recursal/Fanatic-Fandom huggingface dataset:
Grella Province

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Ancestral Powers: Scout

Scout

The Scout is used to moving ahead of the rest of the party to gather intelligence. This often allows them to know what the party faces beforehand, how strong an opponent is, assess their weaknesses, move faster on the battlefield and to easily dodge attacks.

A Scout may bestow one of the following Ancestral Powers:

* Quick Size-up
* Scout ‘em Out
* The Chinks in the Chain
* Rolling Dodge
* Entry Point
Ancestral Powers: Trader

Trader

A Trader has the soul of a merchant. They know how much their wares are worth, and they can peddle anything they set their mind to. Selling something to someone twice, even though they only need it once? The Trader is your man ... or woman.

A Trader may bestow one of the following Ancestral Powers:

* Assessment of Assets
* A Haggler’s Smoking Gun
* The Hard Sell
* The Nice Approach
* Tactical Sale
Godsday

Godsday is a celebration where the gods speak to those who wish to speak to them in a one on one sense this festival is where most people find their connection to the gods and is also where the gods get to address the followers.

Each church opens its doors and to cross that threshold will cause you to speak to the god of that church and each god is given enough time to address everyone with the combined effort of the gods.

## History

Godsday occurs every year on the anniversary of when the gods rose to the heavens. on the 15th of july
CounterSpell

CounterSpell

**Cost:** 3,10

**Duration:** Instant

**Target:** Other(Spell)

**Range:** Sight

**XP Cost:** 200, 500

**Description:**  When an enemy casts a Flux Spell you may cast Counterspell as a reaction, When counterspell is cast both casters roll Lore Arcane (X) Whare (X) is the School of magic the spell being countered originated in.
I.e Rendering Dart would require both casters to roll Lore Conjuration. If the Caster of the counter has their rolled lore exceed that of the other caster that spell is negated, otherwise, the spell is not negated and the manna spent attempting such is expended anyway.

When a spell targets you reach out and unbind the twines of power dissolving it into harmless background power. To do so you must spend the same mana as the spell casted at you plus the cost of the level of Counterspell used. You must also succeed in a Lore (x) check where (x) is the school which the spell being countered belongs in. The DC is the same check made by the caster of the spell to be countered, if you EXCEED the other’s check the spell is countered, otherwise, it is not and the mana expended anyway.

**Extension:**

 Counter: For non-high spells.

High Counter: May counter high magic spells. (High Magic)
Citizen Mentality I

**Name:**  <x> Citizen Mentality I

**Exp:** 75

**Buy Limit:** 1

**Pre-req:** Be a Citizen of Chosen Country, PER 2

**Effect:** Gain +5 to your Composure when rolling against someone trying to persuade you to do one of the Taboos of your homeland, gain a Taboo from your homeland This taboo is gained in addition to your current taboo limited granted by your persona.
Fernaious

Piety > Fernaious

Fernaious is the God of Fire, War and Revenge. His followers may enact miracles by drawing on the god's power. The Miracle's effect depends on the Domain - or Remit - they belong to. His followers live for battle, and many of them think that a wound received in battle is a badge of honour. The decline healing as that would hinder the formation of a scar that they could proudly present to their fellow followers, or even Fernaious himself.

Fernaious' Miracles are listed below:

## Miracles

### Remit Universal

* Blessing of Fernaious
* Greater Blessing of Fernaious
* Pure Blessing of Fernaious

### Remit Fire

* Weapon of Flame
* Flaming Weapon
* To Ashes
* Inner Flame
* Ignite

### Remit War

* We Bleed for those who need not!
* Weapons of War
* Blessed Battle Scars
* Call of War
* My Death Waits for my Satisfaction

### Remit Revenge

* Mark of the Scorned
* Petty Recompense
* Pain Remembered
* NO YOU!
* A taste of your own medicine
Blackrock mountains

A small mountain range in the northern part of eastern Renvanel. Save for a few passes, it cuts the port city of Arbor bay from the rest of the country and thereby has protected it from several plagues and invasions which troubled the rest of the country. It is most well-known for the name-giving black granite.
Glow

**Glow** - 10 Pact and 50xp OR 100 EXP (Natural Only)

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self**Description:** For a bonus action (This may be done out of combat however) gain a pool of 5+AFI Light only Mana, for use for only other Light Elementalist spells. You may do this AFI/10 (rounded up) times a day. Any unspent mana from this pool disappears when the per day uses refresh.
Don’t Ask Where or How

**Name:** Don’t Ask Where or How

**Pre-reqs:** 5 Dex, 3 Fac

**Buy Limit:** 1

**XP Cost:** 100

**Effect:** 3/day Conceal all Daggers equipped on your person from all mundane searches and perception so long as that Dagger has been in their possession for at least a day. You gain 2 free weapon equipment slots for Daggers only.
Leatherworkers Hides and Skins

Leather workers can turn leather - skin of animals and monsters - as well as hides like wolf-pelts into a more light-weight leather armour. These armours are lighter than heavy armour and put less restrictions on the wearer but also offer less protection.

A leather worker is also involved in fashioning weapons, the materials used in the hilts of weapons, to allow the wielder a better grip on the weapon.

