recursal/Fanatic-Fandom huggingface dataset:
Dislocating Bracelet

Dislocating Bracelets are a magical piece of jewelry that offer great utility.

## Description

This bracelet is made from stark white ivory. It appears to be two bands stuck together that form a single piece. The insides are ribbed in opposition to each other as if were a barrel of a cannon or screw of some sort. The outsides of the bracelet have many repeating symbols of hands placed throughout it some are open palmed, while others are clenched or have odd finger shapes held.

## Abilities

This bracelet adjusts in accordance to the wrist size of the user and will snugly fit onto them. When this process has occurred, the user may activate it's special trait. The wearer will be able to turn their hand counterclockwise past the point of hyper extension without discomfort. They can then disconnect their hand from their body and move it independently. Although the range on this is nearly infinite, the user will have a hard time controlling it without line of sight. The severed point of the hand and stump both appear as an amorphous semi-liquid blob of flesh during this time. At any point. they may re-attach their hand by reversing the procedure to take it off.
Flamepelt

**Flamepelts** were an uncommon creature found throughout the Braum and Thera.

## Description

Flamepelts are a creature which are rarely found within Braum and Thera. Flamepelts resemble a fox with bright orange and dimly lit fur, this fur was constantly flowing and moving, making them resemble a sort of living flame. Flamepelts tended to have abnormally large tails compared to regular foxes, able to expand in size and flicker. This was thought to be a certain type of mating signal, however studies to prove this have turned up unsuccessful. Most flamepelts were smaller than average foxes, averaging 1.3 to feet long.

## Abilities

Flamepelts were known for their being tiny but manipulative. They would provide other creatures warmth if they brang them food or materials. In addition to this, they were very agile and "slippery" able to squeeze, climb, and burrow out of many situations.

As a familiar to a sorcerer or wizard, flamepelts gained the innate ability keep the user at normal temperatures in nearly any environment. The flamepelt could naturally heat itself to warm their companion, or absorb the heat from them to incorporate into themselves. Once flamepelts reached a state of hyperthermia, it was able to weaponize its body heat with steam and fire based effects.

Flamepelts also exhibited the ability to exist within temperatures equivalent to wood fires for around 4 hours without overheating.

## Behavior

Flamepelts were highly cunning, even more so than their fox brethren. Flamepelts were observed to exchange their warmth to creatures for food and gifts. They were timid to beasts larger than boar however.

Flamepelts in colder climates tended to be more docile, while hotter environments such as near hotsprings, they tended to rely less on their cunning to receive food.

## Combat

Flamepelts usually don't engage in fighting, unless with creatures their size or smaller. However when they do, their fighting usually revolves around shooting a small gout of flame from its muzzle until the creature has been burnt to a crisp.

## Ecology

Flamepelts were carnivores exclusively. They would only eat animals and insects that were burnt to a charcoal like state.

### Habitats

Flamepelts preferred only taiga and tropical temperature areas. In taiga areas, their manipulation tactics were more effective and they tended to make their homes in places with high geothermal activity. While in tropical regions, they enjoyed the benefits of being able to hunt more often due to the higher natural temperature.

### Relationships

Flamepelts could be summoned and bound as Familiars, however, taming them through nonmagical means could also be done, often being used as a useful creature for long hunting seasons of northern orc tribes, such as the Grengali

### Usages

Flamepelts hides could be used to create hide armors that replicated the Flamepelt's abilities. Allowing the wearer to traverse many climates, and collecting enough heat to use for offensive purposes.
Shimmeroot

Shimmeroot is a plant found primarily within the Braum Thicket, particularly the Blacksky Forest.

## Description

Shimmeroot is a large flower that grows in excessively dark locations. It grows directly from the ground with little to no stem. It opens up to four petal like structures and large stamen. These stamen are filled with a bioluminescent property that allows them to light up when agitated. Shimmeroot usually measures about 2 foot from the base to the stamen tips and about 1 foot in diameter. When dug up, it is observed that the roots of the plant act similarly to the stamen with bioluminescence, It is theorized that shimmeroot uses its glow to attract pollinators, however it has yet to be observed.

## Uses

If one happens to stumble upon shimmeroot, it can be used to trace a path that will help you avoid getting lost, even in dark environments. When the root of the plant is ground upon a hard surface like stone, it leaves behind its essences which allow people walking on the trail and agitating it to cause it to light up. This makes navigation of the Blacksky forest easier, but still highly difficult. These paths last for roughly 1 hour before they dry up and die.
Orb of Warmth

The Orb of Warmth is a magic item used to maintain body heat

## Description

This pearly orange orb radiates a constant warmth around it. It is round and smooth, being roughly the size of a balled up human hand. It glows internally with an orange light and radiates a wavy heat aura around it. It vibrates softly at all times. The orb will begin to glow brighter when held next to a person. This amplifies as they get the orb closer to their heart.

