recursal/Fanatic-Fandom huggingface dataset:
Spectral Quill and Inkwell

**Item Level:** 6

**Price:** 150 gp

**Usage:** Held in 1 hand (the quill and inkwell are a set)

**Activate:** [Interact]

**Resonance:** 1

This ornate quill and inkwell appear to be made of ethereal materials, with a faint, ghostly glow. When the quill touches paper, it writes with a spectral ink that only those attuned to the ethereal plane can fully perceive.

### Powers and Properties:

1. **Spiritual Inscription:** When the user writes with the Spectral Quill and Inkwell, their words become visible only to beings on the ethereal plane. The user can communicate with spirits, ghosts, and other ethereal entities through written messages. The writing appears as ghostly script when viewed from the material plane.
2. **Ethereal Sight:** While holding the quill and inkwell, the user can temporarily see into the ethereal plane. This grants them the ability to perceive ethereal entities and objects, as well as see through certain illusions and barriers that are ethereal in nature.
3. **Ethereal Messenger:** The user can use the quill to send messages to ethereal entities. These messages are delivered directly to the recipient's consciousness and can be understood regardless of language barriers. Ethereal entities may respond in kind, creating a means of communication between realms.

### Drawbacks:

1. **Ethereal Intrusion:** Using the Spectral Quill and Inkwell may draw the attention of ethereal entities. Depending on the message's content or the entities involved, they may respond in various ways, from benign curiosity to malevolent intentions.
2. **Ethereal Taint:** Prolonged use of the quill and inkwell can lead to a temporary connection to the ethereal plane, which can make the user susceptible to possession or other supernatural influences. This connection fades after a short time, but the risk remains.
3. **Limited Use:** The inkwell contains a finite amount of spectral ink, and the quill itself has a limited lifespan. Overuse may result in the quill becoming non-magical or the inkwell running dry, rendering the item useless.

### Discovery and History:

The origins of the Spectral Quill and Inkwell are shrouded in mystery. It is believed to have been created by a reclusive scholar who had a deep fascination with the ethereal plane. Some say it was inspired by a vision from a benevolent ethereal being.

### Adventure Hooks:

1. The PCs come across the Spectral Quill and Inkwell in a forgotten library or the belongings of a deceased scholar. Its use could be integral to solving a local mystery involving restless spirits.
2. A faction of ethereal creatures seeks to reclaim the quill and inkwell, as they believe it contains powerful knowledge or secrets that they don't want to fall into the wrong hands.
3. The PCs may need to use the Spectral Quill and Inkwell to communicate with a benevolent ethereal entity that possesses vital information or can provide guidance on a quest.
Timeline of Pneumanor

"Time flows like a river, carrying the echoes of moments past and the whispers of what is to come. To master time is to grasp the currents of existence, to navigate the tides of fate. Remember, young traveler, that in every tick of the clock, there is a symphony of possibilities waiting to be composed." *- Zazezizozu, Chronicles of Eternity*

## After Eleusinian: (A.E.)

### 0 A.E. - Lady Persephone's Era:

* Lady Persephone becomes the first Eleusinian, wielding immense mystical power.
* Establishment of the Council of Rowsha as the ruling body under the monarchy.

### 5 A.E. - Birth of Silphia:

* Lady Persephone and King Minus welcome the birth of their daughter, Silphia.

### 70 A.E. - King Minus' Death:

* King Minus, husband of Lady Persephone, passes away.

### 87 A.E. - Lady Persephone's Death:

* Lady Persephone, the first Eleusinian, passes away.

### 1157 A.E. - Birth of Simonnet the Protector:

* Simonnet the Protector, a prominent figure in Pneumanor's history, is born.

### 1483 A.E. - Birth of Adonia Spellsong:

* Adonia Spellsong, a notable figure in Pneumanor, is born.

### 1517 A.E. - Adonia Becomes Eleusinian:

* Adonia Spellsong is anointed as the Eleusinian, inheriting the mystical mantle.

### 1692 A.E. - Birth of Thaddeus Omary:

* Thaddeus Omary, a future figure of significance, is born.

### 1703 A.E. - Adonia's Death:

* Adonia Spellsong, the Eleusinian, passes away.

### 1704 A.E. - Thaddeus Omary Becomes Eleusinian:

* Thaddeus Omary is anointed as the Eleusinian, continuing the legacy.

### 1777 A.E. - Thaddeus Omary's Death:

* Thaddeus Omary, the Eleusinian, is killed in battle.

### 1940 A.E. - Start of Harmony's Struggle:

* The war between the Coos and the Panacea Knights, the "Harmony's Struggle," begins.

### 1945 A.E. - End of Harmony's Struggle:

* The Harmony's Struggle concludes with the defeat of the Coos and restoration of balance.

### 1979 A.E. - Birth of Sandor "The Rainmaker" Vaughn:

* Sandor "The Rainmaker" Vaughn, a key figure in later events, is born.

### 1982 A.E. - Birth of Shannon Walker:

* Shannon Walker, a significant character, is born.

### 1998 A.E. - Birth of Delilah Walker:

* Delilah Walker, Shannon's daughter and future queen, is born.

