recursal/Fanatic-Fandom huggingface dataset:
Ettercap

**Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1.

**Age.** Ettercaps reach maturity around age 10, and rarely live longer than 50 years.

**Size.** Ettercaps are slightly shorter than humans, averaging about five feet tall. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** Being well-adapted to life in the dark, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Spider Climb.** You have a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Fangs.** Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Web.** Once per short rest, you can use an action to fire sticky web at a creature. Make a ranged weapon attack against the target. You are proficient with this attack, and it has a range of 30/60 feet. On a hit, the creature is restrained by webbing. As an action, the restrained creature can make a Strength check, escaping from the webbing on a success. The DC for this check equals 8 + your proficiency bonus + your Constitution modifier. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage.

**Languages.** You can speak, read, and write Common and Undercommon.
Khenra

**Ability Score Increase.** Your Dexterity score increases by 2, and your Strength score increases by 1.

**Age.** Khenra mature quickly, reaching adulthood in their early teens. They rarely live past 60.

**Size.** Khenra have similar builds to humans. Your size is medium.

**Speed.** Your base walking speed is 35 feet.

**Languages.** You can speak, read, and write Common and Khenra.

**Nimble.** You have proficiency in the Acrobatics skill.

**Subrace.** Two subraces of khenra exist: brave, and lucky.

### Brave

**Brave.** You are immune to the frightened condition.

### Lucky

**Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Imlaq Amulet

## Synopsis

The Imlaq Amulet is a magical amulet carried by Malkoth, which serves as the key for activating and operating the Imlaq Colossus.

## Properties

On its own, the Imlaq Amulet only has minor magical properties, which protect it from mundane erosion and wear, and allow it to serve as a spellcasting focus for the casting of arcane spells. The amulet is a required component for the activation of the Imlaq Colossus, and can be used as a key to access portions of the colossus, and to activate various elements of its controls.

## History

Based on the party's knowledge, the amulet seems to have been created by Mahadi during the Age of Arcana. Many centuries later, the amulet was given to Louche by Mahadi as a gift, though at the time he had no knowledge of its significance. According to Louche, the amulet was later stolen by Natalie Shaw, after the two had a tryst in the city of Sigil.

Malkoth was given the amulet by his mother, Miriam Arkin, who said that it was a memento of his father. He was later told by Lane Coronato, his alleged father, that the amulet was given to him by his own mother, Natalie Shaw - Malkoth's grandmother.
Spell: Alignment Tuning

**Alignment Tuning**

*3rd-level divination*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** S, M (a musical instrument)

**Duration:** 1 hour

You magically tune the instrument used as the spell's material component, connecting its music to the planes of existence. For the duration, any creature that plays the instrument is proficient with it. A creature that is already proficient with the instrument instead gains expertise with it.

When a willing creature plays the instrument for at least 1 minute, the instrument magically produces accompanying music that is associated with the plane of existence to which the creature's soul is mostly closely tethered, other than the Material Plane. For example, the instrument might produce music associated with the creature's native plane of existence if it is not native to the Material Plane, or it might produce music associated with the plane of existence to which the creature is most likely to arrive in the afterlife upon death. If a creature does not have a tether to any plane of existence other than the Material Plane, or its tether is otherwise unclear, the instrument does not produce any accompanying music. Playing this music also bolsters the creature’s spirit, granting it a bonus to the next Wisdom, Intelligence, or Charisma saving throw that it makes, which is equal to your spellcasting ability modifier.

A creature that holds the instrument becomes magically aware of the spell's effect, and if it plays the instrument as described above, it learns what plane of existence the accompanying music is associated with when it plays the instrument. If you hear the music, you also learn what plane of existence the accompanying music is associated with when the instrument is played. The music's connection to the planes of existence is not otherwise obvious, and other creatures that hear the music do not necessarily learn what plane of existence the music is associated with.

The spell ends once it produces accompanying music in this way.

**Classes:** Bard
Primordial Chaos

## Synopsis

Primordial Chaos is the essential energy of Materi, and the source of all life and matter. It is comprised of the four elements of the inner planes, as well as more metaphysical elements such as light, darkness, life, and death. It is inherently unstable and difficult to control, but is constrained by the Weave.
Kamm

## Synopsis

Kamm is a high-ranking general in the armies of Kameshima under King Daimao. They are also a member of the Weavers Conclave.

## Relationship To Party

Kamm orchestrated an attempt to capture Frog on the island of Ymana at the beginning of the campaign, with the assistance of Duncan Rivers. The attempt failed, but he warned Frog that Princess Porcini and Prince Marcello would pay for his refusal to cooperate.
Age of Divinity

## Synopsis

The Age of Divinity was a period of an unknown length of time, approximated to have begun about 5,000 years prior to the campaign, and ending about 1,700 years prior to the campaign. It encompassed the period of time ranging from the creation of Materi to the beginning of the Age of Arcana, during which time the gods resided primarily on the Material Plane with their devout followers.

