recursal/Fanatic-Fandom huggingface dataset:
Barrens

The Barrens are a collection of city states and tribes at the south west of the planet. It has no one ruler unlike the other Empires.

## History

### First Age

During the first age an empire had risen in the east, this was ruled and founded by Pharoh Ammitmun, using the power of his relics he expanded his borders through out the entire eastern peninsula and even up into what is today Gakwey. Thanks to his chalice he was able to rule of his empire for hundreds of years, until the collapse in 1A 4273, earning the title Pharaoh of 4000 Suns.

## Government

As there is no ruler in the Barrens there is little punishment for crimes, as it varies from tribe to city state. In some tribes it's anything goes, in others there is the death sentence, and in others prison. Due to the lack of laws many items that can be found on the black market have origins in the Barrens, such as humanoid organs,

## Major Cities

* Ng'ombe Watu - A minatuar tribe
* Al Setmana - former capital of Ammitmun's empire.
Enthrall

**Spell Resistance** | Yes

If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
Farguard

Farguard is a shack on the western borders of Ravens Hold. Generally the shack is occupied by a member of the royal guard for border control however at the moment it has been ambushed and taken over by a Blood Sworne woman. The dwarven guards remains can be found in a chest, with large parts missing. Salted meats sit on the counter however it is unrecognizable in texture and flavor.

## Structure

### Floor 1

5 Dwarves, metal spiked pinned through their wrists onto the walls and disembowled. their entrails no where in sight.

### Floor 5

Parapets that have been dug into and filled with blood

## Items of Note

* Dwarven guards body
* Bloody Altar
* Jagged Dagger
* Necromancers Tome
Detect Undead

**Spell Resistance** | No

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

*1st round*: Presence or absence of undead auras.

*2nd round*: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead auras strength is overwhelming (see below), and the creature has HD of at least twice your character, you are stunned for 1 round and the spell ends.

*3rd round*: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

*Aura strength*: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

 2-4
 5-10
 11 or higher

*Lingering Aura*: An undead aura lingers after its original source is destroyed. If Detect Undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

 Moderate
 Strong
 Overwhelming

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Arcane Material Component: A bit of earth from a grave.
A Potion & A Prayer

High Income, High Patronage inn, rooms are slightly more expensive, but the rooms are plentiful, and the beds separate.

Located in Star Keep, Kynswind, Julsmirr

## Workers

* Jarson Cowl - Owner
* Bee Alcott - Bar Maid
* Kiki Berry - Bar Maid

## Patrons

### Bard, half elf, Dale

A duplicitous spy carrying an old but well maintained mandolin. It is decorated with gold. He also carries a quick winding cross bow and a compromising love letter. They are dressed in a travellers cloak, he has a graceful manner and is looking for a beautiful muse. He's popular with the nobility and when pressed will tell tales of his journey into the royal court.

### Songs

preacher, has a double meaning, sung at pubs and scholarly ceremonies, solo ft percussion, a lilting tempo, a simple and catchy melody

a young harlot, written by a famous bard, childrens bday song, male female duet, lively tempo, very catchy melody

hag, the queens fave, funeral song, solo ft percussion, lilting tempo, melody is variable depending on whos singing

## Menu

### Food

1. Boiled Catfish and Pecan Bread, Tankard of Mead (9 cp)
2. Pickled Pheasant and Sharp Cheese, Tankard of Perry (7 cp)
3. Poached Venison and Sharp Cheese, Glass of Wine (1 sp)
4. Baked Boar and Grapefruit Pie, Glass of Brandy (4 sp)
5. Baked Salmon and Leek, Glass of Mead (1 sp)
6. Steamed Pheasant and Dried Lemon, Glass of Cider (3 sp)

### Drink

* Tankard of Mead (3 cp)
* Tankard of Perry (4 cp)
* Glass of Wine (70 cp)
* Glass of Brandy (2 cp)
* Glass of Cider (1 sp)
Blightcap