### 2021 A.E. The Nocturnal War II Ends

This timeline showcases the major milestones, figures, and events that have shaped the history of Pneumanor, from its early days under Lady Persephone to the births of key characters, significant battles, and the passing of the Eleusinian mantle.
Time-Draining Vampire

(CR 9) *Medium Humanoid (Undead)*

**Alignment:** Chaotic Evil

**Perception:** +15

**Languages:** Common, Abyssal, and a language related to temporal magic

### Traits:

* **Undead:** The Time-Draining Vampire is an undead creature, and it doesn't require air, food, drink, or sleep.
* **Time Drain:** When the Time-Draining Vampire damages a creature with its Time Drain attack, it ages the target, causing them to gain 1d4 years in age. The target must succeed at a DC 25 Fortitude save to negate the aging effect. The vampire regains Hit Points equal to half the damage dealt.
* **Temporal Manipulation:** The Time-Draining Vampire can manipulate time, allowing it to use its Time Shift ability.
* **Mystic Vulnerability:** Vulnerable to spells and abilities that manipulate or disrupt time, granting a +2 circumstance bonus to saving throws against such effects.

### Abilities:

* **AC:** 25; **Fortitude:** +13; **Reflex:** +15; **Will:** +17
* **HP:** 170
* **Speed:** 30 feet

### Attacks:

* **Time Drain (Touch) [Finesse]:** +16 vs. Fortitude; 4d8 negative energy damage, and the target ages 1d4 years (DC 25 Fortitude save to negate). The Time-Draining Vampire regains Hit Points equal to half the damage dealt.

### Special Abilities:

* **Time Shift:** The Time-Draining Vampire can use its Time Shift ability as a free action once per round. This ability allows the vampire to briefly phase out of time, becoming incorporeal for one round, rendering it immune to physical attacks and certain spells. During this time, it can pass through solid objects and is immune to damage.

### Skills:

* **Arcana:** +18
* **Stealth:** +17
* **Deception:** +16

### Weaknesses:

* **Repellent to Purity:** The Time-Draining Vampire cannot enter consecrated or hallowed ground.
* **Mystic Vulnerability:** Vulnerable to spells and abilities that manipulate or disrupt time.

The Time-Draining Vampire is a sinister undead creature that has mastered the dark art of temporal manipulation. It feeds on the life force of its victims, aging them with each touch. Its ability to shift in and out of time makes it a formidable adversary, allowing it to evade attacks and strike with deadly precision. Be cautious when encountering a Time-Draining Vampire, for its powers can alter the course of history itself.
Sword of Adriel - Celestial Radiance

*Weapon (Longsword), Legendary (requires attunement by a good-aligned character of Aasimar heritage)*

### Traits:

* **Magical:** The Sword of Adriel is a celestial weapon with potent enchantments.
* **Aasimar's Legacy:** Attacks made with the Sword of Adriel are considered to have the good trait, dealing additional damage against creatures vulnerable to good-aligned attacks.

### Enchantments:

1. **Heavenly Brilliance:** The blade of the Sword of Adriel emits a radiant glow, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Undead and evil creatures within this area have their concealment reduced by 50%.
2. **Celestial Smite:** Once per day, the wielder can channel the sword's celestial power into a devastating smite. On a successful hit, the target takes additional radiant damage equal to the wielder's level and must succeed on a DC 24 Fortitude save or be blinded for 1 minute.
3. **Angelic Resilience:** The wielder gains resistance 5 to acid, cold, electricity, and fire damage. Once per day, they can use the sword to cast *angelic aspect* as a 5th-level spell, gaining temporary hit points and a bonus to damage.
4. **Wings of Adriel:** When the wielder unsheathes the Sword of Adriel, ethereal angelic wings manifest on their back, granting a fly speed of 30 feet for 1 minute. Once per day, the wielder can use the sword to cast *angelic flight* as a 5th-level spell for 10 minutes.

### Construction Requirements:

Crafting the Sword of Adriel requires a blade forged in the celestial fires, a feather from a solar angel, and the essence of a benevolent celestial being. The cost of construction is beyond mortal reckoning and requires a quest to gather the sacred components.

### Appearance:

The Sword of Adriel - Celestial Radiance is a magnificent longsword with a blade that seems to be forged from the essence of the heavens. The hilt is adorned with celestial symbols, and the pommel holds a radiant gem that gleams with inner light.

When drawn, the sword's blade emanates a celestial brilliance, casting a warm, golden glow. The ethereal wings that manifest on the wielder's back during flight reflect the pure, angelic nature of the weapon.

The Sword of Adriel - Celestial Radiance is not just a weapon; it is a manifestation of celestial grace and power. Crafted for a Dragon Knight of Aasimar heritage, it serves as a beacon of light, a defender against darkness, and a symbol of the celestial heritage that flows through the blood of its chosen wielder.
Victor Irons

Victor Henry Irons

Elder of Engineering and Husband to Sareash Elder of Healing. The two vowed to always find each other within each rebirth.

## Backstory:

The seventh male Elder was Aarin, the seventh female Elder was Sareash and the two were in love from the beginning. From the moment Aarin looked upon his sister bride he knew he would always be with her.

### The Elders:

There were twenty four Elders created. Twelve males and twelve females. Each created to complement each other. Each created to be a pair.

### A Love Everlasting:

Aarin was The Elder of Engineering, he understood the way that things were put together. How they worked and how to make them better. Sareash was The Elder of Healing, she understood the workings of the body and how to make them better. The two were literally made for each other.

So the two worked with each other and loved each other even long after the other Elders decided to more on to other things.

## Appearance:

A bald head with a strong, tense face. Shuttered hazel eyes, set narrowly within their sockets, watch carefully over the love they've sworn to protect for so long.

A bushy beard charmingly compliments his eyes and leaves a pleasurable memory of his luck in battles.

This is the face of Aarin, or Victor a true dreamer among half elves. He stands tall among others, encouraged by his hefty frame.