## Age Range

The exact beginning date of the Age of Divinity in unknown, beginning with the creation of Materi, which is estimated to have occurred around 5,000 years prior to the campaign. It ended 1,746 years prior to the campaign, with the beginning of the Age of Arcana (0 AR).

## Gods During the Age of Divinity

After creating the planet of Materi, the gods freely traveled between the Material and Outer planes, spending much of their time on Materi amongst their mortal creations. It was until much later, with the creation of the Divine Gate, that the gods were barred from traveling between the Outer and Inner planes.
Awakening Points

At level 5, each player earns 5 Awakening Points. From that point forward, they earn 1 additional Awakening Point each time they level up (for a maximum of 20 Awakening Points at level 20).

Awakening Points can be spent to activate the below abilities. Players may redistribute their Awakening Points each time they level up.

Awakening Point Trees
 2
Once per combat round, when you make a damage roll, you can gain a bonus to the roll equal to the number of Awakening Points you have spent on this ability (up to a maximum of 5). The bonus damage ignores both vulnerabilities and resistances.
Once per combat round, when you take damage from any source, you can reduce that damage by a number of points equal to the number of Awakening Points you have spent on this ability (up to a maximum of 5).
 3
Once per long rest, when you make an attack roll and miss, you can use your reaction to choose to hit instead.
Once per long rest, when you fail a saving throw, you can use your reaction to choose to succeed instead.
Once per long rest, when you make an ability check, you can use your reaction to treat a d20 roll of 19 or lower as a 20. You can make this decision before or after seeing the result of the d20 roll.
Raakasi Sunmane

### Appearance

classic lioness appearance, but with cloud-white fur with a blue undertone, piercing sky blue eyes, and a slight glow of sunlight in her mane

### Classes and Professions

de facto leader of the Free Arcanists Lodge

## Synopsis

Raakasi Sunmane is the de facto leader of the Free Arcanists Lodge in Paxeter. Though she seems uncommitted to the notion of being the guild's leader, she admits that they tend to look to her for guidance.

## Relationship to Party

Raakasi Sunmane invited the party to join in a partnership with the Free Arcanists Lodge and attempt to take down the Weavers Conclave inquisitors that have been propagating violent altercations with magic users.
Gnoll

**Ability Score Increase.** Your Constitution increases by 2, and your Strength score increases by 1.

**Age.** Gnolls reach adulthood in their early teens, and have a natural lifespan of around 60 years.

**Size.** Gnolls are appreciably taller than humans, usually between 7 and 8 feet tall. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

**Tooth and Claw.** Your claws and fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing (claws) or piercing (fangs) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Carrion Eater.** You have advantage on saving throws against disease.

**Vengeful Strike.** In response to an ally being reduced to 0 hit points within 30 feet of you, you can use your reaction to make a melee attack.

**Incite Rampage.** Whenever you deal damage to a creature on your turn, you can inspire an ally to join in the onslaught. One creature of your choice that you can see within 30 feet of you can use its reaction to make a melee attack. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you complete a short or long rest.

**Languages.** You can speak, read, and write Common and Gnoll.
Alusfaen Orion

## Synopsis

Alusfaen Orion was a legendary hero of the ancient elven kingdom of Ayn Sitael. He sat on the High Council of the kingdom, and also served as its leading general. He perished shortly after the Gods' War, but his bloodline is still considered nobility in Shaeserin.

## Plot Relevance

According to a Lorekeeper Orb acquired by the Free Arcanists Lodge, Gragnok is a descendant of Alusfaen Orion. The orb also stated that Orion was the creator of the Luxturrim Obelisk, and that his key is required to enter the obelisk.
Age of Arcana

## Synopsis

The Age of Arcana was a period of about 700 years, which ended about 1,000 years prior the campaign, wherein Materi was flooded with magical power, and arcane magic flourished.

## Age Range

The Age of Arcana lasted a period of 761 years, from 1,746 years prior to the campaign (0 AC) to 985 years prior to the campaign (761 AC).

## Ley Phases in the Age of Arcana

At the height of magic in Materi, Ley Phases and Zeniths were very rapid. Zeniths occurred multiple times per day, with Prime Zeniths occurring on at least a daily basis, according to most accounts. The result was a world that was inherently charged with easily accessible magic, and magic users that had a nearly endless supply of magical power.

## Geopolitics During the Age of Arcana

During the Age of Arcana, many of the great kingdoms and states that now comprise the Alviren Empire were independent, and often in conflict with one another. There were also great civilizations during the Age of Arcana that were destroyed by the Gods' War and the Severance and never recovered, such as the elvish kingdom of Ayn Sitael.

The Age of Arcana was a period of nationalism and isolationism, wherein most of the world was engaged in a magical arms race for dominance of the planet. It was also a world that was approaching post-scarcity, due the tremendous amount of available magic, through which basic survival could be effectively ensured for nearly all people.