## Abilities

This orb has the power to maintain the body heat of a person even in the coldest of climates. Each pearl is a fragment of the original which was first mentioned in a tale of love in the ancient draconic folklore. It spoke of a dragon who had her wing clipped and she fell into the sea, for which she used her magic to make the pearl from a giant clam. She cradled around it as she kept lying in the silt. Another dragon in search of her found her at the bottom, to which he gave his last breaths to her in order to save her. She rose again to the surface, still clutching the pearl. In honor of him she split the pearl and sent their "Children" out into the world to keep others warm as he did with her.
Lance of Light

Lances of light are favored magic weapons of paladins and undead slayers

## Description

Lances of light have a center core with rotating lenses around a central core of pure light. The parts of the lance are usually made from gold as a symbol of religious symbolism especially since the blade weighs nothing it makes it about the same weight as a lance it's size. The focusing lenses are made from crystals. The blade itself is made from a pure light beam that is focused into a single point. It is sustained with magic and made into a semi-physical materialization.

## Abilities

This blade is particularly favored by cave delvers, paladins, and undead hunters as this weapon is extremely effective against their common enemies. This weapon does massive damage to creatures that are sensitive to sunlight or bright lights, as well as beings made of shadows. The weapon shines with a bright radius of light that emanates out to around 20 feet from the user this light is counted as sunlight as the inner core of this weapon is a portal that is blindingly close to the sun.
Gambler's Delight

Gambler's Delight is a specialty gaming set that has been infused with transmutation magic

## Description

This set of game pieces are part of a dice, card, and coin sets. Each set is uniquely given a symbol. For instance the card set is given it's symbol on the back of the cards, each face of the coin has this as well, and the one side of each die the symbol is used as well. The card sets are standard 4 type cards with red and black versions of clubs, diamonds, hearts, and spades. Each coin is bronze in color but is made from a nonmetal substance of unknown origin. The dice are formed from bone and painted.

## Abilities

This set of three games all comes in one easily compactable box. It appears as a set of dice at first, but when the sixes sides are pressed together, they flatten into a deck of cards. These cards can be slammed against a hard surface as a group on it's top or bottom side to splatter them into coins. This can also be done in reverse, as stacking the coins and pressing on them turns them into the cards, and bending the deck on the top and bottom will split it into two dice. This compact storage of these game sets are loved by people who are fortunate enough to find, craft, or buy them
Stalker's Bane

Stalker's Bane is a magic item that alerts the wearer to the presence of invisible creatures nearby

## Description

Stalker's bane takes the form of a gemstone carved into the shape of an eye, usually encased in metal to be strung around the neck or hand. One will most likely find them made out of rubies or diamonds, however, they can be made from any gemstone as long as it is clear enough. The stone has an inner light, allowing it to glow in variation when conditions are met, which usually grows in intesity in correlation with the amout of invisible creatures or their proximity to the user.

## Uses

Stalker's bane glows when either in proximity to an invisible creature, or when near multiple invisible creatures. This ultimately depends on the tuning of the magic item by it's creator, and the former being the most likely use. This can help paranoid people firmly place their suspicions and avoid dangers such as Invisible Stalkers.
Lava Step

Lava Steps are an alechemical item used for traversing molten rock

## Description

Lava steps are tiny pebbles that are cool to the touch. They are rough in texture, akin to igneous rock formations. Typically they come in hexagonal patters or ovular shapes. They can vary in color but are almost always near gray or black. When placed in lava, they sink rather quickly despite the viscosity of lava flows.

## Uses

Lava steps can be placed in lava to create a safe area to pass from. The stone will sink in the lava as if they were in water. As it goes down, it will cool a small area around it to stable levels. This creates a column of rock that is temporarily safe to cross upon. This effect only lasts for a few minutes before it ceases and melts back into molten stone, and may become red hot and dangerous to the touch right before it fully collapses.

Some smaller races such as Deep Gnomes, make smaller versions of these stones to make it more trecherous for larger creatures to traverse the steps.
Phebo

Phebo are a fungi used within potion making.

## Description

Phebo are a mushroom with a convex cone shape and ovular stem. They are known for their bright green color. Phebo tend to grow from the root systems of trees tended by fey, and are located within the Braum Thicket and Thera Backlands. They glow a pale green light when under the direct glimmerings of a full moon. It naturally produces a sticky liquid within the stem that acts as a deterrent to non-fey beings. This liquid seeps out of the stalk slowly and fumigates the area with the sickly smell of mints and pepper to burn the nose.

## Usage

The Phebo has two primary uses, the liquid from within the shroom can be used as a stench agent which nauseates non-fey. This is used as a way to conserve certain trees, usually inhabited by dryads.