**Effects** | Healing, Toxin, Energy Supplement, Digestive Irrantant

A member of the Deep Mushroom family Blightcap has restorative properties once thoroughly cleaned however found in its natural state it can often be extremely toxic as it carries The Corruption. Can be found growing in swamps and caves, often found near dead bodies, particularly those who've died from The Corruption.
Dancing Lights

**Spell Resistance** | No

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The Dancing Lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing Lights can be made permanent with a Permanency spell.
Hold Portal

**Spell Resistance** | No

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely losed and normally locked. A Knock spell or a successful Dispel Magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.
Arabella's Books

Arabella's Books is a bookstore in Ravens Forge

## Items

### Books

#### Fiction

* A Dubious Tale of the Crystal Tower
* Banker's Bet
* Scroll and The Sword
* Broken Diamonds
* Fools Gold I
* Fools Gold IV
* Fools Gold V
* The Memory Stone
* Harpies
* Jests

#### 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
* Ormens Law
* Five Kings
* Heidr
* Great Dwarven Lords
* Havenforge Dynasty
* Ironbloods
* Laudr

#### Recipes

* Hearty Stews
* Best Bread
* Fine Roast

#### Alchemy

* Healing Potion
* Cure Poison Potion
* Alchemists Fire

#### Magic Tomes

* Balefin's Spellbook
* Beldwin's Spellbook
* Oughan's Compendium

### Scrolls

* Nightstalkers Transformation
* Shroud of Flame
* Fugue
* Disguise Undead
* Storm Rage
* Stunning Breath
* Hypothermia
Feebleminded

**Spell Resistance** | Yes

If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a Heal, Limited Wish, Miracle, or Wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Material Component: A handful of clay, crystal, glass, or mineral spheres.
Last Dance

Women's Verse 1:

Every winter season
Except for the reason
Of one war or another
(Really quite a bother),
The Queen of Rimmen and her consort
Request their vassals come and cavort.
On each and every ball,
The first man at the hall
Is Lord Ogin Jornibret of Gaer
The Curse of all the Maidens Fair.
Women's Refrain:

Oh, dear ladies, beware.
Dearest, dearest ladies, take care.
Though he's a very handsome man,
If you dare to take his handsome hand,
*The nastly little spell will be cast*
And your first dance with him will be the last.
Men's Verse I:

At this social event
Everyone who went
knew the bowes and stances
And steps to all the dances.
The Queen of Rimmen and her consort
Would order a trumpet's wild report,
And there could be no indecision.
As he revelers took position.
The First dance only ladies, separate
Away from such men as Lord Jornibret.
Men's Refrain:

Oh, dear fellows, explain.
Brothers, can you help make it plain:
The man's been doing this for years,
Leaving maidens fair in tears
Before the final tune's been blast.
And her first dance with him will be the last.
Women's Verse II:

Lord Ogin Jornibret of Gaer
Watched the ladies dance on air
The loveliest in the realm.
A fellow in a [sic] ursine-hide helm
Said, "The Queen of Rimmen and her consort
Have put together quite a sport.
Which lady fair do you prefer?"
Lord Jornibret pointed, "Her.
See that bosom, bob and weave.
Well-suited for me to love and leave."
The man in the mask of a bear
had left the Lord of Gaer
Before the ladies' dance was ending.
Then a trumpet sounded, portending
That the Queen of Rimmen and her consort
Called for the men to come to court.
Disdainful, passing over all the rest,
Ogin approached she of bobbing breast.
She was rejected, saved a life of woe,
For a new maiden as fair as snow.
At the first note of the band,
The beauty took Ogin's hand.
She complimented his stately carriage
Dancing to the tune about the marriage
Of the Queen of Rimmen and her consort.
It is very difficult indeed to comport
With grace, neither falling nor flailing,
Wearing ornate hide and leather mailing
Dancing light as the sweetest of dreams
Without a single squeak of the seams.
The rhythms rose and fell
No one dancing could excel
With masculine grace and syncopation,
Lord Jornibret even drew admiration
From the Queen of Rimmen and her consort.
Like a beauteous vessel pulling into port,
He silently slid, belying the leather's weight.
She whispered girlishly, "The hour is late,
But I've never seen such grace in hide armor."
It 'twas a pity he knew he had to harm her.
The tune beat was furious
He began to be curious
Where had the maiden been sequest'ed.
"Before this dance was requested
By the consort and his Queen of Rimmen
I didn't see you dance with the women."
*"My dress was torn as I came to the dance,"*
She said smiling in a voice deep as a man's,
"My maids worked quickly to repair,
While I wore a suit of hide, a helm of a bear."
Kit's, Tools, and Ghouls

