recursal/Fanatic-Fandom huggingface dataset:
Soothing Elixir

A thick, heavy orange liquid, with the consistency and taste of honey. When ingested, it provides limited protection to heat to the user’s body, shielding them from the heat. This effect is unfortunately limited, only working for a very short period and against low-temperature items. A useful thing to sip when cooking! But when used alternatively and spread over the skin, it serves as a much better oily barrier, stopping far high-intensity heat from affecting the user. A very handy potion to offer for blacksmiths who are a bit tired of getting too sweaty every day. It can also aid in the healing of burn wounds when directly applied.

## Instructions

The Soothing Cream must be first prepared, stirring it well and removing any seeds from the Soothe Flower until it is smooth. Once that is done, one should add a cup of Devil’s Blemish at a time until it becomes a thick syrup consistency. Add more soothing cream or Devil’s Blemish as required until the colour is reached.
The Herald

The Herald is a malevolent figure who was the first person the refugees met outside of their group in the land. He has proved to be their greatest foe to date, attempting to kill the people of High Fire at every turn. Capable of magic to a degree the people so far cannot match, he is implacable, intelligent, and a grave danger to every living soul.

## Personality

The Herald has put on a cold and ruthless face to the people of High Fire.  He shows a willingness, even a desire, to see everyone he comes across dead; with few exceptions. He is brutal with those who he fights, leaving them in rough shape if they survive at all. Despite this brutality, he hides a cunning side only recently revealed.

## Life

Nothing is known of the Herald before the sacking of the Refugee camp in the frost. He was not even named during the incident, simply wishing the refugees dead and sicking the dolls upon the camp and after the survivors, personally wrecking the tents with spikes of ice. Later on, when they had resettled at Camp High Fire, he directed an attack against the camp itself, as well as participating in the Battle of Gravehill later, narrowly escaping with his life.

His appearances since the refugees entered the city of High Fire and formed a civilization have been few and far between. He appeared at the Mausoleum of the Elders to raise the corpses there to bolster his army, escaping without incident, save for Sora and Sol destroyed what was assumed to be one of the keys to the lower crypts. He made a later appearance at the frozen village, securing another key there and recruiting two to his cause, Rhavok, and Nan, though this deception was blown open shortly after, resulting in the collapse of this particular scheme. He has otherwise remained secluded in Tinradh Valley, his dolls protecting him from prying eyes and would be heroes.

## Abilities and Traits

The Herald is a notable magic user, though his specific relation to magic has so far been undetermined. He has precise control over water and ice, dolls, and the weather so far as the people know. In addition, he shows some skill with magical brands, having branded his informants in the city.

Physically, he remains unimpressive. He is cloaked in dark and muddled robes, showing signs of once having colour, though they seem faded. He carries no obvious weapon and hides his skin, though what little that can be seen appears to be a mottled grey of sorts. His eyes are a soft, glowing blow. His voice appears to be a duality of sorts, both low and high pitched, and rarely appears as if anything but beautiful and harmonious in its tone, though the words he speaks to the people are always about their death.

## Legacy

The Herald seeks the end to all living souls he has encountered so far and remains an insurmountable threat to the Republic of High Fire. It seems as long as the Herald lives, there shall be no peace, meaning a reckoning will have to come between the two sides. His occupation of Tinradh Valley leaves the place covered in Dolls, and a surefire way to die if explored. Overall, his legacy is one of blood and death. It is one he brings with glee.
Metal

https://78.media.tumblr.com/be28eacdff92f66828443382d8af1d4f/tumblr\_inline\_n8j3vwnPzh1r9lhsj.png

**Definition:**

 Metal magic manipulates both the natural and processed form of metal. It can be used to change the shape of metal but requires a lot of energy to do so. Metal mages can affect the shape of metal, find sources of it, and fling pieces of it through the air.

**Example of Use:**

 Metal magic can form natural metal into the shape of an object.

A low tier spell using metal magic could be used to sense metal in the earth.

A medium tier spell using metal magic could be used to bend metal joints of armor to hold them in place.

A high tier spell using metal magic could heat up metal until it was glowing.

**Cans:**

Manipulate the shape and density of metal

Throw smaller metal objects through the air

Heat up metal

Can fuse metals together.

**Cannots:**

Cannot use metal magic to melt metal

Cannot crush a solid suit of metal
Ocean's Invitation

A smooth and easy to swallow potion that smells of the sea. It is useful for clearing one’s sinuses but with such a name, surely you expect it to do more than that. Those who drink this are temporarily given the ability to breath underwater. Be warned however, once one resurfaces and this ability wears off - they will find breathing difficult for a time. It can also be a slightly addictive potion, due to the high it can send one into. Specifically, the body of the user will feel rather unusual, sort of freeing and powerful. As if the world has suddenly become significantly easier to face, but not in the way that a drunkard would feel and go about it foolishly, no a little less amusing than that. This is not recommended for those with weak wills. Application to the skin does not seem to do anything beyond making one smell fishy.

