recursal/Fanatic-Fandom huggingface dataset:
Barpava

A Sindhi kumpania, the **Barpava** roam and live along the roads of Karnstein County, Blutwald, and Schwarzwald, Osning, respectively.

## Culture and Society

The Barpava have a particularly strong storytelling tradition and as a result have one of the richest oral history traditions among the Sindhi of Asul. Like many Sindhi across the multiverse, and the majority of kumpania in the Siegreich, the Barpava primarily earn their living as travelling entertainers and carnivals.
Gronn

*"Green iz best!"*
The **Gronn** are a race of green-skinned Orcs native to Asul.

Powerfully built, highly aggressive, and equally thick-headed and dull-witted, the Gronn are in many ways the archetypal Orcs.

## Description

The typical Gronn stands at about six feet, although were they to rear up from their characteristic stoop they would tower around a full seven feet in height. They have muscular and powerful builds, although also somewhat squat and disproportionate ones as their arms are long and their legs short. The skin of a Gronn is a tough green hide, and their mouths are lined with vicious fangs that protrude in a prominent underbite. Gronn universally have red eyes. They have black hair, although many are born and live their lives completely bald, which is always either full and thick, or thin and scraggly. Gronn females are smaller and less muscular than males, but are still hulking and monstrous by most standards and, indeed, the differences between a large Gronn woman and a small Gronn male are quite difficult for an outsider to perceive.

Gronn are dull-witted, extremely aggressive, and generally quite stupid. They are impatient and have little will to engage in any activity that is not violent. While not necessarily cruel - the Gronn take no delight in causing an enemy to suffer - the Gronn revel in violence and bloodshed and eagerly accept any and all challenges set before them. To the Gronn mindset, a fight is an ends, not a means.

## Culture and Society

Like most Orcish peoples, the culture and society of the Gronn revolves almost entirely around strength, violence, and public displays thereof.

### **Slavery**

Most tribes of Gronn keep Goblins as slaves. These slaves are relegated to tasks that Gronn are too stupid or too violent to be able or willing to do themselves; menial labor, hunting, herding, building and crafting.

This practice is so widespread among the Gronn, in fact, that many scholars have come to believe that the distinct green skin and red eyes of the Gronn are evidence of a long history of repeated interbreeding between the ancestors of the modern Gronn and their Goblin slaves.

### **Society**

The Gronn live in numerous barbaric tribes spread across Asul. The leadership of a tribe is a simple matter; the largest and strongest Orc is the leader.
Concussing Critical

**Prerequisite:** +10 Base Attack Bonus, Stunning Critical

**Benefit:** Whenever you land a critical hit with a bludgeoning attack for a weapon with which you have Improved Critical, your victim must succeed on a Fort save (DC = 10 + ½ your character level + your Strength modifier) or suffer 1 point of Intelligence damage.
Arcane University

The **Arcane University** (sometimes called the **Imperial University**) of Arcturium has long been one of the foremost centers of arcane education in Asul, and is one of the oldest such institutions in all of the Western Kingdoms.

## Campus

The primary campus of the Arcane University is a walled enclosure in the Arcturian capital of Ascanius.

The Arcane Archives, the university library, is perhaps the most extensive library in all of Arcturium.

In addition to the primary campus, the university operates a number of smaller, specialized, campuses throughout Ascanium.

* **The College of Abjuration**, in Litus.
* **The College of Conjuration**, in Aesculus.
* **The College of Evocation**, in Gemellus.
* **The College of Illusion**, in Leonis.
* **The College of Transmutation**, in Deindeventis.

## Students

Since the time of the Imperium, the students of the Arcane University, known as **Apprentices**, have worn plain green robes as their student uniform.

Upon graduation it is customary for each student to receive a magical staff as a sign of their office as an accredited and state-recognized mage.
Fire

**Fire** is hot.

Creatures exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a one on fire, since the heat and flame from these come and go in a flash.

## Being on Fire

Characters at risk of catching fire are allowed a DC15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, they takes 1d6 points of Fire damage immediately. In each subsequent round, the burning character may use a Move action to make another Reflex saving throw. Failure (or not using a Move action to take the save) means they takes another 1d6 points of Fire damage that round. Success means that the fire has gone out. Particularly intense fires may deal more damage and/or have higher save DCs.
A character on fire may automatically extinguish the flames by jumping into enough water to douse themselves. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

## Dousing Fires

**Dousing fires** requires a large amount of water or other non-flammable material, such as dirt, to be deposited on the burning area. One effective strategy for extinguishing a fire quickly is to surround the burning area with nonflammable material. Creatures doing this must make a ranged touch attack against an AC of 10 to deliver their payload to the intended square. The following indicates how many 5-foot squares of fire a number of the listed containers can extinguish with successful delivery.

* **Waterskin**: Twenty waterskins full of water extinguish one square.
* **Bucket**: Four buckets full of non-flammable material extinguish one square.
* **Gallon Container**: Twelve gallon containers of nonflammable material extinguish one square.
* **Cauldron**: One cauldron of non-flammable material extinguishes one square.
* **Portable Hole**: A portable hole filled with non-flammable material extinguishes a 12-square-by-12-square area.
* **Bag of Holding**: A bag of holding, type I filled with nonflammable material extinguishes a 3-square-by-3-square area, type II extinguishes a 5-square-by-5-square

area, type III extinguishes a 7-square-by-7-square area, and type IV
extinguishes a 10-square-by-10-square area.
Angel of Prostitution

Infernal Angels, the **Angels of Prostitution** are four female Seraphim of exceptional beauty and tremendous power. Befitting their skills and looks, the four Angels serve as the most favored Angelic concubines of Asmodeus himself and are also powerful figures within the hierarchy of the Nine Hells.