A tool and kit shop located in Ravens Forge, Ravens Hold, Julsmirr.

## Workers

* Galduff Kilbrechurch - Owner, Tool Maker
* Balla Pyrahoe - Co-Owner, Kit Maker
* Beldwin Phochite - Assistant

## Items

### Tools

* Chef's Tools
* Tool, Masterwork

### Kits

* Artisan's Tools
* Climber's Kit
* Disguise Kit
* Healer's Kit
* Spell Component Pouch
* Wizards Spellbook (blank)
* Cook Book (blank)
* Repair Kit
* Spice Kit
* Make Up Kit
Greater Dispel Magic

**Level** | Brd 5, Clr 6, Drd 6, Sor/Wiz 6

This spell functions like Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that Remove Curse can remove, even if dispel magic can’t dispel that effect.
Ethel

A doting grandma (unaffectionately known as groundma by her grandchildren due to her inability to jump)

## Class and Race Skills

### Wild Empathy (Ex)

A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are
usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.
Helping Hand

**Spell Resistance** | No

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

 1,000 ft.
 1 mile
 2 miles
 3 miles
 4 miles
 5 miles

When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can’t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.
Air Walk

**Spell Resistance** | Yes (harmless)

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.

A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.
Felandaris

**Location** | Kynswind, Wilderness, No Mans Land

## Background

The name felandaris is elven, meaning "demon weed," which is fitting for this rare plant because it grows only in places where the Demi-Planes can be found.

Felandaris is easily identified. It's a twisted, wicked-looking shrub with long, thorny shoots, and no leaves: a skeletal hand, reaching out from an unmarked grave. Many swear the plant radiates a palpable aura of malevolence, so it comes as no surprise that it unnerves many a junior herbalist.

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

## Uses

Upgrades:

* Hawkers Flame
* Cold Resistance Tonic
* Confusion Grenade
* Electrical Resistance Tonic
* Fire Resistance Tonic
* Healing Mist
* Jar of Bees
* Pitch Grenade
* Spirit Resistance Tonic
Bardic Knowledge

A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

 20
 25
 30

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM can determine the Difficulty Class of the check by referring to the table above.
Enlarge Person

**Spell Resistance** | Yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a - 2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any Enlarged item that leaves an Enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of Enlarged items are not increased by this spell- an Enlarged +1 Sword still has only a +1 enhancement bonus, a staff-sized wand is still only capable of its normal functions, a giant sized potion merely requires a greater fluid intake to make its magical effects operate, and so on.

Multiple magical effects that increase size do not stack which means (among other things) that you can't use a second casting of this spell to further increase the size of a humanoid that's still under the effect of the first casting

Enlarge Person counters and dispels Reduce Person.

Enlarge person can be made permanent with a Permanency spell.

Material Component: A pinch of powdered iron.
Erase

**Spell Resistance** | No

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove Explosive Runes, a Glyph of Warding, a Sepia Snake Sigil, or an Arcane Mark, but not Illusory Script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to eraseexplosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Darkvision

**Spell Resistance** | Yes (harmless)

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Darkvision can be made permanent with a Permanency spell.

Material Component: Either a pinch of dried carrot or an agate.
Heal

**Spell Resistance** | Yes (harmless)

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage,blinded, *confused*, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.intodamage,blinded, *confused*, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like Harm.
Breath Weapon

A creature attacking with a breath weapon is actually expelling something from its mouth (rather than conjuring it by means of a spell or some other magical effect). Most creatures with breath weapons are limited to a number of uses per day or by a minimum length of time that must pass between uses. Such creatures are usually smart enough to save their breath weapon until they really need it.