## Instructions

A pufferfish is a difficult ingredient to prepare, requiring a careful and steady hand and a full understanding of the creature’s anatomy. A well respected chef should be capable of dissecting its poison sac out for you without it tainting the rest of the specimen. A properly prepared pufferfish is usually tidy, and even delectable in appearance as these chefs take pride in their presentation. A poor quality one is usually obvious and will do you no good in the elixir's creation. A few thin strips of this fish will be all you need in the end.
Leshen

The Leshen is creature of legends, and rarely seen of man. They are seen as the scourge or guardians of the forest, and most deep forests will have one in it's depths. They can be found dormant like a tree, and if left alone, that occasional sighting will lead to rumours of woe and destruction. However, a Leshen who is awake is a foe unrivaled.

## Habitat

Leshen reside in the larger forests of the land. They always make their layer in the deepest parts of these forests, making a large cavern beneath a tree or a rock that they stay in while dormant. They will also erect a number of totems throughout the forest encircling their lair, each roughly carved wood with a deer skull adorning it. Ancient sigils can be found on each totem, it's significance unknown.

## Biology

Leshen resemble a human, if said human was made of in branch, root, moss, and twig. The only way they do not resemble a humanoid tree is that their head is a large deer skull. They are creatures who make no noise but that of movement, and frighten all who encounter one. Their claws are razor sharp, and harder than wood.

They have the ability to extend their limbs, like a root stretching itself, though it goes far beyond normal lengths. They also take their colouring from the season as well as the trees around them, leading to them having a large variety of colours. They can change colour as well during the passing of the seasons.

## Sociology

Leshen are entirely solitary creatures, and do not appear to breed, mate, or live like other creatures. Most of their time they will spend dormant, appearing as a large version of the totems that surround their lair, and one can approach them without worry. To touch one is to risk its wrath, for it might awake and slay the one who did so, or it might stay dormant. More aggressive actions will always awaken it, and is not recommended for one who wishes to live.

A Leshen undisturbed will only awaken once every few years for a period of a few weeks. During this time they will simply walk it's forest, and if given a wide breath will not be any trouble. However, mass logging, forest fires, or other grievous harm to the forest will also cause a Leshen to awaken, and it will then take aggressive action against the threat to the forest. This is the only time they will leave their immediate surroundings, seeking out the threat and able to discern it's location through some unnatural connection with the forest itself. It will not seek any harm beyond the threat itself, except in self defense, but woe to any who enrages a Leshen, for they will soon find themselves besieged by an avatar of nature.

## Trivia

The Leshen is considered an avatar of the forest. Many locals will offer tribute of carvings, gift, or sacrifices, all which disappear a short while after it is given. These are placed at the totems, locals never crossing the boundary to the heart of the forest. Civilized or urban folk see this as heresy, but even they can deny the primordial nature of the Leshen.
Summer's Carrot

A carrot that has a glimmering golden texture to it, it might be wise to wear gloves when harvesting as traces of the golden starch will threaten to cut and irritate sensitive skin. This may also risk attracting unwelcome pests that are fond of shining objects, so have wards or barriers prepared.

## Effects

Eating this carrot is similar to that of a natural carrot in taste, but less friendly to the stomach thanks to its coat of powdery gold. Even urinating after consuming this plant raw is mildly painful for humans. Though it does improve vision, it is only temporary and I can say from experience that it most certainly not a trade that is worth it.

## Rarity

Also not a particularly rare plant, but is very costly for those who desire it. To achieve a proper harvest, one must plant the seed with the dirt well fertilized with both mulch and gold dust. Unlike a natural carrot, it is better to save harvesting these to the summertime for a better tasting potion.
Corruption

http://www.artofmtg.com/wp-content/uploads/2014/06/Phyrexian-Unlife-Mtg-Art.jpg

**Definition:**

 Corruption magic is concerned with corrupting the natural state of the world and causing it to decay or rot. Most of its uses are sinister, such as withering life, causing disease or eroding structures. However, it can also be used to limit the harm it can also inflict.

**Example of Use:**

 Corruption magic could be used to remove an infection from an open wound.

A low tier spell using corruption magic would be causing a piece of rotting wood to rot faster.

A medium tier spell using corruption magic would be causing metal to begin to rust.

A high tier spell using corruption magic would be creating a disease that could then spread.

**Cans:**

Can cause diseases, eroding, rotting, or withering. It can also be used to limit/correct these effects.

Can be combined with other magics to make these effects more effective.

**Cannots:**

Cannot use corruption to create an incurable plague.