The leathers and hides that an experienced leather worker can turn into armour, with the help of an clothier that fashions the padding, or weapon hilts are listed below, along with the effects the materials have on the finished product.
Audacious Charge

**Name:** Audacious Charge

**Pre-reqs**: 3 Strength

**Buy Limit:** 1

**XP Cost:** 50

**Effect:** Once per encounter move up to 3 tiers. If you finish on a tier with an enemy on it, you may make a basic attack against them as well. The movement is subject to normal movement rules, however, your push check’s modifier includes your strength twice instead of once. This may only be used with a melee weapon.
Martial Stance: Path to Enemies’ Ruin

**Prerequisite**: Training: Master

**Cost**: 200xp

**Effect:**

In this stance your Ki bolts are more powerful, spreading to larger areas. During this stance your bolts affect the tier behind or in front of the target at your choice in addition.

**Combo (Cost 3 Ki)**: *Ki Bolt* -> *Ki Bolt*

**Effect of successful Combo**: The second Ki bolt will trigger a detonation, the areas the combo hit are subject to another Ki bolt’s damage immediately.
Illuminate

**Illuminate** - 10 Pact and 50 EXP OR 100 EXP (Natural Only)

**Cost:** 5

**Duration:** Instant

**Range:** 1

**Target:** Other

**Description:** If there is a non restricted lore the target must roll and does not have, you may cast this spell on the target and they make the Lore check at the average between their highest and lowest Lore values in other lores.
Arsalia-Fiefdom

Located south of Scardnal Town the Arsalia Fiefdom is a segment of land originally under the leadership of Lucal Olcansi a branch house of the great house Kamdeth before the land was largely overlooked by the lord for more lucuritive ventures. the emeroer then reassigned the land to a Felicia de Belliere to govern.

## Landmarks

The Fiefdom has several landmarks including

the falls to the north named Brackle falls after the mountain that aligns its northern border

Brackle Caves which is known to house several creatures of curiosity.

Juin ruins which are largely speculated to be one of the reasons for Lucal Olcansis interest in the land.

and Paddie lake which sits below its southern border surrounded by evergreens and, the large rice paddies located nearby for which it has obtained its namesake.

## Population

The population of the Fiefdom is primarily located in the Holdsted hamlet which currently houses its 25 residences.

- Merchants -

Tavral Cloves

Leonie Rybun
Traps, Tricks and Traveling

### Where to be found ?

The Saundred Public Library holds an exemplar in Common; Otherwise: Book Traders, Merchants, Collectors

### **Description:**

A fairly recent octavo, written in Common. The paper is simple, yet robust which makes the book seem thicker than it is. It is bound in cowhide and was written by the self-proclaimed trap expert and treasure-hunter, Zillah Longfinger. Not being affiliated with any country or guild, the goblin is one of the rare exemplars of her people that has not only read but written a book. Written with a dark sense of humour, sometimes detailing the effects a certain kind of trap can have on the unlucky dungeon crawler (She never uses the term "thief") a bit too well, the book is nevertheless a skilled work. All her life reluctant on "giving away her trades secrets", Zillah published it when she became older and wanted a steady influx of gold instead of risking her remaining seven fingers who had started to become less flexible due to her arthritis. Being one of the rare dungeon crawlers (and thieves) living to old age to enjoy their spoils, this is yet another example of her competence.

#### **Effect:**

Grants advantage on rolls for identifying traps & hidden rooms and grants a +5 to disarming them, or gaining entry.
Explosive Power (High Magic)

Explosive Power (High Magic)

**Cost:** 20,40,60

**Duration:** Instant

**Range:** 5, 7, Sight

**Target:** Other

**XP Cost:** 400,800,1200

**Description:** Create a maelstrom of swirling power erupting to annihilate all in the magic’s path.

**Extension:**

**Blast:** Choose a tier. Everybody on that tier must take a Acrobatics check versus your Lore Arcane. Those who fail must take 5d<INTx3> damage, those who succeed take half that rolled damage.

**Bomb:** Choose a tier. Everybody on that tier and its surrounding tiers must take an Acrobatics check versus your Lore Arcane. Those who fail take 8d<INTx4> damage, those who succeed talk half that rolled damage.

**Explosion:** Choose a direction. Every person in that direction up to a mile is subject to 20d<INTx5> damage. After casting this, the caster may not cast further in the day.
Rite of Shrouding Mist

Word: Waves

**Maximum**: 60 Minutes

**Effect Strength** *X* increases by 1 for every full 10 Minutes spend preparing (X can be from 1 to 6).

**Effect**:

The campsite is encircled by a light fog. Those on the outside suffer a penalty to Perception equal to X (the number of 10 minute intervals). Those inside the campsite suffer no penalty to find the campsite even if they leave it. This includes enemies who have been inside at least once.
Wall of Stone

**Wall of Stone** -  15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 2 per turn

**Duration:** 1 turn per 2 mana spent

**Range:** 3

**Target:** Tier

**Description:** Erect a wall on target tier made of Stone. Any upon that tier are thrown back one tier toward their allies if they have none then away from the caster. None may freely walk through the tier the stone is in. Roll a Lore Earth check for its Break DC; any who wish to Breakthrough the wall must EXCEED this DC to remove the wall. Failed attempts above half the DC reduce the DC for future attempts by 1.
Basic Slime

## Creature information

###### Lore Monster DC (5-10)

These small creatures seem to gain sentience and tend to absorb a lot of information and magic from various sources though largely harmless if trodden on they can become violent and will attack their assailant, often seen congealing from the floor in rain in mana rich areas.

###### Lore monster DC (11-15)

These creatures often feed of manna sources and light vegetation however they can digest most items if given enough time.