The main use for Phebo is use in healing potions. When the liquid is squeezed and dried out, the mushroom can be combined with other ingredients for cheaper crafting of healing potions. This has made the south western parts of Ucril become massive exporters of the item compared to the rest of the world. This must be carefully done however, as leaving in even small quantities of the liquid can cause the potion to become inert or foul.
Mirbek Site

Mirbek Sites are a natural phenomena caused by a magically supercharged area leaking into the material plane

## Description

Mirbek sites are areas of highly concentrated magic that has unrestrained flow into the material plane. Being raw and unprocessed magic potential, this leads to mutations within the surrounding wildlife and agriculture. These drastic changes can occur within days of a Mirbek site occurance. Plants may develop abnormal properties, shift completely in terms of physicality, and can grow or shrink significantly. Wildlife can develop abnormal abilites that throw off their natural methods of life, or make them much more dangerous than usual. Some wildlife aren't physically altered, but instead are mentally altered, changing their methods in common situations, even allowing them to gain abnormal intelligence. Despite this, Mirbek sites are relatively simple to cure, as refining the magic into spells can cure the sites from leaking more, however the changes that were already made are usually permanent.

The most well known Mirbek site occured within the garden of the botanist Ruhzki Mirbek, the methods to cure the site were unknown at the time as it was the first documented site of its kind. He was forced to observe it and move progressively farther away as it kept expanding and threatening his saftey. His findings were published in his book, The Mirbek Occurance.

## Effects

Most of the well known effects of Mirbek Sites were documented by Mirbek himself over the course of the 2 years he watched the site grow. Although the writing is all over the place, Mirbek categorized them by Fauna and Flora changes.

### Fauna

* Human level itelligence
* Larger bodily structures
* Spontaneous growth
* Impeccible reaction times and foresight
* New appendages such as antlers, extra limbs, and external organs
* Color changes, including evernating color patterns
* Disturbed sleep-wake cycles and dietary changes
* Extreme agression in normally docile animals
* Skitish behaviors in normally dangerous creatures
* Changes in calls and sounds produced
* Complete uprooting of food chain

### Flora

* Discoloration of various parts of plants
* Oddly shaped root structures, specifically torus shaped, but also cuboidal on occassion
* Growth and decay cycles being significantly shorter or longer than normal
* Odd effects never observed on certain plants
* Material reconstruction and weakening or strengthening of certain parts
* Changes in toxcicity or edibility
* Changes in smell
* Changes in texture
* Abnormal sizes
Bashberry

Bashberry are a fruit that grows within Ucril

## Description

Bashberry are the fruit of the Jumic tree, they are round and bulbous with a smooth thin orange skin. They grow to be the size of small apples and come in groupings as large as 20 per vine, but they tend to stay around 5-10. They are incredibly juicy, to the point where eating one unbeknownst to what it is can soil one's clothing with ease. They are slightly sweet, but not as much as the average strawberry, some find the taste akin to diluted sugar water. The inner flesh boasts a paler shade of orange and is one continous mound of flesh akin to a peach. They have a citrus like smell as well, but it is faint.

## Uses

Bashberrys are used as food for people who have large populations of Jumic trees near them, They can be mashed and simmered down into a sweet orange syrup that is used in a variety of recipes and as an export. The bashberry earned its name after the tradition of children using sticks and clubs to bash the berries on the vine to make them pop and send the inner juices flying. Due to complications of dangers within forests, the tradition only lives on when Jumic trees grow in a safe place for them to do so, such as the outskirts of a wall or inside the settlement.
Blub Berry

Bulb Berry is a magical fruit that grows within Ucril.

## Description

Bulb berries are a uncommon berry that are produced by the Bulbi tree. They are similar to a pear in shape, with a dark blue skin. When opened, the inside has a texture not to dissimilar to mangoes. The seeds of bulb berries are also rather large, usually with around 6-8 per berry that are the size of an average fingernail. Bulb berries are rather sour in taste, and expel a large amount of juices. The inside flesh is a bright neon light blue. When the flesh is exposed in the dark, Blub berries illuminate the area which they are pointed at if half of it is cut, or a small area around it if the peel has been completely removed. Because of it's exotic taste, coloration, and properties, Bulb berries are considered a prized fruit in places where they can naturally grow.

## Uses

While bulb berries are entirely edible and are used to make sour drinks, a common application of bulb berries is to illuminate dark areas. When venturing through the treacherous Blacksky Forest, bulb berries can be cut in half width wise to create conical points of light that face downwards from the treetops which they grow on. This can attract predators to divert them, or be used as a brief respite to readjust equipment. Berries themselves can also be carried to make for portable lights that act as though a bullseye lantern does.
Ring of Iris

Rings of Iris are a common cosmetic magic item

## Description

These rings are formed from metal bands with a large central glass piece. This glass piece is rounded at the top and circular in shape. The bottom is cut to form the appearance of an eye through the top, and colored glass is filled in at the bottom. This ring shifts the color of the glass eye to various different shades over time.

