recursal/Fanatic-Fandom huggingface dataset:
Lethe

Lethe is one of the Thirteen Planes, it is aligned with Luna and is the realm of the dead. Once a soul arrives in Lethe it is destroyed forever, thus the conditions of ones entry are strict. Only once a soul has been rejected or slain from the immortal planes (Vidsfar, Altum, and Mirov-At) does a soul enter Lethe where it over time decays into nothingness. Just as Sol exists only in a physical form in Vidsfar, Luna takes their physical form in Lethe, and takes the role of a grim reaper, ushering souls through their destruction.

## History

Before the creation of the mortal realms and modern deity's there was a void containing nothing, but the existences of two beings, Sol and Luna. Together they created Pragma, bringing matter into existence, and beginning time. This creation began to eliminate the void however Luna saved a pocket of nothingness as their respite, and home for their physical being.

## Popular Opinion

Lethe is seen in mainstream religion as the worst of all possible outcomes and those whom submit themselves to it are cowards, and godless. The worship of it is banned by many priests and frowned upon in all societies. However there are known cults who do plan on going there after death through ritual sacrifice. One of the major organizations who revere this plane is an assansins guild known as Umbra Lamina. Members of this guild perform killings that assure the soul enter Lethe before journeying through any other of the immortal planes with the assistance of Svampen.
Albion Bakery

Bakery located in Albion, Kynswind, Julsmirr

The bakery is owned by dwarven sisters. their family is of a military background and has been in the town since before the coup. they could likely be swadded, but for the moment are distrusting of the towns people, they are however also the only liscenced bakers. there are laws about bakers, bread makers, assize of bread.

## Workers

* Emma Cutsworth - Owner
* Jane Cutsworth - Baker

## Items

### Breads

* Crispbread - (2 cp)
* Mjukkaka - (2 cp)
* Tunbrod - (2 cp)
* Rugbrod - (2 cp)
* Whiteloaf - (2 cp)

### Savories

* Meat Pie - (6 cp)
* Ham Quiche - (5 cp)
* Beef and Mushroom Pie - (7 cp)
* Cauliflower Cheese Pie - 10 CP

### Sweets

* Peach & Maple Danish - 15 CP
* Appricot Danish - 12 CP
Boon of the Mulberry

Music and heavenly smells flow freely from this stout granite building, a local gathering place for many of the artists.

There is one room avaliable with 12 cots, 8 SP/night

## Workers

* Christof Simmons, Owner Finely dressed elven man who sports a flowing thick pony tail
* Vivane Simmons, Barmaid Looks slightly flustered (prone to take on other people's stresses) dressed in a simple but shinning silk dress protected by a linnen apron
* Charlie-Bobbin Smallpoke Lightwind Flock, Cook eccentric, very french, mustnt be disturbed

## Patrons

* Lisa Dmitriyev, Female Human/blood sworne, built like a brick shithouse, quiet, solemn, underbite and furrowed brow. Valnyss feels a connection. Lisa just wants to intergrate into society
* Elizabeth Sherman, Female Half-Elf blonde pudgy for an elf, angular features, wears bonnet to cover ears, sits alone listening to music and sipping beer
* Jan Larson, Male Elf, playing cards with Mona, winning. Open to challenges (speed) will bet minimum 3 GP
* Mona Callan, Female Elf, playing cards with Jan, losing. Determined to see Jan lose at least once.
* Petronella Larson, Female Elf, Older sister of Jan, playing sami folk music for tips
* Corym Linderberg, Male Elf, Painter, sketching flowers, will sketch a portrait for 10 GP
* Hobar Littlefoot, Male Human, musician tapping along to the music on the table with many tankards

## Menu

### Food

* Drake Burger with Chats and a Glass of Wine (5 sp)
* Pigeon Soup with Nutmeg and Leek and a Tankard of Beer (5 sp)
* Turnip Soup and a Tankard of Beer (4 sp)

### Drink

* Wine (3 sp)
* Beer (2 sp)
Knock

**Spell Resistance** | No

The Knock spell opens stuck, barred, locked, held, or Arcane Locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut.) If used to open an Arcane Locked door, the spell does not remove the Arcane Lock but simply suspends its functioning for 20 minutes. In all other cases, the door
Fareach General Goods

A stout venerable old dwarf with only a wisp of hair left on his head (the rest of his hair seeming to have migrated through him into a pair of formidable greying muttonchops.

