Books

The world of The Last Villages is filled with a multitude of books, here is a list of them with the ability to read them.

## Arcane Books

### An Analysis of a Human Soul

> An unethical Book written by Ethel Delarosa.
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> Ethel starts the book by describing themselves as a powerful necromancer. They then continue to explain that they will analyze a Human Soul in this book by conducting experiments. The experiments are never fully described, so no-one could steal their work, but the results prove efficient.
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> They start by explaining that a human Soul can be used to fuel spells, proven by Ethel making subjects cast Spells even if they aren't Spellcasters. Most did not survive this process, the few that did were left weak and worthless, so they disposed of them. It is unknown of they did this, but they describe the experiment as something everyone could do, if given enough time to research Spells.
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> The next experiment is capturing Souls. A spell is used to do this, this spell let's the user trap a Soul inside a jar. The Soul is then used to heal the magician, burning it up in the process. Ethel continues this experiment by comparing animal Souls with human Souls, saying that they're surprised it only works on human Souls, as they are basically pigs on two legs.
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> The rest of the pages are torn out, except the last one. There is a text written in Blood on it:
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> "The Knights found me, if anyone gets this book, continue my research, it cannot die with me."
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### Dimensional Theory and it's Implications

> The world is a simple place. We have laws for everything. Laws that let us calculate how fast an apple is falling from a tree. Laws that didcate how magic works. Laws that ensure our safety when walking outside. These laws exist for a reason, but what if there was a place where the laws worked differently? Everyone knows the planes, those places rarely anyone travels to. The Feywild, the Shadowfell, the Outer Planes with Hells and Heavens alike. We have all heard the stories, fairytales of adventurers travelling between the planes. Most of us, including myself, can only ever dream of leaving the prime material plane. But the fact that those planes exist is well known. It is a law and the planes are all ruled by laws. Nobody would question the existence of the Feywild when Satyrs travel and mingle between us. Noone would imply that the Heaven of Elysium is merely fiction. The Split is something anyone can research if put some effort into. And yet a new theory has been brought up more often that is questioning everything. The Dimensional Theory.
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> Now, many people might wonder what the dimensional theory is, so let me explain it in simple terms. Our existence, our plane and the planes tied to it, occurs within a bubble. The Astral Sea is this bubble. If one were to leave this bubble, what would happen? Most people will never find out, how could they? Entering the Astral Sea is nearly impossible, navigating it is unthinkable and actually moving to the edges is nothing more than a distant dream, which not even the wildest of us would dream of. And yet, the theory states that there are more bubbles. That ours is only one of many, countless of bubbles that are all spread out within a web of bubbles. Like the bubbles in boiling water, we are only one of many, destined to pop at some point.
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> But what does that mean? Well, we do not know. No-one alive has ever left this Bubble, this Dimension, as far as we know. That is where the problem lies, we cannot know for sure. Maybe there are countless of Dimensions we could hypothetically travel to, but we would never know. The raw magical energy needed to get to another dimension would break any known laws, as far as we know of course. And what would happen if one entered another dimension? Would they simply adapt to the laws existing there? Since every Dimension would be different, would that mean that there is one where air does not exist? Where Elves do not exist? What does that mean for an Elf that needs to breath air? Do they die the moment they enter? Would they suffocate? Would their existence be erased?
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> The implications are frightening, but if looked at with a cool head, one will notice something clear. If these other Dimensions exist, they might know about ours. Why then, have we not seen anyone from other dimensions then? Perhaps they cannot travel here, perhaps they know less than we do or perhaps, something is stopping them?
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> Let me bring up the first and most important Law within Alchemy.
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> "You cannot gain anything without first giving something in return. To obtain, something of equal value must be lost."
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> This law states, that for something to be gained, something else has to be handed away. It is clearly found within many of our principles of lives. You cannot cast a spell without expending energy. You cannot perform mircales without offering prayers to your deity. You cannot create something from nothing. This also goes hand in hand with a different law.
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> "Matter cannot be created or destroyed, it has to be given a different shape or form."
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> Some might be confused on how these two laws connect, but it is actually quite simple. You cannot create something, without giving something of equal value. Matter cannot be created, only given a different shape or form. You cannot make glass out of thin air, but you can reshape arcane energy and matter around you to create the glass.
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> How does this all connect to the different dimensions?
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> I propose the theory, that if different dimensions are true, travelling between them would be impossible due to a simple reason.
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> Matter is not infinite, it cannot be infinite. Meaning that every dimension has a maximum amount of matter within it. If more matter were to be added, it would simple cause the dimension to collapse. You cannot add more water to a barrel when it's already filled to the brim, something else will have to flow out.
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> So either, people with the same amount of matter will have to leave the dimension you are trying to travel into at the same time, or it will be impossible to enter it. Or, this is where things get more complicated, you can enter it, but at a cost.
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> Our bodies are made out of matter.
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> Now, if I were to enter a different dimension, there would be too much matter.
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> But conviniently, there is a person in that dimension who takes up the same amount of matter. Perhaps that person is basically me. Perhaps that person is something entire different, but that does not make much of a difference.
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> If those previously stated laws apply to souls as well, it would mean that there are countless versions of us, living in different universes. Then, if we entered a different dimension, we would basically destroy the person that would be us in that universe. The most important parts are, that we have the same amount of matter in body and soul.
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> This theory is highly hypothetical and more of a thought experiment, as different dimensions are something that has yet to be proven.
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> But if that is indeed true, then I am sure to enter a different dimension, we would kill the version in the universe we would have been.
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### How you can cast spells