There's something odd about him, perhaps it's his unusual alliances or perhaps it's simply a feeling of delight. But nonetheless, people tend to follow him, while making up bigger stories about him.

## Relationships:

* **Sareash, Sarah:** The love of his life, all of them. The two have always been together with only a few times apart.

## Trivia:

* Inspired by Tim's character from Trailblazers.
Shattered Mirror of Reflection

**Item Level:** 7

**Price:** 180 gp

**Usage:** Held in 1 hand

**Activate:** [Interact]

**Resonance:** 1

The Shattered Mirror of Reflection is a broken and tarnished mirror, its frame adorned with eerie engravings and faded patterns. The glass is cracked, giving it an unsettling, fragmented appearance. Despite its damage, when activated, it retains the power to reveal the deepest fears and insecurities of those who look upon it.

### Powers and Properties:

1. **Reflection of Fears:** When a person gazes into the Shattered Mirror of Reflection, they see a distorted and nightmarish version of themselves. The mirror reflects their innermost fears and insecurities, creating a hallucinatory vision of their worst nightmares.
2. **Cryptic Revelations:** Occasionally, the mirror provides cryptic revelations or insights related to the person's fears. These revelations may serve as clues, warnings, or personal growth opportunities within the campaign's narrative.
3. **Eerie Paralysis:** Those who gaze into the mirror may become momentarily paralyzed by the horrific visions, losing their actions for one round as they grapple with their fears. This effect can be resisted with a successful DC 17 Will saving throw.

### Drawbacks:

1. **Mental Strain:** Repeated use of the Shattered Mirror of Reflection can take a toll on a character's mental state. Accumulated exposure to their own fears may lead to psychological distress, potentially resulting in conditions like madness or anxiety.
2. **Malevolent Influence:** The mirror itself may have a malevolent presence that subtly influences those who use it, attempting to exploit their fears for its own dark purposes.
3. **Fragmented Visions:** The cryptic revelations provided by the mirror are often fragmented and symbolic, requiring interpretation. Depending on the campaign's narrative, these revelations may be more or less helpful to the characters.

### Discovery and History:

The origins of the Shattered Mirror of Reflection are unclear, but it is said to have been created by a tormented artist who sought to capture the essence of human suffering. The mirror has passed through various hands, leaving a trail of psychological distress and mystery.

### Adventure Hooks:

1. The PCs come across the Shattered Mirror of Reflection in a long-forgotten attic or hidden chamber. Its disturbing visions could be a key to solving a local mystery or uncovering a dark secret.
2. A cult or dark sorcerer seeks to acquire the mirror's power to exploit the fears of others or to unleash the malevolent entity bound to it. The PCs must prevent this from happening.
3. A character in the party becomes obsessed with using the mirror to confront their own fears and insecurities, potentially leading to personal growth or a descent into madness.
Vampire Hunting Crossbow

***Item** 9* Enchantment, Evocation, Magical, Transmutation

**Price** 650 gp

This exquisitely crafted repeater crossbow is designed with the specific purpose of hunting vampires and other undead creatures. The crossbow is adorned with intricate carvings of stakes, holy symbols, and protective wards, all of which serve to enhance its effectiveness against the undead.

**Usage** two hands; **Bulk** 3

**Reload** 1

**Range** 60 feet; Critical Special

**Damage** 1d10 piercing

**Property** Deadly d8, special

**Special** Against undead creatures, this crossbow deals an additional 1d6 positive damage on a successful hit.

**Critical Special** If the critical hit causes the undead creature to be reduced to 0 Hit Points and the undead creature has no way to prevent it from being destroyed (such as being turned to mist), the creature is instantly destroyed.

**Activate** [one-action] **Command**; Frequency once per hour

### Effect

You channel the crossbow's enchanted power, causing its bolts to resonate with divine energy. For the next minute, when you make an attack with the Vampire Hunting Crossbow against undead creatures, you gain a +2 item bonus to attack rolls and deal an additional 2d6 positive damage on a successful hit. This effect ends after 10 rounds or when you hit an undead creature three times, whichever comes first.

The Vampire Hunting Crossbow is a potent weapon against the forces of undeath, its magic specifically attuned to combating vampires and other undead entities. The combination of holy symbols, divine energy, and exceptional craftsmanship makes it a prized possession for those who dedicate themselves to hunting down and eradicating the undead menace.
Screaming Mirror

**Item Level:** 9

**Price:** 350 gp

**Usage:** Held in 1 hand

**Activate:** [Interact]

**Resonance:** 1

The Screaming Mirror is an ornate, silver-framed mirror with an unsettling feature: when activated, it reflects the true emotional and psychological state of the person looking into it, often revealing their deepest fears, insecurities, or suppressed traumas.

### Powers and Properties:

1. **Reflection of Fears:** When a person gazes into the Screaming Mirror, it projects a distorted and nightmarish version of their reflection. This nightmarish reflection reflects their innermost fears and insecurities, creating a hallucinatory vision of their worst nightmares.
2. **Cryptic Visions:** Occasionally, the mirror provides cryptic visions or insights related to the person's fears. These visions may serve as clues, warnings, or personal growth opportunities within the campaign's narrative.
3. **Mirror of Truth:** The Screaming Mirror can also reveal the true intentions and emotions of individuals. When directed at a person, it reflects their true feelings or hidden motives, making it a valuable tool for detecting deception or understanding complex social situations.