## Lilith, the Angel of Lust

**Lilith, the Angel of Lust**, is the first of the four to have sided with Gehenna, and is also said to be the most beautiful of their number. Perhaps fittingly, she is the mother of the first of the Lilim, and it is for her that such Fiends are named.
Elixir of Youth

**The Elixir of Youth** is a legendary alchemical substance which grants youth and longevity to those that consume it.

## Description

The elixir of youth does not grant true immortality, *per se*, but instead restores youth to its imbibers. Thus repeated doses are regular intervals could be used to eternally stave off senescence and death.

As the existance of the elderly across the multiverse attests, the knowledge and skill needed to create the elixir of youth is something very few Alchemists possess, and fewer still are willing to share.

## Effects

A dose of the elixir of youth causes the imbiber to be look, feel, and essentially *be* one age category younger. All relevant aging penalties are negated, while bonuses from aging remain. The elixir of youth does not halt, or even slow, the aging process, it simply rewinds it, so to speak and so once the dose has taken effect aging, and the consequences thereof, resumes as normal. Multiple doses of the elixir, however, can be used to repeatedly set the clock back and perpetually avoid old age and death.

Regardless of the age of the imbiber or the number of doses consumed, the elixir of youth can never cause a creature to be functionally younger than a young adult.
Eluitha Zakathlinath

A member of the Zakathlinath Sisterhood, **Eluitha Zakathlinath** is obsessed with utilizing fear as the central component in her macabre art.

## Description

Eluitha Zakathlinath makes her home in Harlolath, Edonilche'el, within the terrifying dungeon of Qosneantak. A member of the Zakathlinath Sisterhood, Eluitha is obsessed with fear and terror.

While most of the Zakathlinath sisters see physical pain and mortification of the flesh as the hallmark of their art, Eluitha sees such things as beneath her and prefers instead to craft art not from pain, but from fear. Her performances typically involve utilizing a blend of magic, mind-altering drugs, and more mundane measures to terrorize her subjects to madness, suicide, or death.
Blassblut

A strange and rare flowering plant, **Blassblut** feeds not off of sunlight, but rather the residual magical energy left by death and decay.

## Description

The pale blassblut plant grows in places rife with the stench of death and decay; graveyards and tombs most obviously, but also in places where death has been great such as battlefields and the sites of massacres. The plant grows and matures slowly, feeding on the residual magical energy left by death and decay and eventually blooming with red flowers. Attuned as it is to dark energies, the plant grows best in the dark and cold, and in fact cannot survive in sunny areas.

Fueled as they are by necromantic energies, blassblut flowers are valued as alchemical ingredients and reagents for magical spells and rituals.
Block Spell

You are capable of blocking spells with your shield.

**Prerequisite:** Shield Specialization

**Benefit:** As long as you have a shield for which you have Shield Specialization readied and are not flatfooted or otherwise unaware, you may apply your Shield bonus to your touch AC, but only against rays and other spells and powers resolved as ranged touch attacks. Additionally, you may also apply your Shield bonus as a bonus to Reflex and Fort saves made against damage-dealing spells and powers.
Ergreifen

**Ergreifen**, a small town in Elster, Karnstein County is infamous for the manner in which the Baroness collects her blood tax.

## Description

Ergreifen is infamous for its blood tax - both in how 'high' it is and the manner in which the Baroness chooses to collect it. Once a month, on a randomly determined night, the Baroness and her servants descend upon the town to collect the tax. The Baroness, evidently the sporting type, sees it as a jolly hunt, and her Werewolves certainly enjoy it too. The burghers, of course, are rather less than thrilled with it. The burgermeister and his staff are, of course, not considered fair game during the hunt. The rathaus, naturally, bars and seals its entrances once news of the hunt is out, and breaking and entering is something looked down quite strongly upon by the burgermeister.

From the west, a forest road enters Ergreifen, heading into the **Town Square**. Besides the rathaus, the town square contains a bakery, the local toymaker, and the town's jeweler.

**Knofelweg** starts at the southwest corner of the town square, going south before curving east. Along the way one can find the **Drunken Bat**, the town tavern, as well as a tailor, a baker, and the local chandler. The town's resident alchemist also operates a shop along Knofelweg. The pub is notable for being the only place in town, besides the rathaus, which is exempt from the predations of the Baroness and her hounds.

From the northeast corner of the town square, running east and eventually leaving town, one can find **Stachel Road**. The resident weaponsmith operates a shop on the road, as does a tailor, and immediately before the intersection with Rosenweg one can find the town's tannery.

**Rosenweg** runs south from Stachel Road before curving east. The town carpenter operates a shop along the way, and towards the road's end one can find the town's smithy.

While not part of the town proper, Elster's Sindhi caravans often camp just north of town, and the burghers typically host circuses and festivals there during major holidays.
Archaeologist

Your knowledge of ancient history and the methods of archaeology grants you an edge when exploring ancient ruins and similar historical sites.