###### Lore Monster DC (16-20)

Few monster farmers & tamers tend to farm slimes for slime ooze and slime cores which are often made when a slime gets large enough to divide, the divided mass quickly becomes dense and orb-like in nature and has a variety of uses.

###### Lore Monster DC (21+)

Due to their nature to consume anything and their affinity for manna the slimes can go through metamorphosis quite quickly and given enough time to become another type of slime either based on elemental affinity, manna sources or specialist diets.

## Attacks

**Basic attack** - Slime Spit

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Deals 1D4 damage to a target

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between 0- 2 tiers away

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## Abilities

**Copycat**

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Can copy the first ability & spell

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an opponent uses and may use that

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 ability or spell

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using half of the stats of the original

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 user when calculating damage of effect.

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## Traits

**Slime B**

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Takes 50% damage from Slashing and Piercing attacks and 200% from Blunt attacks When Struck without armor or with broken armor.

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**Poorious Slime M**

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When a Grapple attempt is made against you on your next turn regardless of whether you won or lost you are now the grappler.

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**High-Velocity Spit**

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You may spit at a target of up to 1 tier distance away with a to hit mod of -2 if struck they gain a Disadvantage  to hitting next turn this can be done as a bonus action (can work with poison spit)

```

**Magic Resistant**

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Gain 5MR and 9MD

```
Ancestral Powers: Hunter

## Hunter

The Hunter has honed his or her skills trapping or hunting down beasts in the wild. They know how to survive in the wilderness and how to spot danger that is coming their way.

A Hunter may bestow one of the following Ancestral Powers:

* Keen Hunting Eye
* Trap Set
* Tracking Mastery
* Restful Wilds
* Hunter's Watch
Mind Read (High Magic)

**Mind Read (High Magic)** - 500 XP to learn

**Cost:** 25

**Duration:** Instant

**Range:** Touch

**Target:** Other

**Description:** On an unconscious or willing target, you place your hand upon their head and read the subject’s mind, revealing exactly what you wish from their perspective so long as they know it. Warning! Sometimes people are misguided, or even biased!
Resurrection (High Magic)

**Resurrection (High Magic)** - 500 XP to learn

**Cost:** 40

**Duration:** Instant

**Range:** 1

**Target:** Other**Description:** This spell requires a full unwounded body on a target that has been dead no longer than a day. The body must be stabilised and then had the spell Cure Mortal Wounds cast upon it thrice as the High Mage casts this spell to restore the corpse back to life. This spell takes 4 hours to complete and will take away 1 Resurrection Chance from the target.
Martial Stance: Hunting Kick

**Prerequisite**: Training: Apprentice

**Cost**: 125xp

**Effect:**

In this flowing stance you may move as a bonus action to your normal limit.

**Combo (Cost 1 Ki)**: *Unarmed Strike* -> *Unarmed Strike*

**Effect of successful Combo**: Your next unarmed Strike can be made on any target on the battle board, gaining Blunt effect equal to the distance travelled to make the strike.
Simple Conjuration Magic, Vol. 1

### Where to be found ?

Saundred Public Library, Great Lanisteck Library, Great Library of the Emerald city, Original in the Library the Great Tower

### **Description:**

Having been a Standard for quite a long time, this Octavo is written in a direct and scientific no-nonsense style, focusing the apprentice on achieving most with the least amount of power, but overpowering any resistance when it is needed. Talking about subtle usage of the flexible Elemental Manipulation as well as the devastating Damage spells of the school, it paints Conjuration as both useful, variable and dangerous. In the first sentences, the author warns the reader, that the simpleton who just wants to throw magical missiles usually has not earned enough experience yet to truly understand. Conjuration is a dangerous and powerful school that can also kill its wielder if he becomes too sure of his power or uses it carelessly, for Flux and the particles it uses are both external and internal... While the name of the author has been redacted from all modern copies, the members of House Lanisteck all know fairly well, who published this, back when he was still the trusted court wizard of the emperor... It is something better not spoken about, because to this day, nobody has written a better introduction to Conjuration.

#### **Effect:**

While reading, you discover that magic in regards to conjuration is performed through the manipulation of manna particles in the suroundings. Their arrangement leads to the ability to perform feats usually not possible. Each particle seems to have it's own name and property and the book eludes to there potentially being more.

Reduce the DC of "Simple Conjuration magic, Vol. 2 DC by 20. You may now also buy the School Unlock: Conjuration.
Rite of Wholesome Fruit

Word: Roots

(from a Fruit bearing Bush or Tree)
**Maximum**: 60 Minutes

**Effect Strength** *X* increases by 1 with every full 5 Minutes spend preparing. (X can be a Number between 1 and 12)

**Effect**:

From the planted seed sprouts a bush or fruit bearing tree that instantly grows food. The fruit, no matter the kind, is particularly juicy and not only feeds the group, but also provides a small amount of water. The plant can sustain food for X People. It provides half as much water. (So it could only support 1-6 people; It always supports at least 1 person).
Non-Existence and souls

> *You find yourself in a black and dark space. There is nothing around you, but absolute blackness. Then, slowly, stars begin to glow all on the horizon, like a myriad of possibilities, and one question resounds in your head:*
>
>

> *"Why should I exist?"*
>
>

> *...*
>
>

A new character will have to go through Non-Existance first: It is a pre-play session between only the character and a Dungeon Master. In this place the player answers one very important question: Why should he or she exist?

