Translating or deciphering codes in a text follows the established mechanics within the decipher script skill, with the exception that the skill check represent 60 pages, or 1 hour of pure reading. This skill check is in addition to a successful reading check. To comprehend the subject matter takes additional time, and therefore progress occurs at 1/10th of the normal rate per hour. When translating or deciphering text, all checks are done on an hourly basis.
Translations or deciphering codes with a translating book or code key allows the player to avoid performing a decipher script skill, however progress occurs at the same pace as would occur with a successful translation check.
#### Crafting a book follows the same rules as crafting any object, except that for the purpose of the materials and craft effort the value of the book ignores the rarity of the book in its creation. For this purpose, all crafted books are considered modern. This cumulative craft check is all that is necessary if the book being created is a facsimile or otherwise being created from text that is already written.
If the text being written is novel and not being transposed, then the author must make the associated reading check for the subject matter and level of complexity with each craft check. Any failure means no progress is made during the associated period.
\columnbreak
A highly detailed arcana of the people of Shala G’ra, and the secluded coven of warlocks known as G’ra Solidum, which translates to the Ecliptic Gate.
### Incremental Content
You determine the general location of the village of Shala G'ra, which is in the northern Hamari lands and at the south end of Sirti Rift.
\columnbreak
You understand the abjuration magic that the G’ra Solidium focuses on is a powerful form of protective magic, and through the use of draconic iconography (which are illustrated in the various arcane geometries of the book) on powerful magical artifacts, they are able to contain dangers which they may otherwise face. The G’ra Solidium is generally seen as a peaceful order, but are highly protective of certain restricted areas they see as sanctified or otherwise of high importance to their arcana. Some travelers which have not heeded their warnings have faced the less peaceful aspects of the arcane coven.
Through various descriptions of landmarks, you believe you can create a map from Actos to the village.
You learn that the coven has no leadership, and all members of the warlock coven are bestowed equal rank.
You learn that the village has a gate, which is called the G'ra Solidum, located on the northeast portion of the village, carved into two rising cliffs which marks the southern edge of the Sirti Rift.
#### Advancement
R
Temple of Habtha
### Skim
Complexity: Average
Subject: Religion
A description of the route that each Habthan disciple must take before they may take a formal position within the clerical order.
### Incremental Content
The book discusses the 3 main holy sites of Habtha (and the path that connects them), the Temple of Habtha, The Shrine of Habtha in Actoon, and the Invocation Well located in the far eastern lands of M’b Adbara.
\columnbreak
### Full Content
You are able to determine the location of the three holy sites by comparing them to the map you have. The temple of Habtha is located in the lowlands between Adbara and Andina. The Shrine of Habtha is located on Calian's Rock in Actoon, and The Invocation Well, close to the city of Difitur on the far eastern lands of Adbara.
The book includes various hymns and religious prayers that Habthans use in their daily meditations.
You learn the historic significance of the holy sites to the creation of the Habthan religion, including how they relate to the original prophet and ascended demi-god Habtha.
You learn of the annual period of pilgrimage which ends at the temple of Habtha prior to the start of the rainy season. The total pilgrimage takes three months, and must be done on foot.
It is noted that Habthans are not permitted to carry any weapons, including during the pilgrimage.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Hymns of the Caro
### Physical Description
A small hymn book of only 10 pages in a thick parchment binding. Each page is a separate hymn, with a song title, musical notes for the melody, and lyrics. The pages are well preserved, though clearly this copy was carried by someone on their journeys.
### Appraisal
Age: Modern
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | None |
| Instructive | Good/Religious |
| Transformative | None |
### Inner lining
#### Order of Habtha : AR 4259O
Shrine of Actoon
### Skim
Complexity: Simple
Subject: Religion
Several musical hymns, including the musical notes and melodies to sing them.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
As you read through the book, you feel the urge to attempt to sing quietly to yourself. You complete your readings and feel a sense of good about you.
#### Advancement
Completion understands the contents of the book. A cleric with a good alignment gains the below benefit automatically upon reading the book (each time). A non-cleric character must attempt a performance skill check, with DC 10, to achieve the benefit below.
You feel the music bring a blessing upon you. If performed accurately you gain +1 blessings to knowledge of religion for 24 hours.
\pagebreakNum
# R'banthur
### Physical Description
A small book of 70 pages with a green thick paper binding which is similar to a field guide or planner of sorts. Part of the book includes a calendar, just inside of the inner lining which show the holidays of the Habthans.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### Order of Habtha : AR 4181O
Temple of Actoon
### Skim
Complexity: Simple
Subject: Religion
This book provides information about the various holidays and ceremonies of the Habthan Order, including those which are involved in the annual period of the pilgrimage.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
You find the following list of holidays of the Habthan Order.
| Holiday | Date | Purpose |
|:---:|:-----------:|:-----------:|
| Invocation Day | 11th of Abadius | Start of the Pilgrimage |
| Spheria | 27th of Pharast | Festival of Foresight |
| Awakening Day | 1st of Sarenith | Festival of New Life |
| Commencement Day | 4th of Arodus | End of the Pilgrimage |
| River Festival | 15th of Arodus | Rain Festival |
| The Solemn | 6th of Lamashan | Marking the Death of Habtha |
| Joyous | 23rd of Lamashan | Festival of Happiness |
| Hallow Festival | 31st of Kuthona | Festival of Ending |
There are some discussions of each festival and what can be expected. The River Festival is a celebration of harvest and overflowing, most merchants offer reduced pricing on goods.