**Prerequisites:** Knowledge (History) 5 ranks

**Benefit:** Whenever you are within ancient ruins or a site of similar historical importance, you may attempt a Knowledge (History) check. The DC of this check varies but is typically 15, depending on the precise nature of the site in question. If you succeed on this check, you gain a +4 Circumstance bonus to all Search, Use Magic Device, Use Mundane Device and Use Psionic Device checks made within the dungeon.

Note that these benefits apply only to things 'native' to the site; traps set or objects left by other explorers or recently arrived monsters are not affected by this feat.
Festering Hive

The 2nd layer of the Abyss, the **Festering Hive** is a foul nest oozing with filth and infested with Demons.

The Demon Lord of the Festering Hive is Ankrul the Defiler.

## Abyssal Links

The Festering Hive connects to Pandemonium, the first layer of the Abyss.

## Description

The 2nd layer of the Abyss, the Festering Hive is a foul network of tunnels and chambers infested with all manner of verminous Demons and Abyssal bugs. The walls and floors of the hive are themselves partially alive, oozing with slime and filth and bubbling with toxins and acid.
Carabosse bat Belial

The half-Fey daughter of Tophet's previous Archdevil, **Carabosse bat Belial** is something of an eccentric among the nobility of the Nine Hells.

## Appearance

Carabosse bat Belial appears as a slender and beautiful humanoid with pale red skin. Like nearly all Devils, she is horned, her over-large emerging from the sides of her heads and curving upwards. Owing to her Fey heritage, Carabosse's three pairs of wings are neither bat-like nor angelic in nature; her six brilliant wings instead appear like those of a butterfly.

## Description

Something of an eccentric, Carabosse bat Belial has little interest in the schemes and politicking of Gehenna, neither does the Forever War hold any interest to her. Carabosse's obsession is the darkness; not the darkness of Gehenna, but the darkness of the Plane of Shadow and, even more-so, of the Negative Energy Plane. Indeed, Carabosse was seldom ever in Gehenna during her father's reign, and spent much of that time in the Plane of Shadow.

Since the apparent demise of her father, Carabosse has inherited his former seat, the citadel of Gan Nogah. The citadel, now known as Gan Bohu, has been largely rebuilt and altered and serves as Carabosse's seat and laboratory.

## Vassals

Carabosse bat Belial commands 5 legions of Shadows.

* Amira Nasira
Ever Onwards

## Ever Onwards [Virtue]

**Prerequisites:** Virtues of Bravery and Zeal

**Benefit:** Whenever you make a mounted charge, you gain a +2 bonus on Attack rolls and a +1 bonus on Damage rolls made during your next mounted charge. You must, however, make your next mounted charge before the end of your next turn in order for these bonuses to apply.
Azrael

**Azrael, the Angel of Death**, is a Fallen Angel who has become perhaps the most infamous of all Nerull's servants. The Reaper's herald, Azrael is known and feared throughout the multiverse as an incarnation of death itself.

## Description

Azrael's basic silhouette bears some resemblance to his past life as a proud Seraph, but otherwise he is a quite different and altogether more fearsome figure. The Angel of Death is ever-clad in dark black robes, his head and face perpetually obscured by the shadows of his hood. His six wings are night-black, their feathers as though ebony blades.
Battlecaster

You may use a full attack to both make a single attack and cast a single spell.

**Prerequisites:** +6 Base Attack Bonus, Combat Casting, Spellcraft 5 ranks

**Benefit:** When making a full attack, you may sacrifice all additional attacks after your first to instead cast a single spell with a casting time of one standard action or less. If this spell has an Attack roll associated with it, it suffers a -5 penalty to that roll. This spell also provokes attacks of opportunity as normal.
Fritzburg

The largest town in Darmstadt, Karnstein County, **Fritzburg** is most famous for its eponymous university.

## Description

The largest settlement in all of Darmstadt, boasting some 2,200 residents, the town of Fritzburg is large enough that no one knows everyone, but just small enough that most burghers feel as though they could.

Fritzburg is by far most well-known, both within Blutwald and abroad, for its eponymous university. In accordance to a tradition predating the Long Night, the provost of the university is always granted an honorary knighthood, and the town itself as their fief. The University's library and museum are both ostensibly open to the public for an entrance fee, but given the widespread illiteracy and general level of education in most of Blutwald, this is more a tradition and service for the rare visiting foreigner than a genuine service for the people of Karnstein County. Since the Long Night, the town's old Cuthbertine cathedral, **Saint Alida's Cathedral**, has also been given over to the use of the university. The cathedral's clocktower is still maintained and functional, however, and thus continues to serve its original purpose for the people of Fritzburg.

Beneath the surface of Fritzburg exists an extensive network of tunnels and underground chambers. The uppermost layers consist primarily of interconnected basements, smuggler tunnels, natural caverns, catacombs, and early abortive attempts at a sewer system. Deeper tunnels, however, are known to exist and defy ready explanation.

In Fritzburg, corpses are required by law to be donated to the University for medical research and practice. Thus the town's old wooded graveyard, **Weidenfeld**, has not seen use for generations. Nonetheless, it is both infested with Ghouls and haunted - at least if the burghers are to be believed.