### Drawbacks:

1. **Emotional Distress:** Gazing into the Screaming Mirror can be emotionally distressing. Characters may become overwhelmed by their fears, potentially causing mental fatigue or even madness.
2. **Psychological Strain:** Repeated use of the mirror can take a toll on a character's mental state. Accumulated exposure to their own fears may lead to psychological distress, potentially resulting in conditions like madness or anxiety.
3. **Malevolent Presence:** The mirror itself may have a malevolent presence that subtly influences those who use it, attempting to exploit their fears for its own dark purposes.

### Discovery and History:

The origins of the Screaming Mirror are shrouded in mystery, but it is said to have been created by a tormented artist who sought to capture the essence of human suffering. Its history is filled with tales of lost sanity and psychological torment.

### Adventure Hooks:

1. The PCs come across the Screaming Mirror in a haunted mansion or an abandoned asylum. Its disturbing visions could be a key to solving a local mystery or uncovering the truth behind a series of unexplained events.
2. A mysterious cult or dark sorcerer seeks to acquire the mirror's power to exploit the fears of others or to unleash the malevolent entity bound to it. The PCs must prevent this from happening.
3. A character in the party becomes obsessed with using the mirror to confront their own fears and insecurities, potentially leading to personal growth or a descent into madness.
Wind Spear of Kaladin

**Weapon Type:** Spear

**Price:** 14,000 GP

**Item Level:** 8

**Bulk:** 1

**Hands:** 1

**Damage:** 1d8 Piercing

**Critical:** Deadly d10, Agile, or Versatile P

### Properties:

* **Aerodynamic:** The Wind Spear of Kaladin is magically enhanced for exceptional aerodynamics. The wielder gains a +2 item bonus to attack rolls on ranged attacks when thrown.
* **Gustweave (3/Day):** As a free action, the wielder can activate the Gustweave ability. For the next minute, the Wind Spear of Kaladin becomes a +1 returning spear, and the wielder gains a +10-foot status bonus to their land Speed. Additionally, once per round, when the wielder makes a thrown attack with the spear, they can choose to have it deal bludgeoning damage instead of piercing, as the weapon's magic temporarily imbues it with the force of a gust of wind.
* **Bonded to the Bearer:** The Wind Spear of Kaladin forms a magical bond with its bearer. The wielder can summon the spear to their hand from up to 30 feet away as long as it is on the same plane.

### Description:

The Wind Spear of Kaladin is an elegantly crafted spear with a slender, polished shaft and a gleaming, silver-tipped head. Runes reminiscent of swirling winds adorn the blade, and a faint breeze seems to follow the weapon wherever it goes. When thrown, it moves with an almost ethereal swiftness, leaving behind a trail of miniature whirlwinds.

Legend has it that the spear was crafted by an ancient air mage named Kaladin, who sought to harness the power of the wind in a tangible form. The Wind Spear of Kaladin is said to be a relic of his mastery over the air element. It is a weapon of choice for those who appreciate both finesse and the raw power of the elements in combat.
Sword of Omens

The Sword of Omens remains a versatile weapon with the added ability to summon a spectral tiger, providing a powerful and exciting companion to aid you in battle and other situations.

## Sword of Omens

*Weapon (Shortsword/Longsword), Rare (requires attunement)*

**Price:** 4,000 gp

**Item Level:** 6

**Bulk:** 1

### Property:

When attuned to the Sword of Omens, you gain the ability to transform it from a shortsword to a longsword and vice versa. You can transform the sword as a free action on your turn.

**Activation:** Command

**Frequency:** 3/day

### Effect:

As a command, you can use the Sword of Omens to summon a spectral tiger familiar. This tiger has the same statistics as a regular tiger (Pathfinder Bestiary), but it is ethereal and spectral in nature. The spectral tiger is friendly to you and your allies and can aid in combat or other tasks as you direct. It remains for 1 minute before fading away.

**Deactivation:** You can dismiss the spectral tiger at any time as a free action.

**Drawback:** The Sword of Omens draws the attention of felines and cats within a certain radius, sometimes leading to curious or potentially distracting behavior from these creatures.

### Crafting Requirements:

* **Crafting Feat:** Magical Crafting
* **Requirements:** 6th-level caster
* **Cost:** 2,000 gp
* **Crafting DC:** 23
* **Rarity:** Rare
Skyward Grapple

**Item Type:** Wrist-Mounted Grappling Hook

**Price:** 4,500 GP

**Item Level:** 7

**Hands:** 1

**Range:** 30 feet

### Properties:

* **Grasping Claws:** The Skyward Grapple is equipped with durable and versatile grasping claws, allowing it to securely latch onto objects and surfaces. It can be used to make Athletics checks to climb at a +2 item bonus.
* **Extendable Chain:** The grappling hook is attached to an extendable chain that reaches up to 30 feet. This allows the user to traverse gaps, swing across chasms, or reach elevated platforms with ease.
* **Quick Retraction:** As an action, the user can retract the chain rapidly, allowing for quick escapes or repositioning. The user gains a +2 item bonus to Acrobatics checks made to escape or avoid grapples when using this feature.
* **Silent Mechanism:** The Skyward Grapple operates silently, making it an excellent tool for stealthy maneuvers. The user gains a +2 item bonus to Stealth checks when using the grappling hook.

**Usage:** The Skyward Grapple can be used to make ranged attacks to attach to surfaces, objects, or enemies within 30 feet. When used for movement or traversal, the user makes an Athletics check to determine the success of the grappling hook's engagement.

### Description:

The Skyward Grapple is a wrist-mounted device designed for both practical utility and adventurous exploration. Resembling the iconic hookshot from legends, it consists of a compact housing unit worn on the wrist, from which a sturdy chain extends. The tip of the chain features a set of grasping claws that can secure a grip on various surfaces.