The most holy of days is The Solemn, in which all stores are closed in Adbara, in marking the death of Habtha. On this day there are a series of ceremonies held at the three holy sites of the Order, in which the clerics chant hymns and holy script the entirety of the day from sunrise to sunset, without break.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Bahamut Star of the Night Sky
### Physical Description
A thick historical book of 200 pages regarding the followers of Bahamut and the diety. The binding is made of a fine white silk covered hard-board, and each of the pages have a thin streak of silver ink on the edge.
### Appraisal
Age: Ancient
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### Temple of Bahamut : 2055GBO
Sanctioned: King of Terthus
### Skim
Complexity: Average
Subject: Religion or History
Bahamut (bah-hahm-ut) is revered in many locales. Though all good dragons pay homage to Bahamut, gold, silver, and brass dragons hold him in particularly high regard. Other dragons, even evil ones (except perhaps his archrival Tiamat), respect Bahamut for his wisdom and power. In his natural form, Bahamut is a long, sinuous dragon covered in silver-white scales that sparkle and gleam even in the dimmest light. Bahamut’s catlike eyes are deep blue, as azure as a midsummer sky, some say. Others insist that Bahamut’s eyes are a frosty indigo, like the heart of a glacier. Perhaps the two accounts merely reflect the Platinum Dragon’s shifting moods.
### Incremental Content
The diety’s symbol is the Star above a milky nebula. Bahamut is stern and very disapproving of evil. He brooks no excuses for evil acts. In spite of this, he is among the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can. To Bahamut, it is better to offer information, healing, or a (temporary) safe refuge rather than to take other’s burdens upon oneself. Bahamut is served by seven great gold wyrms that often accompany him or
\columnbreak
one of his avatars.
### Full Content
Bahamut has few clerics and even fewer temples. He accepts only good clerics. Clerics of Bahamut, be they dragons, half-dragons, or other beings attracted to Bahamut’s philosophy, strive to take constant, but subtle action on behalf of good, intervening wherever they are needed but striving to do as little harm in the process as possible. Many gold, silver, and brass dragons maintain simple shrines to Bahamut in their lairs, usually nothing more elaborate than Bahamut’s symbol scribed on a wall.
Bahamut visits the world often, usually in the guise of an old, old man or a callow youth. He is always accompanied by an honor guard of seven great gold wyrms who take the forms of fellow travelers or animals. Bahamut keeps a wary eye out for the machinations of Tiamat, taking whatever actions he deems necessary to check the spread of her influence and to undo whatever damage she has done. Bahamut never turns his back on a lawful good creature in peril, but seldom intervenes directly if Tiamat is not involved. Instead, he offers healing, advice, or information. Bahamut is the old hermit whose subtle prophecy unlocks a great mystery (provided the players are wise enough to use and recognize the clue), or the kind stranger who offers a safe refuge or that badly needed spell. Bahamut’s wanderings have given rise to many bards’ tales, the best known of which relates a roadside meeting with an unassuming old man and his flock of seven trained canaries. None would have been the wiser, says the tale, had a band of ogres led by an ogre mage not swept down upon the crowd.
#### Advancement
Completion understands the contents of the book. One thing that you take away from this reading is that the Adbarian god of warning, B'yar Cazal, has many commonalities with Bahamut, and may be an avatar of Bahamut.
No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Deceptions of Boccob
### Physical Description
An average sized historical book of 150 pages regarding the tales of Boccob, the small cultist following, and the diety itself. The binding is made of a burnished leather and the pages are ungilded. There are some illustrations depicting the avatar of Boccob.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Ajatius of Dirithia : 4033ARO
Temple of Boccob, Dirithia
### Skim
Complexity: Average
Subject: Religion or History
The deity of magic, Boccob (bock-obb), appears as a handsome man of indeterminate age clad in loose purple garments. Shimmering golden runes that move and change cover his attire. He has few followers, but this fact does not seem to concern him in the least.
### Incremental Content
Boccob is a distant deity who promotes no special agenda, except proclaiming magic the most important force in the world—more vital than good, evil, law, or chaos. Most of his clerics observe strict neutrality. One missal advises Boccob’s followers to seek balance above good, evil, law, or chaos and to push back encroachments of good or evil. This steadfast moderation in political, ethical, and philosophical affairs earns Boccob and his followers few friends. Nevertheless, Boccob’s worshipers are respected for their knowledge and magical prowess, and their advice is valued (if not always completely trusted).