**Derleth Manor**, the old residence of the famed adventurer Wilhelm Derleth, can be found just outside the town proper. A simple cobbled pathway leads from the town, through the shaded woods, to a modest hillside upon which the small two-story mansion stands.
Erich Hanson

The last burgmann of Castle Schwarzwald, **Erich Hanson** vainly attempted to defend his charge from the forces of Blutwald, but succumbed to madness, cannibalism, and ultimately undeath.

## Description

Erich Hanson was the burgmann of Castle Schwarzwald. When the Long Night descended, the Count departed to do battle with the Vampires and so Erich was left in command of the castle. Soon thereafter, the castle was besieged. Though inexperienced, Erich kept his vigil and defended the castle day and night.

Ultimately, hunger, not the besieging army, proved too great a foe for Erich and his men, and the garrison of Castle Schwarzwald, Erich included, descended into madness and cannibalism. Those that refused their burgmann's order to feast upon the dead were killed and eaten by their peers. For these crimes Erich was cursed with undeath and transformed into a vile Ghoul.

Although none can or do know for certain, it is widely believed that Erich's actions are the, or at least a, source of the Curse of Hunger which looms over Schwarzwald to this very day.
Afallach

Afallach is a duchy of Gwynedd held by the King and dominated by the aptly named Forest of Afallach. The ancestral homeland of the ancient Combrogi, the duchy was also in ancient times the home of the Tylwyth Teg.

## Inhabitants

The population of Afallach, like the rest of Gwynedd, consists almost entirely of Humans, the descendants of the ancient Combrogi. A minority of these Humans, particularly those living in Afallon and in close proximity to the Forest of Afallach, claim that their bloodlines have been intermingled with those of the ancient Tylwyth Teg, the Elves that once called Afallach their home.

## Culture and Society

### **Magic**

When a young girl in Afallach displays sorcerous power, she is by law to be examined by the Witches of Afallach and, if deemed suitable and willing, sent to the Tower of Afallach.

## Geography

Afallach is dominated by the Forest of Afallach, which extends into both of the duchy's counties but is concentrated primarily in the realm of Afallon. The remaining terrain consists largely of the rainy pastoral highlands for which Gwynedd is known.

### **Afallon**

Forming part of the King's own demesne, the bulk of the Forest of Afallach can be found in the realm of **Afallon**.

### **Dyfed**

**Dyfed** is the most urban realm in all of Gwynedd, although its towns and large villages have a sleepy and melancholic feel to them. Indeed, a drowsy, dreamy influence seems to hang over the county, and to pervade the very atmosphere.
Eridu

Centered around what is today the desert of Hubal in Paran, the empire of **Eridu** was one of, if not the, oldest Human civilizations in Asul.

## History

The ancient empire of Eridu is known to be one of, if not the, first Human civilizations to arise in Asul. According to myth, the empire was united by a great conqueror known as the Dawn King.

Although powerful in its own time, and magically advanced, the empire was weakened over the centuries by raiders and natural and supernatural disasters. Weakened by these factors, Eridu was ultimately conquered by Kemet, although much, if not most, of its advanced knowledge was lost in the process.

## Culture and Society

### **Magic**

Eridu was notably advanced in the magical arts for its time, and even today stands out in its knowledge of dweomercraft. Indeed, the people of Eridu are said to have been the first Humans, if not the first period, in Asul to have created golems.

#### **Enki and Enkidu**

The golemwrights of Eridu were known as ***Enki***, and their clay golems, the most numerous of their creations, as ***Enkidu***. The enkidu and other creations of the enki were a facet of nearly all aspects of Eridu's society, from leisure, to labor, to warfare. Unfortunately for would-be tomb raiders, the skill with which the enki wrought their creations has led to nearly all known Eridu ruins being still quite well-defended by enkidu and other dangerous constructs.

## Geography

The empire of Eridu was centered in what is today Hubal, Paran.
Automatic Writing

**Prerequisites:** Linguistics 5 ranks, 1st level Medium

**Benefit:** You may spend an hour posing questions and unconsciously writing, your hands guided by the spirits of the dead. At the end of the hour, you must make a Linguistics check to attempt to discern the meaning of your writings. If your result is between 20 and 29, the writings contain cryptic insights which function as per a casting of the spell Augury. If the result is 30 or greater, these insights are profound enough that they function as per a casting of Divination. In both cases the chance of meaningfully accurate divination is 70%. If your result is less than 20, you have produced nothing more than meaningless scribbles and gain no benefit.

You may use this feat a number of times per day equal to the daily number of seances you may perform, although using this feat does *not* expend one of your seances.
Chalybs

Situated within the Western Vault, on the dark shores of Lake Ater, **Chalybs** is a fishing town of the Kingdom of Avernus.

## Description

Located on the shore of Lake Ater, the Avernite town of Chalybs primarily supports itself through fishing. While its maritime location leaves it more vulnerable to Troglodyte raids than nearby Augustus, Chalybs also lacks the need for extensive farmland, thanks to its reliance on fishing, and is thus somewhat more defensible. Like nearly all Avernite settlements, the town also bears sturdy stone walls.

Chalybs sports sizable docks, including a shipwright, although Avernites only make small skiffs and other light, oared, ships. Among the town's other services and shops one can find anan apothecary as well as the **Darklake Pub**, a source of gossip, rooms, strong mushroom ale, and what passes for food in Avernus.