* Using a breath weapon is typically a standard action.
* No attack roll is necessary. The breath simply fills its stated area.
* A breath weapon attack usually deals damage and is often based on some type of energy.
* Breath weapons usually allow a Reflex save for half damage (DC 10 + ½ breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
* Breath weapons are supernatural abilities except where noted.
* A creature is immune to its own breath weapon unless otherwise noted.
* Creatures unable to breathe can still use breath weapons. (The term is something of a misnomer.)
Elven notes

elven is to cruuine as latin is to us

a holy ancient tongue.

draconic is hebrew, language of profits

common derived from ancient elven

ancient elven is elvehn

mordern elven is sindarin/quenya

Elven prayer

Glory to the Everlasting

Hail Suraja, creator of all

Blessed art thou Cana

Holy Queen, Mother of Mercy

Fraur deliver us from temptation

and forgive us all our trespasses

Vinda allow us to be weak,

show us how to give, and give in

Skirrm, make us clean, let this feast

be my salvation

show kindness in a swift release to those

who would suffer my hand

Svampen give me strength to sacrifice

that which I hold dear

let me live in rags.

Speln Ge, most holy knight, defend us in battle

be our protection against the wickedness

and the snares of those who would act against us

Blessed Shepard Avlauf, guide those who face unwarranted trials

defend the fallen against those who would seek the ruin of souls

protect the weak, the sick, the meek, and the oppressed

Vaelmir messenger of the gods, let them hear our prayer

Thaufey keep our messages safe, grant us privacy

Ormen bless us with a wealth of knowledge, and wisdom

bounty in equal measure

Tjuv bless us with coin with which to share

and treasures beyond that which we can hold

Svardet and Forsedda protect our halfling and gnomish kin

Aekriy and Skam Taren grant guidance to our Elven and Orc blooded

Varg grant us bountiful harvest

Ordki help those who are without

Korp Svart and Vaepr bless your children of stone and man

Grant beasts health, Serra and Logner, that we may live beside them

And finally O blessed, Freyki, who shall rise and set the sun so that we may live

bless us this coming day as we watch your miracle

Mani who does rise and set our moon

great kingdom of Cana,

bathe us in your light that we may be reborn
Charm Person

**Spell Resistance** | Yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Elfroot

**Effects** | Healing

Elfroot was first used by the elves, hence the name. The root gave their medicines particular efficacy.

Elfroot is a hardy plant with large green leaves that grows wild in many places. It's so common that it tends to show up in most gardens and fields, almost like a weed. Unlike a weed, however, most people appreciate having access to the wonderful little plant. The roots can be used with very little preparation. Rubbing some of the juice on a wound, for example, will speed up healing and numb pain. And chewing on a slice of root treats minor ailments like indigestion, flatulence, and hoarse throats.

There are several varieties, but the most useful for herbalists are the Bitter, Gossamer, and Royal Elfroots.

## Uses

* Upgrades:
	+ Healing Potion
	+ Mana Potion
	+ Mighty Offense Tonic
	+ Regeneration Potion
	+ Rock Armor Tonic
* Ingredient in:
	+ Lyrium Potion
	+ Mighty Offense Tonic
	+ Regeneration Potion
	+ Rock Armor Tonic
Dominate Person

**Spell Resistance** | Yes

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description)

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on (the subject is walking through a smelly courtyard, the subject is talking to a guard, the guard looks suspicious, and so forth).