## Items

* Backpack - 5 GP
* Bedroll - 5 SP
* Blanket - 10 SP
* Candle - 2 CP
* Map/Scroll Case - 1 GP 15 SP
* Chalk - 2 CP
* Flint & Steel - 1 GP 2 CP
* Ink (1 oz.) Vial - 10 GP
* Hammer - 5 SP
* Inkpen - 2 SP
* Lamp - 5 SP
* Lantern (Hooded) - 10 GP
* Latern (Bullseye) 15 GP
* Oil (1 Pint) - 1 SP
* Paper - 3 SP
* Parchment - 10 SP
* Iron Pot - 6 SP
* Belt Pouch - 1 GP
* Sewing Needle - 5 SP
* Soap - 5 SP p/lb
* Spade/Shovel - 2 GP
* Vial - 1 GP
* Waterskin - 5 GP
Hammer and Forge

A seedy tavern, over priced, underpaid workers, high patronage of locals and travellers.

## Workers

* David Cocker - Owner
* John Ruthven - Bar Master
* Arthur Macroy - Bar Master
* Nathaniel Porter - Bar Master
* Andreva Tennant - Cook
* Essylt Dent - Cleaner

## Patrons

### Bard, Gnome, Brierry

A captivating storyteller, this traditionalist favors the lute. Theirs appears to be very old, but well maintained. Should things turn sour she carries with her a long sword on the end of which she's melded the end of a smoking pipe that once belonged to her father, a good luck charm. She also carries with her a jar of moustache wax, a trinket someone dropped in her cap one night in the bar, having no use for it she looks to pawn it of for 15 SP. She wears a low cut silk shirt flaunting her features to the bar. She's incredibly good looking. She will reward anyone a SP if they can find a word that rhymes with hippopotamus. Her fans largely consist of miners and travellers, and is eager to talk about her recent visit to a haunted castle.

### Songs

raven, written by a gr8 bard, funeral song, a solo with many instruments, a ponderous tempo, a simple and easy to pick up melody

barbarian, it was sung at his funeral, sung at pubs and in the military, sung accapella, ponderous, the melody isnt as memorable as the harmonies

farmer, has a double meaning, sung in the courts and at tournaments, a solo ft stringed inst, slow and steady tempo, melody dominated by punctuating rythm

## Menu

### Food

* Porridge: 1sp
* Cheese Rolls: 5cp
* Artichoke Soup: 4cp
* Beef Stew: 3sp
* Steamed Carrots: 3cp
* Mashed Potatoes: 5cp
* Boiled Broccoli: 4cp
* Bread & Butter: 3cp
* Pickled Sausage: 3sp
* Smoked Pork: 3sp
* Boiled Leeks: 3cp
* Clam Chowder: 4cp

### Drinks

* Spirits: 7cp
* Ale: 6cp
* Lager: 6cp
* Table Wine: 6cp
Craft Wondrous Item

**Prerequisite** | Caster 3rd level

You can create a wide variety of magic items, such as a Crystal Ball or a Flying Carpet.

## Benefit

You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Fareach Grocer

Local grocer owned by a highly charismatic human who trades with a variety of farmers in the area to ensure high quality goods for the community.

Location: Fareach, Ravens Hold, Julsmirr

## Items

* Potato - 1 CP
* Tomato - 5 CP
* Apple - 2 CP
* Lettuce - 3 CP
* Cabbage - 5 CP
* Cauliflower - 5 CP
* Carrot - 2 CP
* Pumpkin - 10 CP
* Blackberries - 2 CP p/lb
A Tradgedy in Black

17 xp for magic users

## Content

The Laudr  looked on the young boy with disdain. He looked to be no more than seventeen or eighteen, on the cusp of manhood.

"You? You have summoned me?"

"Mother says I'm good with spells. Someday I'm gonna be a wizard. Maybe even archmage!"

"And what would your mother know of magic, boy?"