Adventurers often use the Skyward Grapple to navigate challenging terrains, bypass obstacles, or surprise enemies with acrobatic maneuvers. The extendable chain and quick retraction mechanism provide unparalleled versatility, making it an invaluable tool for those who seek to explore the unknown or gain the upper hand in both stealth and combat situations. Legends tell of intrepid explorers using the Skyward Grapple to reach hidden realms and uncover ancient secrets.
The Doom Bringer

## *Birth and Childhood:*

The Anointed One known as The Doom Bringer hails from the enigmatic underground city of Magniry, home to the Caligni, an intriguing subterranean race known as the Dark Folk. From early on, The Doom Bringer's life was entwined with the unique circumstances of the Dark Folk, shaping their perspective and experiences in the shadowed depths of their subterranean home.

## *Tobin's Mages Academy:*

Amidst the subterranean complexities of Tobin's Mages Academy, The Doom Bringer's destiny converged with another student, forging a connection that ignited a spark within them. Their shared moments held promise and budding affection, hinting at a potential love that transcended the boundaries separating their underground world from the realms above.

## *Doom Bringer's Catalyst:*

The tragic tale of The Doom Bringer took a dark turn when they unwittingly played a pivotal role in unleashing an ancient force of darkness upon the realm. Their actions set forth a chain of events that culminated in a devastating confrontation with the very force they had unintentionally set free. The moniker "The Doom Bringer" would come to encapsulate the weight of their role in this calamity, forever marking them as a figure entwined with both the catalyst of chaos and the bearer of its consequences.

## *Confrontation and Sacrifice:*

The Doom Bringer's journey reached a climactic point as they valiantly faced the embodiment of darkness in a final confrontation. Despite their bravery, the overwhelming might of the malevolent force proved to be their undoing. In a tragic end that reverberated with the echoes of prophecy, The Doom Bringer met their demise, sacrificing themselves in a valiant attempt to thwart the insidious advance of the darkness they had inadvertently set loose.

## *Legacy and Remembrance:*

The Doom Bringer's legacy echoes through the realms, serving as a somber reminder of the intricate tapestry of fate and the far-reaching implications of seemingly insignificant choices. Their tale, recorded in the annals of history, immortalizes them as a tragic figure in the lore of Pneumanor—a figure whose unintended actions unleashed unimaginable consequences, forever changing the course of the realm's history.
Troll Bane Greataxe

*Magic Weapon (Greataxe), Uncommon (requires attunement)*

**Price:** Not for sale

**Damage:** 1d12 slashing

**Special:** Two-Handed, Heavy, Versatile (1d12 slashing)

### Special Abilities

* **Troll Slayer:** This greataxe is specifically enchanted to be effective against trolls. When you hit a troll with this weapon, it takes an additional 1d6 slashing damage. Additionally, if the troll would normally regenerate hit points at the start of its turn, it must make a DC 13 Constitution saving throw. On a failed save, its regeneration is suppressed until the start of its next turn.

***Appearance*:** The Troll Bane Greataxe is a massive weapon, its blade forged from a unique alloy that gleams with a slightly bluish hue. The handle is wrapped in thick, durable leather, providing a secure grip even in the heat of battle. Etched along the blade are ancient runes that seem to flicker with a faint, eerie light whenever trolls are near.

***Origin*:** Crafted by a legendary blacksmith who sought to provide warriors with a means to combat the regenerative abilities of trolls, the Troll Bane Greataxe has become a treasured weapon among troll hunters and troll-fearing communities. The weapon's creation involved intricate rituals and the infusion of mystical energies that resonate with the natural weaknesses of trolls.

The greataxe's effectiveness against trolls has saved countless lives, as it not only inflicts grievous wounds upon the creatures but also disrupts their inherent regeneration. Tales of troll hunters wielding this weapon to great effect have spread far and wide, inspiring warriors to seek out the Troll Bane Greataxe whenever they face the threat of these regenerative beasts.
Shadowmist

**Item Level:** 7

**Price:** 250 gp

**Usage:** Consumable

**Bulk:** L

**Activation:** [Action]

Shadowmist is a black, misty substance typically contained in small, obsidian vials adorned with eerie runes. When released into the air, it temporarily grants the user the ability to move through shadows and become invisible at will. It is a favorite tool of spies, assassins, and those who prefer to operate in the darkness.

### Effects:

1. **Shadowmeld (2 minutes):** When the user releases Shadowmist into the air as an action, they become one with the shadows. This grants them the ability to become invisible at will, similar to the Invisibility spell. The invisibility lasts for 2 minutes or until the user attacks, casts a spell, or performs any action that would typically break invisibility.
2. **Shadowstep:** Once per use, while under the effects of Shadowmist, the user can use an action to merge into a shadow and reappear in another shadow within 60 feet. This functions as the Dimension Door spell.

### Drawbacks:

1. **Shadowy Instincts:** Prolonged use of Shadowmist can lead to a heightened affinity for the Shadow Plane. Users may find themselves unnaturally drawn to shadows and darkness, making them uncomfortable in well-lit areas. This can lead to penalties in situations where visibility is important.
2. **Fleeting Existence:** The invisibility granted by Shadowmist is fleeting and tied to the user's concentration. Any disruption to their focus, such as taking damage, breaks the invisibility, leaving them exposed.
3. **Shadows' Whisper:** Under the influence of Shadowmist, the user may occasionally hear faint, eerie whispers from the Shadow Plane. These whispers can be distracting and unsettling, potentially causing the user to become unnerved or shaken in certain situations.