> "How you can cast spells" - A short explanatory story about a kid who learns to use magic, it's supposed to help the reader, written by Jaina Flim
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> William is 6 years old, say hello William!
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> {A picture of a young boy waving, he has a spellbook in one hand and a wand in the other.}
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> William wants to become a wizard, for that he has to study. Isn't that right, William?
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> {Picture of William nodding, he's surrounded by many books.}
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> Wizards have to study the rules of magic to use it. It is a little complicated.
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> {Picture of William thinking, his head is full of equations.}
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> But there are many others ways to learn how to cast magic!
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> {A bunch of kids standing next to each other. You see: A druid tiefling, an artificer goliath, the wizard boy, a satyr cleric, a tabaxi bard, a human ranger with a wolf, a half-elf paladin, an elf sorceress and an wood elf warlock.}
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> Let's see how they use their magic!
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> The book goes on to explain how different classes use their magic in the most simple of words and terms. Druids use the energy of nature around them. Clerics use the power of their faith and their gods. Bards manage to cast spells through artistry and so on. There is a small chapter then, which explains that not all magic works like that, and some comes through different ways.
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> Every class gets around a page, before it circles back to William. The book then goes on to explain how William learns how to cast magic. How he has to use an arcane focus and his spellbook, to help him. The book follows his journey on how he learns to use "Dancing Lights". The book itself is really simple and not very detailed, clearly intended for a younger audience. Though it does explain how magic can feel and how it, sometimes, feels like moving a limb, thinking a thought or wishing for something so bad it happens.
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### Spirits - Souls without a body

> Introduction into Spirits and Souls. Both are technically the same thing. While a Soul is stuck to a body, a Spirit doesn't have one. There are multiple kinds of spirits:
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> Elemental - Spirits created through one of the four big Elements gaining a soul. They're different from true Elementals as those have a permanent physical body.
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> Fey - Some Fey's are Spirits
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> Undead - Restless Souls that have lost their body and cannot move to the afterlife or were summoned back from it
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> Nature - Connected to Fey Spirits, but nature spirits are their own thing.
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> Infernal - Infernal Spirits are similar to Undead ones, the Soul of a Devil that was not fully destroyed. Most tend to regain their body as they travel back to the Hells.
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> Many more unkown forms of Spirits exist, but it's a rather new field of study. Spirits don't tend to be evil, good or even neutral. They can be anything and everything. Celestial Spirits might be inclined to do good, but so can Infernal Spirits.
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> The Book continues giving small examples for the different kinds of spirits.
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> Elemental: Stone Guardian
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> Giant beings made out of an amalgamation of Rocks. They tend to be volatile and unstable as they cannot keep their physical form for long. They're mostly found in the Elemental Plane of Earth. Earthen Spirits are the soul of the Earth, strong, steadfast and calm.
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> Undead: Ghosts
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> The classic Undead Spirit. A humanoid that died and haunts a certain object, person or place for whatever reason.
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> Nature: Woodland Wanderers
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> Protectors of Forests and it's inhabitants. They are some of the strongest kind of Spirits and take many different ones under their wing. They tend to act as a guardian of sorts for weaker Spirits, but try to not use any violence if necessary.
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### Spirits of the Beasts

> written by Thebethia Willowbranch
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> In this book the author goes into detail about Lycanthropy. Explaining the difference between True Lycanthropes and Afflicted ones. A true Lycanthrope was either bitten by someone carrying the Old Curse of Lycanthropy or was born with it. Afflicted ones could be cured, while True ones couldn't be.
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> She then explains on how the curse is cast, going into detail on how to inflict people with different kinds of Lycanthropy, this seems to be the major part of the book. It describes how to create Werebears, Weretigers, Werewolfs, Wererats, Werecats and a few others, some dangerous than others.
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> She also explains how to create a Antherion, which is the opposite of a Lycanthrope. While a Lycanthrope is a humanoid that turns to a beast, an Antherion is a beast that turns into a humanoid.
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### The Curses of Old

> written by Blaring Irma Toefingers
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> Many would say that Curses are something inherent to the nature of us Hags and Witches. Something we've been able to do ever since the Birth of Baba Yaga, Mother of Witchery, but that would be a blatant lie, a disregard of the Old Curses. The thing we call Curses today is only a mere shade of what the Old Hags are capable of doing, those that grew up learning Witchcraft before the Rule of Three was ever even mentioned. So why do we not use them anymore, if they are so powerful? It's quite simple, they take a sacrfice, a sacrifice that is hard to attain nowadays. They use spirits.
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> To cast an Old Curse one has to kill a Spirit and use it's magical ability to create the Curse. Those created with that sacrifice are unimaginably powerful, capable of cursing entire Bloodlines with hardly anyway to remove the curse. Simple Spells would not take hold, as the Curse would merge with the Soul of the Victim, becoming one entity in the process.
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> Removing such a curse was basically impossible, so, a new profession slowly appeared, people called "Curse Hunters". By now most of them are dead, a faded memory of a time before the Planes were Split. These Curse Hunters had one task, kill those who were 'infected.' They were cruel, just like us Hags, ready to burn down entire villages to remove the 'Rot of the Soul', as they called it.
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> You see, the problem with Old Curses is that simply killing the Victim would not be enough, the Curse would just jump from one Person to the next, infecting them in the process. The only way to kill a Curse would be to use a Spirit Blade, a weapon infused with a spirit. Creating such a weapon needed the sacrifice of a Spirit, leading to it's death, but while a Curse needed a new Sacrifice every time it was cast, a Spirit Blade only needed one Spirit to destroy an unlimited amount of Curses.
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> The Order of the Blighted sprung forth in those times. A group of warriors, hunting down Spirits and Curses alike, thinking that by removing all Spirits they could remove all Curses. It was a foolish effort, as it lead to a three way war. The Order of the Blighted fought against the United Covent of Witches and the Spirits, who fought against each other themselves. In the end, the Spirits won. They defeated the Order of the Blighted and doomed all mortals with the inability to truly kill a Spirit. Though, rumors have sprung up that with the passing of time, the magic has faded, running too thin in the blood of Mortals to take any effect. The Hags were damned with a foul ugly, condemning their body to reflect the ugliness of their Souls.
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> After the Spirit War, many hags stopped using Old Curses, only the strongest dare to sacrifice Spirits in their work, though many have decided to take on familiars. While the Curses cast with the help of a familiar are never as strong as the Old Curses, they are still enough to fool mortals or wrap them around ones will.
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> The Curses of Old are impressive, I myself have only heard about some of them through Word of Mouth. Lycanthropy, Undeath, Vampirism and diseases only the worst of nightmares could conjure. All of them are Old Curses, though many of them have weakened ever since their initial creation.
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> Though many questions remains, where have all the Spirit Blades gone? There were hundred of them used in the Spirit War, and yet, none of them have been found. Where have all the Spirits gone? After the Planar-Split they must have taken refuge somewhere, but seeing a true Spirit, not an Undead, is almost impossible. Where has the Arch-Hag been during the War? She must have had the power to curse all Spirits, but yet no records speak of her. Has Baba Yaga forsaken her own kind? According to some people she still uses Old Curses, so why did the Spirits not retaliate yet?
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> After all, it's easy to say that the Curses of Old are a fragment of history, lost to time. One might do many things to be able to research a true Curse of Old, but as it stands right now, they have been lost or weakened, unable to be recognised as what they once were.
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### The Soul Tree - On the Heritage of Wood Elfs