"She's a wizard! She's an enchanter at the College of Arcane and Divine Magics."

"Ah. Another dabbler in the mystic arts. I'm certain she is barely mediocre."

"You shut up! I read the scroll. I get to tell you what to do."

The Laudr was silent. Compulsion bound his voice.

"I want to know how to make a magic dress. I need it for her birthday."

The Laudr 's answer was more silence.

"You have to tell me. It's in the rules."

Freed from the previous compulsion, the Laudr answered, "First, you need a soul gem. I happen to have one, and would gladly give it you for so noble a cause."

"Really? Why do I need it?"

With a hidden smile, the Laudr handed over the dull black gem.

"It is not enough to cast a spell upon an inert object. Magic requires thought, intent, will and emotion. The soul powers the enchantment. The bigger the soul, the more powerful the enchantment."

"So how big is the one in this soul gem?"

"Oh, that one is empty. You'll have to fill it. But it can hold the largest of souls easily. Do you know how to do that?"

"No," the young man said sullenly.

"Let me show you. You cast a spell like this."

The tendrils of the soul trap spell spilled from his fingers and surrounded the boy. The young man's eyes went wide.

"I didn't feel anything," he complained.

"How about now?" the Laudr asked, plunging his talons into the youth's rib cage. His heart beat only once before it was pulled from his chest.

Quickly the Laudr snatched back the black soul gem, just as the youth died. His soul tried to flee, but was trapped by the spell and drawn into the gem. Only black soul gems can hold the souls of men and elves.

"Your mother obviously never told you never to accept a freely given gift from a summoned Laudr ," he said to the corpse. "You see, it breaks theconjuration, freeing the summoned from the summoner. Now, let's go find your mother. After all, I have another black soul gem."
A Dubious Tale of the Crystal Tower

This story was first told to me when I was a neonate, newly studying in the Crystal Tower of Neo Lunia. I was admiring the famous animal pens of the Tower when I was approached by an older student. The fellow who told me this tale seemed very trustworthy at first, but, as the reader will soon discover, the tale is very dubious indeed. Of course, I have told it since to other neonates of the Tower in the same spirit.

I offer the following for your august consideration, gentle reader.

Many, many years back, a talented but poor bard was passing through Sumurset, looking for work. He could sing, he could dance, he could act, but no one had any use for his performances. The poor bard was lugubrious, but he still visited the taverns and palaces, day after day, begging for a chance to showcase his talents.

One day, dejected from more bad luck, he was approached by a tall elf in a long robe. A Magister of the Crystal Tower, in charge of the animal pens. The elf tells the bard of the white ape they made a cell for at the Tower, how it had died en route. There was a royal party from Firstholdvisiting who had been promised a glimpse at the rare white ape. The Magister had a costume for the bard if he would deign to act out the part of the ape for the visitors. The bard had promised himself to take the first part that came his way, no matter how minor, so he agreed. The elf promised that the charade would last no longer than a fortnight, when the visitors left.

For the first several days of the masquerade, the bard did nothing more than sit in the back of the pen. He was afraid to move and show the possible imperfections of the ape costume. In time, he became bored and began walking around. He suddenly noticed that the royal party was watching, fascinated. Happy that the ruse was working, he decided to enliven the act.

Soon he had both a performance and a crowd. Instead of dancing a traditional elven jig, he would swing around the cell with every acrobatic trick he knew. Instead of singing a ballad, he would roar a roar he imagined a rare white ape might roar. The crowd loved it. The party outside his cell grew larger and larger every day.

One day, he was performing for the crowd—his finest work to date. He swung himself round and round, roaring and bleating. His hand slipped and he went flying through the bar and into the cell next door, where a Snow Wolf was in residence. Hackling its back and growling, the Snow Wolf began to inch toward the bard.

Seeing no other way out, the bard screamed, "Help! Help!"

The Snow Wolf whispered, "Shut up or you'll get us all fired."
Gaze Attack

While the medusa’s gaze is well known, gaze attacks can also charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural.

Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save) each round at the beginning of his turn.

An opponent can avert his eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. The creature with the gaze attack gains concealment relative to the opponent. An opponent can shut his eyes, turn his back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total concealment relative to the opponent.