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
Fareach Smithy

## Items

### Armor

#### Light Armor

* Padded - 5 GP
* Chain Shirt - 100 GP

#### Medium Armor

* Chainmail - 150 GP
* Breastplate - 200 GP

### Weaponry

#### Simple Weapons

* Dagger - 2 GP
* Bullets, Sling (10) - 1 SP
* Bolts, Crossbow (10) - 1 GP

#### Martial Weapons

* Hammer, Light - 1 GP
* Handaxe - 6 GP
* Battleaxe - 10 GP
* Longsword - 15 GP
* Pick, Heavy - 8 GP
* Greataxe - 20 GP
* Longbow - 75 GP
* Arrows (10) - 1 GP
Lesser Globe of Invulnerability

**Spell Resistance** | No

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted Dispel Magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Material Component: A glass or crystal bead that shatters at the expiration of the spell.
Fareach Kirk

A temple in Fareach, Ravens Hold, Julsmirr

## Description

A modest stone structure dedicated to no god in particular, open to the community. The vicar however favours Korp Svart Heidr of Dwarves.

## Occupants

* Myriel Murkfrost - Head Priest
* Sarah-Jane Murkfrost - Priest's Wife
* Merry Murkfrost - Child

## Notable Items

* Silver Statue of Korp Svart
* Silver Candle Sticks
Avlauf

## Physical Description

Avlauf is usually described as a blackamoor man donned in shepherds attire, often seen with a crook.

## Realm

Avlauf's realm in known as the Field of the Saved, a never ending grass plane filled with wildflowers. Praise be to Avlauf and he will lead those who have suffered in life to salvation.

## Dogma

Avlauf's dogma focus's on patience, and the betterment and hard work of the self, rather than vengence against those who've wronged you.

## Clergy

The clergy of Avlauf live in meek conditions, and have no luxuries. They travel and give all they have to those less fortunate, giving their homes, and hearts.

## Temples

The temples of Avlauf are often simple cottages, with no holy luxuries. If they do have a holy symbol it is a simple wooden crook, representing the crook Avlauf's crook he uses to lead his people to salvation.

## Rituals

Avlauf is honored through charity, to the sick, poor, and downtrod. When a person dies after many years of hardship they are sent of in honor to Avlauf.
Disintegrate

**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 of40d6). 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.
Feeblemind

**Spell Resistance** | Yes

If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a Heal, Limited Wish, Miracle, or Wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Material Component: A handful of clay, crystal, glass, or mineral spheres.
Interposing Hand

**Spell Resistance** | No

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility,polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a Wall of Force or enter an Antimagic Field, but it suffers the full effect of a Prismatic Wall or Prismatic Sphere. The hand makes saving throws as its caster.

Disintegrate or a successful Dispel Magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.

Directing the spell to a new target is a move action.

Focus: A soft glove.
Bits and Bobs

Bits and Bobs is a general goods store in Alione.

## Workers

* Jeremy Toast - Owner
* Viona Persfi - Assistant

## Items

### General Gear

* 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
* Mirror - 10 GP
* Oil (1 Pint) - 1 SP
* Paper - 3 SP
* Parchment - 10 SP
* Iron Pot - 6 SP
* Belt Pouch - 1 GP
* Sealing Wax - 1 GP
* Sewing Needle - 5 SP
* Soap - 5 SP p/lb
* Spade/Shovel - 2 GP
* Vial - 1 GP
* Waterskin - 5 GP

### Tools & Kits

* Artisians Tools - 10 GP
* Climbers Kit - 90 GP
* Holly & Mistletoe - 5 CP
* Holy Symbol (Wooden) - 5 GP
* Holy Symbol (Silver) - 30 SP
Combat Reflexes

**Prerequisite** | No

You can respond quickly and repeatedly to opponents who let their defenses down.

## Benefits

When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round- the on attack of opportunity any character is entitiled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character's threatened squares, he can make on attack of opportunity each against three of four. You can still make only one attack of opportunity per opportunity.

With this feat, you may also make attacks of opportunity while flat footed.

## Normal

A normal character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat footed.

## Special

The Combat Reflexes feat does not allow a rogue to use their opportunist ability more than once per round.

A fighter may select Combat Reflexes as one of their fighter bonus feats.

A monk may select Combat Reflexes as a bonus feat at 2nd level.
Fly

**Spell Resistance** | Yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an Antimagic Field.

Arcane Focus: A wing feather from any bird.
GlAmour

GlAmour is a jewelry store in Alione.

