recursal/Fanatic-Fandom huggingface dataset:
The Carousing Mountain Goat

## The Inn

### General Layout

A tiered inn with two levels, the carousing mountain goat has a large open interior with a high ceiling. The first level is the main ground floor area with the second floor, shaped like a "U" runs along the sides and the far end of the room, overlooking the near end and the entrance.

Tables and chairs fill both levels with thin stairs connecting them on the left and right side of the room. The counter is located on the far end of the first level. Here drinks and foods and money exchange hands. The counter is usually serviced by Milly Gildeneyes, Moxie Noninaru and sometimes their young daughter Emerald "Emmy" Gildeneyes. To the right of the counter is a door that leads to a hallway with twelve rooms.

The first two rooms are occupied by Milly and Moxi in the right room and Emmy in the other. The rest of the rooms are available for patrons.

### Atmosphere

The Inn is clean if a little chaotic, with pictures of Emmy drew hung up on the walls alongside other personal belongings of Milly and her family. The Atmosphere usually is cheerful with patrons laughing, Milly and Moxie casually flirting and Emmy attentively listening to the stories of the patrons. The smell of warm food and spilled beer fills the air.

## Menu and Services

### Menu

#### Foods

* Red Pond Moss Salad (4 sp)
* Roasted Mountain Goat skewers (8 sp)
* Grilled Cave Bat Soup (7 sp)
	+ Upon Consumption: Constitution Saving Throw, DC 12.
		- On fail: Get mild food poisoning.
* Vegetable Stew (6.5 sp)
* Emmy's Favorite! (12 sp)
	+ A marinaded mountain goat roast with meatballs, brown sauce, toasted bread and red moss salad on the side.

#### Drinks

* A Mug of Beer (9 cp)
* A Mug of traditionally brewed Dwarven Beer (1.2 sp)
* A Glass of traditionally brewed Goblin Spirit (3 sp)
* "The gilded mountain stars" (8 sp)
	+ A Glass of dark glistening spirit. As the drink is stirred, little golden dots appear like stars in the night sky.
* A Mug of non-alcoholic Beer (4 sp)

### Sleeping Options

* A Decent Room with one regular Bed (1 gp per night)
* A Decent Room with two regular Beds (1.8 gp per night)
Aasimite

### Overview

Aasimite is a crimson red mineral found exclusively on the Skyfallen Mountains and the Skyfallen Isle. It is is naturally found in form of ore and crystals.

The ore, often called Aasimoid, is a red-brownish stone, laced with Aasimite. It is quite a bit heavier then regular rock.

It originally formed on Aasimir, an astroid that crashed where Skyfallen Isle is now located in an event named Skyfall 1102 AsT.

The crystal, often called Aasimirite, is a pure red crystal of Aasimite. It is hard and glows in the presence of free magic.

### Usage

#### Aasimoid

Aasimoid can be carved into blocks and used in stone crafting or masonry, often used in building for their weight or carved into jewellery for their beauty.

It can also be crushed into powder. This powder is used as a cheap material for low-level enchantments.

The powder can also be refined into pure Aasimite metal in a arcane refinery when combined with the essence of a greater fire elemental. Five Pounds of Aasimoid powder and five greater fire elemental essences will create one pound of Aasimite.

A pound of Aasimoid Rock will cost about 50gp.

#### Aasimirite

Aasimirite is often cut by jewellers for high grade jewellery and magic components. Coveted both for its shimmering complex beauty and its inherent magical properties.

It can also be crushed into powder. This powder can be used for high-level enchantments or potion brewing. It potions, it takes on transmutative properties, often used in alchemy or transformation potions.

Aasimirite crystals can also be used to detect the presence of magic via its glow. It will glow when close to a natural source of free mana, if a spell is being cast nearby or if a spell was cast recently.

Aasimirite can be forged into Aasimite. The crystal powder is hit with a massive hammer. During the strike, the crystals realign and fuse together again into the Aasimite metal. The blows have to be managed by skilled worker as Aasimirite that is undergoing forging is known to blow up. A pound of Aasimirite can be forged into a pound of Aasimite.

A pound of Aasimirite Crystals will cost about 350gp.

#### Aasimite

Aasimite is used by arcane blacksmiths to be forged into weapons, staffs, armour, jewellery and magic focuses of considerable magic properties and powers.

A pound of Aasimite will cost about 1000gp
Spinnenhof

### The Town

Spinnenhof is a small village in the dark forests on the banks of the Erstr-River. There are only a few buildings and most of them are semi-buried earth and wood houses, which house a family. No one really knows why these people settled here as the forests here are known to be infested by giant spiders but the people of Spinnenhof fiercely deny leaving their homes, even though people regularly go missing and sometimes spiders make a nest in the houses of the villagers.

The Village is mostly self sufficient. They harvest the big spider webs found in the forests and weave them into silk threads.

The village has no proper defences and its border is demarked by a small fence and some wooden posts.

### The Surrounding Forest

The forest around Spinnenhof is dark, dense and filled with giant spiders. Great spider webs are spun between trees and crossing through the forest is extraordinarily dangerous with giant spiders laying in ambush in the trees.
The Shield and Blade Inn

Description: The Shield and Blade Inn is a large, rugged, two-story stone building nestled in the heart of North's End Cross. Its exterior is adorned with wooden supports and a sign depicting a shield crossed with a sword, signifying its dedication to the warriors and hunters who frequent the establishment. A sturdy thatched roof provides insulation against the harsh northern climate, and the exterior walls are decorated with various trophies of monstrous creatures.