## Uses

This ring allows the user to change their eye color and type at will. This can manifest to stranger colors such as magenta irises or to rarer eye types such as a tiefling mono-color eye. The shape of the pupil can change as well, to shapes akin to goats or felines and anything in-between. Although this ring does change the eye, the effects wear off when the ring is removed, and no matter what the user changes about the structure of their eye, they will not develop any unique vision or senses, and will remain the same as their unaltered eye.
Razormoss

Razormoss is a hazard that grows naturally within the forests of Ucril.

## Description

Razormoss is a dark green moss that tends to sprawl out along grassy areas. The razormoss itself is capable of growing in partial sunlight, which is why it prefers the slight shade grasses provide. This relationship also provides the razormoss with natural obstruction to allow it to feed. Razormoss grows faster when in the presence of blood or blood like fluids, and can extract it through it's design. Razormoss sticks up from the ground with small barbed spines that are less than a quarter of an inch in height. When a new patch of the moss is growing, it can be almost indistinguisable from normal moss without it's signature spines.

## Uses

Razormoss can naturally defend itself, cutting open creatures who step upon it barefooted. Clever druids and rangers have used the moss to create areas that ward unwanted animals or hunters, or help create blood trails that can accurately track targets. Harvesting the moss is no small feat, but it sells for quite the amount when given to experienced hunters.
Aetherfall

Aetherfall is an abundance of magic energy within a particular location which manifests as a physical storm.

## Description

Aetherfall is a weather event that is caused by an abundance of magical energy within the Aether in a centralized location. Aetherfall can be deduced before the storm itself happens by observing storm clouds, especially those which have formed in clear skies. Clouds prepared to participate in an Aetherfall event are often an odd hue of blue, purple, red, green, and less often gold and black. Due to the physical nature of the Aether, these clouds will usually form a torus like structure over time. The actual Atherfall itself materializes the aether into a liquid form to disperse it. This results in a rain like event, in which the rain seems to dissolve mid-air. Occasionally these drops will touch objects or creatures, causing a wild variety of effects. This can be anything from morphing one object or creature into another temporarily, the liquid setting objects on fire, creating bursts of light, and other chaotic effects. While it is nearly impossible to predict said effects, usually positive or negative connotations can be determined by the color of the clouds, with black being the most harmful, gold being slightly beneficial or neutral, and purple-blues being more sporadic and varied.

Aetherfall is a rare weather event, only happening 2 dozen or so times in small locations throughout the whole of Ucril. This includes the Dark Realm as well, as the presence of clouds is not necessarily required to have an Aetherfall event due to it being able to form it's own clouds. While undocumented, it it thought Aetherfall occurs in any plane that contains magic from the Aether.

During an Aetherfall storm, one can expect extreme winds, enough to form small dust devils capable of picking up light crates within the general region. In particularly violent storms, multi-colored lightning may course to points of low magic density. These are capable of procuring the most extreme effects of Atherfalls. The liquid aether itself will usually dissolve before touching the ground, and appears as a multicolored glowing droplet. Once aether dissolves, it disappears from vision completely.

## Effects

While the effects are highly varied, scholars still look for possibilities of additional effects. A list of documented effects follows.

* Temporary Polymorphism (Only Object to Object or Creature to Creature)
* Evocation of Elements (Fire, Water, Wind, Dust, Acid,)
* Colored Lighting
* Temporary Limitless Aether Sustainability
* Sub-Sonic noises
* Summoning of extraplanar creatures
* Regenerative effects
* Flight
* Object Conjuration
* Random and unrefined spells
* Enhancement of types of Aether forms (Necromancy, Illusion, Divination, etc.)
* Auditory and Visual Illusions
* Spontaneous Injury

While attempts have been made to capture the pure aether as it fell, the nature of the aether prevents it from maintaining a physical form for long.
Aurite

Aurite is a magical ore which is used in matters involving storms, and evocation relating to lighting.

## Description

Aurite is a magical ore harvested from the elemental plane of air, particularly the Oulare region. The metal itself is akin copper in looks, but shimmers by itself slightly without the use of light. Aurite is highly conductive, and stores shocking energy for long periods of time, in some cases, up to years. Aurite is also heat resistant, able to be struck by the most powerful of lightning storms and still be able to self-contain it. While some may find it hard to obtain aurite, the signs of where to get it are relatively clear with enough information. Storms with high frequencies of lightning strikes tend to be more common in areas where aurite is present, and the effects of striking objects may be slightly subdued.