This starts to define the character, define who he or she is, and what their goals are. Usually following a choice they are then led through a scenario that suits that defining trait, further defining and developing the character, giving an idea of what he or she is.

What the character does in that session defines their very Soul - this also bestows the character with a unique ability tied to that soul.
Clothier Materials

A clothier may look for certain materials to make new clothes or clothing armour. Some of these can be very mundane while others are of a more fantastic nature. The nature of the material used in cloth making will determine the characteristics of the items made.

The following list gives an overview of the most common materials, though it is not said that every material is contained on this list. There may be materials with special attributes out there, patiently waiting for a lucky individual to find them.
The Immovable Object

**The Immovable Object** -  25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 10

**Duration:** Battle

**Range:** Self

**Target:** Self

**Description:** Use the power of Earth to brace into your current tier. No outward force can cause you to move unless it is equivalent of a High Realm in which case it has a disadvantage. On top of this, any who try to move past you on the battle board do so with double disadvantage and you roll with a +10.
Rite of Storm’s Gaze

Word: Waves

**Maximum**: 5 Minutes

**Effect Strength** *X* increases by 1 for every full Minute spend preparing (X can be from 2 to 5).

**Effect**:

All allies within range suffer no penalty to sight in storms, fog, mist, or even water up to a range of twice X, where X is the number of minutes of preparation. This also halves penalties to attack rolls for high winds and or rain as long as the target is also within range of the rite’s centre.
Tavral Cloves

travel is a wise and kind giant of a man hulking over 7ft tall but his movements portray a grace not suited to his frame and hinting at the control he has, Growing up in Allianwyn port Tavral helped Leonie with the last of her apprenticeship after their shared Master died in a snatch and grab.

Tavral has 19 years of mercantile experience and has set up several contacts and stable workshops and enterprise, he seems rather successful but despite his success, he was eager to head to setup in holdstead hamlet in Arsalia-Fiefdom when the request came for merchants.

His businesses are worth approximately 4,000b per anum in profit, though what he spends it on is largely unknown he likes to send it to help his parents and to aid a charity named the broken fang charity he created this alongside several others for beastkin who are mistreated by slave traders from the claw isles, as well as sending his family money and helping Leonie start up again following the collapse of her most recent enterprise.

Tavrel is a kind and placid man who avoids talking business outside of work and enjoys drawing in his sketch pad with charcoals but enjoys company though he often finds himself overwhelmed and quietly hiding behind a paint.

Tavel was part of a large family of 3 brothers and 2 sisters he writes to them often and sends sketches he does of scenery to them, he occasionally finds interesting locations or people and their outfits and asks to draw them, often he will make a second copy for them as thanks.

Taverel is not a follower of the Rissen Patheon and instead finds himself worshiping Crowain he finds the principle of always moving forward reassuring and passes such hopes and intents to those he seeks to help with his charity.

## Traits

Best stats

- wit

- Sense motive

- use device

- Int

- Lore economics

- Lore soul

low stats

- Afi

- Sense / Discern magic

- Per

- Seduce

- Preform

## Relationships [Favor]

Leonie Rybun - +20 (Friends, workmates, has a Crush on her)

## Reputations.

 **Soft** | you gain -15 to intimidate checks and gain a +15 to diplomacy checks
Reading

The libraries of the World of Auloran hold many books. These books contain knowledge about the world, or about skills. Reading them may confer special bonuses to the character, lifting restrictions on known skills and spells, expanding on them or even giving access to new skills and spells.

To read a book, one can easily go to a public library and browse the collection they have (See List of Books). Then choose a book, sit down alone or with another and read.

A reading roll may be done after one hour of reading a book - that is a consecutive play for 60 minutes (with one post every 10 minutes). The roll consists of a Roll of 1D20+the appropriate Lore, or if the character doesn't know the Lore, simple INT. Some books may call for special rolls.

The rolled number is then added to all the total rolls that had been done before. If the number reaches or exceeds the DC of the book, the character may claim the book reward.

Be aware that a character may only have 1+INT book effects active.
STATIC FIELD

**STATIC FIELD**! -  15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 5

**Duration:** 1 Battle

**Range:** 1 Tier

**Target:** Self, Other

**Description:** Magical Lightning swirls around the target, the cast element protecting against its weaker counterpart. Gain 5 UDR and a further 4 MDR against Water-based Damage. You may choose to either let natural lightning hit you (and only you) or make sure it does not; in both cases harmlessly.
Power Shift

**Power Shift** - 5 Pact and 25 EXP OR 50 EXP (Natural Only)

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

**Description:** Specific Element mana and universal mana may be transferred and translated when cast, up to 30 units at a time. For instance, with this spell you can make 20 Water Mana into 10 Shadow and 10 Universal.
Obscurity

**Obscurity** - 10 Pact and 50xp OR 100 EXP (Natural Only)

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

**Description:** For a bonus action (This may be done out of combat however) gain a pool of 5+AFI Shadow only Mana, for use for only other Shadow Elementalist spells. You may do this AFI/10 (rounded up) times a day. Any unspent mana from this pool disappears when the per day uses refresh.
Obsidian Skin

**Obsidian Skin** -  15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 5

**Duration:** 1 Battle

**Range:** 1 Tier

**Target:** Self, Other

**Description:** Magical Earth Swirls around the target, the cast element protecting against all things. Gain 5 UDR and a further 4 MDR. You may take a turn (or 5 secs) to move through 4 feet of rock.
Major Rune