## Gods During the Age of Arcana

During the Age of Arcana, and the years the preceded it, the gods of Materi traversed freely between the Outer and Inner Planes. It wasn't until after the Gods' War that the Divine Gate was formed, preventing the gods from traveling to the Material Plane.
Rules For Crafting Dynamite

Dynamite can be crafted by any creature that has proficiency with alchemist's supplies or tinker's tools, following the steps below.

## Nitroglycerin

In order to craft dynamite, you must first acquire nitroglycerin. If you have proficiency with alchemist's supplies, you can craft your own nitroglycerin. Otherwise, you will need to purchase it.

### Crafting Nitroglycerin Using Alchemist's Supplies

If you have proficiency in alchemist's supplies, you can create your own nitroglycerin. To do so, you must spend 4 hours working with your alchemist's supplies, and expend one of the currency amounts shown on the Nitroglycerin Crafting Table below, which represents the basic chemical supplies which are consumed by the process. At the end of the 4 hours, make an Intelligence (Alchemist's Supplies) check. The result of the check, and the amount of currency that you expended, determines the amount of nitroglycerin produced. You must decide how much currency to expend before you see the result of the ability check.

1 unit of nitroglycerin is sufficient to craft 1 stick of dynamite.

Nitroglycerin Crafting Table
 10-19
 20-25
 26+

### Buying Nitroglycerin

If you do not have proficiency with alchemist's supplies, you cannot craft nitroglycerin, and will need to buy it instead. See "Purchase Prices" below.

## Crafting Dynamite

Once you have acquired nitroglycerin, you can use it produce dynamite, if you have proficiency in tinker's tools or alchemist's supplies.

To craft dynamite you must spend 1 hour working with the appropriate toolkit, and expend 1 unit of nitroglycerin. At the end of the hour, make an Intelligence check, using your proficiency in the appropriate toolkit. The result of the check determines the number of sticks of dynamite that you produce, using the Dynamite Crafting Table below.

Dynamite Crafting Table
 4-6
 7-9
 10-19
 20-25
 26-30
 31+

## Purchase Prices

Dynamite is not a common technology in this world, so you're not likely to find it in general stores. Alchemists and mining suppliers are the most likely vendors to sell nitroglycerin and/or completed dynamite.

The prices of dynamite and nitroglycerin vary widely, but in general, one unit of nitroglycerin is worth about 1gp, and a stick of dynamite is worth about 2gp.
Johann Conrad Dippel

## Synopsis

Dr. Johann Conrad Dippel was a former member of the Weavers Conclave, who was ousted about thirty years ago when it was discovered that he was performing unethical experiments on children. He disappeared after being ousted, and hasn't been seen since.

## Relationship To Party

XVIII claims to have worked as an assistant to Dr. Dippel, before they drank an alchemical concoction without Dippel's knowledge and fell unconscious, waking up alone in the desert surrounded by bodies an unknown amount of time later.
Myconid

**Ability Score Increase.** Your Constitution score increases by 2.

**Age.** A myconid's natural lifespan is relatively short. They reach adulthood around 6 years old, and rarely live longer than 30 years.

**Size.** Myconids vary tremendously in size, ranging from smaller than halflings to larger than orcs. Your size is either Small or Medium.

**Speed.** If your size is Small, your base walking speed is 25 feet. If your size is Medium, your base walking speed is 30 feet.

**Nimbleness *(Small Only)*.** If your size is Small, you can move through the space of any creature that is of a size larger than yours.

**Poison Immunity.** You are immune to poison damage and the poisoned condition.

**Subrace.** Two subraces of myconid exist: deep myconid, and surface myconid.

### Deep Myconid

**Ability Score Increase.** Your Intelligence score increases by 1.

**Superior** **Darkvision.** You can see in dim light within 120 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

**Sun Sickness.** While in sunlight, you have disadvantage on ability checks and attack rolls.

**Languages.** You can read, write, and understand common and undercommon, but you cannot speak.

**Rapport Spores.** All creatures within 30 feet of you with an Intelligence of 2 or higher that aren't undead, constructs, or elementals can communicate telepathically with you and with each other. You can suppress this ability at will.

**Hallucination Spores.** You can use your action to eject hallucination spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.

Once you use this ability, you can’t use it again until you complete a short rest or long rest.

### Surface Myconid

**Ability Score Increase.** Your Wisdom score increases by 1.

**Languages.** You can speak, read, write common and undercommon.

**Poison Spores.** You can use your action to eject poisonous spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d8 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

Once you use this ability, you can’t use it again until you complete a short or long rest.
Murty Mole

## Synopsis

Murtough "Murty" Mole is a denizen of Molldorf, and a security specialist for the town's mining operation. He resides in the town with this wife and six children.

## Relationship to Party

After an incursion of Kameshiman forces at the Molldorf mines, Murty appealed to Frog and the rest of the party for their aid, and joined them in defeating the Kameshimans and saving the mines.
River Styx

## Synopsis

The River Styx is a river that runs through the planes, which facilitates the transportation of deceased souls into the afterlife.