Aurite was also known for some odd properties. When exposed to enough water to submerse itself, aurite releases any charge it has, making it only initially dangerous within water. Aurite can tarnish if left inside the water for too long, usually around 1-2 months. it begins to "Rot" and change to a dark green and black substance that has none of the original properties, once this process begins, it is irreversible. When raw aurite is placed upon skin, the hairs of the person begin to stand on end as long as the aurite remains charged. Aurite showed an aura when exposed to magical light, this aura was said to be a sporadic pulse that originated from the ore, and went outwards, this became faster the more the ore was charged.

While aurite is highly valued, it is incredibly difficult to obtain. Finding pure enough aurite in high enough quantities to produce weaponry, foci, and armor, could take month or year long campaigns by professional adventurers to find it, and even more time to properly treat it. The most common way of obtaining aurite is through connections of beings of the plane, such as Djinn, and bargaining for it.

## Uses

Aurite is heralded for it's defensive properties, especially against spellcasters who specialize in evocation. Auritic armor is the most common use for it. The aurite's charge keeping capabilities lessen the effects of lightning based evocation against them while storing the power for later. This can then be released when a metal weapon attacks them, or by touching the target with the armor itself, delivering pent up energy. The charge itself dissipates in water without being waxed, or after it is taken off and separated in order to prevent it's degradation or risk harm to the wearer.

There have been uses of aurite staves as a choice for spellcasters wishing to empower their lightning and shock spells. Aurite staves in particular are usually bi-segmented, to allow an arc of concentrated magic lightning to appear between the tines.

One notable use of aurite was during 1288 PA, when an ornate rod of aurite was used to contain the prime bolt of Cirrus' Storm. Creating an immensely powerful staff that is now kept within the Thaumis Reliquary and can only be accessed by the Archmagi of Thuamia.
Draaki

A chunk of unrefined Draaki

Draaki, also known as Drake Ore, is a precious metal produced from ore found in the mountains of the Torveil Highlands as well as molten parts of the Dark Realm.

## Description

Draaki appears as a orange and red flecked mineral naturally, and transitions to incorporate a slight red tinge when it was properly forged. It remains a orange mineral if ground. Draaki is naturally warm from the elemental energy that it is produced near, and due to its high tolerence requires much more heat than standard iron to form into tools and weaponry.

### Properties

Draaki glows faintly orange, with a slightly red tinge when forged. It is naturally warm to the touch. It is commonly believed spellcasting foci and the ground filings of it can enhance the power of elemental fire from evocation spells.

## Uses

The most common use of Draaki is the ability to combine with other components to make Drakepowder. An explosive and volatile component used to make various weapons. It can also be forged into weaponry and foci to enhance fire evocation as well as fire based enchantments such as Flametongue.

## History

The discovery of Draaki has lead to the divisions of many colonies and houses among the dwarves of the Highlands. Not only its potential for advanced drakepowder weaponry, but also it's economic value to other regions. This tension and race for the material has led to the War of Noraz Valley as well as other smaller scale skirmishes. for control over the large deposits of the resource. Due to territorial and terrain advantage, other regions have decided to let the dwarves keep their resource and form trade pacts as going into war with them would result in estimated tens of thousands of casualties.

## Rumors and legends

Some people say that the reason the dwarves named the ore Draaki is because they believed the souls or dragons were infused into the rock to make the ore itself.
Hovering Horseshoes

Hovering Horseshoes are a rather simple but useful magic item

## Description

These magical horseshoes are a set of four that can be fitted to most breeds of common hooved animals. They can come in variations or lesser quantities for more specialty races or breeds such as minotaur. These shoes have their ends signed with inscriptions that help channel powers of transmutation through them more efficiently. Although they look rather normal, when in use they will glow brightly with a light blue hue.

## Abilities

These shoes give the wearer the ability to hover when walking with them. They may hover a short distance above the ground they tread on or continue on the same elevation after leaving solid ground. They may also control their descent if they want to at all and can do so at an extremely slow pace as to not damage themselves. Usually when placed on creatures with lower intelligence ratings, they must be specially trained to use these shoes which can take up to 3 years for the average horse.
Cloak of the Long Shadow

The cloak of the long shadow allows the alteration of the wearer's shadow

## Description

This cloak is a thin long black cloak that runs from the side of the neck to the back of the calf on the average man. It ripples as if it were a wave in patterns of scale like blocks that disappear when they flatten out. The outer cloak has a singular pattern of a darkened sun and the backside is completely blank. The tail of the cloak splits into 4 long sharply pointed spike-like tassles.