Upon entering, guests are immediately greeted by the hearty and boisterous ambiance of the inn. The common room is filled with long, wooden communal tables where hunters, warriors, and traders gather. The decor consists of weapons, monster heads, and hunting trophies, giving the establishment a rugged and battle-worn feel. The atmosphere is lively, with the constant chatter of patrons sharing tales of their exploits and encounters with the creatures of the North Burn.

The Shield and Blade Inn is owned and operated by a no-nonsense retired hunter named Bjorn Ironclad. He is well-respected in North's End Cross for his past deeds and his commitment to providing a gathering place for like-minded individuals. Bjorn, a gruff and taciturn man, ensures that his patrons are well-fed and provided for during their stays.

## Menu

### Food

* Hearty Stew (1 gp)
	+ A robust stew filled with locally sourced vegetables, chunks of meat, and savory spices, served with fresh bread.

* Roast Boar (2 gp)
	+ A succulent boar roasted to perfection and seasoned with a special blend of herbs, accompanied by potatoes and gravy.
* Hunters' Pie (1.5 gp)
	+ A savory pie filled with tender venison, wild mushrooms, and rich gravy, served with a side of mixed greens.

### Drink

* Firebrand Whiskey (5)
	+ A strong and smoky whiskey that warms the soul and bolsters the spirits.
* Black Iron Ale (2)
	+ A dark and robust local brew, a favorite among the warriors.

## Room Services

* Adventurer's Bunk (2 sp per night per person):
	+ A shared dormitory-style room with sturdy bunk beds. Perfect for groups of adventurers or solo travellers looking for a communal atmosphere.
* Standard Room (5 sp per night)
	+ A modest room with a comfortable bed, basic furnishings, and a small washbasin. Ideal for budget-conscious travellers or those on a short stay.
* Knight's Quarters (2 gp per night)
	+ A larger room with more space, suitable for knights or those looking for additional comfort. Includes a sturdy bed, a writing desk, and an attached washroom.
* The Noble Suite (5 gp per night)
	+ A luxurious suite with separate living and sleeping areas, designed for those seeking a touch of refinement. Features fine furnishings, a four-poster bed, a private sitting area, and an en-suite bath.
* The Royal Chamber (10 gp per night):
	+ The pinnacle of accommodation at The Shield and Blade Inn. Lavishly decorated with exquisite furniture, a king-sized bed, a private lounge, and a spacious bathroom with a clawfoot bathtub.
The Scholar's Respite

The Scholar's Respite is a tranquil inn with well-stocked libraries in every room. Each room has its own collection of tomes and scrolls for guests to peruse. Innkeeper Elara Loreweaver, a knowledgeable sage, ensures that guests have access to books and scrolls for research or leisure.

## Menu

* Scholar's Stew (8 sp)
* Quill Salad (5 sp)
* Manuscript Meat Pie (1 gp)
* Sage's Brew (4 sp)
* Scrollbearer's Tea (3 sp)
* Scribe's Sweets (2 sp)

## Room Rates

* Scholar's Retreat (6 sp/night)
* Lorekeeper's Suite (1 gp/night)
* Sage's Sanctuary (1.6 gp/night)
* Ancient Archive (2.2 gp/night)
* Scrollmaster's Chamber (2.8 gp/night)
* Tomekeeper's Haven (3.5 gp/night)
Restaurant de la Sot

## The Restaurant

### General Layout

Large Hall with many sides halves rooms. Front is made of clear glass and the walls are decorated with windows, gems and gold with paintings of the members of House Aurelia. The table are set with a white silk tablecloth and 6 forks and spoons. Once seated the customers are immediately served by a imperial.

### Atmosphere

The restaurant is quiet, clean, sterile and very stiff feeling. People will be stared at if they use the wrong etiquette.

## Menu and Services

### Menu

#### Foods

* Baked shrimp with gold-leaf covered baked potatoes (30 gp)
* Baked shark steak in shark soup with sea clams and eatable pearls filled with caramel. Comes with a little baby shark in the soup that is slowly cooked alive. *You can’t get more tender meat!* (235 gp)
* Fried rainbow fish with jewel beset king crabs with backed wolf shrimp in a white truffle bordelaise soup (530 gp)
* Small dragon Stake with gold and diamond caviar with a cheese dragon soufflé with gold sugar powdered over it. Comes on a plate of intricately decorated traditional hard bread with some blue cheese crackers with fried bread. (945 gp)

#### Drinks

* A bottle of refined Wine (10 gp)
* A bottle of gold Wine (25 gp)
* A bottle of phoenix Wine (45 gp)
* A bottle of dragon fire Wine (105 gp)
Wymar Staurheim

### Personality

Wymar is trusting, playful and endlessly curious. Though she is perfectly happy where she is, she does dream of seeing the world outside her home.

### History

Wymar was born from the collective life energy of the forests in Grünwälder and Under Green in Badenbach.

### Extra Info:

##### Motivation

Wymar dreams of finding a way to leave her birth forests to explore the world a bit.