## Transportation

A cellar in the northeast end of town houses a teleport pylon, part of the teleportation network created by the Conjurers of the Arcane Tower. This pylon enables one to teleport to the portal chamber at the Arcane Tower, which can then be used to teleport to any of the other pylons.
Constitution

A creature's **Constitution** score, or **Con**, is a representation of their health, stamina, and generally their ability to endure and withstand physical hardship.

Constructs and Undead, as lifeless creatures, do not have Constitution scores.

## Effects

A creature's Constitution modifier is applied when calculating their Hit Points, and is applied as an ability bonus to Fortitude saves.

 If a creature's Constitution score changes enough to alter their Constitution modifier, then their Hit Points also increase or decrease accordingly. If a creature's Constitution score is ever reduced to 0, they are immediately slain.
Adlerstein

A mountainous barony part of and south of Eisenklippen proper, **Adlerstein** is seperated from the dark realm of Karnstein County, Blutwald, only by the natural border of the River Ulm.

## Culture and Society

Adlerstein is the realm of Baroness Oda von Ravensbruck.

## Geography

Largely mountainous, Adlerstein is a barony dominated by its titular mountains with little in the way of flat land.

### **Adlerdorf**

A rustic but well-off mountainside village, **Adlerdorf** is perhaps only noteworthy for being the sole point of access to and from the Baroness' castle.

### **Adler River**

Flowing south from a source beneath Schloss Adlerstein, the **Adler River** passed by Adlerdorf before ultimately terminating at the Adlersee.

### **Adlersee**

**The Adlersee** is a sizable lake that provides the region with the lion's share of its food supply. The town of **Ravensbruck** can be found along the lake, built upon on a series of islands where the Adler River flows into the lake. A short river flows south and out from the lake, eventually joining with the River Ulm.

### **River Ulm**

The border with Karnstein County, Blutwald, part of the **River Ulm** flows through Adlerstein where it is fed by a smaller river flowing from the Adlersee.

### **Schloss Adlerstein**

The baronial seat, the ancient castle of **Schloss Adlerstein** perches high atop the realm's titular mountains, looming ominously above the settlements of Adlerdorf and Ravensbruck.
Fort Crocus

**Fort Crocus** sits at the mouth of the tunnel connecting the Grand Gallery to the uncontrolled cavern of Plutus Rift.

## Description

A fortress of the Kingdom of Avernus, Fort Crocus sits between the Grand Gallery and the uncontrolled territory of Plutus Rift. Its primary purpose, which it has fulfilled with greater and lesser degrees of success, has been to keep bandits out of the Grand Gallery.
Akademia

**The Akademia** in the polis of Chrysos is one of the two most famous centers of learning and philosophy not only in the city itself, but all of Athos.

## Students

Students at the Akademia learn not only philosophy, but also rhetoric. While the school offers much instruction on the arcane and the nature of the divine as a result of its philosophical focus, it is not a genuine center of magical learning in the traditional sense and while its members are often quite gifted arcane researchers and knowers of divine secrets, the school does not offer anything in the way of spellcasting instruction.
Aqua Regia

**Aqua Regia** (alchemical notation: **A.R.**) is an extremely powerful alchemical acid capable of dissolving even gold. Only adamantine among metals can withstand the solvent power of aqua regia.

## Description

Aqua regia is a reddish-gold alchemical liquid which billows forth noxious yellow fumes. Highly caustic, aqua regia is capable of dissolving all metals except adamantine. Even gold cannot withstand its acidic properties.

Aqua regia is almost always created through the mixture of one dose of aqua fortis and three doses of spirit of salt.

A flask of aqua regia weighs about 1 pound and typically sells for 30 GP.

## Effects

A flask of aqua regia may be thrown as a splash weapon. Treat such an attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 3d6+X points of Acid damage, and all creatures within 5 feet of the point of impact take 3 points of Acid damage from the splash. Aqua regia bypasses all hardness and non-magical Damage Reduction and, unlike other acids, normally affects silver and gold and, indeed, all metals besides adamantine against which it is useless.

## Metamagic Component

A flask of aqua regia may serve as a metamagic component for a number of spells.

* **Acid Arrow:** The spell's acid lasts 1 additional round.
* **Acid Fog:** The fog's radius and height both increase by 5 feet.
* **Acid Splash:** The spell either deals an additional point of damage, or lasts an additional round.
* **Grease:** The grease becomes caustic and deals 3 points of Acid damage per round to any creature touching the greased surface or object.
* **Wall of Ice:** For each flask of aqua regia used as a metamagic component, one 10-foot square of an ice wall may be modified such that when broken through it deals 3d6 points of Acid damage.
* **Scrying:** The spell is heightened by +3.
* **Scrying, Greater:** The spell is heightened by +2.
Chirurgeon

**Prerequisites:** 12 Dexterity, Medicine 5 ranks

**Benefit:** You may apply your Dexterity modifier as a Competence bonus to all Medicine checks made to perform surgery, including the application of grafts. This applies to non-standard applications of surgery as well, such as the Heal checks made during the creation of Flesh Golems and similar Constructs.
Edgar's Ranch

**Edgar's Ranch** is a small and beleaguered roadside ranch in the Copper Springs region of Gadson.

## Description

Edgar's Ranch is a small roadside range and contains a farmhouse where the ranchers live, and a barn where the livestock are kept. The ranchers raise goats and chicken along with two horses. The surrounding lands, like the rest of the Copper Springs, are too dry and arid for farming and, worse, are infested with coyotes; not all of which have stopped moving after death.