## Abilities

This cloak has the ability to alter the wearer's shadow in a number of ways. It can elongate the shadow to be up to 3 times as long than normal and can selectively choose a lightsource to be affected by as long as there is a lightsource. For instance, if you held a candle in daylight while wearing this cloak, the cloak could choose the shadow from exclusively the candles light. It also has the ability to alter the psyche of any person within the user's shadow. When another creature that can understand them is in the user's shadow, they feel a more pressing presence that almost becomes physical like a weight to the chest. They will become more paranoid and easier to intimidate and coerce. This can help in interactions that need to be diffused by any means possible.
Thaumian Chalk

Thaumian Chalk is a chalk derived and produced in and for the city of Thaumia

## Description

Thaumian chalk is a special variety of chalk used mostly within the city of Thuamia. It comes in a variety of colors but most commonly is white like normal chalks. Unlike most other types of chalk, Thaumian chalk is incredibly dense, weighing up to 3 times other chalks it's size. This density has allowed single sticks of Thaumian chalk to be used rigorously for up to a year. It is well known by academics to be the most supreme of quality chalk, and is known for its clean lines, zero erasing traces, and silky feel. The process of creating Thaumian Chalk is rigorous, expensive, and a well kept secret. The only people allowed knowledge of how the chalk is made are Thaumia's Component Wright, their protégés, and the Archmagis.

Thaumian chalk is normally sold at 5gp per stick, and 10gp if it is colored. To outsiders, this is normally marked up even further.

## Uses

Thaumian chalk was used at the beginning of spellcraft as we know it to write theorems, maneuvers, and phonetics onto slate walls. As such, the tradition of spellcraft with Thaumian chalk has stayed with the scholars of Thaumia. Traditionally, large public gatherings are held discussing spellcraft within Thaumia's walls, while a Thaumigogue teaches. Often the lectures will involve scribblings on slate boards using the chalk or ritual circles inscribed upon the ground with it. These slate boards are stored after the lectures with a scribing of what was said within the Thaumis Reliquary.

When used by spellcasters, it can be used to invoke properties embedded within the ritual circles they draw, assisting novice mages conjure ritual spells easier.

While the use of Thaumian chalk bears no use to advanced and master mages compared to normal chalk, it still remains tradition to use it. This has speculated some outside observers that the belief that the chalk enhances their work it what makes it easier to evoke spells with, akin to a placebo. This has yet to be proven though.
Weapon of Cowardice Counter

Weapons of Cowardice Counter are a preferred magic weapon for fighters and barbarians alike

## Description

These magical weapons can be any melee weapon but will usually take the form of lighter swords. The hilt of the weapon is etched in magical inscriptions bearing the words of "opportune" and "feast". The weapon smolders with a transparent purple fog, and this becomes more noticeable when in the range of a creature that is fearful or plans on running. It will begin to move the user's hand more fluidly than would normally be possible. These weapons emanate an aura of enchantment magic.

## Abilities

When a creature attempts to flee or reposition from the user of this weapon, any opportunistic attacks they make will be enhanced to suit their normal capabilities. If a creature is capable of producing many attacks in short bursts, the weapon will propel them to do so rather than making a single strike. When a fleeing opponent is felled, the user is rewarded by the weapon with a temporary shimmering barrier that helps defend against harm. These weapons are particularly popular among cavalry regiments on their lances or long swords.
Invigoration Salve

Invigoration Salve allows for the restoration of one's body and mind.

## Description

Invigoration salve is a oily clear liquid that is most commonly contained in small glass jars. It smells of pungent alcohols and aloe. The salve itself usually comes in doses suited for individual use. The liquid is capable of soaking into most humanoid skin types. The primary ingredient in the salve is from the Vigis plant, and particularly, in it's roots.

## Uses

The salve is used to reduce fatigue quicker than natural rest would allow. To fully apply the salve to the skin, it takes about one minute for it to fully soak into the skin. It relaxes the muscles and clears the mind of mental fogs. These effects can only help with minor bouts of fatigue though, as more stressful amounts of tiredness needs to be cured with rest more before the salve can take a noticeable effect.
Withergrass

WIthergrass is a common plant that grows near and inside of the Shadow Realm

## Description

Withergrass is a variety of grass that grows within the Shadow Realm, or areas heavily influenced by it, such as The Wastes. Withergrass normally grows to heights of 3-4 inches, but patches of large weeds as tall as 3.5 feet have been reported. It physically resembles grass, with a black to gray gradient travelling from the base of the plant to the tip. As with most items of the Shadow Realm, it seems to be an echo of sorts but twisted cruely against non-native creatures. To non-shadow plane creatures, this plant is entirely inedible due to it's properties, but some scholars theorize if it was, it would still be fatal. The grass will break and turn to ash with the slightest touch from outsiders, making it hard to obtain samples. To residents or those touched by the plane, their bodies seem to phase through the grass at will without affecting it. This makes exploring planes of the grass incredibly dangerous despite their seeming harmlessness.

## Uses

Withergrass cannot be used by individuals not touched by the shadow planes, at least in a positive way. Intelligent creatures from the plane will use trails of broken wither grass to find outsiders and hunt them. This is dually dangerous, as in areas with tall withergrass sprawls, natives of the plane can move through it without making a sound or disturbing it. Creatures known as screelers enjoy flattening their bodies to move through these patches nearly undetected before launching a feeding frenzy upon their prey.