### Crafting:

Creating Shadowmist requires a skilled alchemist with knowledge of shadow manipulation. The process involves distilling shadows from the Shadow Plane into a liquid form, which is then carefully sealed in obsidian vials.

### Adventure Hooks:

1. The PCs stumble upon a hidden cache of Shadowmist in the lair of a notorious assassin. They must decide whether to use it for their own purposes, destroy it to prevent its misuse, or return it to the authorities.
2. A shadowy organization seeks to control the supply of Shadowmist and use it for nefarious purposes. The PCs are hired to investigate and disrupt their operations.
3. A character in the party becomes fascinated by Shadowmist and its connection to the Shadow Plane. They may seek to unravel its secrets or confront their growing affinity for darkness.
Starshard Crystal

**Properties:** The Starshard Crystal is a rare and ethereal mineral known for its celestial origins. Its crystalline structure refracts light in mesmerizing patterns, creating an enchanting play of colors reminiscent of distant galaxies. The crystal is imbued with cosmic energies, making it a prized substance among practitioners of the arcane arts.

## Uses:

* **Astral Enhancement:** Starshard Crystals are often used to enhance astral projection and facilitate communication with celestial entities. Mystics and seers use them as conduits to navigate the ethereal realms.
* **Enchantment Focus:** Enchanters harness the crystal's cosmic energies to imbue magical artifacts with otherworldly properties. Weapons, talismans, and spellcasting implements benefit from the crystal's inherent connection to the cosmos.
* **Celestial Navigation:** Navigators and explorers utilize Starshard Crystals for celestial navigation. The crystals resonate with the positions of stars and astral bodies, aiding in accurate navigation across vast distances.
* **Healing Elixirs:** Alchemists incorporate pulverized Starshard Crystals into healing elixirs. The crystal's celestial essence is believed to promote physical and spiritual well-being, aiding in the recovery of ailments.

## Harvesting:

Harvesting Starshard Crystals is a delicate and intricate process. These crystals manifest in regions touched by celestial phenomena, often near ley lines and places where the boundary between the mortal realm and the cosmic planes is thin. Harvesters employ magical attunement rituals to locate and extract the crystals without disrupting their celestial resonance.

## Refining:

Refining Starshard Crystals involves purifying their essence and enhancing their magical properties. Skilled artificers use a combination of lunar and solar rituals to attune the crystal to specific aspects of the cosmos. The refined crystals are then cut and shaped according to their intended use.

## Challenges:

The harvesting of Starshard Crystals poses challenges due to their connection to celestial events. The crystals often appear during rare cosmic alignments, requiring harvesters to time their endeavors meticulously. Additionally, the ethereal nature of the crystals makes them susceptible to disruptions caused by negative astral influences.

## Cultural Significance:

Starshard Crystals hold profound cultural significance in societies that revere the cosmos. They are symbols of enlightenment, cosmic interconnectedness, and the eternal dance of celestial bodies. Rituals and festivals are dedicated to honoring these crystals, fostering a sense of wonder and awe for the mysteries of the universe.

The Starshard Crystal, with its celestial allure and cosmic resonance, stands as a testament to the magical wonders woven into the fabric of the cosmos.
Shardplate Armor

**Armor Type:** Full Plate

**Price:** 25,000 GP

**Item Level:** 11

**Bulk:** 4

**AC Bonus:** +3

**Dex Cap:** +1

**Check Penalty:** -4

**Speed Penalty:** -5 feet

### Properties:

* **Shattered Resilience:** Shardplate Armor is made from magically enhanced shards of an otherworldly material, providing resistance against critical hits. The wearer gains a +2 item bonus to their AC against critical hits.
* **Reactive Shards (1/Day):** As a reaction to being critically hit, the armor releases a burst of reactive shards. The attacker must make a DC 21 Reflex save or take 2d6 piercing damage. This ability can be activated once per day.
* **Stalwart Defense:** The wearer gains a +2 item bonus to their Fortitude saving throw.

**Resonance (3/Day):** The wearer can resonate with the Shardplate Armor, gaining temporary hit points equal to twice their character level. These temporary hit points last for 1 minute and can be activated three times per day.

### Description:

Shardplate Armor is a formidable suit of full plate armor forged from magically infused shards of an otherworldly material. The shards interlock seamlessly, creating a unique and imposing appearance. The armor is known for its resilience and the ability to resist even the most devastating attacks.

The shattered resilience of the Shardplate Armor provides enhanced protection against critical hits, making it a favored choice for those who face formidable opponents on the battlefield. The reactive shards embedded within the armor can retaliate against attackers, turning their own strikes against them.

The Stalwart Defense property enhances the wearer's fortitude, allowing them to withstand physical challenges with greater endurance. Additionally, the armor allows the wearer to resonate with its magical essence, gaining temporary hit points in times of need.

Wearing the Shardplate Armor is not just a matter of protection; it is a statement of strength, resilience, and the willingness to confront the most formidable adversaries. Legends tell of warriors who emerged victorious from seemingly insurmountable odds thanks to the unparalleled protection provided by Shardplate Armor.
Spectral Enchantment: Tiny Nuggins' Ethereal Odyssey

In the realm beyond life, where souls wander in the ether, Tiny Nuggins found himself in a place of surreal tranquility. He was surrounded by a soft, ethereal glow, a sensation of weightlessness embracing him. Despite the absence of a physical form, he felt a curious sense of awareness, as if his consciousness had taken on a new, ephemeral existence.