Worse than coyotes, living or otherwise, the ranch is often terrorized by local outlaws and Zombies, although the ranchers are a stubborn lot and have yet to budge.
Gawane Orcades

**Sir Gawane Orcades, the Ladies' Knight**, is the King of Loudon and the nephew of High King Geoffrey Dragonshead by way of his half-sister, Anna Orcades, the Witch-Queen of Loudoun.

## Description

Sir Gawane is famed for his courteousness, and is a noted protector and champion of women both noble and common. Said to blessed by the Sunfather himself, Gawane's strength waxes and wanes with the sun; with his might tripled at noonday. The Ladies' Knight is also learned in herblore and thus an able healer.

Sir Gawane is the nephew, and a favored at that, of High King Geoffrey Dragonshead by way of his half-sister, the infamous Queen Anna Orcades.
Greater Weapon Specialization

**Prerequisites:** 12th level Fighter, Greater Weapon Focus, Weapon Specialization

**Benefit:** Choose one type of weapon for which you already have both Greater Weapon Focus and Weapon Specialization. You gain a +2 bonus on all Damage rolls made with that type of weapon. This bonus stacks with the bonus granted by Weapon Specialization.

**Special:** You may take this feat multiple times, each time applying it to a different weapon.
Friedendorf

**Friedendorf** is a gloomy and impoverished village situated along the Charnel Road in Hexenwald, Darmstadt.

## Description

Friedendorf is ominous and gloomy and populated by poor and backwards villagers, particularly when compared to the nearby town of Fritzburg. The Friedendorfers are reclusive and suspicious of the burghers, and of outsiders in general. Since ancient times the people of Fritzburg have seen Friedendorf as a dark and backwards place of witchcraft and gloom, its people are strange and xenophobic bumpkins, and the Long Night's descent has not improved the village's standing in the eyes of the burghers. While the village's isolation is an obvious result of its location in the Hexenwald, the fact the village has only eight horses to its name does it no favors in this, or any, regard.

The Friedendorfers are not carpenters or loggers, but are able trappers and thus support themselves primarily through hunting and trapping; although some also make a living as charcoal burners. Given the insular and xenophobic outlook of the villagers, charcoal burners are somewhat looked down on as they are less self-sufficient and earn most of their money in exports - in interaction with the outside world and the elitist burghers of Fritzburg.

Friedendorf maintains not a single graveyard, within or without of the village limits, and instead the villagers bury their dead in the surrounding woods. The stretch of forest immediately surrounding the village and along the Charnel Road are thus quite filled with clusters of crudely placed and made gravestones. The reasons for this custom are not known, although most of the Fritzburger will be quick to tell you it's something to do with witchcraft.
Garethkulggen

**Garethkulggen** is a region of the Upperdark deep beneath Nordriket and is one of the major centers of Drow civilization and culture in Asul.

## Geography

Garethkulggen is a large region with numerous sub-regions and vaults, many of which have distinct biomes.

### **Chathalnd**

Located between Takarkhaliizi and Lolth's Coast is **Chathalnd**, a desolate cave network of lava flows, tunnels, and volcanic caverns. The larger caverns may be settled, but most of the region is little more than a confusing math of labyrinthine tunnels.

### **Drosuul**

**Drosuul** consists of Garethkulggen's humid southwestern coast, consisting mostly of salt marshes and swamps, with lush fungally-rich caverns and watery tunnels to the east.

### **Kuttraphreng**

**Kuttraphreng** is a fungus-overgrown region that covers the majority of the northwestern coastline in the vault of Lolth's Coast. It is largely uninhabited by Drow, but home to umerous Myconid colonies and other fungal creatures.

### **Lolth's Coast**

**Lolth's Coast** is the largest of Garethkulggen's vaults and is a single, massive, watery, island-strewn cavern that occupies the entire easternmost part of the region. The region of Kuttraphreng is within the same vault, but considered its own region.

### **Luentsuul**

The western region of **Luentsuul** consists of tunnels and smaller vaults and caverns in the south, while its north is mostly a single large vault that terminates in water on its westernmost past and which is sparsely forested with large fungal growths.

### **Takarkhaliizi**

**Takarkhaliizi** is the volcanic and inhospitable region at the center of Garethkullgen. Between its volcanic nature and association with the sordid history of Great House Deisenin, it is a sparsely populated and largely inhospitable region.
Belphegor

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One of the lords of Cocytus and a powerful Devil, **Prince Belphegor** tempts mortals by offering them knowledge of alchemy, artifice, and numerology.

## Appearance

Belphagor is a unique Devil huge in size. From the waist upwards Belphegor's body is that of a horned and  winged humanoid, but from the waist down it is that of a serpent, terminating in a forked tail. His skin is the color of cinnamon, his horns those of a bull, and his wings are leathery like those of a bat.

## Description

Prince Belphegor is a powerful and influential Devil who tempts mortals with offers of knowledge of alchemy, artifice, and numerology, promising that such secrets shall make them wealthy and powerful.