##### Ideals

Wymar believes in peace and pacifism. While being explorative and curious, ultimately she believes she does not need much to be happy, just her family and friends.

##### Flaws

Wymar is entirely too trusting even to people who have done her harm in the past, believing them worthy of another chance.

##### Bonds

Wymar's life energy is tied to the forests in Grünwälder and Under Green in Badenbach. She is quickly drained of energy and life if she is too far away from them.
Bazeema

**Bazeema** is a shy girl.

## Background

### Personality

Bazeema is a quiet, soft-voiced girl who tends to have a hard time with others, including Asha and the other teens who work around Rosas and King Magnifico. She tends to disappear and reappear at will without any explanation scaring the others whenever she pops up practically out of nowhere. She later reveals that she is an introvert and requires a quiet space she needs to be able to operate, which is ultimately used when Asha and her friends begin to plot to take down the growing tyranny of Magnifico.

Despite her soft-spoken nature, Bazeema is by no means a coward and demonstrates a strong sense of loyalty towards her friends, showing disappointment when Asha's grandfather was once again denied his wish being granted and ultimately rallying to her best friends' side in rebellion against Magnifico, who's increased tyranny she recognized for what it was. During the course of their adventure, Bazeema showed her bravery and was willing to risk her own safety for the wellbeing of her country and her people, breaking the law to release the wishes Magnifico had trapped and standing up with the other Rosas citizens to defy the king's attempt to imprison them all. Throughout the course of her story, Bazeema said that, in her own words, "I was sweet but now I'm something else" and proves herself a devoted friend to Asha and the other Teens.

## Trivia

* She was inspired by Bashful from *Snow White and the Seven Dwarfs*.

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Elara Hearthfire

## Description

Elara Hearthfire is a woman of striking presence, known for her commanding yet welcoming demeanor. Her ebony hair, often tied in a loose bun, frames a face adorned with expressive hazel eyes that seem to carry the warmth of the hearth itself. She stands at a moderate height, with a strong and graceful bearing that hints at her inner strength. Elara's attire reflects a blend of practicality and rustic elegance, often featuring earthy tones and comfortable fabrics suitable for her role as an innkeeper.

## Story

Elara was born and raised in Rotentor, where she grew up in a family closely tied to the local masonry trade. From a young age, she exhibited a keen interest in both the culinary arts and the art of hospitality. Her parents, proud of her aspirations, encouraged her to pursue her passion. Elara's journey led her to apprentice with renowned chefs and innkeepers across the Kingdom of Rittersdamm, honing her skills in the kitchen and mastering the art of innkeeping.

Upon returning to her hometown, Elara bought a small stake in the newly founded Iron Bay Company and joined their expedition to the Bluefin Gulf where she helped establish The Iron Bay. She took the helm of the first tavern in The Iron Bay, The Iron Hearth. She poured her heart and soul into estalishing the inn, infusing it with her unique vision and unwavering dedication to providing exceptional service.

Over the years, The Iron Hearth has become a beloved fixture in The Iron Bay, thanks to Elara's commitment to excellence, her warm personality, and her passion for crafting delectable meals that showcase the region's finest ingredients. Her innate ability to make each guest feel like an old friend has earned her the loyalty and affection of both locals and travelers passing through.

Elara is not only a gracious host but also a shrewd businesswoman, adept at managing her inn's affairs and fostering positive relationships with the local community, including the artisans, merchants, and townsfolk who frequent the establishment. Her unwavering commitment to the inn's success has made The Iron Hearth a cherished institution in The Iron Bay, drawing patrons from near and far who seek the comforts and hospitality of this beloved establishment.
The Iron Bay

## Description

Nestled gracefully on the frigid shores of the Bluefin Gulf, the town itself is a testament to the resilience and ingenuity of its founders. The buildings, predominantly constructed of sturdy stone and adorned with intricate ironwork, reflect a unique fusion of maritime and industrial design. As a hub of industrial innovation and trade, the town boasts a lively atmosphere. The salty breeze mingles with the clatter of craftsmen and the melodious chimes of the town's clock towers, imbuing the streets with a sense of vibrant energy.

The Iron Bay is a bustling center of industry and commerce and rapidly growning in scale, population and prosperity. Its primary trade revolves around the production of armoured ships and the refinement of iron, a precious resource abundant in the nearby hills. The clang of hammers and the roar of foundries echo through the day, producing high-quality iron products, from weaponry to tools.

The town's has also carved a niche in shipbuilding. Due to the abundance of high-grade iron ore in the surrounding hills the ships produced by the Iron Bay could be reenfoced with iron beams and even armoured plates. Through innovation and increased production the Iron Bay Company eventually managed to build a fully armoured ship. So called Ironclads.

Strolling through The Iron Bay, one encounters a rich tapestry of shops and markets. Renowned blacksmiths offer fine blades and armor, while enchanters peddle wares imbued with mystical properties. Waterside taverns serve hearty fare and frothy ales, where sailors and merchants swap tales of their adventures. The town's most celebrated inn, "The Iron Hearth," offers cozy lodgings with roaring hearths and serves as a favored gathering place for visitors and locals alike.