**Name:** Major Rune

**Pre-reqs:** 5 INT, 5 AFI, Minor Rune

**Buy Limit:** 1

**XP Cost:** 200

**Effect:** Allows the caster to create a Major Rune on the target, the rune able to hold a spell of no more than 10 Mana in cost for the target to be able to activate as if they were casting it. The caster must also cast the spell that is desired to be held into the rune. The rune costs 10 Mana to cast and a bonus action to activate. The rune lasts for 24 hours,the spell is consumed when activated and the rune dissipates after 5 uses. Only spells that do not require constant concentration can be placed in a rune.
Fire Moss

*"And another source to burn one's hands. This is starting to get ridiculous." - Corry Blackhands*

## Description

This strange moss is less squishy than its normal counterparts, and strives on hot surfaces with lava nearby. The older plants glow with heat and an unseen flame, the younger ones look like a tight black web on stone.

## Alchemy

"Dried" Fire Moss can be used as a reactant in potions. The resulting elixier burns false images and doubts away.

Used as a catalyst, after heating it to a red glow once more, creates a potion that seems to swirl with the essence of lava itself. Anyone who is able to drink that will recieve more respect from others, strangely enough also if they haven't seen one drink the potion.

## Habitat

Fire moss grows on hot stone, preferrably next to pools of lava. The moss itself can be found in mountain areas in Renvenal, and Celvanti, but also especially often on the Whyvern Isles.

## History

There are records of the moss being used before it was rediscovered as an alchemical reagent sixty years ago by Corry Blackhands. Some of these records describe the potions brewed with this ingredient have been used in fights against mages; often when humans rebelled against elves in the time before the first demon invasion.
Whirlwind

**Whirlwind** -  15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 7

**Duration:** 4 turns

**Range:** Battleboard

**Target:** Battleboard

**Description:** A circling breeze surrounds the battlefield keeping anything that would obscure the air away. Any fog or other effects that obscure an area do not work for the duration of the spell.
Janter

## Trade

Major import and Exports, what this town produces

Alechemy Regents +10% Demand

#### Buy Power

The towns buying power is about 12,000 baul/month. or 3,000 per week.

They have a storage capacity of 1025 Trade units.

#### Selling power

The towns Selling power is

* 50 units of Pine
* 50 units of Oak
* 100 units of rice
* 50 units of Soybean
* 20 units of Sweat potato
Rest & Recovery

Base Recovery is your Flat Stat in the appropriate pool so your VIT Stat for HP, your AFI stat for MP, and your PER stat for PP, you can gain other means of recovery either via Bedrolls or consumables that restore these resource pools.

You recover your pools to their max when spending the night at an inn, Tavern, or your own home bed.

Several items can increase your recovery such as campfires, Tents, and healing items such as food or potions.
Pop Cure

**Pop Cure** - 90,180,270 XP to learn

**Cost:** 3,6,12

**Duration:** Instant

**Range:** 1

**Target:** Self, Other

**Description:** Knitting together wounds and staunching the bleeding, cast upon your target and heal for the amount as specified.

**Extension:**

**Cure Light Wounds** : 5d<INTx1.5> heal

**Cure Critical Wounds:** 6d<INTx2> heal

**Cure Mortal Wounds:** 7d<INTx2.5> heal
Tidal Sigil

**Tidal Sigil** -  25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 15

**Duration:** 24 Hours

**Range:** 1

**Target:** Self, Other

**Description:** A Sigil appears on the form of the target, the Sigil is able to hold any spell from the Water list up to 15 power. Any spell cast from a Sigil is consumed and makes the Sigil empty again, the Sigil itself will disappear when a spell has been cast from it 5 times. This cannot be cast upon an item or object. The target then casts the spell from the Sigil as a bonus action as if the original caster were casting it, using a bonus action and only spells that do not require concentration may be cast into the Sigil.
Malady

**Malady** - 100  XP to learn

**Cost:** 5

**Duration:** Instant

**Range:** 1

**Target:** Other

**Description:** The target has their recovery wave Decimated causing their healing from all means to be halved until provided restoration healing this heal is also halved but all following heals are as standard.
The Shimmering Pool

**The Shimmering Pool** -  30 Pact and 300 EXP OR 500 EXP (Natural Only)
Pre-Req: All other Water Spells and if Pact with this Element (Unless this and all others are Natural Bought) goes into minus, lose access to this spell.

**Cost:** None

**Duration:** 1 Battle

**Description:** 1/day As a Form:

For the duration of the Form, you are under the effect of Hydro-barrier and Cutting Currents.
Every round you gain 5 Elemental Mana for use with that specific Element.
You gain a free action for any Elemental spell each round, if the spell is of Water it is free.
You gain a free action for any non-magic action each round.

They also gain of The Shimmer Pool they can use as a title, which will be backed by the house so long as it was not natural. This is usually placed as a Suffix, i.e Lord Xerethian Astoran of the Shimmering Pool.
Volley

**Name:** Volley

**Pre-reqs:** 6 Dexterity, 4 Wit RW

**Buy Limit:** 1

**XP Cost:** 200

**Effect:** When you make a basic attack and hit with an excess of 5 with a ranged weapon you may make a special attack as a free action at a -2 to Dex, increasing to -4 should you change targets. In order to make the second shot, you must use your bonus action as normal for the draw.
Renval Province

[1]

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.