A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting eyes or 100% chance for shutting eyes). It is possible for an opponent to save against a creature’s gaze twice during the same round, once before its own action and once during the creature’s action.

Looking at the creature’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack.

A creature is immune to its own gaze attack.

If visibility is limited (by dim lighting, a fog, or the like) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that degree of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately.

Invisible creatures cannot use gaze attacks. Gaze attacks can affect ethereal opponents.

Characters using darkvision in complete darkness are affected by a gaze attack normally.

Unless specified otherwise, a creature with a gaze attack can control its gaze attack and “turn it off ” when so desired. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.
Death Knell

**Spell Resistance** | Yes

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
Boden's Blades

Smith - Boden Stoid

 Items

### Swords

* x2 Iron Great Sword - 45 GP
* x2 Steel Great Sword - 50 GP
* x3 Iron Short Sword - 8 GP
* x4 Steel Short Sword - 10 GP
* x3 Iron Long Sword - 10 GP
* x5 Steel Long Sword - 15 GP
* x3 Iron Falchion - 65 GP
* x4 Steel Falchion - 75 GP

### Daggers

* x4 Iron Daggers - 1 GP
* x3 Steel Daggers - 2 GP
* x2 Iron Punching Dagger - 1 GP

### Hammers

* x3 Iron Light Hammer - 50 SP
* x2 Steel Light Hammer - 1 GP
* x2 Iron War Hammer - 8 GP
* x3 Steel War Hammer - 12 GP

### Axes

* x6 Iron Hand-Axe - 4 GP
* x5 Steel Hand-Axe - 6 GP
* x3 Iron Battle-Axe - 5 GP
* x4 Steel Battle-Axe - 10 GP
* x6 Steel Throwing Axe - 8 GP
* x3 Iron Great-Axe - 15 GP
* x3 Steel Great-Axe - 20 GP
* x5 Steel Dwarven Urgrosh - 50 GP
* x6 Steel Dwarven War-Axe - 30 GP

### Maces

* x3 Steel Heavy Mace - 12 GP
* x4 Iron Light Mace - 2 GP
* x5 Steel Light Mace - 5 GP
* x4 Iron Heavy Flail - 8 GP
Alione Jail

## Workers

* Daldun Wheatmace - Guard
* Jarrald Pick - Guard
* Garnor Ironblood - Guard
* Gimak Fiststone - Guard

## Interior

The entrance area to the prison is where the chests containing the prisoners belongings are, as well as where at least 2 guards are stationed at any one time. The player can either retrieve these items after serving their time, or through a sewer gate behind the chest.

The main cell block contains 7 cells on either side, each are DC 20 check to unlock. The cell to the west is of particular interest, as it comes decked out with food and a variety of luxuries not normally associated with jails. This is where the more prominent miscreants are kept, usually after a drunken binge.

## Escape

If the player is arrested and placed in this prison, the cell will have a loose grate on the floor which may be lock picked (DC 15). Going down this grate will lead through an underground passage and eventually open into the Guard Barracks. It is possible for to retrieve their possessions while still in the dungeon by breaking through the back of the chest and dragging out the items, which can be seen through a grate in the underground passage. If caught escaping, the guard will battle you.

The guards will not try to arrest the player again, but all possessions will still be in the prison. The door can also be lockpicked, but is a harder lock. If guards see the player escape through the door, they will attack.
Desecrate

**Spell Resistance** | Yes

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).

Furthermore, anyone who casts Animate Dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels Consecrate.

Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
Disintegrated

**Spell Resistance** | Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as Forceful Hand or a Wall of Force, but not magical effects such as a Globe of Invulnerability or an Antimagic Field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Arcane Material Component: A lodestone and a pinch of dust.
Fast healing

A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.

At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description).

Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.

A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.

Fast healing does not restore hit points lost from starvation, thirst, or suffocation.