The town's governance is overseen by the Iron Bay Company, who diligently address matters of trade, law, and public welfare. The Iron Bay's guard, known as the "Iron Watch," is led by a seasoned commander. Discipline and fairness are their hallmarks, ensuring that both residents and visitors feel safe within the town's protective embrace. The Iron Watch also manages the defense of The Iron Bay against maritime threats, swiftly responding to any sign of trouble on the horizon. They maintain a small fleet of Ironclads which is generally seen as the most potent maritime force in the tideless abyss.

*Some points of Interest:*

* The Iron Sentinel - Monument
	+ A towering iron statue, forged by the town's finest artisans, stands vigil over the harbor. It symbolizes the town's enduring strength and unwavering determination.
* The Clockwork Lighthouse - Lighthouse
	+ A marvel of engineering, this lighthouse not only guides ships safely into the bay but also houses a clockwork mechanism that keeps perfect time, even during the fiercest storms.
* The Iron Hearth - Inn

## History

The Iron Bay was founded by the Iron Bay Company, a group stemming from Rotentor, in the year 1548.
Oro von Sig

## **Description**

### **Physical Description**

Oro is a young but weak looking man. He is usually clothed in his priests garms which cover most of his body except for his head.

### Character Description

Oro is a reclusive character. He is rarely seen outside his chapel and generally likes to keep to himself. The only times he steps out is when he buys food or exotic materials and ingredients. Where his coin is coming from or where these materials go none but him know.
The Grand Watchtower

Perched at the heart of North's End Cross, dominating the skyline with its imposing structure, stands The Grand Watchtower. This architectural wonder serves as both a symbol of the town's chivalric tradition and of its architectural prowess.

Rising several stories above the town, The Grand Watchtower is constructed from sturdy stone and reinforced timber, designed to withstand the harshest weather conditions that the North Burn can unleash. The tower's walls are adorned with intricate carvings depicting heroic scenes from the town's history, celebrating the valour of its defenders and the unity of its people.

At the tower's pinnacle, a massive beacon stands ready to be lit in times of imminent danger, sending a signal visible for miles around. This is more a symbol of defiance rather than a plea for help as the surrounding landscape is barren and empty for miles on end. The panoramic view from this vantage point allows the stationed guards to survey the entirety of the town and its surroundings easily.

The entrance to The Grand Watchtower is a grand arched gateway, guarded by two imposing statues of legendary warriors wielding weapons that have become synonymous with North's End Cross's vigilant spirit.

The primary function of The Grand Watchtower is to serve as an early warning system against threats from the wilderness. Guards stationed within the tower keep a watchful eye on the horizon, utilizing telescopes and magical aids to detect any signs of approaching danger. The tower is equipped with a system of bells and signals to communicate with the other defences of the town.

Beyond its practical purposes, The Grand Watchtower serves as a symbol of unity and resilience for the people of North's End Cross. It stands as proof to the town's determination and steadfast vigilance.

The tower is usually open to the public, allowing citizens to ascend its heights and witness breath-taking views of the surrounding landscapes, reinforcing the idea that the safety of North's End Cross is a collective effort.
Grand Cathedral of St. Cuthbert

The Grand Cathedral of St. Cuthbert is one of the most impressive and important religious institutions in Avenwolf, and is a stunning example of the classic High-Haystanian architecture. The cathedral is dedicated to St. Cuthbert, the patron saint of the city and the god of justice and courage.

The cathedral is a towering structure of stone and stained glass, with soaring spires and a massive central nave that can hold thousands of worshippers. The interior is adorned with beautiful murals, intricate carvings, and stunning stained glass windows that depict scenes from the life of St. Cuthbert and other important figures from the church's history.

The cathedral is home to a community of monks and priests who tend to the spiritual needs of the people of Avenwolf. They offer daily services, including mass, confession, and prayer, and are known for their wisdom and guidance.

One of the most notable features of the Grand Cathedral is its massive organ, which is famous throughout the region for its power and beauty. The organ is one of the largest in the region and is capable of producing a vast array of sounds, from thundering bass notes to delicate treble tones. It is played by a skilled team of organists who are renowned for their virtuosity.

The Grand Cathedral of St. Cuthbert is not just a religious institution, but also a cultural and historical landmark in Avenwolf. It is a place of great beauty and significance, and its impressive architecture and rich history draw visitors from all over the region. Whether you are a devout follower of St. Cuthbert or simply appreciate the beauty of classic High-Haystanian architecture, a visit to the Grand Cathedral is not to be missed.
The Steamwhistle Tavern

The Steamwhistle Tavern is a lively establishment known for its warm, rustic ambiance. It is primarily frequented and was built by the miners of Ku'boran. The stone walls are adorned with mounted mining tools and glowing crystals, casting a cosy, amber light. Part of the floor is made of a massive polished clear crystal, allowing for sight into the mining pit below. The centrepiece is a massive, ornate steam whistle hanging from the ceiling. It is used to signal to the mining dwarfs below that their shift is over.

The Steamwhistle Tavern has close ties to the Ironpick Mining Co. of Ku'boran.

## Menu

### Food

* Miner's Meat Pie (8 sp)
* Dwarven Stew (1 gp)
* Roasted Grubroot (6 sp)

### Drinks

* Steamwhistle Ale (5 sp)
	+ A tankard of Dwarven Ale that was rapidly heated under a nozzle spewing out superheated steam, rapitdly heating the drink.
* Mead of the Mountain King (1 gp)
Rosalind the Fortune Teller

## Description

### Physical Description

Rosalind the Fortune Teller is a middle-aged woman with long, flowing dark hair, piercing blue eyes, and an air of mystique surrounding her. She always dresses in elaborate, flowing garments adorned with symbols and patterns associated with divination and mysticism.