## Cosmology

The Styx flows through the Ethereal Plane, where it collects the souls of the deceased. It eventually reaches the Outlands, where it flows through the city of Sigil. From the Outlands, the River Styx flows outward in many directions, where it carries souls to their destinations within the Upper and Lower planes.

Within the Lower Planes, the River Styx connects Avernus - the first layer of the Nine Hells - to the plane of the Abyss. As such, it is a frequent battlefront in the Blood War between devils and demons.
Myriostoma

### Appearance

average stature surface myconid, with a wide white cap with red spots, wearing sibillini cap and overalls

## Synopsis

Myriostoma was a conduit who lived in the late years of the Age of Arcana. She is a legendary hero of Mycorrhiza, and is remembered for leading the myconid out from the underdark and helping to found the kingdom. She also created the Chaos Core, and traveled with Juno and Heartsong throughout Materi, charging the Chaos Core with elemental power and founding protective druid circles at elemental places of power. As detailed in the Fable of the Thousand Year Door, she subsequently used the Chaos Core to seal the Thousand Year Door within Mycelium Palace, and then left Mycorrhiza with the Chaos Core.
Buster the 7th

## Synopsis

Buster the 7th is a war hero of Sibillini, and older brother of Wladimiro and Walentino. He was captured by Kameshima many years ago, and presumed dead.

## Relationship to Party

The party discovered Buster - alive, but having gone mad in captivity - in the dungeon of Daimao's Castle. They rescued him and sent him back to Mycorrhiza.
Lorekeeper Orb

## Synopsis

A Lorekeeper Orb is a sentient magical item, which contains specialized information about a narrow academic subject.

## Properties

A lorekeeper orb is a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two pinpricks of silver light deep inside the sphere.

The orb has a programmed magical sentience. When activated, the orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Each lorekeeper orb has extensive knowledge of one narrow academic subject. A lorekeeper orb is incapable of learning new information after its creation, so its knowledge is limited to what it knew when it was created.

A lorekeeper orb’s creator can program it to limit access to its information. This can be done by programming the orb only to divulge information to specific individuals, to require a password before divulging information, or other similar security measures. An *identify* spell cast on a lorekeeper orb reveals the nature and function of lorekeeper orbs in general, but not a particular lorekeeper orb’s specialization, languages, or security measures. When *identify* is cast on a lorekeeper orb, the caster can make a DC 15 Intelligence (Arcana) check. On a success, the lorekeeper orb reveals its specialization, its languages, and any security measures protecting its information - although the information needed to bypass these measures is not revealed (for example, the lorekeeper orb will reveal that it is protected by a password, but it will not reveal the password). On a failure, the caster cannot make this check again until they complete a long rest.

## Lorekeeper Golu

One particular Lorekeeper Orb, which identifies itself as Lorekeeper Golu, was obtained by the Free Arcanists Lodge, delivered to them by Jack for pay. Lorekeeper Golu speaks, reads, and understands common, elvish, celestial, and primordial. It has extensive academic knowledge of the ancient elven kingdom of Ayn Sitael. It was created toward the end of the Age of Arcana, and it is incapable of learning new information, so its information is about a thousand years out of date. Golu's programming forbids it from divulging information to anyone other than noble elvish bloodlines of Ayn Sitael.
Tisalia Scythia

**Tisalia Scythia** (ティサリア・スキュテイアー) is a character in *Monster Girl Doctor*.

## Appearance

Tisalia is a centaur with gold hair and blue eyes. She wears a dress with a ruffled collar, puffy sleeves, wrist guards and a pleated skirt. Her horse half is considerably taller and more muscular than most other centaurs and her human half is slim but voluptuous.

## Personality

Very proud and straight-forward with what she wants. She dislikes pain. She also is rather vain about her looks, taking pride in her beauty and the busty yet lean figure of her human half, becoming angry when Saphee called her fat by measuring her horse half instead of her human half. Despite her status as a noble she is not afraid of hard work, constantly training for her arena fights, and personally pulling the carriage that took Saphee and Glenn to the harpy village. She also has little modesty as when she thought Glenn was ogling her breasts she apologized for enchanting him with her beauty, and showed no shame stripping out of her armor and lifting her shirt so she could show how thin her waist was. She also shows no shame in her pursuit of Glenn as a husband.

## Background

Her family is extremely influential in helping the city prosper. She fights in the arena.

## Relationships

### Glenn Litbeit

She is in love with Glenn, and usually tries to get his attention every chance she gets. She is very vocal of her desire for Glenn marry her, much to Saphee's disdain.

As of the end of Volume 6, she officially becomes Glenn's fiancee. Though she has to wait until Glenn pays off the Clinic before she can become his wife for real.

### Saphentite Neikes

Tisalia has a friendly romantic rivalry with Sapphee.

## Abilities

Being a centaur Tisalia is a born warrior, extremely strong and durable, single handedly pulling a carriage with Glenn, Saphee, and all their supplies up a mountain road, and consistently winning her arena battles. She is an expert with a javelin, having all the ability of a jousting knight being a centaur. Her specialty is charging forward and slamming her opponent with enough force from her javelin to knock them out in one blow. She also shows out standing leadership as she quickly mobilized the harpy villages evacuation and even convinced Arahnia to help.