Cannot be used to corrupt anything non-physical
Mind

http://media.wizards.com/images/magic/daily/li/li104\_Jaces\_Ingenuity.jpg

**Definition:**

 Mind magic is used to manipulate a person’s mind or emotional state. Most commonly, it is used to induce feelings of fear or joy but can also be used for sharing the mage’s current emotions. Sensing and detecting thoughts or feelings are also possible, as is manipulating memories though it requires great skill to not destroy the core of one’s personality at the same time.

**Example of Use:**

 Mind magic can be used to detect surface thoughts.

A low tier mind spell would be being able to detect someone’s current emotions.

A medium tier mind spell would be able to influence someone’s emotional state.

A high tier mind spell would be manipulating someone’s memories.

**Cans:**

Detect and influence emotions

Detect surface thoughts

Can affect memories

Can be used to suggest a person take a specific action

**Cannots:**

Cannot be used to dominate a person

Cannot be used to make anyone do something they are morally opposed to

Cannot read every thought a person has
Lightning

https://cdn.pucatrade.com/cards/crops/sm/19266.jpg

**Definition:**

 Lighting magic is the hardest to manipulate of the common elements due to the lack of its element in natural environments. There are two reliable ways to cast spells with Lightning magic. The first is to travel to a storm, where there will be large quantities of lightning to manipulate but, this is extremely situational. The second method is more reliable, but more difficult as it requires using minute quantities of lightning that exist in static form. Use of lightning magic is therefore limited, but powerful.

**Example of Use:**

Lightning magic can be used to summon a lightning bolt to hit a specific location during a storm.

A low tier lightning spell can be channeling static to give someone a minor shock.

A medium tier lightning spell can be summoning a bolt of lightning to hit a person.

A high tier lightning spell can causing a bolt of lightning to split and hit multiple targets.

**Cans:**

Summon lightning from a source. (Ie. Storm or static. The strength will vary from the source.)

Can cause minor shocks with static electricity

**Cannots:**

Summon storms
Carnivorous Canaries

## Habitat

Normally found in abandoned mine shafts but they have been encountered in some forests near empty homes. Possibly ones that once belonged to mages who practiced summoning.

## Biology

Have the appearance of a canary with bright yellow feathers but often with spots that are stained and darkened by blood. Their beaks are filled with razor sharp teeth and have the strength to bite through leather and living beings - sometimes even portions of wood. While they can sometimes appear partially decomposed, they are incredibly determined and swift flyers. They have been known to attack and chew their way through a target whenever possible but will leave it behind as soon as it is dead, leaving behind much of the corpse. The reason why is unknown, but perhaps the gruesome little creatures just enjoy the sound of other beings in pain. Thankfully, their bodies are still weak and easy to destroy with most weapons - as long as one can manage a hit on them. Strangely, once this devil is killed its remains will revert back to that of an ordinary canary - often rotten and partially decomposed but ordinary and lacking the typical pool of black blood.

## Sociology

They are extremely hostile little beings that will attack any living being that gets its attention. When one of these devils is around, there’s a high chance others of its kind will follow. The smallest flock of these that has been encountered was a group of three, but they have been seen with much, much larger groups.

## Trivia

Some to believe they are reanimated remains of canaries that were once used to warn miners of toxic air.
Shimmer-Water

### Duration

Takes two minutes to make one fully "invisible," lasts for ten minutes afterwards

A nearly clear potion that glimmers in even the faintest amount of lighting. It is an odd, reflective sort of potion that acts as a mirror on flat surfaces. It smells of vanilla, somehow, but tastes of ants when consumed. Dreadful sensation to the tongue really, almost like those ants are still crawling about even as it makes its way down to your stomach. When given the time to settle, the potion will begin to cause the body to produce the same vanilla scent yet cause an illusion of sorts to those who inhale it. It will tamper with their sights and minds to find it more difficult to see the user. The sight is bit like a chameleon making use of his camouflage tricks, harder to see for certain, but still there if one knows to be looking for it. Unfortunately, the vanilla scent is an outrageous giveaway and will alert most guards to look harder, unless you’re interested in getting an extra cookie or two from the bakery. The potion can extend its powers to ones clothing, but if you are wearing too many or too heavy layers, it will prove to be quite useless. It will also leave one feeling dizzy and increasingly peckish when it wears off, potentially leaving one with the need to urinate urgently as well. Application to the skin still gives off the vanilla scent but fails to apply its tricks to the user. It would be a lovely perfume if it were not for the fact that it will attract swarms of insects in the night and takes days to properly wash away.

## Instructions

A Cat’s Eye potion has an odd property for it. Unlike many brews, adding a paste of Fermented Spider Eye and vinegar will not add a negative effect to the potion. Rather, it won’t add one that is perceived negative by humans, save for the after effects. It will instead drastically change the positions consistency, sending it fizzling. It must be left to sit for at least one day to drink safely, unless one wishes to be hospitalized.
Coldhome

Coldhome, post Battle of Coldhome

Coldhome is the largest of the three villages in the Tinradh Valley, and the one furthest north. It lays nestled against the mountainside, with a mid sized wooden wall stretched across the open side.