Tiny's mischievous spirit seemed to persist even beyond death. He found himself in a peculiar realm filled with shimmering mists and whimsical landscapes. Playful creatures made of light and shadow flitted around him, their laughter echoing through the air. Tiny watched as they danced and frolicked, their movements harmonizing with the very essence of this otherworldly space.

As he explored further, Tiny discovered that he had gained a unique ability to interact with his surroundings. With a thought, he could shape the landscape, creating fantastical scenes and bringing his imagination to life. He conjured grand castles made of clouds, vast forests that sparkled like gemstones, and rivers that flowed with liquid starlight.

In this realm, time held no sway, and Tiny felt a sense of peace and freedom he had never experienced before. He would often spend his moments creating intricate mazes of light, crafting intricate riddles for the ethereal creatures to solve. Laughter and camaraderie filled his days, a stark contrast to the perilous adventures he had faced in the mortal world.

While Tiny Nuggins may have been physically absent from the land of the living, his spirit thrived in this realm of endless wonder. And as he continued to explore and create, he found a newfound appreciation for the beauty and magic that existed beyond the confines of the mundane world.
The Peace Maker

## *Background and Origin:*

The Peace Maker, an enigmatic figure of great influence and importance in the realm of Pneumanor, emerged from a background marked by humility and simplicity. Born into a community that faced unique challenges in the subterranean city of Magniry, The Peace Maker's early life was characterized by a quiet and unassuming existence.

## *Exceptional Qualities:*

From an early age, The Peace Maker displayed exceptional qualities that set them apart. An innate sense of empathy and a profound desire for harmony defined their character. This individual became known for their ability to mediate disputes and bring about resolutions, fostering a sense of unity within their community.

## *Advocacy and Leadership:*

As The Peace Maker matured, their reputation for diplomacy and conflict resolution grew. This path led them to engage in various community projects aimed at improving the lives of their fellow community members. Advocating for better living conditions, education, and cultural expression, The Peace Maker laid the foundation for their future role as a leader.

## *Unexpected Call to Leadership:*

The turning point in The Peace Maker's life came during a time of crisis—the Dark Folk uprising. Despite their relatively quiet existence, the individual's reputation for diplomacy and understanding positioned them as a natural leader during this tumultuous period. The unexpected call to leadership thrust The Peace Maker into a position of immense responsibility.

## *Vision Beyond Sight:*

Remarkably, The Peace Maker faced the challenges of the uprising with a unique perspective—they were blind. However, this physical limitation did not hinder their ability to lead. Instead, it became a symbol of their visionary insight. The Peace Maker possessed an intuitive understanding of the complexities of Dark Folk society and a deep connection to their people.

## *Quelling Conflict:*

In the midst of the Dark Folk uprising, The Peace Maker worked tirelessly to address the root causes of discontent. Through diplomacy, active listening, and a genuine understanding of their people's struggles, they navigated the challenges with wisdom and grace. The Peace Maker's leadership played a pivotal role in averting further conflict, restoring stability, and fostering a sense of order in Pneumanor.

## *Enduring Legacy:*

The legacy of The Peace Maker endured as a symbol of wisdom, compassion, and effective leadership. Their vision of unity and cooperation became a guiding light for future generations, inspiring a legacy of peace that transcended the challenges faced by the Dark Folk. The Peace Maker's influence left an indelible mark on the history of Pneumanor, serving as a testament to the transformative power of empathy and diplomacy.
Sea Vehicles

In a fantasy setting with steampunk technology, water vehicles would take on a unique and imaginative twist, blending the magic of fantasy with the innovation of steam-powered machinery. Here are some steampunk-inspired water vehicles for your fantasy world

* **Steam-Powered Galleon:** A majestic sailing ship enhanced with steam engines and mechanical propellers. It features ornate brass and copper fittings, billowing sails, and towering smokestacks emitting steam and smoke.
* **Cogwheel Cruiser:** A sleek and fast steamboat adorned with intricate cogwheel designs. It glides across rivers and lakes with its paddle wheels, while its steam-powered engines emit a rhythmic hiss and clang.
* **Mechanical Kraken Submersible:** A submersible vessel inspired by mythical creatures. Shaped like a giant mechanical squid, it delves beneath the waves using steam-powered tentacles and propellers.
* **Airship Skimmer:** An airship adapted for water travel, featuring floating gasbags that keep it afloat. Steam engines and turbines provide forward momentum as the ship skims the water's surface.
* **Steam-Powered Catamaran:** A speedy dual-hulled vessel with steam turbines that churn the water beneath it. The catamaran's elegant design combines steam technology with the aesthetics of a sailing vessel.
* **Steam-Powered Row Gondola:** A luxurious gondola fitted with steam engines and gears to assist the gondolier. Brass lamps illuminate the interior, casting a warm glow on velvet upholstery and ornate decorations.
* **Steam-Powered Hydrofoil:** A cutting-edge watercraft equipped with hydrofoils that lift it above the water's surface. Steam jets propel the hydrofoil forward, creating an exhilarating and smooth ride.
* **Steam-Tug Submersible:** A compact submersible resembling a steam-powered tugboat. It's used for underwater exploration and salvage missions, with its steam engines providing both propulsion and air supply.
* **Steam-Powered Paddle Raft:** A rustic raft equipped with paddle wheels on its sides, reminiscent of an old paddle steamer. The paddle wheels are turned by steam engines, providing a nostalgic yet efficient mode of transport.
* **Clockwork Canoe:** A small and agile canoe enhanced with clockwork mechanisms. Gears and springs assist with paddling, making it an ideal choice for navigating winding rivers and tranquil lakes.