Trekking through withergrass is generally not advised to anyone who may encounter it, as it may be far easier to attempt to control a creature native to the plane through means of conjuration or enchantment to ride upon and nullify tracks.
Beard Bushel

Beard Bushel is a plant within Ucril

## Description

Beard Bushel is a stalk like plant that grows within colder plains areas. They grow to an average height of 3-4 ft. The stalk of the plant is brown, and the leaves that come from the top are numerous and layered like corn plants. They surround a large bundle of hundreds of dark orange stamen. These stamen are incredibly thin, and tightly packed until the plant opens and blooms during the summer months. Beard bushels don't normally have a defined smell or taste.

## Uses

Beard bushel arent very popular for decor, however, they can be used for insulation in a pinch. The thick bundles of stamen can be used as a thatch like material for wall insulation or for an (albeit uncomfortable) clothing piece. They can also be dried and lit as kindling in a pinch if one so needs it.
Teeth of the Earth Eater

Teeth of the Earth Eater are a magic item that alters the digestive tracts and mouth area

## Description

These magic items come in the form of two large slabs of bone like material. These slabs are very wide and are serrated on the tops. These magic items are abnormally hard, requiring gemstones to be able to even scratch away at them. They are curved like a set of teeth and the back of them are riddled with runic inscriptions such as "consume" and "reduce".

## Abilities

These magic items are a symbiotic magic item, meaning it replaces a part of one's self and grants more utility than the previous part. When these sets of teeth are placed in the mouth, over time, they will fuse with the teeth of the user and make a new and more powerful set of teeth. They also alter the digestive tract to be more sturdy, making the esophagus more leathery and the digestive juices and intestines more acute at processing minerals. When fully merged with the magic item, the user will gain the ability to consume and digest minerals or gemstones to gain sustenance the same way they normally would with food. These teeth are made primarily from the teeth of Xorn and scaled down in proportion.
Sentry Stunner

Sentry Stunners are small magical devices used as traps

## Description

Sentry Stunners are a clockwork device comprised of brass, steel, and a central gem core that contains a large amount of energy. The device is along a thin line akin to a hunting trap. The middle of the device contains a "splitting" device. It looks like two large steel arms that grip the central gem on opposing sides. The trap has a reflective coating applied to the outer surfaces, naturally camouflaging it when placed down.

## Abilities

The sentry is rather hard to spot when placed due to its camouflage and flat appearance. When a creature steps on the trap, the splitting device will begin to crush the volatile gem in it's core. It will do this by pushing on it in opposing directions that are off center. This will split the gem down the middle, releasing a burst of elemental energy that can stun targets in a wide range. A new gem can be re-socketed and allow the trap to be used again. This device was used in Gnomish battles, although those were rather uncommon, leading this device to be a rarity even among their kind.
Candle of Lucidity

Candles of Lucidity are a magic item that alters the dreams of creatures who stay near them

## Description

Candles of Lucidity are a cyan colored candles inscribed with symbols and markings into the wax. The candle smells of a fresh ocean wind and is smooth to the touch. Despite being made primarily from different types of waxes, the outer surface feels as polished as a marble tile. When the candle is shone upon by light of its own creation or otherwise, the outer surface shines with a odd glow of varying color. The central wick of the candle burns only to a certain point each night allowing only for a specified number of uses before it is used up. The flame itself dances with a blue light similar to the wax. When the heated wax would normally fall, it instead falls upward, usually forming streaks of wax going into the air. This is suspected to be an in reference to the Plane of Dreams, and specifically Dream Rain.

## Abilities

When lit, the candle will begin to burn when a creature near it starts sleeping. It will burn in proportion to how long their rest is. While within rage of this candle, the user will experience completely lucid dreams. They may use this opportunity to explore their own mind or improve upon their skills at a subconscious level. This candle also staves off effects that would alter the dream that the user does not wish to allow such as the Dream spell.
Neutralizer Tablet

Neutralizer Tablets are an essential part of any well seasoned adventurer's kit

## Description

Neutralizer tablets are a small cube that is bone white in color. It appears to be very similar to chalk in texture, and even produces a fine silt when rubbed on the fingers or surfaces. However, this item is a lot more crumbly, so striking against surfaces can hunk off large chunks of the small tablets with ease. The tablets themselves smell of a soap that lacks additional scenting. Typical doses of this item come in 1x1x1 inch cubes, but larger sizes can be cut by request to the seller, as they will keep large bricks of it and cut it out as needed. The item itself does not expire, allowing storage for long periods.