## History

Much of the history of Coldhome has been lost, but some was salvaged through a series of journals left behind in the Tinradh Valley. The journals outline how the occupants of the valley came to their untimely end. This began with heavy, unrelenting snowfall, and was followed by the coming of the dolls. When the Refugees found the village, everyone inside was dead, and the dolls once again besieged the city, followed by a clay creature with an ivory horn. The refugees managed to defeat it, but not before it had taken down a portion of the wall and the side of one of the houses.
Tosgivite Playing Cards

Within Tosgiv, card games and card sets are seen all around the Empire as ways of bringing together families and even host gambling events. It is not uncommon to hear of games being played in the evening within family members or even gambling games found in taverns and during festivals and feasts. These card games use two decks, different games being played depending on the number of cards in the deck.

The two sets themselves feature forty to forty-eight cards in total. There are four ‘suits’ including coins (*ori/oros*), clubs (*bastos/bastoni*), cups (*copas/coppe*), and swords (*espadas/spade*). The last three remaining cards of every deck also features face cards including a knave (*sota/fante*), knight (*caballero/cavallo*), and an emperor (*emperador/imperatore*).

The forty card deck is more detailed in the art and loses the ‘suit’ cards for numbers eight and nine. Instead, they are replaced with the last three face cards, making the knave, knight, and emperor- eight, nine, and ten respectively, for number values. This deck of forty cards originates from Abfall, being the main deck of cards used in the region. Despite this, the other card deck can also be found throughout Abfall and the games associated with them.

The forty eight card deck is a little more simple, however features the same suits as the deck from Abfall. This deck originated in Belar and also enjoys popularity in Feroz, but the other deck can be found in these regions as well. This deck contains the number eight and nine cards, making the number values for the knave, knight, and emperor- ten, eleven, and twelve respectively.

Both decks have a number of games associated with them, two large games are: Scopa, featuring the forty card deck and Presidente, featuring the forty eight card deck.
Archeri

A ferociously deceitful that will often first appear to strangers as a young human child. These beings have been encountered many times and are responsible for the deaths of several people.

## Habitat

On their own, these devils seem to prefer hunting in mountainous regions. Sometimes forested but they are entirely willing to leave them in order to go after their preferred prey.

## Biology

Typically look like a very young child, so far they’ve only been seen to appear as little girls. They have an alternate form that is identical to their disguise except their hands will grow into dark claws, teeth become sharp, skin will turn gray, and eyes will go a dark, blood red. When fought, they’ve been witnessed to have strength comparable to a wild dog or as great as a small bear. While they are capable of eating anything, they seem to have a strong desire for human flesh.

## Sociology

Their behavior, while being disguised, is nearly identical to that as a human child. They seem to do this in hopes to lure humans away from the safety of groups or to lower their guard enough for an easy kill. Some have been capable of speech but it is often limited and broken, possibly again mimicking the behaviors of children. They have also been witnessed to be obedient to the commands of certain mages. How this is achieved is still a mystery to all of High Fire.
Rabbit's High

Practically a powder by the time its completed. Rabbit’s high will boost one’s stamina for incredible feats of speed or agility when ingested. It tastes of sugar-water with a hint of cinnamon. Do try to be cautious while under this potion’s powers, as the body will be subjected to bruising and cuts far more easily. The later can be particularly dangerous as it increases one’s heart rate and will force blood to spill out of wounds too quickly to clot properly. You will also wish to make sure you are safe and able to rest to drink plenty of plain water to recover the crash of when these affects fade away. Do try to avoid getting addicted, hm? Applying this to the skin tends to result in an unpleasant rash, so it could be a somewhat amusing prank for you more mischievous sorts. A quick wash of soap and water is all it will take to remedy this, so have no fear those of you who are more likely to be the victims of this common potion.

## Instructions

Only adding a teaspoon to the brewer after the flasks have been prepared with devil’s blemish will do the trick. It must be stirred well, making sure that no sugar grain remains undissolved, else the potion’s effect will be weaker or even not effective. Among the easier brews to make, and often used to help teach beginners how to brew.
Spider's Bite

A thick and somewhat goopy potion that is easy to notice as a vile creation to avoid. Its cold to the touch and can seep its way into the skin if given the chance to sit for too dreadfully long. It tastes of something sour and stings at the mouth and tongue, like a mix of a lime and a fairly hot pepper. One would have to be outrageously inattentive to not catch that this potion has been added to their drinks or meals. A mouse or other tiny pest however may fall for taking a deadly taste of it.