These steampunk-inspired water vehicles add a touch of whimsy, wonder, and innovation to your fantasy world, combining the magic of the arcane with the marvels of steam-powered technology.
The Haunted Palace

**Artifact Level:** 15

**Price:** Inestimable

**Usage:** Held in 2 hands

**Activate:** [Interact]

**Resonance:** 1

"The Haunted Palace" is a dark and imposing structure of ancient design, intricately adorned with eerie carvings and ominous symbols. It consists of a towering palace made from black stone, surrounded by a sprawling, overgrown, and haunted garden.

### Powers and Properties:

1. **Malevolent Dominion:** When attuned to "The Haunted Palace," the wielder gains dominion over a 5-mile radius surrounding the palace. Within this area, the wielder can manipulate the environment, summon malevolent spirits, and control the weather. This dominion extends to both the material and ethereal planes.
2. **Spectral Retinue:** "The Haunted Palace" is inhabited by a retinue of malevolent spirits and wraiths. The wielder can call upon these spirits to serve as guardians, spies, or even as allies in combat. These spirits are bound to the artifact and obey the wielder's commands.
3. **Ethereal Passage:** The palace contains a hidden chamber that serves as a portal to the Ethereal Plane. The wielder can use this portal to travel to other locations on the Material Plane or the Ethereal Plane. However, using it too often may attract the attention of otherworldly entities.
4. **Voracious Hunger:** "The Haunted Palace" hungers for souls. The wielder must feed the artifact with the souls of sentient beings. Failing to do so results in the artifact exerting control over the wielder, compelling them to commit dark deeds to sate its hunger.

### Drawbacks:

1. **Corruption:** Using "The Haunted Palace" corrupts the wielder's soul. The more the artifact is used, the greater the risk of alignment shifts toward evil and the possibility of becoming an NPC antagonist.
2. **Malevolent Intruders:** The malevolent spirits bound to the palace are difficult to control. They may turn against the wielder if they feel mistreated or if their commands go against their nature.
3. **Interdimensional Predators:** The portal to the Ethereal Plane can attract the attention of powerful ethereal entities, including extraplanar predators or vengeful spirits.

### Discovery and History:

"The Haunted Palace" was discovered in the depths of a cursed forest, hidden behind a labyrinth of thorns and illusions. Its origins are unknown, but it is said to have once been the seat of power for a malevolent sorcerer-king who sought to conquer both the material and ethereal realms.

### Adventure Hooks:

1. The PCs stumble upon rumors of a haunted palace deep in a dark forest and decide to investigate its mysteries.
2. A malevolent cult seeks to claim "The Haunted Palace" and must be stopped before they unleash its powers on the world.
3. The artifact begins to exert its influence over the region, and the PCs must find a way to destroy it or sever its connection to the Material Plane before it plunges the area into darkness.
Sword of Protection

The Sword of Protection reflects the wielder's dedication to safeguarding others, providing both offensive and defensive benefits that emphasize its role as a protector and guardian.

## Sword of Protection

*Weapon (Longsword), Rare (requires attunement)*

**Price:** 3,000 gp

**Item Level:** 4

**Bulk:** 1

### Property:

When attuned to the Sword of Protection, you gain a +1 bonus to attack and damage rolls made with this weapon.

**Activation:** Reaction

**Frequency:** Once per day

### Effect:

When you or an ally within 15 feet of you is targeted by a harmful spell or magical effect, you can use a reaction to raise the Sword of Protection and invoke its magic. The sword projects a shimmering protective barrier that grants a +2 bonus to the target's AC against the triggering spell or magical effect. This bonus lasts until the end of the target's next turn.

### Deactivation:

This effect deactivates automatically after the bonus has been applied or at the end of the target's next turn, whichever comes first.

### Drawback:

The Sword of Protection is attuned to its wielder's sense of duty and protection. The sword's magic activates only in situations where the wielder genuinely wishes to shield and defend others. If the wielder ever knowingly acts against the principles of defense and protection, the sword's magic weakens, causing it to lose its +1 bonus to attack and damage rolls until the wielder atones for their actions and reaffirms their commitment to safeguarding others.

### Crafting Requirements:

* **Crafting Feat:** Magical Crafting
* **Requirements:** 4th-level caster
* **Cost:** 1,500 gp
* **Crafting DC:** 19
* **Rarity:** Rare
Vladimír Jiránek

**Vladimír Jiránek** (ur. 6 czerwca 1938 w Hradcu Králové, zm. 6 listopada 2012 w Pradze) – czeski scenarzysta, reżyser, rysownik oraz twórca i autor scenariusza serialu animowanego *Sąsiedzi*.

## Życiorys

W 1962 r. ukończył dziennikarstwo na Wydziale Filozoficznym Uniwersytetu Karola w Pradze. Współpracował m.in. z czasopismami *Mladý svět*, *Vesmír* i *Technický magazín*. Po aksamitnej rewolucji dołączył do redakcji dziennika *Lidové noviny*. W 1993 r. przeniósł się do gazety *Mladá fronta Dnes*, a następnie powrócił do poprzedniego miejsca pracy. Jego rysunki pojawiały się także w *Refleksie* i kilku innych czasopismach.

W 2005 r. został odznaczony Medalem Za zasługi II stopnia.

## Filmografia

### Scenariusz

* *Sąsiedzi* (1976)
* *Co zrobiliśmy kurom* (1977)