## Towns & Villages

* Cabinshite
* Elsewher
* Golden Clove
* Janter
* Kanto
* Pailveil
* Raedal
* Rinstill
* Rinvard
* Scardinal
* Sterip
* Stevenshire
* Vern
* Vilard

## Ports

* Allianwyn
* Arborbay
* Bootybay
* GreyRock
* Loki
* Stanbard

## Tradeing Posts

* Lakewood
* OakCross
* PineHill
Ancestral Powers: Ranger

## Ranger

The Ranger is a virtuoso in bow combat. When he draws the string with an arrow, it will find its target. The speed with which he can draw and release arrows is unsurpassed.

A Ranger may bestow one of the following Ancestral Powers:

* Trickshot Extraordinaire
* Rapid Loose & Load
* Cover Fire
* Bleed it Out
* Rolling Shot
Silverscale Eggs

### Source

From Silverscale fish, that live in large rivers and swim upstream to lay the eggs.

*"Fool nobles crave the eggs of the Silverscale as a delicacy, unaware of their alchemical potential. Some would have lived longer, if they new.." - Corry Blackhands*

## Description

These eggs are black, showing a slight silvery shimmer.

## Alchemy

Preparing a potion with Silverscale eggs as a base, allows the practised alchemist to create a vitality boosting potion.

Used as a reactant instead it may boost the strength of the user for a while.

## Habitat

Silverscale eggs can be found in the upper parts of rivers or from Silverscale fish directly that swim upstream to lay these eggs. The fish prefer a moderate, if not a bit colder climate in summer and migrate from the upper parts of the mountains to the lower lakes and back to stay in their preferred climate - in the winter the fish can be found in the lower lakes, in summer in the upper lakes. The ones carrying the fish can only be found during spring on their way upstream.

## History

Although Silverscale Eggs have been known for centuries as a delicacy, the use as an alchemical compound is rather new. Reported to be first found by an unknown alchemist, the possible uses have travelled through Renval at an unprecedented speed - and the price of the eggs has since then skyrocketed.
Pitou

Piety > Pitou

Pitou is the God of Knowledge, Balance and Light. His followers may enact miracles by drawing on the god's power. The Miracle's effect depends on the Domain - or Remit - they belong to. His followers live for to acquire knowledge, as their god only knows as much as can be known. Pursuing new knowledge as well as keeping up balance is what the followers of Pitou live for. The Temple is also built in such a way, that light is almost everywhere, banning even most of the shadows.

Pitou's Miracles are listed below:

## Miracles

### Remit Universal

* Blessing of Pitou
* Greater Blessing of Pitou
* Pure Blessing of Pitou

### Remit Balance

* An even playing field
* The Balance to Temper
* Friends even things out
* Balance of Power
* Balance of Life

### Remit Knowledge

* Knowledge exchanged
* Further Thoughts
* Greater understanding
* The Knowledge to understand

### Remit Light

* Minor Light
* Great Flash
* Radiant Beam
* The Light to comprehend
* Guiding Light
List of Books

This is a list of Books that are available in the Saundred Public Library. The Library states that everyone may only check out one book at a time.

### Adventuring

#### Dungeoneering

 Monster Anthology Vol. 2 | 80
 Monster Anthology Vol. 3 | 100
 Traps, Tricks and Travelling | 60
 Delving Dos and Don'ts | 80

### Building

#### Engineering

 Engineering 101 | 75
 The Carpenters Guide to Mathematics and Measurements | 100
 Construction Fundamentals | 150
 Structural Siege Weapons | 200
 Masonry for Masters | 230

### Geography

 Mysteries of the Dunes - An Arid Cane Guide | 100
 Wild Side - All to know of the Claw | 75
 The Realm of a Betrayer - Camlest Isle | 75

### Law

 Laying Down the Law Vol. 2 | 120
 Legal Loopholes and Mental Gymnastics | 250
 Prefects Exemptions and Mitigating Circumstances | 300

### Linguistics

 Learning Languages and You - Vol. 2 | 70
 Understanding Pronunciation and the Written Word | 100
 Basic Linguistic Principles | 150
 Translating Ancient Texts | 250

### Magic

#### Abjuration

 Simple Abjuration Vol. 2 | 60
 Abjuration Principles | 90
 Application of Abjuration | 160

#### Conjuration

 Simple Conjuration Magic Vol. 2 | 60
 Principalities of Conjuration | 80
 Evolving through Conjuration | 160

#### Divination

 Basic Introduction to Divination Vol. 2 | 80
 Observing the Lines | 150
 Plucking the Lines | 200

#### Illusion

 Seeing past the Veil | 60
 The Practical Applications of Illusion | 100
 Greater Thoughts and Experiments in Illusion | 120
 Principalities and Practices of Illusion | 200

#### Restoration

 Simple Principles of Restoration Vol. 2 | 80
 Principles of Restoration | 150
 Advanced Principles of Restoration | 120

### Nobility

 Handling the Houses Vol. 2 | 120
(Average of all Noble Houses,
 Fine Dining Diction and other Courtly Etiquette | 210
 Court Power: Moves and Precision | 350

### Professions

#### Alchemy

 Beginners Alchemy Vol. 2 | 70
 Potions and Poultices for Every Occasion | 100
 Poisons for the Pesky | 100
 Helpful Herbs and how to use them | 120
 Salves, Incense and Contact Fluids | 150