## Weaknesses

Tisalia's greatest weakness is her pride. She takes great pride in her status as a fighter and a member of the Scythia family. She can also be cowardly and childish especially in the case of being shod and when she found one of Kuanais limbs and thought it was a murder scene.

## Trivia

* Tisalia has expressed the noblewomans laugh from time to time.
* Her last name Scythia is based on the area of Greece centaurs were said to live.
Kajido

## Synopsis

Kajido - better known as The Architect - is a general in the armies of Daimao, and the artificer behind the creation of Kameshima's war machines. He is the inventor of Salt - a refined, stabilized version of Material Chaos - which he aspires to utilize to revolutionize Materi's technology and industry.

## Relationship to Party

After the party defeated Kajido during their infiltration of Daimao's Castle, and he expressed his discontent working under the iron fist of Daimao, the party convinced him to return with them to Mycorrhiza, with the goal of eventually continuing his work with Material Chaos at the College of Mimrinoth.
Lo

Lo
--

## Synopsis

Lo is a young gnoll that the party met at the Red Towers within the Golden Wastes, where she operated a small stand selling magic items. At her request, the party agreed to escort her to the College of Mimrinoth, and she has been with them since.

## History

According to Lo, she doesn't know anything about her father, and her mother, Saoga, died in the Flaywinds while hunting in the Golden Wastes. She has an interest in getting away from the harsh wastes and traveling to the Empire, in hopes of learning how to control innate magical abilities that she was born with.
Magic Item Economy

## Synopsis

In modern-day Materi, magic items are very rare. Though artificers and other creators of magic items were commonplace during the Age of Arcana, they all but disappeared in the Age of Rest, and have only recently begun a renaissance of sorts. As such, creators of magic items are an extreme rarity in Materi. In the imperial capitol of Ossidia, the most magically-advanced city in Materi, there are a handful of small "traditional" magic item shops, where artificers sell their wares. But there are virtually no such shops anywhere else in the world, and even these shops only deal in very basic items: bags of holding, common potions, +1 weapons and armor, and the like.

More exotic and powerful magic items are generally not created by artificers; rather, they are found in the wilderness, amongst the vast swaths of untamed outland that contain vestiges of the bygone Age of Arcana. These items, as a result, are not typically the purview of "magic item shops," per se. Instead, trade in such items typically takes place amongst adventurers - in the form of adventuring guilds - or with extremely wealthy collectors.

Adventuring guilds are by far the largest markets for the magic item trade in Materi. The guilds typically only deal in magic items that are registered with the Weavers Conclave, as the trade of unregistered items is prohibited by imperial law.

It is also occasionally possible to find a market for magic items in underground, criminal circles. In these settings, magic items are more likely to be unregistered. Prices in such markets can vary considerably; generally speaking, however, unregistered magic items are slightly cheaper than registered ones. This price difference is typically offset by the less competitive prices of the smaller, less accessible market.

## Magic Item Values

In most markets, magic item prices fall into tiers based on an item's rarity, and sub-tiers based on the power level of the item relative to other items of the same rarity. There are some exceptions, such as for items that are disproportionately weak or strong for their rarity. But the following prices serve as a baseline from which to estimate a magic item's value.

### Common

Common Magic Item Prices
 2
 3

### Uncommon

Uncommon Magic Item Prices
 2
 3

### Rare

Rare Magic Item Prices
 2
 3

### Very Rare

Very Rare Magic Item Prices
 2
 3

### Legendary / Artifact

Almost without exception, these items are not for sale - at least in the traditional sense. An individual in possession of an item of this rarity might be willing to part with it in exchange for some sort of quest or the like, but such an item is too valuable to place a meaningful price on.

### Spell Scrolls

Spell Scroll Prices
 2
 3
 4
 5
 6
 7
 8-9

### Potions / Consumables

Potion / Consumable Price
 Uncommon
 Rare
 Very Rare
 Legendary
Age of Rest

### Synopsis

The Age of Rest was a period of about 800 years, which ended about 200 years prior the campaign, wherein magic was almost completely dormant in Materi, and the world endured a dark age in the wake of the Gods' War.

## Age Range

The Age of Rest lasted a period of 774 years, from 984 years prior to the campaign (0 AR) to 210 years prior to the campaign (774 AR).

## Ley Phases in the Age of Rest

After the Gods' War and the Severance, the magic of Materi fell into a state of almost complete dormancy, as Primordial Chaos and the Weave spent centuries recovering from the extreme amounts of magic that were siphoned by the war.