### Character Description

Rosalind is a woman shrouded in mystery. She arrived in Bessardie some years ago as a traveller. Even back then she would not speak of her past or reveal anything about herself except for her first name. Despite this, Rosalind's talent for divination made her very sought after by the townspeople and she is a trusted and key member of the community.

She is calm and collected, non-judgemental and yet her divinations always seem to leave her clients with more questions and problems than they solve.

*The following is "Restricted Knowledge". See **Availability of Information** for details.*
 Unknown to the townspeople, Rosalind is a powerful servant of Nefaria, the Princess of Dread. While she presents herself as a fortune teller and offers her services to those seeking guidance, her true agenda is to sow fear and anxiety among the townspeople, feeding Nefaria's insidious power. Rosalind possesses genuine divination abilities, allowing her to provide accurate readings and predictions. However, she uses her knowledge strategically, manipulating her clients' fears and insecurities to amplify their anxieties. She carefully chooses her words to instill doubt and apprehension, creating a sense of dependency on her services. Under Nefaria's influence, Rosalind subtly encourages the townspeople to make decisions that reinforce their fears, leading them down paths of despair and desperation. She is skilled at uncovering and exploiting their vulnerabilities, using her insights to deepen their anxieties and fuel Nefaria's power. While Rosalind appears calm and composed on the surface, a keen observer may notice a flicker of satisfaction or a slight smirk whenever fear takes hold in her clients. She delights in the turmoil she creates, revelling in the emotional turmoil she stokes among the townspeople.

*End of "Restricted Knowledge".*
Arcane Emporium

The Arcane Emporium is a towering three-story shop with an imposing facade adorned with arcane runes that shimmer with magical energy. The interior is a labyrinth of wooden shelves and glass display cases, each filled with spell components, magical trinkets, and enchanted curiosities. The air is infused with a faint scent of ancient tomes and exotic herbs. Fizzlewick Spellspark, the eccentric gnome owner, can often be seen tinkering with magical contraptions behind the counter, and his energetic demeanor is infectious.

## Items and Service

This list is not exhaustive and Fizzlewick has a talent of finding items in his deepstorage upon customer request.

* Spell Components
	+ Bat Guano (1 gp)
	+ Diamond Dust (100 gp)
	+ Eye of Newt (5 sp)
* Enchanted Jewelry
	+ Rings of Protection (250 gp)
	+ Amulets of Spell Resistance (500 gp)
	+ Earrings of Invisibility (750 gp)
* Curiosities and Oddities
	+ Potion of Gaseous Form (150 gp)
	+ Crystal Ball (1000 gp)
	+ Folding Boat (2500 gp)
* Spell Scroll Transcription (50 gp per level)
* Enchantment Consultation (100 gp per hour)
Emberot Crisis

The land trembled under the weight of a cataclysmic event that would forever be etched into the annals of history as the "Emberot Crisis." Born from a dead egg during an unholy ritual, Emberot, Death's Ember, emerged in Zweiwig, leading to the utter destruction of the city. With each beat of its fiery wings, the realms of existence quivered, and a torrent of chaotic energies surged forth, setting in motion a chain of events that would plunge the world into a crisis of unprecedented proportions.

As Emberot's incandescent form blazed across the skies, a sinister transformation began to take hold. In its path the dead and dying are returned to life as wrathful undead. From every corner of the land, a relentless tide of undead emerged, their ranks swelling as Emberot traveled across more land and as more and more innocents are falling victim to the undead.

Cities and towns that had once thrived now cowered beneath the oppressive shadow of the undead horde. Panic and fear ran rife through the hearts of the citizens, as the very essence of life seemed to waver under the onslaught of the Emberot Crisis. The once vibrant fields, where farmers toiled and children played, were now overrun with skeletal figures and shadowy wraiths. The air was tainted with the acrid stench of decay, as the boundary between the living and the dead became distorted and warped. As trade slowed and eventually halted and safe travel became near impossible, cities and towns became islands of safety in a sea of death.
Aspect of Nature

### Prerequisites

To become an aspect of nature, you must have had an encounter with a god, aspect, source or other power of nature.

You may need a transformation save DC for certain abilities. Your transformation save DC is 8 + your proficiency bonus + your wisdom modifier.

### Level Milestones

The following are possible level milestones for Aspects of Nature.

* Performing an ancient ritual
* Defeating and consuming a powerful beast of nature
* Connecting with a powerful source of natural magic like an ancient magical grove or tree.
* Striking a deal with a spirit, aspect, god (, ect) of nature or fey.

### Transformation Progress

#### Level 1:

##### Uncanny Adaptiveness

Through your connection with nature, you have learned how to quickly adapt your body to different situation.

You gain the following Adaptations:

* **Bark skin:** As a bonus action you can develop a hard bark-like skin. While not wearing heavy armour, you gain +2 to AC and advantage to stealth checks while in wooded areas. Your movement speed is halved. Lasts for 1 min or until you are knocked unconscious or use a bonus action to end the effect.
* **Aquatic preference:** As a bonus action you can grow grills and fins as well as making your skin wet and slimy. Your swim speed is doubled, you gain water breathing and are at no disadvantage when fighting in water. You become vulnerable to fire damage.