A courtier to Mephistopheles, Belphegor is a paramour of the Lord of Cocytus and wields considerable influence in the politics and hierarchy of Gehenna. For all his influence and power, however, Belphegor is infamously slothful, and so commands less actual power and respect than he might otherwise be able to.
Adlivun

Deep beneath the surface realm of Aningan lies **Adlivun**, an Upperdark region as cold and frigid as its surface counterpart.

## Inhabitants

Anirniit and native Frost Giants form the basis of Adlivun's sapient population, although the two peoples, unsurprisingly, do not get along. A population of Kuo-toa adapted to the freezing waters of the region also dwell within.

Ice Elementals of various sizes and intellects are uncommon but present, although they do not exist within any sort of society or cultural framework.

Snowflake oozes are common throughout the region, and larger specimens have even been known to prey upon the local Frost Giants. Yeti also dwell in Adlivun, and while generally capable of taking on Frost Giants, tend to have the intelligence necessary to instead seek out easier prey like smaller local fauna or Anirniit.

Preying upon both the Anirniit and the Frost Giants, Adlivun is home to Shadows. To the Anirniit, these creatures are commonly known as the *Tariaksuit*. Whether there exists a portal to the Plane of Shadow, or if the Shadows are simply drawn to Adlivun out of a fondness for the cold and dark, remains unknown.

## Geography

Adlivun is a frigid Upperdark region of snow, ice, and nearly freezing-cold water. Stone and metal are extremely rare, but blue ice can be found in an abundance not to be found anywhere on the surface outside the hearts of the most ancient of glaciers and icebergs.
Antitoxin

**Antitoxin** refers to a number of alchemical substances which, regardless of their precise recipe, have the identical effect of strengthening the body against poison and other toxins.

## Description

Owing to the myriad of formulae which can produce it, antitoxin can come in many forms, although it is most typically an imbibed liquid.

Although there are, as noted, many formulae for antitoxin, the most common one calls for the ceration of 7 doses of gold, 17 doses of myrrh, and 23 doses of urea.

A vial of antitoxin has a typical market value of 50 GP.

## Effects

Any creature imbibing or injecting a vial of antitoxin gains a 5+X Alchemical bonus to Fortitude saves against poison for one hour.
Čekićar(Mundja,Kuckalo)

Čekićar je glavni majstor u selu.

## Izgled

Od ostalih štrumpfova razlikuje ga olovka iza uva i beli tregeri koji su spojeni sa belim odelom nosi i bele cipele i belu kapu.

## Karakter

Čekićar je pre svega radoznao.Takodje on je spretan i pametan,zbog svojih izuma nekoliko puta bio je proglašen herojem sela.

## Priča

Čekićar je standardni štrumpf sa velikim brojem tehničkih izuma.Njegov najbolji drug je Gruber.

Njegovi izumi su:

1.**Štrumpf sat**

2.**Svetleči dijamant**

3.**Mašina za brzo branje plodova**

4.**Brzi proizvodjač hrane**

5.**Štrumfomobil**

6.**Teleskop**

7.**Obojene štrumpf naočare**

***I JOŠ MNOGO TOGA!***

## Zanimljivosti

* Čekićar je do sada promenio 3 imena:Kuckalo,Mundja,Čekićar
Cerberus

A favored pet of Prince Mammon, **Cerberus** is the first and greatest of his kind. Although a pet of the Archdevil, Cerberus does not reside within A'arab Zaraq and is intead permitted to wander the tunnels and filth of Pluton, devouring the Damned and the Qliphoth alike in his insatiable hunger.

## Description

Cerberus appears as a ferocious and huge three-headed dog, much like his lesser kin. That said, the Hound of Hell's three heads are each wreathed in a mane of of venomous snakes, and likewise his tail is an enormous biting serpent.
Untamed and wild, Cerberus stalks the tunnels of Pluton, preying on Qliphoth and the Damned alike.

One of Prince Mammon's most prized possessesions, only the Lord of Greed can control the insatiable Cerberus.
Acid

A flask containing a highly caustic **Acid** which can be used as a weapon.

## Description

Acid is a highly caustic and dangerous substance often produced by alchemists, although many creatures and especially Oozes are able to produce and weaponize powerful natural acids.

The most common alchemical formula used to produce acid is to distill 10 doses of brimstone, 8 doses of salt, and 1 dose of niter.

A flask of acid weighs about 1 pound and typically sells for 10 GP.

## Effects

A flask of acid may be thrown as a splash weapon. Treat such an attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6+X points of Acid damage, and all creatures within 5 feet of the point of impact take 1 point of Acid damage from the splash.

Total immersion, such as in a vat of acid, deals 10d6+X points of damage per round of immersion.

The fumes from most acids are inhaled poisons. Living creatures come close enough to a body of acid large enough to dunk themselves in must succeed on a DC13+X Fortitude save or take 1 point of Constitution damage. All such creatures must also succeed on a second save 1 minute later or take another 1d4 points of Constitution damage.

Items and other objects made of silver, gold, or adamantine are generally undamaged by most forms of acid, while those made from mithral take only half damage from acid instead.

## Metamagic Component

A flask of acid may serve as a metamagic component for a number of spells.