## Abilities

Neutralizer tablets have the ability to negate the corrosive and burning effects of most acids. Some acids, such as the breath of Black Dragons, are made from raw elements and cannot be subdued. However, if it is man made, there is almost a guarantee that it can be negated. A single 1 inch cube of this can turn a whole cubic foot of acid into a more basic form. When it is dropped in the acid, it will begin to foam and break apart as it bubbles to the bottom of the liquid. This process can take roughly 10 seconds per dose of this item.
Crown of Insatiable Hunger

The Crown of Insatiable Hunger is a one of a kind magic item wielded by Galvin Hence

## Description

The crown is an obsidian circlet with 7 protruding spikes on both sides. The crown will bend to fit the user's proportions. When donned upon a user, the circlet reveals it's sentience. It is mostly silent, but occasionally whispers to the user to feed it as it is hungry. When it is in use, the circlet is said to glow a virulent purple and form a swirling halo above the top spikes. The origins of the crown is unknown, but it is theorized that it's creator was the lich Ultar Evernus.

## Abilities

The circlet allows you to "consume" vitality in exchange for some of your own. This is limited to once per day. When activated, the circlet will dig the bottom spikes right to the skin to create a piercing sensation. From this point forth for the next minute, slain enemies will return a portion of your vitality. This ability was used to great effect by Galvin, becoming a whirling cascade of blades that would not fall as long as he had creatures coming to meet his great blade.
Henishberry Mead

Hennishberry Mead is an alcoholic drink commonly enjoyed by people of the Thera Backlands

## Description

Hennishberry Mead is primarily produced within the Hemnir Region, as they produce large quantities of Hennishberries from the Henn Bushes populating the area. Hennishberry Mead is typically produced as a mixture between the crushed tart berries, sweet honeys, spices, and yeast. The flavor of the mead is said to be tart at first, but becomes sweeter like honey the more it is sipped upon. The mead itself takes on a yellow-orange color from the honey and orange Hennishberries. When smelled it fell upon the nose with the warm and comforting smells of sweet fruit and cinnamon.

While many producers of Hennishberry Mead exist, their methods are rather similar, and their only differences being the branded charring of owners upon the kegs. The most popular maker of the mead however is the Gethin Family.

## History

Hennishberry Mead was an adaptation of the more tamed Honeyed Mead that was a common drink nearly two centuries ago. Hennishberry Mead began to gain a lot of traction as the most popular choice of drink at the turn of the century in 1300 PA. As the drink was growing to be a staple of the Hemnir War Festival, in which participants engaged in frivolous drinking and martial sports.
Familiar Weapon

Familiar weapons are weapons that have been given consciousness and the ability to alter their form

## Description

Familiar weapons appear as a variety of weaponry across many different cultures, but prefer to take the forms of primarily melee weapons. Although they can be ranged weapons, they usually develop a more bitter personality over time with their users due to them not being near them as often and throwing away parts of them. These weapons do not appear much differently from a normal weapon until their abilities are made manifest.

## Abilities

These weapons are linked to a specific user until death either on the weapon's part or the user's. These weapons develop a full consciousness and perceptions such as sight and hearing, although it is not understood how they function even if they are magically fueled. Familiar weapons can morph between two forms, a weapon form, and a primal form that takes a more organic look. This can manifest as small animals or motes of light that follow their user. They can use some of their abilities in limited use around their users even when not in the proper form such as a weapon with an avian form being able to float near their user while in weapon form. Regardless, they are capable of speech and look after their users, adapting to their fighting styles and improving upon it over time. They become significantly more powerful the longer they have aged, and tend to strive towards good unless neglected by their owners. One famous example of a familiar weapon is the hereditarily given greatsword, Galnoir, wielded by the heads of the Feitorian bloodline.
Mindformer

Mindformer is a useful magical item, prized for it's thought forming capabilities asisting in art and craft

## Description

Mindformer is a shapeless ethereal gas. It is pink in color, with occasional crackles or shimmers of silvery light. Mindformer is usually kept in extremely large but thin glass bottles as to allow a better connection to the mind. Mindformer seems to have no affect from gravity until placed near the head of an itelligent creature. The gas will coalesce into a torus that spins on the surface of the head, while thin strands will protrude from the center and begin to form images. Mindformer is capable of changing shape and color to suit this purpose. When changed, the gas does not reform into other shapes for time spans from a tenday to a month. The mindformer gas itself is usually given to followers of Eneris as a divine gift, it is theorized that mindformer may just be the physical matter of which dreams are comprised of.

## Uses

Mindformer is exceptionally useful for any visionary who struggles to accurately convey their thoughts. When the gas is close enough to the mind of an itelligent creature, it will begin to weave and form it's exact thought. This process can take anywhere from a few seconds up to half an hour depending on the complexity or size of the thought. This only works with physical thoughts however, such as the structure of a building, composition of an artpiece, or other material thoughs. If presented with a non-physical thought, it will usually resort to the closest thing to said thought that is material, or choose a smaller thought to work with. Mindformer works with the primary thought of a creature, and interrupting this process with other mind matters can clutter the image the mindformer makes.