## Workers

* Jean Lilliout - Owner, Jeweler
* Madeline Souil - Assistant

## Items

### Necklaces

* Gold Chain - 1,000 GP
* Iron Chain - 10 GP
* Silver Chain - 500 GP
* Gold and Ruby Chain - 2,000 GP
* Sapphire and Silver Chain - 1,500 GP
* Diamond and Silver Chain - 3,000 GP
* Large Sapphire on Silver Chain - 3,250 GP
* Silver chain, silver leaves, large opal - 5,000 GP

### Rings

* Iron Ring - 25 GP
* Gold Ring - 500 GP
* Silver Ring - 250 GP
* Amethyst Silver Ring - 1,000 GP
* Diamond Gold Ring - 5,000 GP
* Opal Obsidian Ring 7,500 GP

### Bracelets

* Gold Band - 1,000 GP
* Silver Bangle - 500 GP

### Anklets

* Silver chain, with Jet beads, and Silver Bells - 4,500 GP
* Gold Band - 1,000 GP
* Silver Band - 750 GP

### Head Ware

* Gold Head Chain - 2,500 GP
* Silver Chain - 1,000 GP
* Silver Chain with Topaz - 2,500 GP
* Silver Chain with Opal - 3,000 GP
Deathwatch

**Spell Resistance** | No

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.
Find Traps

**Duration** | 1 min./level

You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.

Note that find traps grants no ability to disable the traps that you may find.
Command Undead

**Spell Resistance** | Yes

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person). A nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. Material Component: A shred of raw meat and a splinter of bone.
Flame Arrow

**Target/Area** | Fifty projectiles, all of which must
be in contact with each other at the time
 **Spell Resistance** | No

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

Material Component: A drop of oil and a small piece of flint.
Estravik

## Occupants

* Benson Nightshade - Constable
* Giddy Nightshade - Wife, Guard
* Oliver Nightshade - Guard
* Nancy Nightshade - Child
* Morgan Nightshade - Child
* Phillipa Nightshade - Child
* Wellby Overbrand - Servant
* Lyle Schnitz - Servant
* Cora Spoon - Servant
* Letti Spire - Cook
* Esme Whitehorn - Cook
* Verna Legallow - Gardener

## Items of Note

* Iron Candlesticks (80 gp)
* Iron Earrings (40 gp)
* Iron Flask (30 gp)
* Iron Pendant (70 gp)

* Fox Fur Pouch (300 gp)
* Fox Fur Ribbon set with Turquoise (200 gp)

* Copper Cloth Sash (400 gp)
* Copper Cloth Vest (300 gp)
* Copper Decanter inlaid with Brass (800 gp)
Displacement

**Spell Resistance** | Yes (harmless)

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True Seeing reveals its true location.

Material Component: A small strip of leather twisted into a loop.
Crow Hollow

Crow Hollow is a small town, population of 1,933 (445 non adults) located far south east of Ravens Hold. The Earl of the city is the Widow of

small town (1,933) + 445 kids, Non, LG

Highest Level Fighter: 7

Population Breakdown:

* Earl: 1
* Advisors: 6
* Noble Family Members (Adults): 8
* Barons: 2
* Viscount: 1
* Dowager: 1
* Constable: 1
* Guards: 18
* Smith Exp: 4
* Potions Exp: 3
* Alchemy Exp: 1
* Armor Exp: 4
* Painter Exp: 1
* Other Exp: 45
* Military: 78
* Commanders: 1719
* Barbarians: 3: lvl: 4, 1, 7
* Bards: 3: lvl: 1, 5, 8
* Clerics: 2: lvl: 4, 7
* Druids: 6: lvl: 5, 8, 8, 8, 9, 10
* Fighters: 3: lvl: 5, 2, 6
* Monks: 3: lvl: 6, 3, 10
* Paladins: 1: lvl: 10
* Rangers: 3: lvl: 5, 5, 6
* Rogue: 8: lvl: 10, 3, 3, 2, 5, 3, 9, 5
* Sorcerers: 1: lvl: 6
* Wizards: 1 lvl: 1