### Bureaucracy and Writing

Crafter: Author,
or Flat Roll

### Religions

#### Tridaus

 Sins of Tridaus and how to avoid them | 50
 The Spear and the Tears | 100
 The Harlot and the Hero | 80
 The Heart: Happiness and Health | 120
 Prayers for the Pious of Tridaus | 120
Umbral Sigil

**Umbral Sigil** - 25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 15

**Duration:** 24 Hours

**Range:** 1

**Target:** Self, Other

**Description:** A Sigil appears on the form of the target, the Sigil is able to hold any spell from the Shadow list up to 15 power. Any spell cast from a sigil is consumed and makes the Sigil empty again, the Sigil itself will disappear when a spell has been cast from it 5 times. This cannot be cast upon an item or object. The target then casts the spell from the Sigil as a bonus action as if the original caster were casting it, using a bonus action and only spells that do not require concentration may be cast into the Sigil.
Rock Sigil

**Rock Sigil** -  25 Pact and 200 EXP OR 300 EXP (Natural Only) (Light)

**Cost:** 15

**Duration:** 24 Hours

**Range:** 1

**Target:** Self, Other**Description:** A Sigil appears on the form of the target, the Sigil is able to hold any spell from the Earth list up to 15 power. Any spell cast from a sigil is consumed and makes the Sigil empty again, the Sigil itself will disappear when a spell has been cast from it 5 times. This cannot be cast upon an item or object. The target then casts the spell from the Sigil as a bonus action as if the original caster were casting it, using a bonus action and only spells that do not require concentration may be cast into the Sigil.
NUMBING TEMPEST

**NUMBING TEMPEST**! -  20 Pact and 125 EXP OR 200 EXP (Natural Only)

**Cost:** 15

**Duration:** Instant

**Range:** Special

**Target:** Tier up to 3 Tiers away

**Description**: Select a tier and either the tier behind or ahead of it. All targets in these tiers are subject to either Acrobatics to avoid or Athletics to keep control against your Lore Lightning. If lost, the targets fall to the ground conscious but unable to defend themselves for 2 turns, they may still perform actions that do not require movement such as some spells.
Teltoka Province

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Winds of Change

**Winds of Change** -  5 Pact and 25 EXP OR 50 EXP (Natural Only)

**Cost:** 1

**Duration:** Special

**Range:** 3

**Target:** Special

**Description:**  This multifaceted spell can do one of the following:

    - Change the Colour/Flavour/Scent of Target permanently. This is touch only, and can be dispelled if sensed.

- When Travelling can be used to re-roll the Travel roll. This can only be cast once per roll.

- In any instance where the target of another is down to chance (I.e a dice roll), may have them re-roll. Can only be cast once in this instance. (As a Reaction)
The cry of Holorn the hunted

the legends speaks of a norderner(Race of humans found in mountins) hunter killing a creature and becoming infected with its corruption and turning into this creature

The norderners hunt the Direbeast featured in the story to use their teeth and claws ground up in a fine powder and taken as an aphrodisiac

(Think warewolf type deal but ends with the man as the beast eating his wife and children and their screams being heard whenever the creature roars.)
Harvesting

you can harvest any creature you kill, to harvest such a creature you roll the following. checks as listed below, the DM will often guide you on the nature of the resources you can collect and their effects.

## Hide

Roll 1D6 +Dex for a hide extraction. If you have a slashing weapon you may add half that weapons rolled damage to the hide extraction roll - if the weapon is a dagger, you gain a +5 in addition to its damage. If using a Skinning knife you use Sleight of hand instead of Dex in addition to its other bonuses and gain a +10

Hides come in  grades : Strips, Tattered, Ragged, Standard, Good, High Quality, Perfect

The values differ by  : 1/10 value,  ¼ value, ½ value, std value, 1.5x value, 2x value, 3x value

## Bones

Roll 1D6+ Break check to extract bones
Bone comes in  grades: Fragments, Broken Rib, Rib, Skull, femurs, Spine, Ribcage

The values differ by  : 1/10 value,  ¼ value, ½ value, std value, 1.5x value, 2x value, 3x value

## Meat/Flesh

Roll 1D6+ Str to extract meat with your bare hands, may apply skinning knife bonuses
Meet come in  grades : Fragments, Meat, Prime meat, Steak, Prime Steak, Glistening Steak, T Bone Steak

The values differ by  : 1/10 value,  ¼ value, ½ value, std value, 1.5x value, 2x value, 3x value

## Teeth, tongue, eyes, venom sacs, and claws

Roll 1D6+ Pull check to extract Fangs / tongue/Tusks + claws

Teeth, tongue, eyes, venom sacs, and claws come in sets, no more then the amount present may be collected form the creature of course dispite any roll for such.
Rite of Receding Tide

Word: Waves

**Maximum**: 6 Minutes

**Effect Strength** *X* increases by 1 for every full 30 Seconds spend preparing (X can be from 1 to 12).

**Effect**:

During the effect of this rite, all creatures who had an ongoing affliction that was onset during the time it was prepared have it suppressed for the duration of the effect. Due to the long casting time, it’s not recommended for fast-acting poisons, bleeding effects, or other swift afflictions. The affliction is suppressed for X hours where the effects then continue. If it would have worn out by then, the effect counts as having lapsed and the subject is now free of its effects.
Mending Flare

**Mending Flare** - 25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 15

**Duration:** 5 turns

**Range:** 3 Tiers

**Target:** Self

**Description:** For the duration of the spell you bath the area in healing light, mending the wounds of all around you. At the start of each of your turns and when you first cast this spell, heal all allies around you (not including you) for <AFI>D<INT>.
Wold Eye

Wold Eye

It's the eye of a monster, in this case of a giant frog, known as a "Wold". It's still wet and slimy.