* **Acid Arrow:** The spell's acid lasts 1 additional round.
* **Acid Fog:** The fog's radius and height both increase by 5 feet.
* **Acid Splash:** The spell either deals an additional point of damage, or lasts an additional round.
* **Grease:** The grease becomes caustic and deals 1 point of Acid damage per round to any creature touching the greased surface or object.
* **Wall of Ice:** For each flask of acid used as a metamagic component, one 10-foot square of an ice wall may be modified such that when broken through it deals 1d6 points of Acid damage.
* **Scrying:** The spell is heightened by +3.
* **Scrying, Greater:** The spell is heightened by +2.
Glugburz

The **Glugburz** are an Orcish people native to Garethkulggen. Fearsome berserkers, they are known for being fearless and unflinching in their endurance of hardship. Although as rough and cruel as most of their kind, not to mention somewhat dim-witted, the Glugburz are, in contrast to the majority of their fellows, skilled metalworkers and craftspeople.

## Culture and Society

### **Law**

The Glugburz have no written laws, but a rich cultural tradition of custom and behavioral codes. A heavy emphasis is placed on honor and personal strength. Imprisonment is unheard of in Glugburz culture, and criminals are punished corporeally, typically with maiming or death.

### **Society**

Glugburz society is centered around settlements known as **Strongholds**. A stronghold is controlled by a chieftain who is the strongest male of the tribe. He rules for life and is replaced whenever one of his sons grows strong enough to challenge and kill him.

#### **Gender Roles**

In contrast to many Orcish cultures and peoples in both Asul and the greater multiverse, Glugburz women enjoy considerable rights and responsibilities in society. Glugburz women are expected to, just as men, serve as warriors and hunters - among other roles. Smithing is seen as women's work and the wife of the chieftain most skilled in such matters is known as the **Forgemother**. A **Wise Woman** handles the stronghold's spiritual and magical matters.

All this said, however, Glugburz society is still rather patriarchal, but considering how many Orcish tribes consider women to be chattel, this is a relative term.
Altenburg

Once an unremarkable small town in Grane, **Altenburg** is where the infamous Black Death which ravaged the Empire of Siegfried for 13 years, claiming nine-tenths of its population in the process, began.

The terrible Demon known only as the Altenburg Abomination was presumably summoned into Asul by cultists lurking within or near the town, bringing with it the Black Death and its terrible plague. Within hours there were no healthy people living in Altenburg, and before a day had passed there were none left alive at all.

While the Black Death ravaged the Siegreich, Altenburg was left a rat-infested and undead-haunted husk until it was eventually razed to the ground, albeit well after the defeat of the Altenburg Abomination by Saint Johan the Ratkiller.

Nonetheless, the former site of Altenburg remains a cursed place feared by all to this very day, and it is said that once a month, during the full moon, rats from all across the county - and potentially beyond - swarm there to honor their fallen master and perhaps to receive his foul gift of plague.
Bloodwine

An alchemical blend of wine and refined and preserved blood, **Bloodwine** is a favorite of Vampires across the multiverse.

## Description

A cocktail of refined and preserved blood and alchemically treated wine, bloodwine not only tastes quite good to most Vampires, but also functions for them as an intoxicant, regardless of their current state of satiation.

Besides its taste and intoxicating properties, bloodwine is valued for the fact that, like wine, it keeps. The blood used in bloodwine does not congeal or otherwise degrade and thus can be used by Vampires to create food they can store for later. That said, while bloodwine is fully capable of slaking a Vampire's thirst, it does nothing to indulge their predatory natures.

Unsurprisingly, bloodwine appears as though a bloody red, in the most literal sense imaginable, wine.

## Effects

In terms of slaking a Vampire's thirst, a glass of bloodwine is equivalent to 1d4 points of Constitution damage dealt via blood drain. Additionally, a Vampire can become intoxicated from bloodwine, which is functionally wine to them, regardless of their level of satiation. Unlike other biological effects resulting from being simply being well-fed, a Vampire cannot simply choose to ignore the effects of intoxication from bloodwine and must endure them as normal.

Bloodwine nourishes but does not satisfy the more base predatory urges of a Vampire. A Vampire does not gain the euphoria other secondary effects of feeding from drinking a glass of bloodwine.
Eidgenossenschaft

**The Eidgenossenschaft** is a small but powerful confederacy of city-states in and around the mountains of Weissberge. Centrally located and afforded easy access to distant parts of the Western Kingdoms via well-worn riverways, the city-states of the Eidgenossenschaft are highly mercantile in nature and the confederacy is largely funded via trade and services - particularly mercenary services.

## People

The population of the Eidgenossenschaft is mostly Human, and primarily those of Siegvolkish descent. Generations of trade and interaction with other nations, however, has given much of the Eidgenossenschaft a multicultural and cosmopolitan feel - although the more snobbish patrician families tend to remain racially 'pure'.

## Government

The Eidgenossenschaft is a confederacy and in most ways the five city-states which constitute it are free to administer their cities and the surrounding countryside as they see fit. The administration and efforts of the confederated government are primarily concerned with settling trade disputes and other such matters that affect more than one of the member states, and with issues of mutual defense.

## Geography

The five city-states of the Eidgenossenschaft are all located within the mountains of Weissberge, and exert their influence over their surroundings.