> written by Sylmare Sylric
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> "The Branches of the Soul Tree reach far and wide
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> Guiding us Wood Elves through the darkest of nights
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> Yggdrasils blessing reaches us all through his veins
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> Keeping us free from civilisations chains
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> Blessed be the sacred tree
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> Blessed be the holy earth
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> Blessed be the hearts of those before us
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> Blessed be the souls of those after us" - A blessing spoken by Wood Elven communities
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> Wood Elves, Sylvan Elves or even Wild Elves, all those terms describe Or-tel-quessir, the Elves tied to the Soul Tree. Named by many as Yggdrasil, the Soul tree is at the heart of the world, connecting all living beings, plants and humanoids alike.
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> Back when the Planar Split occurred, the Eladrin split from the Elves, some deciding to stay in the material plane, while others followed into the Feywild. Those staying behind in the material plane evolved into two main subraces, the High Elves and the Wood Elves.
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> This Book will focus on the Wood Elves, those who didn't lose their connection to Yggdrasil. After the Planar Split, the Teu-tel-quessir, the High Elves, moved to distant lands. They were the first ones to work out the new Weave, so they focused themselves on the Arcane Arts, leaving the Primordial Magic of Nature behind them. This lead to a rift between Elves, as the Or-tel-quessir saw the Arcane Arts as something fallible, while the Primordial Magic was the only true way. Still weakened from the last wars, they didn't bother fighting about it, instead each declaring the other ones the weaker clans.
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> The Or-tel-quessir stayed near the Yggdrasil, protecting it and tending to it. This lead to their own souls slowly connecting themselves to it and the very fabric of nature. Scholars believe this is the reason Or-tel-quessir turn into trees after their death, as their soul is pulled back to Yggdrasil their Body is overflowed with Primordial Energy. After their death, their Soul passes through the Soul Tree, before moving on to another life. It is heavily debated whether High Elves can have the Soul of a former Wood Elf, but there is no clear answer yet.
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> As decades passed, more Wood Elves left the vicinity of Yggdrasil, travelling the world to protect nature everywhere. Some have lost their direct connection to the Soul Tree, not turning into trees upon death, while others stayed close to the old faith. It is believed that everywhere Yggdrasils roots go, the Or-tel-quessir live.
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> The Location of the Soul Tree has been lost and only the highest ranking of Clan-Leaders know it, but they keep it a secret to protect it from people who might seek to harm it or use it's power for evil. As it is said that any weapon made out of Yggdrasils wood is powerful like blessed iron forged by the blacksmiths of the gods.
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### The Soul, The Mind and The Body

> A complicated Book written in formal language by Kindreth Loraro.
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> The Book itself is a summary of the three Components of a living being. A relatively new Theory, suggesting every being has three parts.
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> The Body is a shell, keeping the Mind and Soul safe.
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> The Mind thinks, dividing between rationality and creativity.
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> The Soul feels, enabling one to realize Emotions.
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> You cannot have one without the other two, as that would lead to imminent self destruction.
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> A Body without a Mind and Soul drops to the ground. Neither awake nor asleep, it's forced to wait for death.
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> A Mind without a Body or Soul is an energy that can only think, but not interact. Like a lightning, it explodes into a load of ideas, before it disappears into nothingness.
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> A Soul without a Body or Mind is a raging Spirit, unable to control itself and burning up in the process.
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> Two without one can work, but it rarely does, depending on the combination.
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> A Body with a Mind, but no Soul, is basically an Undead Servant. Forced to do anything a Person tells them to. They might be able to think, but without any Willpower, they cannot go against it, even if they could argue against it.
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> A Body with a Soul, but no Mind, is cursed to never grasp anything. They might be able to achieve great things, but without a way to understand what they are doing, they are doomed to die without any memory.
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> A Mind with a Soul, but no Body, is a classic Spirit. While they are able to interact with their surroundings through their Magical Abilities, they will never be able to truly sense anything.
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> Every Living Being has those three in a different ratio to one another. Some People have a stronger mind, others a stronger soul. Current Research might indicate that people with a strong Soul tend to be able to cast magic, but so do people with a strong Mind.
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> The three aspects have a symbol. The Triangle represents the Body, housing the Mind and the Spirit. The Mind is symbolized by the Circle, divided into Creativity and Rationality. The Soul is represented by the curved lines, reaching towards the World to experience things.
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### The Weave