Few accounts were made of Ley Phases and Zeniths during the majority of the Age of Rest. In the first decades after the Severance, however, surviving mages kept accounts of the Ley Phases. These accounts reveal a stark and dramatic transformation from the daily Prime Zeniths of the Age of Arcana. In the first centuries of the Age of Rest, a Zenith only occurred once in every few decades. A Prime Zenith was a once-in-a-century phenomenon. The result was a world nearly devoid of magic. Even experienced, high-level mages found themselves sapped of magical power and resources, and for many decades, magic was all but dead in Materi.

In the last century of the Age of Rest, as Primordial Chaos began to reawaken, Ley Phases began to accelerate exponentially. Though they didn't approach anything resembling the near-constant magical pulsation of the Age of Arcana, a Zenith became an event that could be expected on a monthly basis, with a small number of Prime Zeniths each year.

## Geopolitics During the Age of Rest

For the first few centuries of the Age of Rest, Materi remained divided, as the great kingdoms and states of Materi withdrew into isolation and recovery from the great war. The appetite for war was almost universally gone, as the world had seen the results of the magical arms race that took place at the end of the Age of Arcana.

As the world began to rebuild and flourish, however, the great powers of Materi had to once again decide how they would interact with one another. With the memory of the Gods' War still relatively fresh, the largest and most powerful civilization of Materi joined to form the Alviren Empire, in an effort to promote a lasting peace. This peace successfully held steadfast over the course of the Age of Rest, and into the Age of Awakening.
Rust

## Synopsis

Rust was one of two soldiers, alongside Khali Tuma, who accompanied Frog as a bodyguard for the voyage aboard the Tide King to Ymana.

## Relationship To Party

Rust protected Frog in battle aboard the Tide King and on Ymana, but seemed shaken by the death of Khali Tuma. When the party returned to Karaad, she asked to return to the Lord of Karaad for new instructions, and Frog released her from his service.
Pale Death

## Synopsis

The Pale Death was a plague that swept through the Emerald Highlands about fifty years ago, causing a tremendous amount of hardship and loss of life, especially in agriculture.

## Effects

The Pale Death's primary effect was on agriculture. It primarily affected plant life, and had a devastating impact on agriculture, as vast swaths of plagued land would produce crops that were devoid of nutrients.

Less commonly, but still often enough to become a major issue, the plague would infect livestock and beasts. This infection manifested in newborns, transmitted from an infected parent. Infant animals would be born sickly, pale, and weak, and would rarely survive more than a few weeks.

In uncommon cases, the Pale Death would similarly effect newborn humanoids. This was not seen often, but still affected hundreds of children over the course of the plague years.

## Political Ramifications

It was during the trying years of the Pale Death that the Emerald Highlands joined the Alviren Empire, in an agreement based on relief for the Highlands from the imperial capitol.
Ilex

## Synopsis

Ilex was a passenger aboard the Tide King, the ship captained by Duncan Rivers, which took the party to Ymana at the beginning of the campaign. She has demonstrated and ability to use natural and divine magic, seemingly by tapping in to the magic of the Star Road. She specializes in healing.

## Relationship To Party

Ilex aided the party in battle aboard the Tide King, when it was assailed by sea monsters near Ymana. She was later captured by the kuo-toa and grung natives of Ymana, and subsequently rescued by the party. She has remained with the party ever since, expressing an interest in becoming an adventurer.
Feat: Arcane Demolitionist

**Arcane Demolitionist**

*Prerequisite: Spellcasting or Pact Magic feature*

You gain proficiency with your choice of alchemist's supplies or tinker's tools, if you don't already have it. When you use alchemist's supplies or tinker's tools to craft explosives, the number of explosives that you create is doubled.

The save DC of any explosive that you create is equal to 8 + your proficiency bonus + your Intelligence modifier (minimum 12). In addition, damage dealt by explosives that you create counts as magical for the purposes of overcoming resistance to nonmagical damage.

Once per short rest, with one hour of work using alchemist's supplies or tinker's tools, you can expend a first level spell slot to create a magic explosive. The magic explosive functions as a stick of dynamite, except that it deals a damage type of your choice: poison, acid, fire, cold, lightning, thunder, or radiant. You can expend a higher level spell slot to create a more potent explosive. When you do so, the damage increases by 1d6, and the burst radius increases by 5 feet (to a maximum of 20 feet), for each spell slot level above 1st.
Odell

## Synopsis

Odell is a student of the College of Mimrinoth, on a quest for knowledge about an ancient and lost form of magic. He is intellectual, academic, and curious.

## Physical Description

Odell is of average stature for his species, standing about four and a half feet tall. His skin is a warm grey, his eyes are emerald green, and his hair and beard are bronze with a metallic sheen.

## Notable Equipment and Belongings

Odell wears heavy armor, and wields a warhammer in battle.

Odell carries a bookcase that contains an ancient, weathered tome that he studies during downtime. A few members of the party have seen the book, and observed that it is written in code, include writings in many different languages. When asked, Odell has explained the the book contains information about ancient, lost magic which he wishes to learn more about. His notes about the book, which he has shown to XVIII, explain that the book is somehow related to rune magic.