## Instructions

To make spider’s bite, one must take a prepared brew of Devil’s Blemish. To that, they must add a paste of spider eyes. They must take enough spiders eye, mixed with a spoonful of vinegar per eye, to have enough paste to be a third the volume of the Devil’s Blemish. You must then slowly pour the Blemish into the paste, mixing well to ensure no clumps or curdling forms, until you have the desired consistency and colour.
Windy Mountainside

The Windy Mountside sits in the middle of the ocean, pulling at the air streams around it. The ocean is pulled up as gusts of wind control the waves, causing them to crash into the rocks and creating an unsafe passage to the mountain. Rocks jet from the ocean, forming a dangerous bridge over to the main mountain. Around the mountain sits platforms of rock, floating due to the multiple air currents keeping them from falling. The top of the mountain is adorned with a fierce windstorm, making it impossible to think or speak.

## History

The history of the Windy Mountainside is mostly unknown from before the new settlers. However, some have indeed traveled there to observe the phenomenon. Crossing the dangerous rocks, the wind patterns were unnatural, constantly changing and pushing in all directions. The sensor amulets began to shake, almost breaking, too. The climb up was constantly affected by the ever-changing winds, knocking some off the side, however catching them in time to also save their lives. Those that venture up the mountain are given a major challenge that tests their will to climb the mountain and see what lies at the top.

## Landmarks

The Mountain itself is considered a landmark, jutting out of the water and being a sight to behold. The pillars leading to the mountain make it look almost artificial as the waves crash against the rocks to shape their formation. Jumping from pillar to pillar is the only way onto the mountain as there is no way up if approached by boat.

Yet another smaller landmark for the Windy Mountainside is the wind storm that sits atop. Almost unnatural and an unusual sight, the storm produces a great force of winds that can easily throw one off the top if not grounded.
Hayford Castle

Hayford was an abandoned fort discovered during the Scarlet Pathfinder expedition. It appeared to be the scene of a terrible battle, and remains were scattered across the grounds. A few journals and artifacts were found within the building, hinting at what may have happened. Most notably, however, there was a painting in the fort that seemed to move with a life of its own.

## History

Not much is known about the history of Hayford. Journals found within its walls confirm that it was the location of a bloody battle involving warrior and mages. The location was first discovered by the citizens of High Fire during the Scarlet Expedition. During this expedition, there was a painting that seemed to move on its own in the keep. Members of the expedition spoke with the creature that made it possible, trying to gleam more about the history of the place.

More recently, the fort has been renovated by Galbart and Zariah.

## Landmarks

There is a man-made mote that surrounds the entirety of the keep. Other noticeable landmarks are the mountains to the East of the keep and the forests to the West. The Keep itself lacks any noticeable landmarks besides a landscape scarred by battle.
Shapeshifting

https://www.deviantart.com/lunarrosefx/art/Earth-Wizard-156374553

**Definition:**

Shapeshifting is magic that temporarily changes the physical appearance of an object, but the target of shapeshifting will eventually revert back to its original shape. The energy required is based off the complexity and the size of the object being shapeshifted. It is important to understand the composition of both the original object and the object it is being transformed into, and the similar they are the easier it will be to complete the transformation. It is possible to partially transform something as well.

**Example of Use:**

 Shapeshifting can be used to turn a sword into a cane.

A low tier shapeshifting spell could be used to turn your nails into claws.

A medium tier shapeshifting spell could be used to turn an apple into an orange.

A high tier shapeshifting spell could be used to turn a person into an animal for a very limited time.

**Cans:**

Turn an object into another object

Turn part of a person’s body into an animal’s part

Transform a person into an animal (but only briefly)

**Cannots:**

Turn living things into non-living things and vice versa.

Permanently transform anything
Nature

https://i.pinimg.com/originals/17/39/04/173904457c32ac2de5de918c9e0391dd.jpg

**Definition:**

 Nature magic is a type of creation and manipulation magic that can control and affect plant life and wildlife. It can assist with the growth of plants and event allow for communication with wildlife. It is a powerful and primordial magic which varies wildly in how it can be used and how much energy it takes to do so.

**Example of Use:**

 Using nature magic to communicate with wildlife.

A low tier spell using nature magic could be used to grow flowers.

A medium tier spell using nature magic could be used to make a tree grow in an unnatural way.

A high tier spell using nature magic could be used to command multiple animals at once.

**Cans:**

Commune and influence wildlife and flora

Cause flowers to grow in different colors

Cause plants to grow in unnatural ways

Move branches and roots of trees

**Cannots:**

Cannot fully dominate wildlife but can influence it

Cannot be used to heal
Sugar

Its sugar, made from sugarcane. It has many uses.

## Effects

Fairly sweet to taste and for some gives a temporary boost in energy at the expense of a much harder and more sudden fall into slumber.