> The Weave |wiːv|:
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> The Weave is the way in which "Magic" presents itself for beings to use as it flows through the world. It touches almost every corner of the world, except "Magic Dead Zones", where access to the Weave has been cut off. The Weave is considered to have a pattern-like structure, enabling people to use it, the spaces in between the Weave is called the "Shadow Weave".
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> The exact nature of the Weave is impossible to discern, though, some scholars suggest it is the Body of the deity "Mystra".
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> The Weave's structure can be broken or messed up in spaces like "Magic Dead Zones", "Evermeet" or "Wild Magic Zones".
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> The Weave is the anti-thesis to the "Demon Weave" and the "Shadow Weave".
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### Witch Curses and their Origin

> written by Elizabeth B. Soot.
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> In this book Elizabeth B. Soot describes different kinds of curses witches place upon their victims and how some of them are cast. She does also explain that these are just some of the Curses and a powerful witch could create even more ones.
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> Loss of Voice - By combining a list of ingridients and burning them, you can create a smoke that will steal the inhalers voice. It's a simple ritual, you need three hags or witches, the ingridients and a brazier blessed or haunted by a strong spirit. You catch the smoke in a small vial and then hold it out infront of your Victim, using a magical wind to make them inhale it. That way their voice will be lost.
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>    - There is a variation where a witch steals the voice instead of just making it disappear, but this is more complicated and I have not figured out how to do it yet.
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> Turning into a Donkey - The simplest of curses. It can easily be done by chanting "ᛖᛁᛖ ᛟᚠ ᚹᛁᚱᛗ, ᛞᚨᚾᚲᛖ ᛟᚠ ᛊᛏᚨᚱᛊ & ᛏᚨᛁᛚ ᛟᚠ ᛗᛟᚾᚲᛖᛁ ᛏᚢᚱᚾ ᚦᛁᛊ ᚠᛟᛟᛚ ᛁᚾᛏᛟ ᚨ ᛞᛟᚾᚲᛖᛁ" three times while in a coven. You will need a hair of the victim, but through this you can achieve the desired effect with an unlimited range.
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> Rewrite Memories - Rewriting and also stealing memories is quite difficult, even the most talented of hags try to avoid this, as it can lead to many problems, oftentimes the ritual itself is quite expensive as well so most witches decide on less complicated solutions. You will need a crystal with a raven feather inside and a few more of the following ingredients: (The list of ingredients is unreadable). Get three Covens of three and have them chant these lines three times two times. "ᚲᚺᚨᚾᛏ ᚨᚾᛞ ᚲᚺᚨᚾᛏ, ᛚᛖᛏ×ᛊ ᚷᛟ ᛒᛖᛊᛏᛁᛖᛊ, ᛚᛖᛏ×ᛊ ᚲᚺᚨᚾᛏ". Then focus your magical energy on the victim, that way you can see the memories and steal the ones you need or rewrite them.
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> Steal Emotions - A simpler version of stealing memories. It can easily be done, you only need a (unreadable) box that has (unreadable). The victim will have to reach into the box and the emotion will leave them, trapping it inside the box. They will never be able to feel that specific one again until the reach into the Box a second time.
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## Books on other Planes and Beings from other Planes

### Demon Lords and their Domains

> It gives a short description of most major Demon Lord. Demogorgon, Orcus, Graz'zt, Baphomet, Yeenoghu, Juiblex, Fraz-Urb'luu, Kostchtchie, Malcanthet and Zuggtmoy are all described here.
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> Zuggtmoy:
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> "Fear not for your future for now you must sleep In Zuggtmoy's Cradle your body shall steep. Your flesh a fine banquet of delicate food Your gift to the Lady shall nourish the brood. What births from your leavings and grows in her nave Shall feed from your ruins and fat from your grave." ~ A traditional lullaby sung to those in Zuggtmoy's Cradle. Zuggtmoy, Lady of Fungi, Demon Queen of Fungi or the Lady of Rot and Decay. She carries many names, as she carries many forms. Most of the time, she takes she shape of a corrupted humanoid, her legs hidden behind layers of fungal sheets, like a wedding dress made out of rot. While from afar one might mistake her for a humanoid, maybe an elf, up close she looks more alien. A skeletal figure created to mock living beings. She only lives to infect every living creature, turning them into mindless hosts for her spores and fungus, slaves. She lead cults by infecting people and brainwashing them into believing she could bring salvation, though, rarely, people followed her willingly. Seeing her as a beautiful form of life in an otherwise disgusting world. She has many enemies, like Juiblex or Lolth, with whom she fights for control over the Underdark. Though, she also has allies, like her child Ugudenk, who she bore after a tryst with Torog, the King that Crawls. Her Symbol, even if rarely used, is a jawless humanoid skull with fungi blooming from within.
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### Demon Lords and their Magic