Fast healing does not increase the number of hit points regained when a creature polymorphs.
Feather Fall

**Target/Area** | One Medium or smaller freefalling
object or creature/level, no two
 **Saving Throw** | Will negates (harmless) or
 **Spell Resistance** | Yes (object)

The affected creatures or objects fall slowly, though faster than feathers typically do. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, such as a boulder dropped from the top of a castle wall, the object does half normal damage based on its weight, with no bonus for the height of the drop. (See the Dungeon Master’s Guide for information on falling objects.) Feather fall works only upon free-falling
objects. It does not affect a sword blow or a charging or flying creature.
Dragonthorn

**Location** | Barrens

## Background

The wood of the dragonthorn tree is prized for its strength, and has been used to craft bows of remarkable quality, but the leaves are equally valuable. Alchemists have known for centuries that an extract of dragonthorn leaves will enhance and stabilize other, more volatile magical compounds.

—An excerpt from*The Botanical Compendium* by Ines Arancia, botanist

## Uses

Upgrades:

* Spirit Resistance Tonic
* Tears of the Dead
* Hawkers Flame
* Jar of Bees
Gaze Attacks

While the medusa’s gaze is well known, gaze attacks can also charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural.

Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save) each round at the beginning of his turn.

An opponent can avert his eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. The creature with the gaze attack gains concealment relative to the opponent. An opponent can shut his eyes, turn his back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total concealment relative to the opponent.

A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting eyes or 100% chance for shutting eyes). It is possible for an opponent to save against a creature’s gaze twice during the same round, once before its own action and once during the creature’s action.

Looking at the creature’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack.

A creature is immune to its own gaze attack.

If visibility is limited (by dim lighting, a fog, or the like) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that degree of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately.

Invisible creatures cannot use gaze attacks. Gaze attacks can affect ethereal opponents.

Characters using darkvision in complete darkness are affected by a gaze attack normally.

Unless specified otherwise, a creature with a gaze attack can control its gaze attack and “turn it off ” when so desired. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.
Goblin Facts

Masters of mould, can sniff out fine cheese and have been known to be makers too.

Need to be wearing hats at all times, a Goblin without a hat is an anxious Goblin, this often manifests as hostility.

Goblins often hiss when pleased.

Will collect mushrooms as though they were flowers, immune to mushroom spores, have been known to accidently kill non goblins with poison to touch mushrooms.
Albion Bookseller

A bookshop located in Albion, Kynswind, Julsmirr

## Workers

Xavier Lost - Owner

Pepper Lost - Assistant

Filip Lost - Assistant

## Items

### Books

#### Fiction

* A Dubious Tale of the Crystal Tower
* Banker's Bet
* Broken Diamonds
* Fools Gold I
* Fools Gold II
* Fools Gold III
* Fools Gold IV
* Fools Gold V
* Harpies
* Jests
* The Nightmare Stag

#### History

* A Brief History of Julsmirr Book I
* A Brief History of Julsmirr Book II
* A Brief History of Julsmirr Book III
* A Brief History of Julsmirr Book IV
* A Brief History of Julsmirr Book V
* A Brief History of Julsmirr Book VI
* A Brief History of Julsmirr Book VII
* Argonian Anthropology
* Ormens Law
* Avlauf The Sheppard
* Five Kings
* Heidr

#### Recipes

* Hearty Stews
* Deserts of Alione
* Best Bread

#### Magic Tomes

* Farfalla's Enchiridion
* Lena's Spellbook
* Phillips Compendium
Cure Light Wounds

**Spell Resistance** | Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a will save to take half damage.
Adamar Mine

ruby mine

steep, slippery sloped tunnel

a sprawlling maze of twisted tunnels

A patch of toxic mold.

dig deep for carrion crawler severly out of place

trouble from deep gnomes

land mark: deep chasm, no bottom in sight

believed to be nearly dried up

owned by a powerful well known merchant guild

worked by low level members of the guild
Detect Poison

**Spell Resistance** | No

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skills may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thing sheet of lead, or 3 feet of wood or dirt blocks it.
Command

**Spell Resistance** | Yes

You give the subject a single command,

which it obeys to the best of its ability at its
earliest opportunity. You may select from
the following options.

*Approach*: On its turn, the subject moves
toward you as quickly and directly as
possible for 1 round. The creature may do
nothing but move during its turn, and it
provokes attacks of opportunity for this
movement as normal.