## Rarity

Its sugar. If not grown in your local farms there are many traders who carry it from elsewhere. Not a rare or pricey ingredient most of the time. If you find it too costly, trade with someone else.
Port Mallister

Artesia would be completely landlocked, were it not for a tiny strip of land in the nation’s southwestern corner. The territory lies alongside the mouth of one of Artesia’s major rivers, leaving most of the land covered in swamps and floodplains that are difficult to traverse on horseback. The Fruit Road in this corner of Artesia is often touted as being the very worst part of it, in a constant state of disrepair and subject to frequent floods. Port Mallister itself sees more fishing than any other part of the country, but its people are still wary of the sea and refuse to venture out further than necessary, instead maintaining a focus on trading inland.

The nation’s sole port town is an important strategic asset, guarding much of the Artesian river system. Opportunistic raiders and pirates from Tosgiv have attacked the town many times, attempting to kidnap citizens to sell as slaves in Abfall and claim the town. Naturally, Artesia does not stand for this and always manages to rally knights and archers to defend the port and free captured citizens. Many songs are sung about the heroic deeds of these liberators, and of the countless times Port Mallister has survived raids and been rebuilt. The Artesians are not always fully successful in protecting the port, however, and many families have been torn apart when the Tosgivites struck, filling them either with a deep hatred for slavers or resentment for those who failed to save them.
Soul

**Definition:**

 Soul magic is the magic of self and of spirits. It requires a mage to tap into their own soul to cast magic with a direct influence on themselves, other sources of magic, and spirits of the dead. With soul magic, a caster can control and manipulate spirits, mess with magical effects, and even go so far as to bind their own soul to a gem; dying in the process.

**Example of Use:**

A low tier soul magic spell would allow a mage to sense spirits that aren’t visible normally.

A medium tier soul magic spell could be used to summon the spirit of someone who recently died.

A high tier soul magic spell could create a sort of shield that has the capability to block magical effects from lower tier spells.

**Cans**:

Soul magic can affect Spirits in the following ways:

* Communicate with Spirits.
* Binding spirits to objects through enchanting. (A spell alone wouldn’t be able to hold the spirit there).
* Conjure/Summon/Exorcise spirits.
* Soul Sense- Can sense/’see’ spirits even when they aren’t visible.
* Combined with other spells to make magic that can only affect spirits/incorporeal beings.

Soul magic can affect mages/spellcasting in the following ways:

* Silence other living sources of magic temporarily.
* The stronger the source, the harder to silence.
* Would require complete focus by the casting mage; making them unable to cast as well.
* Drain mana from other casters; which in turn drains your own.
* At a high cost, could create an anti-magic shield that would only stop magical conjurations of a lower tier from entering; not mundane projectiles.
* Track other people; similar to scrying. May not be the most accurate over far distances.

Other Uses:

Can ‘connect’ two people

Can create specific protection wards (I.E. a protection ward that only lets the caster enter)

Can enchant items to be able to affect spirits.

Can astral project the caster (this can be combined with other magics for more specific effects)

Can bind the caster’s soul to a gem (requires consent to death)

**Cannots:**

Recharge other mages or recharge/disenchant enchantments before their time is up

Steal souls from other living (sentient) creatures without consent

Control other beings by manipulating their soul

Cannot damage other souls without immense amounts of power

Cannot be used to replenish mana
Cat's Eye

A milky white potion with a thick, syrup like consistency, it has little flecks of gold floating around the brew. It has a taste much like sour milk, a slight dairy taste but horribly sour and rank. It smells much the same as well. Drinking this brew will increase the size of your pupils immensely, causing mild discomfort, but a greater ability to see in the dark, almost as if it were daytime, though in shades of black, white, and grey. However, a drawback is that bright light will cause great pain, and is best to be avoided while the effects happen. The brew leaves one sensitive to light for a few hours afterwards, and should be taken in moderation to avoid causing blindness. If applied to the skin, it will leave one sensitive to bright light, causing a rash if exposed that will take a few days to dissipate.

## Instructions

The trick to prepare Cat’s Eye is to first dry the Summer’s Carrot. It should be left to dry for a few weeks until it becomes brittle, at which point it should be ground into a fine powder, a process which may take a fair amount of time. Once it is finished, add it to Devil’s Blemish at the ratio of one cup of Blemish for every large spoonful of Carrot, until you have enough with the right colour and consistency.
Sinister Scuttlers

The Sinister Scuttler is the lowest of the low of the order of Devil. The vast majority of these ravenous and stupid creatures are minuscule, and tend to be hangers-on for larger devils apparently out of a desire to snatch up whatever scraps the larger being may discard or ignore. Some devils appear to tolerate the presence of Sinister Scuttlers. A Scuttler will eat anything it can gets its teeth around, from dirt, rocks, people, other Scuttlers, children's birthday presents, and so on. Their appetite appears to be bottomless, and no object is safe around these creatures and their razor-sharp teeth.