Odell has a license to practice spellcasting, and has spoken favorably about the Alviren Empire's magic regulations, although he has expressed some skepticism about the Weavers Conclave’s association with the Empire.

## Strengths & Capabilities

Odell has shown capability at battling with a warhammer. He has also exhibited the ability to use rune magic - a strange combination of arcane and divine magic, which none of the other party members have seen before.

## Flaws & Weaknesses

Odell has a tendency to prioritize his academic interests over more immediate concerns, such as survival.

## Relationships

### Gragnok

Odell was a traveling companion of Gragnok for an unknown amount of time before the campaign began. After some confrontations between Gragnok and other party members, Odell has privately expressed his confidence and trust in Gragnok. Odell seems to be one of the few party members that Gragnok trusts.

### Malkoth

Odell was a traveling companion of Malkoth for an unknown amount of time before the campaign began. The two seem to have a friendly relationship, and a shared interest in arcana.

### Rye

Odell has something of a tense relationship with Rye, who accuses him of being haughty and self-absorbed.

### XVIII

Odell has shared his notes regarding rune magic with XVIII, who seemed to take an interest in the subject. Odell also seems to be intrigued by XVIII’s strange undead nature, and curious about his origins.

## Story

Odell recently set out from the College of Mimrinoth in search of information about a lost form of arcana called rune magic. His search revolves around an ancient journal that he carries with him, written by someone named Halimath Wasanthi. He has revealed that Grenfi Nackle, a member of the Weavers Conclave, is in possession of the remains of Halimath.
Texas

## Overview

**Texas** is the second-largest American state and is located in the mid-western area of the country. Texas has a very dry and arid climate, with high temperatures annually. It is at the forefront of the conflict between the UCU and GBS.

## Factions

* UCU
* GBS
* GBS High-Council
* Cult of Atrophy
* The Order
* Laredo Safezone

## Locations

* Dallas
* Waco
* Austin
* The Stretch
* Selma
* San Antonio
* Laredo
Duncan Rivers

## Synopsis

Duncan Rivers is the captain of the Tide King, the ship that took the party to Ymana at the beginning of the campaign.

## Relationship To Party

Duncan Rivers claims to have accepted a handsome offer of gold by Kamm of Kameshima, in exchange for bringing Frog to the island of Ymana. After this plot was foiled, the party spared Rivers, and allowed him to retain his ship, without turning him in to the authorities for his crimes. He was grateful for their mercy, and when they parted ways in Karaad, he offered them his services if they are ever in need of a ship.
Star Road

## Synopsis

The Star Road is a network of interplanar pathways that connect the planes of existence, and even other worlds beyond. It has been called other names in various cultures; the "Star Road" is its name amongst the myconid of Mycorrhiza.

## Divine Magic

The Star Road is such an immense source of magical power that some worship it as a god, and are able to draw divine magic from it.
Lane Coronato

## Synopsis

Lane Coronato is the souteneur of a high-end brothel in Karaad owned by Baron Millan Watts, called Bordello Mariposa. He also claims to be the father of Malkoth, and son of Natalie Shaw.

## Relationship To Party

### XVIII

Lane Coronato was XVIII's employer when they worked at Bordello Mariposa for a time.

### Malkoth

Lane Coronato claims to be Malkoth's father. He contacted Malkoth and asked to meet him in Karaad. There, he briefly explained his family history to Malkoth, before stealing his infernal amulet and disappearing. In later encounters, Lane has seemed somewhat indifferent toward Malkoth, although he has offered to help Malkoth learn to master his innate magic in exchange for a favor from Rye.

### Rye

Rye claims to be Lane's father - and, by extension, Malkoth's grandfather. Lane has asked Rye to help him find a way to reach the Nine Hells.
Divine Gate

## Synopsis

The Divine Gate is a magical construct that separates the Inner Planes from the Outer Planes. It prevents the gods of Materi from entering the Inner Planes in person, and also limits their influence on those planes.

## History

The Age of Arcana, an era of high magic in Materi, ended with the Gods' War - a massive war between arcanists and the divine. This conflict eventually became a war between the gods themselves - the Aegis Deities, who wished to preserve life on Materi, and the Scourge Gods, who wished to eradicate it. In a moment of desperation at the end of the this war, to prevent the eradication of life on Materi, the Aegis Deities banished both themselves and the Scourge Gods from the Material Plane. Returning to their rightful homes in the Outer Planes, they created a planar barrier called the Divine Gate: a shield which would prevent all of the gods - themselves included - from interfering directly in the affairs of Materi. Surrendering themselves to a life of exile from their creations, the Aegis Deities saved Materi from the Scourge Gods.

This monumental shift in the structure of the planes, and the gods’ departure from Materi, is referred to historically as the Severance.

## Function

The primary function of the Divine Gate is to prevent the gods from physically traveling to Materi. The gods, Scourge and Aegis alike, are incapable of traversing the Gate, and as such are unable to visit Materi in person.