*Drop*: On its turn, the subject drops
whatever it is holding. It can’t pick up any
dropped item until its next turn.

*Fall*: On its turn, the subject falls to the
ground and remains prone for 1 round. It
may act normally while prone but takes
any appropriate penalties.

*Flee*: On its turn, the subject moves away
from you as quickly as possible for 1 round.
It may do nothing but move during its
turn, and it provokes attacks of opportunity
for this movement as normal.

*Halt*: The subject stands in place for 1
round. It may not take any actions but is
not considered helpless.
If the subject can’t carry out your command
on its next turn, the spell automatically
fails.
Eagle's Splendor

**Spell Resistance** | Yes

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.

Arcane Material Component: A few feathers or a pinch of droppings from an eagle.
Endure Elements

**Spell Resistance** | Yes (harmless)

A creature protected by endure elements suffer no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Favoured Enemy

At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.
Arcane Sight

**Duration** | 1 min./level (D)

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a Detect Magic spell, but Arcane Sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the Detect Magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. ( Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. In some cases, Arcane Sight may give a deceptively low reading- for example, when you use it on a spell caster who has used up most of their daily spell allotment.

Arcane Sight can be made permanent with a Permanency spell.
Jests

"How is your wife," asked Zalither. "She's in bed with laryngitis," replied Harlyth. "Is that Argonian bastard back in town again?"

"I keep seeing spots before my eyes." "Have you seen a healer?" "No, just spots."

A big human named Julgen was set on by a gang of thieves. He fought them furiously, but in the end, they beat him into semiconsciousness. They searched his pockets and discovered that he only had three gold pieces on him.

"Do you mean to tell us you fought us like a mad lupe for three lousy gold pieces?" sneered one of the thieves.

"No," answered Julgen. "I was afraid you were after the four hundred gold pieces in my boot."

During the War of Betony, the Halflings in the Isle of Craghold were under siege for several days. After the island was liberated, Lord Bridwell found the ruins of the castle where a crowd of survivors were hidden away in the dark. It was going to be a difficult job freeing them, as part of the roof had collapsed trapping them all within. Bridwell stuck his head in the only opening and shouted to the Halflings below: "Are there any expectant mothers down there?"

"It's hard to say, your Lordship," said a young woman. "We've only been down here for a few days."

An elderly Breton met with a contemporary of his at a guild meeting. "Harryston, old man, I wanted to express my sympathy. I hear that you buried your wife last week."

"Had to, old boy," replied Harryston. "Dead, you know."

Why was the Sentinel army so useless during the War of Betony?

The cannons were too heavy, so all three garbage scows sunk.

What does a new Sentinel private learn first as a combat technique?

How to retreat.

What is the thinnest book in the world?

Gnome Heroes of the War of Betony.

A Dark Elf man killed his wife after catching her making love with another man. When the magistrate asked him why he killed her instead of her lover, the man replied, "I considered it better to kill one woman than a different man every week."

A Dark Elf woman was being shown around Arrow Fell. When she was shown the magnificent Castle Arrow Fell, she smiled sweetly to her guide and whispered, "It reminds me of sex."

"That's odd," said her guide. "Why does our Castle Arrow Fell remind you of sex?"

The Dark Elf sighed, "Everything does."

Yelithah told Vathysah that she was having dinner with a Dark Elf named Morleth that night.

"I hear he's an animal," said Vathysah. "He'll rip your dress right off you."

"Thank you for telling me," said Yelithah, "I'll be sure to wear an old dress."

How do you separate sailors in the Khajiiti navy?

With a hammer and tongs.

"This orchard has sentimental value to me," said Mojhad, the Khajiit, to his friend, Hasillid. "Under that tree, for example, is where I first made love. And that tree, is where her mother stood, watching us."

"She watched you while you made love to her daughter?" said Hasillid, clearly impressed. "Didn't she say anything?"

"Meow."

What do you call a Wood Elf who doesn't lie or cheat or steal?

A dead Wood Elf.
Clairaudience/Clairvoyance

**Spell Resistance** | No

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).
Fareach

A thorp standing alone against the harsh wilderness, rocky mountains and bare grasslands surround the thorp.