##### Vine Spined

As an action you may summon forth 2 vines from your back. Each vine is 15ft long and they last for 1 min or until you fall unconscious or use a bonus action to retract them. While active you gain a climbing speed equal to your movement speed and your movement speed is doubled in forested areas. While active, you may use an action to attack with both vines. They can attack the same or different targets. Each vine can use one of the following attacks:

###### Vine Whip

Whip your vines at a target within 15 feet of you. You get 2 + proficiency bonus to hit and deal 1d6 + proficiency bonus bludgeoning damage on a hit. If the attack hit and the target is the same size as you or smaller, you may try to grapple it. On your turn, as a bonus action, you can move the creature to any point within 10 feet of you and you carry it along, as you move.

##### Constrict

The vines tighten around a creature grappled by them. The target suffers 1d8 + proficiency bonus bludgeoning damage.

###### Fling

A creature grappled by the vines is thrown up to 30ft and knocked prone. If it hits solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If on other creature is hit, that creature must pass a DC 13 dexterity saving throw or suffer the same damage and be knocked prone.

##### Silver Sensitivity

You have developed a deliberating sensitivity to silver. You are vulnerable to silvered weapons and you can’t be resistant or immune against silvered weapons. Being hit by a silvered weapon will disable **Uncanny Adaptiveness** and **Vine Spined** for 10 minutes.
The Mage's Retreat

This inn features rooms with magical comforts like self-lighting candles and self-filling baths. The decor is enchanting, with walls covered in tapestries depicting arcane symbols. Innkeeper Sorceress Elowyn Mondschein, a respected mage, ensures that guests have a comfortable and enchanted stay.

## Menu

* Mystical Mushroom Risotto (9 sp)
* Elemental Salad (7 sp)
* Astral Soup (1.1 gp)
* Sorcerer's Elixir (5 sp)
* Celestial Nectar (6 sp)
* Stardust Sweets (4 sp)

## Room Rates

* Mage's Quarters (9 sp/night)
* Enchanted Suite (1.4 gp/night)
* Archmage's Haven (2.2 gp/night)
* Elemental Chambers (2.8 gp/night)
* Starlight Suite (3.5 gp/night)
* Spellcaster's Refuge (4.5 gp/night)
The Creaky Tavern

The Creaky Tavern is an old and run-down establishment in Bessardie. The exterior is made of wood and it looks like it might fall apart at any moment. The sign above the door is faded and weather-beaten, but you can still make out the words "The Creaky Tavern" written in a shaky hand.

The bar itself is made of rough-hewn wood and is staffed by a gruff-looking man with a thick beard and calloused hands. He grunts a greeting as you enter and pours you a mug of ale without asking what you want. The ale is warm and slightly flat, but it's the best you'll find in Bessardie.

Inside, the tavern is dimly lit and the air is thick with the smell of alcohol and smoke. The wooden floorboards creak underfoot and the walls are adorned with various trinkets and knick-knacks, giving the place a cluttered and chaotic feel.

There are a few patrons scattered throughout the tavern, hunched over their drinks and speaking in hushed tones. They all seem to be on edge and wary of each other, as if they're afraid of being overheard.

Despite its rough appearance, the Creaky Tavern is a place where information can be gathered. The bartender has a sharp tongue and a keen ear, and is always willing to trade information for a few coins or a free drink. The other patrons, although initially suspicious, can be convinced to open up about what they know if approached in the right way.

## Menu and Services

### Menu

#### Foods

* Ale-braised beef stew served with bread (1.2 gp)
* Roast chicken with root vegetables and gravy (1 gp)
* Grilled sausages with sauerkraut and mashed potatoes (1 gp)
* Vegetable soup with bread (7 sp)
* Fried fish and chips with tartar sauce (2 gp)
* Meat pies with gravy (2 gp)
* Cheese platter with bread and fruit (1.5 gp)
* Pretzels with mustard (8 sp)

#### Drinks

* Ale (5 sp)
* Cider (6 sp)
* Mead (6 sp)
* Wine (red or white) (1 gp)
* Whiskey (1.1 gp)
* Brandy (1.2 gp)
* Rum (1.2 gp)

#### Rooms

* Private Room (2 sp)
	+ A small room with a single bed and basic amenities such as a nightstand, lamp, and chair. Cold air fills the room from the poor quality window and the creaky doors do not have a functional lock.
Icecarver's Reach

## Overview

Icecarver's Reach is a town celebrated for its mastery of ice carving. Skilled artisans transform blocks of ice into intricate sculptures, adorning the streets and public spaces with frozen masterpieces. The town's residents embody creativity and precision, breathing life into the ephemeral beauty of ice. Icecarver's Reach stands as a testament to the delicate artistry and craftsmanship that can be achieved with the frozen medium.

### The Town

Deeply rooted in the ways of the frozen wilderness, the people of Icecarver's Reach possess a profound respect and understanding of the creatures that thrive in the unforgiving cold. They have honed unique techniques to utilize every part of the animals they hunt, transforming hides, bones, and other components into practical and exquisite works of art.