The Divine Gate also limits the extent to which the gods can magically influence Materi from the Outer Planes. The Gate only allows a limited degree of divine magic to be channeled through it, and even prevents other extraplanar powers, such as celestials and fiends, from traveling to Materi in large numbers, or spending extended periods of time there.
Binti Redroot

## Synopsis

Binti Redroot is a member of the Free Arcanists Lodge.

## Relationship to Party

Prior to the campaign, Binti hired Jack to smuggle a Lorekeeper Orb to the Free Arcanists Lodge in Paxeter. After the delivery was made, Binti, along with Raakasi Sunmane, invited Jack and the rest of the party to partner with the Lodge in an endeavor to take down the Weavers Conclave inquisitors that have been attacking magic users.
Montgomery Mole

## Synopsis

Montgomery Mole is a miner and firework dealer from the town of Molldorf. He goes by "Monty" for short.

## Relationship to Party

The party rescued Montgomery and his three daughters, Nitra, Gliss, and Erin when they were captured by bandits south of Molldorf. They subsequently traveled together to Paxeter, and Montgomery was exceedingly grateful for the party's aid.
Feat: Reactive Runes

*Prerequisite: Rune Knight*

You can use a reaction to invoke a rune that normally requires a reaction to invoke, or to trigger the effects of an invoked rune that normally requires a reaction to trigger (such as the Stone Rune), following the rune's normal requirements, even if your reaction has already been used.

You cannot use this feature to invoke or trigger runes twice on the same creature's turn in combat. In other words, if you use your reaction to invoke a rune during a creature's turn, you cannot use this feature to invoke a rune again during the same creature's turn.

Once you use this feature, you can't use it again until the next short or long rest.
Patches

## Synopsis

Patches is a shape-shifting cleric who draws divine magic from an unknown deity. He is something of an oddity, with a scatterbrained and eccentric personality.

## Physical Description

Patches has demonstrated the ability to change his race. The transformation takes only a few seconds, during which time twigs and bark briefly sprout from him before disappearing. Patches has not made any explanation of this ability to the party, but has repeated such transformations multiple times.

## Notable Equipment and Belongings

Patches wields a shield emblazoned with a holy symbol: a candle within a silver circle. Notably, none of the party members recognize this holy symbol - even those familiar with many holy symbols. He also carries a bag of humanoid teeth, and claims to not know where he got it.

Patches does not have a license to practice spellcasting, and seems uninterested in getting one, claiming to have special permission from his god to use magic.

## Strengths & Capabilities

Patches has exhibited the ability to cast divine magic, as well as an aptitude for the longbow.

## Flaws & Weaknesses

Patches does not seem to have full control of his shapeshifting ability, having admitted to the party that he can only control the transformations to a limited extent.

## Relationships

### Odell

After seeing Odell in a dream on their first night aboard a ship together, Patches asked Odell to be his best friend, to which Odell agreed.

## Story

Patches has explained that he does not have much memory of his life, the deity that he serves, or even his own identity. His earliest memories are of waking up on the shores of the Bastion River in the Emerald Highlands, though he has not revealed how long ago this occurred. He does not remember what deity he serves, or even his own name - referring to himself as "Patches" only because his memory is patchy.

Patches has explained that he is searching for something called the Phaelux Beacon, which can supposedly be found at a location called the Luxturrim Obelisk. He has revealed that his deity has tasked him with finding this beacon, though he does not know for what purpose.

When presented with some of the historical lore of Materi, Patches has explained that none of it sounds familiar to him. As his memories have begun clarifying, he has shared that he remembers once overthrowing a government in an undersea city.
Marius Dorn

## Synopsis

Marius Dorn was a constable of Hartwell, who attempted to arrest both Gragnok and Malkoth outside the Imlaq Colossus.

## Relationship To Party

Gragnok expressed extreme hostility toward Marius during their confrontation, insisting that he be the one to kill him. Marius openly expressed his personal disdain for Gragnok as well, spiting him for his half-elven heritage.
Juno

## Synopsis

Juno was a legendary hero of Sibillini around 1,000 years ago, when Mycorrhiza was founded. He is credited with aiding the myconid in their escape from the underdark, alongside the Mycorrhizan hero Myriostoma. He also participated in a pilgrimage with Heartsong and Myriostoma to charge the Chaos Core with elemental energy, and subsequently aided in the creation of the Thousand Year Door, as detailed in the Fable of the Thousand Year Door.
Aedra

## Synopsis

Aedra is the goddess of balance and equilibrium. She is the most powerful of all the gods, and exists in a tier of her own as the judge and arbiter of the other gods.

## Role in the Gods' War

Aedra was the only deity not to participate in the Gods' War. As such, she is classified neither as an Aegis Deity, nor as a Scourge God.

## Valkyries

Aedra's most direct intervention in the affairs of Materi is the creation of valkyries. Valkyries are mortal souls that Aedra creates in pairs, to serve opposing roles in the world. For example, a pair of valkyries might be two soldiers fighting in opposite sides of a war, or two priests of opposed gods. As a rule, valkyries are not made aware of their nature.