Monster parts are known for their innate magic and are often used in alchemical recipes, conveying some of the monster's abilities toward the drinker of such a potion for a limited amount of time.

This is often why anyone drinking a potion doesn't really want to know the ingredients that have gone into making it.
Martial Stance: Grand Awareness

**Prerequisite**: Training: Adept

**Cost**: 175xp

**Effect:**

This defensive stance protects from all angles and cannot be struck from stealth; such an attack would be treated as a normal attack.

**Combo (Cost 2 Ki)**: *Unarmed Strike* -> *Cleave (2 more targets)*

**Effect of successful Combo**: All opponents within yours and the tiers next to yours become prone.
The Gravelord

**The Gravelord** - 30 Pact and 300 EXP OR 500 EXP (Natural Only)
**Prerequisite**: *All other Shadow Spells and if Pact with this Element (Unless this and all others are Natural Bought) goes into minus, lose access to this spell.*

**Cost:** None

**Duration:** 1 Battle**Description:** 1/day As a Form:

For the duration of the Form you are under the effect of Shade and Duskblade.

Every round you gain 5 Elemental Mana for use with that specific Element.

You gain a free action for any spell each round, if the spell is Shadow it is free and if it is of any other Element it is half cost..

You gain a free action for any non magic action each round.

They also gain ‘Gravelord’ they can use as a title, which will be backed by the house so long as it was not natural. This is usually as a Prefix, i.e ‘Gravelord’ Lord Xerethian Astoran.
Tale of the blackspring

in the Tale of the blackspring Corwain is seen harrowing the character Verrin in his moment of doubt.

The tale details the character Verrin on a quest of personal discovery learning his place among the Denizen caravans that journey forth to right the wrongs of those unable to do so themselves during their travels, despite his physical weakness.
Moon Bell

### Source

Forest clearings or sometimes in shadowy places in a city; Always during the night.

*"The Moon Bell is a very elusive plant. It took me weeks to find one after the first records, and dozens more to get my cat back to its original form ..." - Corry Blackhands*

## Description

This flower blooms only at night and only while the full moon is out. Blossoming flowers seem as if they glow with the same soft light as the moon itself.

## Alchemy

If used as a base component, the Moon Bell can create a potion that makes people more ... imposing, more attractive for a while.

Used as a reactant, it strengthens a user's connection to magic.

Some alchemists think that the flower captures the essence of the moon itself, increasing the duration of any "Were-Potion", that is potions that transform the user into something else. No matter whether the change is species ... or even gender.

## Habitat

The flower itself likes shadowy places the sun can barely reach. It is often mistaken for some uninportant flower and often removed before it can blossom. As such sitings in a city are rare, but not impossible. Some adventurers that are out at night might find it at the edge of a forest clearing.

## History

Not much is known about the history of this plant. Some ledgens tell of permanent transformation potions that have been achieved using this flower - although permanent was just alchemists pushing the duration of the effect past the natural lifespan of the one that drank the potion ...
Rite of Briar’s Grasp

Word: Roots

**Maximum**: 6 Turns or 6 Minutes

**Effect**:

Creates a wall of sharp and durable briars in the targeted tier. Movement becomes difficult, painful, and even dangerous. Attempting to move across the terrain requires either:

* An Acrobatics check with a DC of 18+X where X is the time spent on preparation.
* Two Push checks with a DC of 15+X where X is the time spent on preparation.

Failure to make the check results in the following:

* Acrobatics results in the individual being stuck inside the tier. This does X damage. To move to a position where a Push check can be attempted, an Escape Artist check with a DC equal to the Push DC must be made. Failure causes damage equal to the amount rolled on the failed Acrobatics check.
* Push results in the individual failing to push through. This does 1/2 X damage. If the second DC is failed, then the damage is X.

*Note*: All damage has Piercing 3.

This effect lasts for 1.5 times the preparation time before crumbling to dust and mulch. Damaging the briars is difficult as they regenerate very quickly and are only harmed by a few things. Fire and Slashing damage can be used to burn or cut a path through, but only if 10X damage is dealt in a single round. Even then, the damage is healed in two rounds giving only a momentary window to get through.
Locations

The world of Alouran is comprised of a great many nations on various landmasses known as Provinces or a group of smaller landmasses called Isles. Of these the following are the Great landmasses mapped for the masses.

* Claw Isles
* Camlest Province
* Libbn Court Province
* Renval Province
* Grella Province
* Celvanti Province
* Arid Cane Province
* Rodshire Province
* Teltaka Province
* Teltoka Province
* Golden Isles
* Alourans end isles

Worldmap
Rite of Solemn Storms

Word: Waves

**Maximum**: 30 Minutes

**Effect Strength** *X* increases by 1 for every full five Minute spend preparing after the first five Minutes (X can be from 1 to 5).

**Effect**:

Covers an area in rain, causing a vicious downpour and dark clouds to gather. In an engagement, those who rely on vision to locate their enemy, suffer a -3 penalty to hit rolls for the next 3 turns. The effect lasts X additional turns where X is every 5 minutes spent beyond the first.