The streets of Icecarver's Reach displays picturesque lively scenes of artisans at work. Skilled craftsmen and craftswomen deftly handle animal hides, expertly fashioning them into warm garments, sturdy leather goods, and intricate accessories. The residents take immense pride in their ability to create items that not only serve a purpose but also celebrate the innate beauty and resilience of the creatures that inhabit Glacier's Embrace.

Within the workshops, craftsmen intricately stitch and weave, combining the supple hides of wolves, bears, and other creatures with lumenite thread, adorning them with delicate patterns and motifs. The resulting garments become a testament to the ingenuity and artistry of Icecarver's Reach, providing essential warmth and protection against the biting cold, ensuring the survival of the community in their frozen domain.

Beyond clothing, the skilled artisans of Icecarver's Reach bring forth an array of practical and decorative items from bones, antlers, and other animal remnants. Intricately carved bone utensils, jewelry, and tools find their way into the hands of both locals and visitors alike. Each piece holds within it a story, a reflection of the harmony between the inhabitants of Icecarver's Reach and the creatures that sustain them.

With a deep-rooted ethos of resourcefulness and sustainability, the craftsmen and craftswomen of Icecarver's Reach repurpose materials with skillful finesse. They fashion bone handles for ice carving tools, lumenite-adorned bone ornaments, and small trinkets that capture the essence of the frozen realm. These precious creations, crafted with care and reverence, serve as cherished mementos for travelers seeking a tangible connection to the unique culture of Icecarver's Reach.

With mastery in ice sculpture and skillful craftsmanship in working with animal hide, bones, and other materials, Icecarver's Reach stands as a haven for artisans who celebrate the bountiful resources provided by their frozen home. Their creations, born from ingenuity and a deep connection to the creatures and land that sustains them, radiate an undeniable charm that captivates all who venture into this mesmerizing settlement.
Avelorn

Avelorn, known as the Keeper of Broken Things, is a minor god whose domain encompasses broken objects, shattered dreams, and the pursuit of healing or mending. Avelorn's purpose is to guide and inspire those who have experienced loss, helping them find beauty, strength, and purpose in the healing and mending of what is broken.

Avelorn appears as a compassionate figure with gentle, mending hands. They are adorned in robes woven from many different cloth fragments, reflecting their affinity for repairing what has been fractured. A halo of warm light surrounds their serene visage, a cracked mask of white porcelain. The cracks are filled and mended with gold.

Avelorn's influence extends beyond physical objects to include emotional wounds, shattered relationships, and damaged spirits. Their worshippers often include artisans, craftsmen, healers, and individuals who have experienced personal hardships and seek solace, renewal, and redemption.

Avelorn bestows blessings upon those who strive to mend broken things, whether they be tangible or intangible. Their followers gain expertise in restoration techniques, uncover hidden beauty in imperfection, and develop the ability to heal emotional scars. Through Avelorn's guidance, individuals are inspired to reclaim their shattered dreams, find strength in adversity, and forge new paths from the fragments of the past.

Followers of Avelorn find solace in the belief that brokenness is not synonymous with irreparable loss, but rather an opportunity for renewal and change. The teachings of Avelorn inspire individuals to embrace their broken parts, acknowledge their past struggles, and channel their energy toward the healing and transformation of both themselves and the world around them. Avelorn rejects perfect restauration, in which a broken thing is returned to how it was before, rather they preach growth, change and overcoming a bad event. As such Avelorn and their followers heal wounds such that a scar remains and mend broken things such that the repair is visible, finding beauty in the story a scar or repair tells.
Crown of Borrowed Time

### Curse

Once the crown is worn, it magically binds to the wearer, making its removal impossible without breaking the curse. While the crown is worn, it is attuned to you.

### Powers

If your HP reaches 0 or lower, you begin living on *borrowed time*.

This effect lasts as long as your HP is 0 or lower. As long as you are living on *borrowed time*, you can not die and you can not loose consciousness due to damage and you regenerate 1d10 + *number of turns since you have begun living on borrowed time,* at the end of your turns.

If your HP reaches 0 or above, your HP is set to 0, you fall unconscious and start rolling death saves (don't roll during the turn you fall unconscious). Upon falling unconscious, you automatically fail 2 death saves and you become cursed to fall into a magical sleep for a number of hours equal to the number of turns since you have begun living on *borrowed time or 24 hours, whichever is longer.*
The Frostfall Tavern

The Frostfall Tavern stands as a welcoming refuge in the icy embrace of Iisengwehr. Its sturdy, snow-laden exterior gives way to a warm and inviting interior. The wooden beams and stone walls exude a rustic charm, adorned with pelts of the beasts found throughout the North Burn. A large hearth crackles with a comforting fire, casting flickering shadows across the room. The air is filled with the scent of hearty stews and spiced beverages, providing a haven for locals and the few weary travellers alike.

## Menu

### Food

* Hearty Stew (1gp)
	+ A steaming bowl of root vegetables, savoury meats, and aromatic herbs, served with freshly baked bread.
* Snowberry Tart (8sp)
	+ A sweet and tart dessert, made with locally harvested snowberries and a flaky crust.
* Arctic Greens Salad (7sp)
	+ A refreshing salad of crisp arctic greens, drizzled with a zesty vinaigrette and garnished with foraged berries.
* Snowcap Pudding (9sp)
	+ A velvety pudding topped with a dollop of whipped cream, flavoured with hints of vanilla and snowcap flower extract.