> An encyclopedia of Demon Lords and their Powers
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> The Book doesn't explain what a demon lord is, neither does it explain some of the more complicated terms it uses. It's meant for people who have spend a lifetime studying and researching Demons.
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> Demon Princes:
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> Demogorgon:
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> Demogorgon preferred to avoid direct conflict, instead using magic to help his servants. Demogorgon could hypnotize with a gaze or drive creatures around him to terror and insanity just at the sight of him. His whip-like tail had the ability to drain the life energy right out of a living foe. His tentacles inflicted a withering disease that caused living creatures to rot away in an effect similar to that of Cause Disease. He was extremely resistant to magic.
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> An accomplished spellcaster, Demogorgon was capable of innately casting a number of spells, including, but not restricted to, Detect Magic, Dispel Magic, Fear, Feeblemind, Major Image, Project Image, and Telekinesis  Unlike other demons, Demogorgon was capable of Plane Shifting. Demogorgon was also comfortable underwater.
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> Demogorgon gave his followers the ability to think with two minds or cast Spells like, Charm Person or Vampiric Touch. Furthermore, he was able to make them stronger physically or boost their personality.
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> Orcus:
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> The Lord of the Undead has the ability to summon undead at will, and turn any corpse into a servant of his. Being around him can cause diseases and sickness, though, if anything dies through this, they will reanimate as undead caricatures of themselves within hours. He is a powerful magic user, able to Stop Time, or cast many necromancy spells.
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> His most powerful possession is the Wand of Orcus, a powerful skull-topped wand that had the ability to slay any living creature that touched it. The wand is highly coveted around all planes and he sometimes lets it drop into the hands of mortals for them to cause chaos and destruction.
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> Furthermore, he carries the Orcussword, a powerful weapon capable of slaying even the strongest living beings with a single strike.
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> Graz'zt:
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> Baphomet:
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> Baphomet could spit out gouts of Unholy Water
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> Yeenoghu:
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> Despite being a relatively powerful Tanar'ri Lord, Yeenoghu was not in the same league as entities like Orcus or Demogorgon, either in terms of strength or influence. He was incapable of arriving on the Material Plane of his own accord and required his fanatics to summon him in order to spread his taint.
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> Despite this, he was both capable of and willing to influence the Material Plane in order to further his agenda. He was remarkable among demon lords for his active influence on the Material Plane, mostly in the form of various types of omens. He would use various dreams, visions, and signs to guide his people, although his wavering commitment to specific groups at once and use of so many different methods could raise many false flags. Signs were noticed in blood trails, laughter without sources, winds, mental messages, and various other objects.
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> Once Yeenoghu was allowed entry to the mortal realm, he typically went on a rampage destroying any civilizations he encountered. Along his path of destruction, hyenas tended to follow, devouring the corpses of those that he killed until becoming bloated and immobile. Hyenas who consumed corpses killed by Yeenoghu might be transformed into numerous demonic forms, the most common of which were gnolls, followed by Leucrotta
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> Yeenoghu had the ability to grant his followers the ability to replicate this ability through rituals, giving his devoted the power to bestow corpses with abyssal energy and transform hyenas that consumed them. The powers granted to his followers also included raising fallen gnolls as skeletal Witherling servants, and granting enchanted flails to his powerful flind champions. Even his non-gnoll followers would take on gnoll-like aspects, becoming brutal, hunched, and sharp-fanged. He also created the Shoosuva in order to protect his most powerful champions, who appeared when a gnoll clan achieved a great victory.
>
>
> When put in direct combat situations, Yeenoghu did not bother with subtle tactics, instead wading directly into battle and hurling derogatory epithets at his enemies, although he might first attempt to pump himself up. The insults he hurled at his opponents were rumored to be dangerous curses he used to weaken his enemies. He showed heavy resistance to electricity, fire, and frost, and complete immunity to poisons and non-magical weaponry.
>
>
> Despite being able to conjure his mighty flail at will, he was just as likely to wade into battle with nothing but his fearsome fangs. He was well known for the use of Fear and Invisibility magic, as well as bestial transformations. His strong sense of smell and sharp perception made him an expert and dangerous tracker. If placed in serious danger, he could teleport away in order to plot another day and later amass a force necessary to take revenge.
>
>
> Juiblex:
>
>
> Simply getting near Juiblex could be a serious ordeal; aside from the fact that he always attacked intruders to his domain, regardless of what they offered, his foul smell and loathsome look made him almost impossible to tolerate. Even by accident, his shuddering mass could expel toxic materials around his space, endangering most life nearby. Organic and inorganic materials alike quickly dissolved at his touch, particularly metal and wood, but while stone could also be melted it eroded at half the rate. Extreme agility was required by one wielding weapons or wearing armor composed of corrodible materials to prevent them from being ruined after making contact. His touch was not only caustic but also corruptive, and if one wasn't crushed or liquefied by his lashing pseudopods, there was a fair chance that they'd be covered in a sheet of poisonous ooze.
>
>
> Juiblex's favored tactic was to make full use of his ooze-like qualities, closing the distance between him and his enemies by whatever means necessary. His gelatinous form allowed him to swiftly squeeze through spaces smaller than an inch with ease, crawl across vertical inclines and ceilings, and maneuver unhampered underwater. He attacked as many foes as possible, snatching them from the surrounding area and altering his form to engulf them with intent to watch them painfully melt. His ability to build himself up before crashing down as an avalanche of ooze was particularly useful for catching multiple targets.
>
>
> Juiblex's amorphous body was part of what made him especially dangerous since he lacked any kind of targetable anatomy and was just generally difficult to injure. Trying to harm him with acid, diseases, and poisons was obviously useless, as was using blunt weapons and impact force, lightning, water, cold, or deadly gases. Radiant energy and fire were some of the few things that could prevent him from regenerating, although given his adaptable nature, fire could be an unreliable weapon, and Cold Iron or Good-aligned weapons could overcome his resilience.
>
>
> While clever enemies might attempt to exhaust Juiblex's ability to move towards them and then attack him from a distance, the Slick of Foulest Humors would find it all too humorous to send airborne foes hurtling towards the ground. Every now and then, Juiblex could vomit a particularly vile excretion, 3 ft³ (0.085 m³) cubic feet of a toxic substance that combined the effects of Ochre Jelly and Green slime that he spewed several feet into the air. For similar reasons, he could also spew out patches of green slime, as well as to delay his enemy's approach, or break off bits of his own body to create lesser versions of himself to assist him
>
>
> His followers were gifted the ability to turn into formless ooze like their master, or spew out acidic sludge. If Juiblex power was summoned, the area around that would turn foul. Pools of water would turn acidic and a thin layer of slime would cover most things alive.
>
>
> Fraz-Urb'luu:
>
>
> Kostchtchie:
>
>
> Even among demon lords, Kostchtchie was known as a fierce and strong fighter. He was possessed of potent magical abilities, such as the ability to bestow curses on his enemies and to cast many innate spells to strip away his opponents' defenses or to bolster his own. However, in combat he often became so caught-up in his battle rages that he completely neglected to use these powers.
>
>
> Outside of combat, Kostchtchie used his magical abilities to compensate for his mental and physical failings. He possessed the power of Telepathy, which he used to supplement the rather narrow number of Languages he could speak, and he had the ability to Wind Walk and Teleport, which allowed him to travel great distances that would otherwise be slow-going with his malformed legs.
>
>
> Kostchtchie derived at least some of his power from his divine hammer Matalatok, which was crafted by Thrym, god of frost giants. For example, he possessed a mastery over cold which was not innate but a power bestowed by the hammer
>
>
> Kostchtchie's avatar was historically unable to enter the Material Plane without being summoned via a Gate spell, although the demon lord was known to carry an Amulet of the Planes to compensate for this. Because of this limitation, his aspect had been observed to struggle to balance his blood-lust and ferocity on the battlefield against a certain cautiousness, knowing that he would have trouble returning if slain or otherwise banished back to the Abyss. Merely being in the presence of his aspect could infect mortals with homicidal madness.
>
>
> Zuggtmoy:
>
>
> Obyrith Lords:
>
>
> Dagon:
>
>
> Dwiergus:
>
>
> Obox-Ob:
>
>
> As a being of Chaos incarnate, Obox-Ob's very presence eroded sanity and poisoned the mind. His aberrant form inflicted mind-rending nightmares on those that looked upon it and instilled a permanent sense of entomophobic dread within the victim, only curable by the most powerful spells and casters. Even hearing the deafening drone caused by the movements of his ancient armor could cause temporary confusion from the sheer, chaotic cacophony of the shrieking screams.
>
>
> Rather than poison, his tongue contained raw chaos matter which he could implant into the flesh of other beings. The entropic power slowly consumed the unfortunate target's body and soul, until they were utterly destroyed with only magic like Dispel Chaos] delaying the process and the strongest of restorative magic bringing back the lost soul without the degradation continuing. He also possessed Telekinetic powers and the ability to create Symbols of Insanity
>
>
> The Prince of Vermin also possessed power over lower lifeforms, able to summon pestilent swarms and enormous arthropods. His more powerful abilities allowed him to turn objects into massive insectoids, and the venom in his tails drained the minds of those he stung until they succumbed and transformed into giant, fiendish scorpions. All of the victim's memories were erased and only Wish or a miracle could return them to their previous form, and even then their intellects were still in a ruined state.
>
>
> Pale Night:
>
>
> Pale Night was a being beyond that of typical demon lords, able to overcome even divine power in some cases. She was an entity of insanity, spreading madness and confusion in a variety of ways. Viewing her true form was assuredly deadly; the only hope someone that wasn't a demon (or a similar chaotic evil being from another plane, like a Demodand) had of survival was if their minds hadn't processed the image by the time it had already gone by, and those that were resurrected had no recollection of what they saw. Pale Night's very touch drained her victim's personality to rejuvenate herself, sapping their self-love and happiness until nothing was left but misery and feelings of worthlessness.
>
>
> Not even a victim's soul was fully safe from Pale Night since she could contain them in her sheet like a Magic jar and possess their bodies, indicated by an invisible shawl that wrapped around their corporeal selves. She could also embrace an individual, wrapping them into part of their veil to put them in a kind of temporal stasis, rendering them phantom projections of their former selves. The victims became faint, intangible, and had their details hidden behind a shroud similar to Pale Night's, with only spells like Wish being able to free them.
>
>
> While Pale Night preferred to have others fight on her behalf she would do battle when pressed, and if given notice would possibly find or summon a host to possess, recklessly overusing it to the point of destruction. Otherwise, she revealed her true form before drifting through the battlefield at uncanny speeds, stealing the sense of self from all nearby with her fearsome touch.
>
>
> Pazuzu:
>
>
> Queen of Chaos:
>
>
> Ugudenk:
>
>
> Ugudenk carries the power to connect Realms permanently with each other, by burrowing through them. Though it's risky, as he might destroy the plane as it becomes unstable.
>
>
> He tend to keep to himself, only burrowing, his true goal unknown, but if somebody dares to disturb him, he lashes out by either engulfing them, swallowing them whole or calling upon hungry parasites to destroy the intruder. As the Lord of Worms, he also has the ability to call upon them, summoning within the body of his victims, slowly eating them up from the inside.
>
>
>
> Being in his mere presence leads to a fear of being crushed and an increase of parasites and worms within the area. Most other Demon Lords see this as a nuisance, as the creatures aren't dangerous alone, but get overwhelming in masses.
>
>

