force, granting your endurance to allies near you. As a bonus action on each of your turns, you may deal 3d8 necrotic damage to yourself, and each creature of your choice within 30 feet of you heals for twice the amount.

***At Higher Levels.*** When you cast this spell using a spell of 7th level or higher, the damage increases by 1d8 for each level above 6th.

**Spell Lists:** Bard, Cleric, Paladin
Cesna

**Cesna Zalog** is a Skelliger druid of the Me'alladh Circle, who exiled herself in order to help and heal those in need. She is Gavrik's wife and soulmate.

## Biography

### Early life

Cesna was born on Ilehud, to the all-female Me'alladh Circle of druidesses. Cesna was daughter to the Àrd-shagart of the Circle, Efa, of the fabled Zalog bloodline. Since birth, Cesna was groomed to be the next Àrd-shagart, the matriarch of the Circle. However, Cesna never asked for the responsibility, and all she wanted was to use her great power to help those in need. Hence, she was always at odds with her mother in regards to her future. Cesna was a prodigy in druidcraft, excelling at all aspects of it. However, when she turned 21, to her mother's distaste, she left Ilehud to roam the Isles helping people.

### A thread of fate

Many years later, Cesna found herself on the village of Elkersjem after she heard a wyvern had wounded and killed several people in the region. When she got there, the village had apparently already hired a witcher to deal with the problem. Eventually the witcher returned successful, but on the brink of death from his wounds. The locals refused to help, preferring to keep their coin and letting the "freak" die. Defying their wishes, Cesna nursed him back to health. The two never parted ways again.
Flame Blade Redux

*2nd level evocation*

**Casting Time:** 1 bonus action

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You evoke a fiery blade in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 Fire damage on a hit and has the finesse, light and thrown weapon properties (range 20/60). In addition, when you use the sword to attack a target that is in bright light, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

***At Higher Levels.***  When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

**Spell Lists:** Druid

## Appendex

* This spell is a more effective verison of the WOTC original *flame blade* spell. While optional to pick as a spell for your character- you must pick one or the other to have in your spell list, not both.
Blade Wings

Blade Wings

*5th level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You summon 8 glowing hilt-less blades that fan out behind your back. Until the spell ends you can use these blades in magical maneuvers:

* You use your action to throw out 4 of your blades. Creatures in a 5 foot wide 30 foot line must make a Dexterity saving throw or take 4d10 slashing damage on a failed save and half damage on a successful one.
* You can use your bonus action to throw out one of the blades. Make a ranged spell attack, dealing 3d10 piercing damage on a hit.
* You can use your action to sweep the blades around you. Creatures in the 15 foot cone must succeed on a Dexterity saving throw or take 3d10 slashing damage.

A thrown blade falls to the floor and crumbles into rust. While you have at least 4 of your blades you gain a flying speed of 30 feet.

**Spell Lists:** Ranger, Wizard
Brad's Spellplague

*3rd level necromancy*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** 7 days

Malicious, plague-like magic manifests on your hand. Make a melee spell attack against the target. On a hit, the target’s supernatural defenses are stripped from it, forming vulnerabilities where there shouldn’t be any; any condition immunities the target has are removed, but it has advantage on saving throws against all effects that it was previously immune to, and cannot receive disadvantage on saves against them by any means. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the plague’s effects last for the duration of the spell and the creature stops making these saves. After succeeding on three of these Saving Throws, the creature recovers from the plague, and the spell ends.

**Spell Lists:**  Bard, Cleric, Druid, Warlock
Rana

**Rana** is a continent on Tioram to the south of Wynllydan, where Ofir, Zangvebar, Hannu, and Barsa lie.

Rana is a mostly unknown continent to the nordlings.

## Trivia

* The name **Rana** comes from the gujarati *રણ* "desert" This is a reference to the name **Arabia** coming from the hebrew *אראו* "desert" or "steppe".
Volting Blade

*2nd level evocation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You speak the ancient words and call forth a bolt of lightning from the heavens and fashion it into a stormy blade. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you are flying, or in stormy weather, you make the attack roll with advantage.

If you drop the weapon, or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

***At Higher Levels.*** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th or higher, the damage increases to 5d8.

**Spell Lists:** Warlock
Ofir

The **Ofiri Empire** (*Hokimlik Ofir* in ziman) or **Ofir** is a large empire situated on Rana, west of Zangvebar. It's capital city is Dum'shahar.

## Notable locations

* Dum'shahar (capital)
* Suvari (largest city)

## Notable geographical features

* Hayyosi River
* Daryolar River
* Bo'shyer Desert
* Hayyurti Forest
* Halokatari Mountains
* Muhim'lar Mountains
* Qal'a Plateau
* Katta'lovar Grasslands
Loc Gruamach Wiki

**Welcome to the Loc Gruamach Wiki!**
An alternate/expended version of the Witcher universe

We're a collaborative community website about Loc Gruamach that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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Marksman's Smite

Marksman’s Smite

*5th level evocation*

**Casting Time.**  1 bonus action

**Range.** Self

**Components.** V

**Duration.** Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack on your turn, it takes an additional 4d8 damage of the weapon’s type. If the attack was made outside the weapon’s normal range, it instead takes an additional 8d8 damage.

**Spell Lists:** Ranger, Paladin
Dinasen

Glannin Keep

**Dinasen** is the bustling capital city of the Kingdom of Cintra, located in the northwest of the kingdom where the Yaruga river meets the North Sea. The city is home to nearly 95,000 inhabitants, primarily humans who hold deeply ingrained prejudices against non-human races.