## Habitat

Sinister Scuttlers lack the drive to live in any particular location, their sole driving instinct being to eat whatever they can get their teeth around. They can be found under most conditions, and seem to not be bothered by the weather. Much like rats, one will likely find Sinister Scuttlers hiding in dark places, and more often than not a house left abandoned too long will become a home to the creatures - leaving gnawed furniture and partially-consumed rat carcasses in their wake.

## Biology

A Scuttler is a black-bodied sphere, with four spindly legs extending from its sides. The most jarring feature of the devil however, is a great maw that takes up most of the space of the sphere and is lined with razor-sharp teeth that can cleave through stone, if only the creature can get its’ teeth around it. Scuttlers appear capable of swallowing anything that they can render into bite-size chunks, though where it all goes is entirely unknown as they don’t seem to grow to match what they eat.

## Sociology

Sinister Scuttlers are extraordinarily antisocial creatures. Their entire repertoire of communicative techniques is to growl and gnash their teeth. At its very core, it boils down to: Can they eat it, or can they follow it to get more things to eat? They have no qualms with taking bites out of other Scuttlers, but may also travel in swarms in attempts to clamber all over a creature that would otherwise fight back and take as many chunks as possible.

## Trivia

Sinister Scuttlers appear to particularly enjoy the flavor of items that are imbued with magic..
Tinradh Valley

The Tinradh Valley was once a home to the Fuar-Dhia people. It lies deep within the mountains, and has a forest in the center of the valley. The villages of Ice-Cod, Deadtree, and Coldhome border the forest edges, and in addition remains a home to various creatures. Due to recent events however, it is regarded as a den of Dolls, and a place to be avoided lest one court death.

## History

The history of Tinradh Valley is mostly unknown. What is known before the days of the Refugees is that the Fuar-Dhia were once settlers of the valley, having a tribal belief in the God of the forest. They experienced life much like many others, but one day the snows started to fall within the valley, and did not stop. What evidence is available suggests that the Fuar-Dhia took many measures to stop the snow, including drastic ones, but to no avail. They shortly after disappeared, with the events at Hardhome suggesting they became the dolls the Refugees later encountered.

Upon the Refugees arrival, they found the valley a mostly barren and lifeless place. Forest animals were only present in small numbers, the Fuar-Dhia gone, presumed dead, and a solitary Griffon lived in the Mountains overseeing the valley. Throughout the month they spent there, they defeated the dolls and came across a temple with worrying mosaics. As they finally found a refuge out of the snowy valley, they were attacked by Herald and driven from their old camp, never able to return. None have returned to the valley to date, fearing the Dolls and their mysterious master.

## Landmarks

There are few landmarks in the Tinradh Valley. The most prominent of them is the forest that covers the majority of the floor of the valley, thus far unnamed. It is a wide, but not particularly dense forest that as one might expect, is covered in snow. There is no body of water within the forest, known trails, or anomalies. However, there are totems around the forest, who's purpose remain unknown, with two of them destroyed, one through the actions of the refugees.

Outside the valley itself are three villages, all small in nature. None of them had a large population, and as of now do not have one at all. Coldhome itself is a wreck due to the Battle of Coldhome and is missing a fair portion of it's wall and the buildings nearby are in ruin. The Griffon's nest was found on the southern rim of the valley, tucked away between the peaks. A Thunderbird nest was found near the Griffon's nest as well, though they were of the last few living animals in the valley.
Pattering Pumpkins

Migrating collections of jack-o-lanterns that just want a safe place with dirt and water to sit in. They have yet to be hostile in encounters and may be completely harmless being. These sprites were first encountered shortly after a festival in the city of High Fire. A conversation with them revealed they were only within the walls in order to get away from devils that had been devouring them and their friends.

## Habitat

Pattering pumpkins have only ever been spotted outdoors. They seem to be fond of dirt and areas that are full of life. Farmers are very likely to have a family or two of these around - especially if they happen to have a pumpkin patch.

## Biology

In appearance they tend to look like ordinary jack-o-lanterns at a first glance. However if one looks closely they will spot an strange amount of vines around them that have red, orange, and yellow flowers on them. These flowers will change colors in a pattern that is similar to the flicker of a flame. When a pattering pumpkin decides to move, these floral vines act as their arms and legs that will reach out from the “face” in a jack-o-lantern. This can make it easy for one to assume that the vines are in fact a separate entity who merely make themselves at home in carved pumpkins. Another sign that one of these sprites might have adopted a pumpkin as its home, is the vegetable failing to ever rot. Despite being sprites, they seem to need, or at least like, being in contact with dirt and near sources of water. This may help them with maintaining their orange shells.