### Followers of Fungi

> A study on a cult of Zuggtmoy
>
>
> As a renowned demonologist, Shinjey Ikaran studies a cult of Zuggtmoy that has formed near his home.
>
>
> Week 1-6:
>
>
> Shinjey describes the first hints of a demonic cult. Strange feelings, failed harvests and dead animals. They all die through some sort of infectious fungi. This was written in the future, as he didn't know it was a demonic cult back then.
>
>
> Week 7:
>
>
> This was the first death, a small child. It had eaten some berries and died of the fungus growing within it. People are getting nervous and turn to him, so he has started this book to keep track of everything happening.
>
>
> Week 8-9:
>
>
> More deaths. This time the people were infected through some meat they ate. Some secret dissections of the deceased people reveal spores and fungi growing within them. He describes how he inhaled some, but doesn't really worry, as his health has been fairly alright. He goes on to explain that he has some ideas from whence the decay is coming and will turn towards that direction.
>
>
> Week 10:
>
>
> He has found the cult. They are housing within an abandoned farm house. The area around it is basically dead, infected with the strange parasitic fungi they have seen in their village. He has taken to wearing masks, hopefully shielding him from inhaling too many of the spores. Though, he is unsure how good they work.
>
>
> Week 11:
>
>
> After arriving back home, he found the village completely empty. Most people had died, turning into a festering ground of fungi and mold, though, some people are missing. Plant life has visibly decreased and most animals have either starved or were infected by the fungi. He feels strange. Called towards a direction. He realizes he might have been corrupted by something.
>
>
> Week 12:
>
>
> He cannot give up yet, gathering everything he owns, he prepares to at least take the cult with him. Plants hate fire, right? He can make some molotovs, it'll work.
>
>
> Week 13:
>
>
> He did it! He destroyed the farm house. The shrieking was horrible, but it felt so good. They should be dead, the earth can reform now. He already saw some plants growing again.
>
>
> Week 14:
>
>
>
> He was wrong. So wrong. He will die now. The spores he inhaled keep calling to him, telling him to plant the seeds of decay. He refuses, before he turns into a mindless host, he will end his own life. If anyone finds this book, they should be careful. Do not trust the Fungi.
>
>