Despite this, Dinasen is a grand and imposing city, with impressive architecture and landmarks that speak to the kingdom's rich history and culture. The city's walls and fortifications are adorned with ornate carvings and mosaics, depicting scenes from the kingdom's Slavic mythology and history.

The royal palace is a grand and imposing structure, with soaring towers and domed roofs, and is home to the ruling monarch of Cintra. The palace is heavily guarded by skilled knights and powerful sorcerers, as it is the seat of the kingdom's power and authority.

The city is also home to the Great Library of Cintra, a vast repository of knowledge and ancient texts that attracts scholars and sages from all over the world. However, non-humans are not welcome in the library, and are often met with hostility if they attempt to enter.

Dinasen's economy is built on its natural resources, including its fertile lands, abundant forests, and mineral deposits. However, non-human races are often excluded from the city's trade and commerce, with human merchants and traders enjoying a privileged position in the market.

Despite the city's deep-seated prejudices, there are some who seek to challenge the status quo and promote more inclusive attitudes towards non-human races. These individuals often face opposition and persecution, but their efforts serve as a glimmer of hope for a more tolerant and accepting future.

## Points of interest

* Glannin Keep
* White Gate

## Trivia

* The name **Dinasen** comes from the welsh *wen* "white" and *dinas* "city". This is a reference to the name **Belgrade** coming from the old slavic *bel* "white" and *grad* "city" or "castle".
Wynllydan

**Wynllydan** is a continent on Tioram, where the Northern Kingdoms, the Skellige Isles and the Nilfgaardian Empire lie.

Wynllydan is bordered to the south by Ofir, to the west by the Great Sea, to the north by the Dragon Mountains and to the east by the Korath desert, the Small Mountains, and the Blue Mountains.

Nordling cartographers for ages have claimed that the southernmost part of this landmass was Gemmera and that the lands below belonged to another continent.

## Trivia

* The name **Wynllydan** comes from the welsh *wyneb* "wide" and *llydan* "face". This is a reference to the name **Europe** coming from the latin *Europa*, which in turn derives from the greek *Εὐρώπη*, from *εὐρύς* "wide" and *ὤψ* "face".
Projected Attack

*3rd level evocation*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (any weapon)

**Duration:** Instantaneous

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell's range. Depending on the damage the weapon deals, the spell has a different effect:

**Slashing.** A crescent of energy races from the attack, and each creature in a 30-foot cone (oriented as you choose) in the direction of the target must make a Dexterity saving throw.

**Piercing.** A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.

**Bludgeoning.** Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

On a failed save, creatures take 2d10 radiant damage, are pushed back 10 feet from the target of your attack, and fall prone. A creature that is hit with your attack has disadvantage on the save, and on failed save takes 2d10 radiant damage, is pushed back 10 feet from you and falls prone.

***At Higher Levels.***  When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases.

**Spell Lists:** Paladin, Warlock, Wizard
Mystical Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, S, M (a blade-less sword hilt worth at least 5 gp)

**Duration:** 1 round

You conjure a blade of magical force, channeled through a focusing handle, and lash out at your foes. Make a melee spell attack. On a hit, you deal 1d10 force damage. The blade remains in existence for a short time; until the beginning of your next turn, you can make a single strike with your mystical blade as an opportunity attack.

You can make 1 additional strike on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).

**Spell Lists:** Sorcerer, Warmage, Warlock, Wizard
Dragonknight

*1st level mythic transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (A dragon scale worth least 1000 gp)

**Duration:** Concentration, up to 1 minute

You bestow yourself with the mighty powers of ancient dragons. Until the spell ends, you cannot cast spells and you gain the following benefits:

* You gain 100 temporary hit points. If any of these remain when the spell ends, the hit points are lost.
* You are immune to one damage type between one of the following: acid, cold, fire, poison, and lightning.
* Your size becomes Huge if it wasn’t already larger, and the target’s weapon grows to match its new size. Any attacks made with weapons deal an additional two dice, equal the weapon's base damage dice.
* Your AC can’t be less than 22, regardless of what type of armor you are wearing
* Once during the duration of the spell, if you fail a saving throw, you can choose to add your Spellcasting modifier to that saving throw in an attempt to succeed instead.
* You can attack twice instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the spell ends, the target takes 15d8 damage that is chosen for the spell’s immunity.

**Spell Lists:** Bard, Sorcerer, Wizard
Hypholean

## Description

Hypholean is a primal force, synonymous with the elements of water and wind. Typically depicted as a giant, deep-sea leviathan covered in scales of deep blue, grey, and black. As the deity associated with the seas, many of their follows often do special rituals, give sacrifices, or leave offering to the god before going out to see hoping to receive the sea god's favor in hopes for save travel or plentiful catches for the day.

## History

From the depths of Orlanthea, the serpentine god, Hypholean, emerged to makes its mark upon the lands of mortal kind. Forging the oceans of the world by dragging its body through the crust of these lands before filled the craters it created with its own blood, which now have said to become the water that fills the vast oceans of the world. Natural phenomenon such as tsunamis, maelstroms, earthquakes, and thunderstorms are said to be contributed to the wrath of Hypholean retaliating against those that turn a maddening eye against the god and denounce its name as the god of the seas. Just beware the wrath of the god as it lays dormant making the ocean work its magic upon these lands that mortal kind walk.
Sonic Dimensions Teaser Trailer

Sonic Dimensions Teaser Trailer was released on November 18th, 2022. It was the first piece of scripted media to be released for the series.

## Featuring

* Elijah Sanchez as the voice of Silver the Hedgehog
* IAmBellaB as the voice of Amy Rose

## Overview

The teaser trailer sets the scene for the series, informing the audience of the fact that Sonic is missing, and his friends are going to great measures to bring him back.