A close-minded traditionalist community. They are accepting of travelers as long as no ones views are challenged.

## Facts of the Town

Town type: Thorp

Population: 21 (+2 nonadults)

GP Limit: 26

Wealth: 52

Authority Class: warrior

Authority Level: 1

Authority Title: sherriff

Full Time Guards: 0

Conscriptable: 1

### Power Centers

Mayor: Sacher Ironside, LN

Noble: Marrianne Harefoot, NE

### Population Breakdown

Bard: lvl 3: 1

Cleric: lvl 3: 1

Monk: lvl 1: 1

Rogue: lvl 2: 4, lvl 4: 2, lvl 7: 1

Warrior: lvl 1: 1

Wizard: lvl 1: 1

### NPC Classes

Adept: lvl 1: 1

Aristocrat: lvl 1: 1

Expert: lvl 2: 4, lvl 3: 2, lvl 4: 1

## Points of Interest

### Shops

* Bakery (DC 25)
* General Goods (DC 30)
* Smithy (DC 30)
* Hunters (DC 35)
* Grocer (DC 25)
* Alchemist (DC 35)

### Houses

* Torridon (DC 40)
* Beauport (DC 40)
* Eliza's Home (DC 25)
* Bethany's Home (DC 25)
* Brenda's Home (DC 25)
* Miller's Home (DC 25)
* Butcher's Home (DC 25)
* General Trader's Home (DC 25)
* Athelbert's Home (DC 25)
* Rilo's Home (DC 25)
* Grocer's Home (DC 25)

### Other

* Kirk
* Mill (DC 30)
* Farm (DC 30)
* Town Hall
Horn of Blasting

This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they’re held, worn, or carried by creatures (Will DC 16 negates).

If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.

Moderate evocation; CL 7th; Craft Wondrous Item, Shout; Price 20,000 gp; Weight 1 lb.
Kovasven

Kovasven is a forest located in North East Kynswind. It houses little wildlife save a few varieties of poultry.

It also contains the Lost Herrgard.

It was the first place Embrium was discovered.

The folklore tale of how this became goes as follows:

> At the lake of Tatärn, there was once a poor fisherman who had a beautiful daughter. The small lake gave little fish and the fisherman had difficulties providing for his little family. One day, as the fisherman was fishing in his little dugout of oak, he met the Nymph, who offered him great catches of fish on the condition that the fisherman gave him his beautiful daughter the day she was eighteen years old. The desperate fisherman agreed and promised the Nymph his daughter. The day the girl was eighteen she went down to the shore to meet the Nymph. The Nymph gladly asked her to walk down to his watery abode, but the girl took forth a knife and said that he would never have her alive, then stuck the knife into her heart and fell down into the lake, dead. Then, her blood coloured the waterlilies red, and from that day the waterlilies of some of the lake's forests are red.
>
>

- Svenstenn

### Locations within Kovasven

* The Lost Herrgard
* Tylfine's Hideout
Alarm

**Spell Resistance** | No

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the Alarm. You decide at the time of casting whether the Alarm will be mental or audible.

Mental Alarm: A mental Alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A Silence spell has no effect on a mental Alarm.

Audible Alarm: An audible Alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a Silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the Alarm.

Alarm can be made permanent by a Permanency spell.

Arcane Focus: A tiny bell and a piece of very fine silver wire.
Daylight

**Spell Resistance** | No

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as Darkness.
Aelia Yeomire's Timeline

* 2A 1,893 - Aelia Yeomire born Age: 0
* 2A 1,897 - Farryn Born Age: 4
* 2A 1,900 - Mother Dies Age: 8
* 2A 1,964 - Farryn dies Age: 71
* 2A 2,129 - Yeomire joins crusades Age: 236
* 2A 2,346 - Blood Sworne exiled Age: 453
* 2A 2,346 - Alione founded Age: 453
* 2A 2,350 - Begins affair with Haemir Age: 457
* 2A 2,355 - Valeen born Age: 462
* 2A 2,366 - Purtham born Age: 473
* 2A 2,367 - Marries Ameen Age: 474
* 2A 2,388 - Samman born Age: 495
* 2A 2,390 - Aloli born Age: 497
* 2A 2,392 - Lyren and Fadia Born Age: 499
* 2A 2,496 - Yeomire leaves to build orphanage Age: 603
* 2A 2,569 – Death Age: 676
Fareach Alchemist

Alchemist located in Fareach, Ravens Hold, Julsmirr

Trinkets line the walls along side mosses and mushrooms growing through the floor boards. The shop feels brimming with life and an old gnomish woman stands grinning behind the counter smashing something in a mortar.