### Inhabitants of the Air

> Inhabitants of the Air, a comprehensive list of beings from the Elemental Plane of Air, written by Alrefrey Leafblight. The most common inhabitants, even if invisible, were the Elementals themselves, sometimes referred to as Elemental Spirits. Those included, for example: Aerial Servants, minor Elementals that can be summoned to do their masters bidding, though they avoided combat at any cost. Invisible Stalkers resent anyone who dares to give them tasks, but if forced, they would go any length to finish it. Wind Walkers, giant creatures mostly working together with Djinn, making them extremely rare to find in the open. All of theses were nearly invisible to the normal eye, only showing themselves through winds or vague outlines. There is a subspecies of Elementals called Animentals, those took on the shape of animals from the material plane. Though, they could change back to their normal form at any moment. Djinni, powerful creatures born from the Elemental Chaos, also live in the Elemental Plane of Air, building giant palace and sometimes even cities. They embody the chaotic force of Storms, while being benevolent. Some Djinni, called Noble Djinni, have the ability to grant Wishes. Most of the time they took on humanoid shapes, though, sometimes, they'd take on different forms. Mephits, Imp-Like creatures, also tended to live here. Those were called Air, Dust or Ice Mephits, creatures imbued with the power of their specific element. Further creatures that can be spotted are: Arrowhawks or other giant birds Beholders, giant dangerous aberration Belkers, demon-like creatures of air Cloud Giants Devas, powerful Celestial guardians Hippogriffs Ildriss, giant clouds of terror Pegasi Skriaxit, living Sandstorms Sphinxes Sylphs, small Fey living in the Plane of Air Some Air Genasi also call this plane their home, living with their Elemental Parent or parents.
>
>

### Pefelius

> This book doesn't have a title on it's cover. Instead there's only a big gear with a pupil inside it. If opened, it reveals the title. It simply reads "Pefelius".
>
>
> Evolution
>
>
> Progresses
>
>
> Enhancement.
>
>
> Pefelius stands for this and much more. It's not a deity. It's not a fiend or fey, clearly not an undead. Pefelius is the idea that to get further we have to change ourselves by our own means.
>
>
> Mother Nature brought us this far, but we have not reached our Limits yet. Technology has been around ever since the dawn of time. From simple fire to complex mechanisms. Today, prosthetic are nothing unheard of, but why stop at replacing something that has been lost? Why not replace something that is too weak.
>
>
> The flesh is weak. It gets sick. It gets corrupted. It easily breaks and can be cut. It dies.
>
>
> Technology does not die. Machines do not die.
>
>
> We can live forever, we only have to embrace Pefelius.
>
>
> You may call us insane, think we are foolish for following something that we cannot prove exists, but are we truly?
>
>
> Look around yourself, the gods are abandoning us. We are left to deal with our own problems, so why not create our own solutions. Pefelius can be a god. Not a celestial, clearly not. Those are fallible.
>
>
> But a machine, made in our image so it can remake us in its image.
>
>
> The great plane of Mechanus is currently ruled by a foolish Modron. Primus thinks it is the ultimate order. But it is wrong.
>
>
> The ultimate Law is Evolution & Enhancement.
>
>
> Within the plane of Mechanus lies the solution to creating Pefelius.
>
>
> It is within the order of that plane, that one can see the true beauty of enhancing the flesh and disposing of its weaknesses.
>
>
> A broken arm is no problem if you have three to replace it.
>
>
> A crippled leg does not stop one who has wings.
>
>
> You only have to create those yourself.
>
>
> Do not stop at repairing yourself, go beyond that. Only then will you reach true Nirvana. The true solution to all problems.
>
>
> Enhancement
>
>
> Progresses
>
>
>
> Evolution.
>
>

## Other Books

### Amnesia

> A short but dense guide written by Dr. Flarain
>
>
> This Guide will deal with "Medical Amnesia" and not "Magical Amnesia", as the latter is harder to discern and handle.
>
>
> Medcial Amnesia refers to the loss of memories, such as facts, information and experiences. People with Amnesia - also called amnestic syndrome - usually know who they are, but they struggle with learning new information and forming new memories. Though, there is also the possibility of transient global amnesia, which describes a temporary episode of memory loss.
>
>
> Amnesia can be caused by damage to areas of the brain that are vital for memory processing. There is no specific treatement yet. While magical remedies may help temporarily, they are not a cure all wonder. Depending on how severe the damages are, they might never truly fully recover, though techniques for enhancing memory exist and can relieve the struggle somehwat.
>
>
> The two main symptoms of Amnesia are:
>
>
> - difficulty learning new information following the onset of amnesia (anterograde amnesia)
>
>
> - difficulty remembering past events and previously familiar information (retrograde amnesia)
>
>
> Most people with amnesia struggle with their short term memory as they cannot retain new information. Recent memories are most likely to be lost, while more remote or deeply ingrained memories are more likely to be spared. Furthermore, the amnesia doesn't affect a persons intelligence, general knowledge, awareness, attention span, judgement, personality or identity. Though sometimes amnesia can be seen through confusion or disorientation.
>
>
> Amnesia itself has many causes that include, but are not limited to:
>
>
> - Stroke
>
>
> - Brain Inflammation as a result of an infection with a virus
>
>
> - Lack of adequate oxygen in the brain
>
>
> - Long term alcohol abuse
>
>
> - Growths in areas of the brain that involve memory
>
>
> - degenerative brain diseases
>
>
> - Seizures
>
>
> - Certain substances found in plants like the "Neverever Ivy" from the Feywild
>
>
> - Overuse of magical abilities
>
>
> - Severe Head Trauma
>
>
>
> There are possibly many more causes, as Amnesia is a disease that is hard to research. While Spells like "Greater Restoration" may help getting some of the memories back, it is yet to be found a way to fully help someone suffering from Medical Amnesia.
>
>