### Drink

* Northwind Ale (5sp)
	+ A local brew with a crisp bite, brewed to withstand the frigid temperatures of Iisengwehr.
* Frozen Ember Whiskey (1gp per shot)
	+ A robust whiskey, infused with a touch of mystical ice essence, served in small, chilled glasses. The Whiskey is served below freezing temperatures and should be consumed carefully.

## Lodging

* Common Room Bed (5sp per night)
	+ A simple cot in the communal sleeping area, offering warmth and camaraderie.
* Private Room (2gp per night)
	+ A cozy room with a comfortable bed, a small writing desk, and a warming hearth.
Stormrift

The Stormrift appeared suddenly and without warning during the Stormfall. It is *the* defining feature of The Rifted Universes. A impenetrable magic barrier that cuts through all known worlds, universes, dimensions, planes and other spheres of existence. Some were cut into pieces while other planes were lost beyond the Stormrift entirely.

The exact nature of the Stormrift is known to none. Not the wisest mortal, not the greatest gods, but many cultures and religions have come up with their own theories, explanations and rationalizations. Some traits and features of the Stormrift were identified in the roughly 1'500 years since the Stormfall:

### Features of the Stormrift

The Stormrift is not a solid, discreetly definable thing. It doesn't neatly begin or end at a given point. Rather it is a great cataclysmic storm that rapidly grows stronger as one tries to traverse through the Stormrift.

Most who enter never return but there were a lucky few who traveled through the Stormrift only to emerge from the Stormrift at a different location usually on the same plane of existence. These survivors report loss of consciousness and lost their memory of any events shortly after they entered the Stormrift.

While most frontiers of the Stormrift across the planes of existence are stable, some report a gradual and slow advance, swallowing ever more space.
Frostwatch

## Overview

The Soulwardens' Sanctuary, better known as Frostwatch, is a solemn and mystical settlement within Glacier's Embrace. The Soulwardens, caretakers of the frozen deceased, practice ancient rituals to guide and honor the departed. The sanctuary stands as a place of reverence and reflection, a testament to the interconnectedness of life and death in the frozen realm.

### The Town

Frostwatch is nestled on the outskirts of Frostheim, set against a backdrop of towering icy cliffs. The settlement is adorned with ornate mausoleums, intricately carved with symbols of remembrance and protection. These structures serve as final resting places, safeguarding the frozen bodies of the departed from decay and honoring their memories.

The skilled caretakers of Frostwatch, known as Soulwardens, possess profound knowledge of the preservation arts. They have developed specialized techniques to ensure the frozen bodies remain intact and undisturbed. With great reverence, the Soulwardens carefully handle the deceased, wrapping them in ceremonial shrouds before placing them within the icy chambers of the mausoleums.

The settlement also houses a magnificent frozen catacomb, a sprawling underground labyrinth of interconnected chambers and corridors. Within this icy domain, generations of departed souls find their eternal rest. Each chamber is meticulously crafted and adorned with ethereal ice sculptures, casting an otherworldly glow upon the somber atmosphere.

Frostwatch embraces rituals and ceremonies that honor the deceased. The community gathers during solemn occasions, holding candlelit vigils and sharing heartfelt stories and memories of those who have passed on. Songs of remembrance resonate through the corridors of the catacomb, sung by skilled chanters who channel the sorrow and longing of those left behind.

In addition to caring for the deceased, Frostwatch also offers solace and support to the bereaved. The settlement houses a Sanctuary of Reflection, a serene space where those grieving can find comfort, seek guidance, or simply find a moment of quiet contemplation. Wise sages and compassionate counselors lend their ears and offer counsel to those in need, guiding them through the process of healing and acceptance.

Frostwatch stands as a testament to the unwavering respect and care for the departed within the frozen realm. It honors the belief that even in a world where decay is halted by the icy grip of eternal winter, the memories and legacies of the departed must be cherished and preserved.
Finnegan Stone

### Description

Finnegan Stone is a stout gnome with a thick, bushy beard and piercing green eyes. He stands at just under 1 meter tall, but his stocky build and broad shoulders give him a sturdy and imposing presence. Despite his age, Finnegan still carries himself with a youthful energy and a mischievous glint in his eye.

He has a thick head of curly, dark hair that he keeps neatly combed and styled. His beard is long and bushy, often adorned with various trinkets and baubles that he's picked up on his travels. Finnegan dresses in well-worn leather and sturdy boots, and always carries a small pouch of tools and gadgets at his side.

### Personality

Despite his gruff demeanor, Finnegan has a warm and welcoming smile that instantly puts people at ease. He is quick with a joke or a clever quip, and is always ready to lend a helping hand to those in need. Finnegan has a soft spot for adventurers and enjoys hearing their tales of adventure and excitement.

### History

Finnegan used to be a member of a well-known adventuring party that completed several daring quests and amassed a great deal of wealth. However, after many years of adventuring, Finnegan decided to settle down and invest his money in a business venture.

He purchased an old run-down inn and spent several years restoring and renovating it into the Golden Goose Inn. Finnegan now runs the inn with the help of his family and a small staff of employees. He takes great pride in providing travelers with a safe and comfortable place to rest and enjoy good food and drink.