## Workers

* Lotti Abella Maryline Fankhauser - Owner, Alchemist
* Esbjorn Larrson - Assistant

## Items

### Potions

* Cure Light Wounds (potion) 15gp x10
* Bless Weapon (oil) 100gp
* Darkvision (potion) 300gp

### Ingredients

* Fanged Geranium - 25 SP x6
* Mudcap - 2 SP x12
* Elfroot - 50 CP x15
* Panda Lily - 1 GP x3
* Blightcap - 25 CP x 20
* Death Root - 1 SP x12
Dryads

## Personality

Dryads are the representation Fey creature of the forest. They are related to both Faeri (representing the sky) and Nymphs (representing the land) in embracing the three aspects of nature in Fey culture.

Dryads are wild, mysterious entities found deep in secluded woodlands. They defend the trees from any who would fell them and sometimes come into conflict with humans and others who take food from the forests. dryads have been known to charm adventurers into helping them defend their homes or hunting down the foresets enemies even if those enemies are human loggers and wood cutters.

Dryads remain something of a mystery even to other woodland beings. Tales tell of Dryads who took a fancy to handsome elf or human men, charmed them, and held them captive. But since dryads rarely associate with any outside their own kind, these stories may be purely apocryphal. Dryads are more likely to ensnare intruders and then send their charmed "guests" out to deal with threats the Dryads cannot handle.

Although they are generally solitary. up to seven Dryads have been encountered in one place on rare occasions.

## Physical Description

A Dryads delicate features are much like a female elf's though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes colour with the seasons.

## Relations

Dryads aren't unified as a race and don't have any concrete connections to any non-divine entity. They typically worship forest or nature gods, ones that oversee their own sphere of influence. They are, however, fiercely protective of their forests and other natural places, fighting fiercely to defend their homes.

## Land

Dryads live in forests. They are almost never found away from them, and if they are they don't remain for long.

## Names

Their names are descriptive epithets or done in elven style. Dryads are self-named because they don't typically have direct relationships with their parents.

## Racial Traits

* +2 wisdom, -2 strength.
* Medium.
* Dryad base land speed is 30 ft.
* Improved Low-Light Vision.
* Receive +2 racial boosts to the following skills but only in natural environments akin to their land of origin: Hide, Escape Artist, and Wilderness Lore
* Tree Sickness (su): When a dryad is born she is linked to s specific tree. If a dryad spends more than 72 hours away from her tree, she begins to sicken and die. She must make a dc 15 fortitude save (+2 for each extra day they stay away from the tree) every 4 hours or take 1d4 points of constitution damage.
* Spell-like abilities: at will: charm person and charm animal.
* Automatic Languages: Sylvan, Elven, Common. Bonus Languages: Ardanian, Goblin, Serpent.
* Favored Class: Druid.

Table: Dryad Random Starting Ages

Dryads live as long as their tree does, typically between 150-450 years naturally. They have no penalties for aging.

Table: Dryad Random Height and Weight

 Female
Death Root

**Effects** | Poison, Hallucinations

Deathroot has been used in magic and potion making for centuries. It's a fragile-looking plant with a thin stalk and purple flowers, which fruits once a year developing bright red fleshy pods that cause disorientation and dizziness if ingested.

There are two varieties. The more common Arcanist Deathroot was first found by Archon Violenta when she discovered it growing on several dead slaves. The other, Lunatic's Deathroot she harvested, is most closely associated with the story of the courtesan Melusine, who sought revenge on a powerful magister and his family. the plant, baked it into small pies for the magister's banquet, and presented them to the magister at a banquet. All the guests were seized by terrifying hallucinations after eating the pies and tore each other to pieces.