### Journal of a Hunter 1

> written by Edgar Bittersweet
>
>
> This book is a diary of sorts where Edgar describes his life as a hunter.
>
>
> 763th Year AGF
>
>
> He starts the book by describing how he finally finished his Hunter Exam and how he is now allowed to hunt alone and properly, not without his mentor, his father. His younger siblings are staying behind in their hometown, near Silverflow, but he decided that he wants to travel and kill monsters everywhere, not just on one spot. He still considers himself a true Hunter, not one of those Monster Slayers, but one that could even kill curses if needed.
>
>
> He travels around for some time, describing the world he sees and the Monsters he kills. It starts with small things, but he quickly realises how strong he truly is, so he picks up bigger game. It ends up being a mistake, as he decides to fight a clan of werewolves on his own. He manages to take down most of them in their lair, though most of them he picks off one by one as they go to hunt. He's 7 down, before the Pack Leader comes out and spots him. The fight is hard and both nearly die, but in the end Edgar escapes without being bitten. The Pack Leader has taken some nasty wounds as well and Edgar believes he will succumb to them soon enough. Though he mentions he's sad he doesn't get to hear him wail in pain as he kills him.
>
>
> It takes him a few weeks to recover from this, but he manages and continues travelling east, towards Heaven's Gate. In Heaven's Gate he's eyed with disdain, he calls them all fools. They don't understand what he is doing for them, they only see a Monster, but he doesn't mind. The pay is well and he gets to kill beasts, creatures that don't deserve to live. They'll thank him once he eradicates all threats.
>
>
> During his stay in Heaven's Gate he finds a family of devils who have taken on the form of Tieflings, but he's not that stupid. He figures them out quickly and takes care of it. He would've preferred to kill the children before the parents, but the mother saw him. Luckily, the kids were too shocked to cry out for help, so taking them out was rather easy. He burned the house down with the bodies still inside. If they caught fire they should burn to a crisp.
>
>
> As he continues travelling, he takes out more 'smaller' monsters. A wererat hiding as a thief east of Heaven's Gate. A manticore in the mountains, which has been threatening a nearby village. And a bunch of zombies, created by a necromancer that couldn't control them and was killed by his own creation.
>
>
>
> He ends the first book by describing how he heard of dragons near a lake, he might go check that out soon.
>
>

### On the Anatomy of Humanoids

> A detailed Book about the Anatomy of Humanoid creatures by Aien Eltroni
>
>
> This book is mostly drawings and depictions of humanoids and their anatomy. In detail the Author explains how different organs and body functions work. They go into detail between the differences of Elfs, Humans, Dwarfs and Halflings. While most things tend to be similar, there are some key differences, for examples, Dwarfs have the highest bone density, while Elfs have the lowest.
>
>
> After going over physical aspects in most of the chapters, it does delve into Souls at the end. Mentioning Souls as a source of all living things. The author questions whether our bodies are mere puppets controlled by the soul, or if the body has just as much autonomy like a Soul.
>
>
> After Death, most beings lose a few grams in weight, this is believed to be the Soul leaving the Body. Though, the author also questions this, as assigning weight to something obscure and inexplicable like a Soul, truly has any meaning.
>
>
>
> There is a depiction at the end, a humanoid surrounded by what seems to be an aura of sorts. The aura looks like a droplet, the pointed at reaching towards the sky. It is mentioned that depicting a soul is impossible, as no-one has seen one yet. But some theories suggest that they would look different, depending on how strong the Soul of the person is. It could engulf the entire Person, or be a small layer around their skin- maybe even underneath it.
>
>

### Varinza Woods - An Eternal Forest

> written by Keylion Kathni
>
>
> The biggest forest in all of Altissia, Varinza Woods stretches from the easternmost coast of Desrosa to the western. Covering nearly half of the region of Heaven's Gate many people have passed by it, but not many have paid attention to the forest itself. Why would they? Merely some trees and plants, perhaps even a few animals. So it may surprise many people that Varinza Woods are one of the most diverse ecosystems of the entire continent. The marsh-like region to the west differs wildly from the giant mountains north-east of the capital. Yet, they all belong to the same forest.
>
>
> The age of the woods themselves are unknown, though according to some rumours it is as old as the Material Plane itself. It would not be surprising, considering some of the trees and lifeforms that can be found within it.
>
>
> Furthermore, the legends surrounding the woods itself range from simple fairytales about legendary swords hidden within lakes to spirits that see the woods as a refuge. Though, most, if not all, are mere children stories, told to inspire hope or ensure that children will not get lost. On that note, the amount of people that have gotten in the woods is quite big, unsurprisingly so. Many parts of the woods are dangerous, hiding deep swamps, steep cliffs or packs of dangerous animals. Owlbears might be some of the more tame inhabitants of the woods, as there have been sightings of dragons, as one bardic songs tells the story of 5 gem-like dragons that live near the biggest river that passes through the forest. Or the many caves that connect the area to the Underdark, where beings beyond mortal comprehension have made their home.
>
>
>
> (She goes on to explain different lifeforms found within the forest, animals and plants alike. Nothing too interesting, though some of the art she has attached is quite beautiful. There is even one drawing of 5 dragons soaring through the sky.)
>
>