## Sociology

They are shy creatures, often hesitating to speak or even move around other beings. This leads to pumpkins seeming to appear overnight as they will take advantage of nightfall to move from one location to the next. Being in packs greater than 3 seems to give them some bravery when it comes to speaking with humans or other creatures. However, they lack their own “voice” and instead mimic the voice of beings they may have encountered before. Unfortunately, they tend to share a singular person’s voice, making it difficult to determine which pumpkin was talking… or if it was the person they “borrowed” the voice from. Interactions with them can be both confusing and amusing as they are forgetful yet incredibly talkative once they’ve decided that they are safe enough to have a conversation.
Coatl's Kiss

Coatl’s Kiss is a potion of a very thin consistency, a sparkling blue in colour, and with the wafting scent of clove. Don’t let this pleasant demeanor fool you, for even though it tastes like a mixture of lemon and oranges, this brew will make one sick to their stomach, and sap their energy. It usually also causes the one who drank it to vomit any contents of their stomach, and leaves them weak and sluggish for hours. It will dull nerves and leave the feeling of having the affected area “falling asleep” if applied to the skin, leaving it useful for little more than poisoning or inducing vomit if something fatal was ingested.

## Instructions

To make Coatl’s Kiss, you simply add a paste of Fermented Spider Eye and vinegar to water sweetened with one spoonful of honey. Once mixed thoroughly, you will know success when the colour starts to change to blue and the smell of clove faintly fills the air. It must be left to sit for at least a day after this reaction starts to occur before it will have the desired effects.
Dragon's Dust

Dragon’s dust is simply dragon’s cane ground into a fine powder, its a wonderful help in providing the energy and heat required for many potions. The powder makes for a delightful spice for those who desire a kick stronger than natural peppers. I’d advise having a source of water nearby when attempting a dish with this.

## Effects

As suggested, this dust has a spicy flavor that’ll be a little too powerful for most who taste it for the first time. It is capable of burning flesh on its own, but it would require a significant helping to do so. That being said, one must store this powder in small collections per container. Anything over a teaspoon could eventually eat its way through a bottle - even this should be checked upon frequently.

## Rarity

Again, common enough if the environment allows it to be.
Turtle's Touch

Another common potion for experienced alchemical healers to have available for their work. It tastes just a bit like sweaty feet or socks. This overall disgustingly slimey and deathly smelling potion can be either ingested or applied into an open wound for the desired effects. It slows down one’s heartbeat and muddles the senses, reducing the risk of a patient bleeding out or lashing out due to pain. It gives one time to treat injuries properly and take injured to a more secure area. Be warned, it leaves a nasty smelling stain.

## Instructions

A vial of helpful hops or rabbit’s high can face an additional step in order to become Turtle’s Touch. A fermented spider eye, already a disgusting thing to deal with, needs to be sliced open as only its juicy innards are used in brewing. It’ll be a foul smell and a disgusting mess, so do take care when putting it into your vials. Give it time to settle overnight, preferably somewhere dark but warm.
Irritating Imps

## Irritating Imp

As the name suggests, these devils are by far one of the most irritating beings to encounter.

## Habitat

Environment-wise, Imps prefer areas where they have easy escape routes and hiding places. This makes cities, ruins, and forests their favorite places to live. Cellars and rafters are particularly popular locations for them to squat in.

## Biology

Imps are small, childlike humanoid creatures with bald heads, a tail, and slightly pointed ears. They wear seemingly random pieces of clothing that are oftentimes not putting it on correctly. The skin of Imps is commonly red or purple in color, varying in brightness and saturation from somewhat vibrant to dull greys with only a hint of color. They vary in size between that of a newborn baby and one meter in height. Imps have been mostly seen as skinny creatures, but some have been witnessed to be on the heavier side. Many imps have shown that they are very good climbers and incredibly agile. Their agility is useful for avoiding attacks and hiding.

Imps have great hand-eye coordination that allows them to very precisely toss objects at people. Furthermore, they also expect people to toss things back at them, causing them to have a special reflex that allows them to easily dodge ballistics, including arrows. These devils do not seem to have much in the way of an offensive presence, relying more on range and taunting to annoy their foes. When forced into a physical confrontation, they will fight as dirty as they can. Hair-pulling, cheap shots, biting - an Imp will use every trick in the book to survive.

## Sociology

Imps are mischievous creatures, and will try to infuriate their victims in many ways. Taunting, pranking, and attacking are commonplace. Imps are not very good at human speech, but they can mimic certain words much like a parrot can. Swear words or incriminating phrases are their favorites, which they use to gleefully taunt people with. They often perch themselves on tree branches or rafters to toss things at people or taunt them.

Imps preferentially go after children and people who are short-tempered. These devils absolutely hate it when they are ignored or get a taste of their own medicine, which usually results in them leaving the initial victim alone and finding someone else to bully.

They have been encountered either alone or in pairs and sometimes in terribly large groups… It’s currently unknown which is more natural for these devils.

## Trivia

They don’t seem to need to consume food or anything physical like most devils do and simply thrive entirely out of making others as miserable as possible.