\columnbreak
### Full Content
Boccob’s clerics favor purple garments with gold trim; many are cleric/wizards or cleric/sorcerers. Most remain aloof from worldly affairs and devote themselves to magical research and to formulating prophecies. They share their knowledge of the future only sparingly, lest someone get the upper hand and upset the balance. Boccob’s clergy actively creates magic items, which they usually sell to anyone with the cash to buy them. During war, Boccob’s clerics happily sell magic items to all sides. Many of Boccob’s clerics keep busy rooting out bits of magical lore, recovering lost magic items, and investigating mysteries. They adamantly oppose any attempt to destroy a magic item or any magical place. Boccob’s temples are usually located in urban areas. The are always well fortified to withstand outside interference, and they house extensive libraries. Most are also well equipped with various scrying devices. The clergy use them to spot infiltrators and keep an eye on the surrounding area. Visitors to a temple of Boccob usually get a cool greeting at best and are never truly welcomed unless they have some unusual magic item to offer for examination or money to spend on spells, magic items, or information.
Although Boccob can have up to twenty avatars at once, he seldom deigns to use them. Boccob’s avatars look much like he does: handsome, male humans who appear to be in their prime. They wear flowing purple garments trimmed with gold.
#### Advancement
Completion understands the contents of the book. You are able to discern that the closest temple of Boccob is located on a continent known as Dirithia, which Adbarians call the unknown lands, the large land mass to the southeast of Adbara across the Straight of Searing.
No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Ehlonna
### Physical Description
An average sized historical book of 195 pages regarding the diety Ehlonna. The binding is made of a thin leaf like parchment and the pages are ungilded. There are some illustrations depicting the avatar of Ehlonna and various woodland beings.
### Appraisal
Age: Modern
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Bodorius Abinnear : 4305ARO
Druid of the Revhal Forest
### Skim
Complexity: Average
Subject: Religion or History
Ehlonna (eh-loan-nuh) sometimes appears as a raven-haired human and sometimes as an elf with golden tresses. Her garb varies, ranging from the serviceable clothing of a forester or ranger to the delicate gown of an elven princess, but it is always pale green. Ehlonna watches over all good people who live in the forest, love the woodlands, or make their livelihood there. Her symbol is the rearing unicorn.
### Incremental Content
Ehlonna watches over all good people who live in the forest, love the woodlands, or make their livelihood there. She likewise protects forests and woodlands from destruction or overuse. Ehlonna exhorts her followers to live in harmony with their woodland homes, taking only what they need. The bounty of the forest, Ehlonna teaches, is a gift to be cherished and appreciated, not a treasure to be coveted or looted.
\columnbreak
### Full Content
Ehlonna’s clerics usually choose serviceable attire of forest green. They live in forests and keep on friendly terms with the local rangers, druids, elves, and fey. They keep guard against encroachments by evil folk, loggers, and others who would exploit and ruin any woodland. When confronting anyone who would despoil a forest, they tend to be gentle but firm, at least at first. If the invaders persist, Ehlonna’s clerics can be ruthless in driving them out. Many of Ehlonna’s clerics take it upon themselves to teach woodcraft, plant trees, or both. Woodland temples to Ehlonna are often open-air affairs with only trees for a roof. Small shrines to her are occasionally found in forest villages. Ehlonna’s avatars vary in appearance, just as she does. She sends them to watch over woodlands and to remonstrate with beings who despoil woodlands or harass their residents.
#### Advancement
Completion understands the contents of the book. You continue to read the tales of Ehlonna, and believe that they do not align with much of what the modern order is committed to. The idea of the egg of fate, seems derived from some other source. The temple in Actoon seems out of character for an order so focused on the preservation of the woodlands.
No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Nerull of the Destructive Darkness
### Physical Description
A larger sized historical book of 215 pages regarding the diety Nerull. The binding is made of a thick black leather with red spine which has an ominousness to it. There are some illustrations depicting the avatar of Nerull
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians/
Necromancers/Cultists |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Gavdar : 4301ARO
Unspecified Location
### Skim
Complexity: Average (Language: Orc)
Subject: Religion or History
The deity of death, Nerull (nare-ull), is widely known and widely feared. His gaunt form resembles a mummified, nearly skeletal corpse with rusty red skin, thick blackish-green hair, a cowled cloak of rusty black, and eyes, teeth, and nails like poisonous verdigris. His black staff, Lifecutter, forms a scythelike blade of red force that slays anyone it touches. His symbol is the skull and scythe.
### Incremental Content
Nerull is the patron of those who seek the greatest evil for their own enjoyment or gain. All are equal in Nerull’s cold realm. Every living thing is an affront to the Reaper, and every death brings a dark spark of joy to his long-dead heart. Those that pray to Nerull to appease him only attract his attention and their own doom. Those that kill in his name shall be rewarded (or so Nerull promises).
\columnbreak
### Full Content
Clerics of Nerull are secretive and solitary, since few sane people tolerate their presence. Except in the most evil lands, Nerull has no organized churches. With no overall hierarchy, individual churches work against each other at times. Still, the Reaper is feared across the lands. His clerics wear rust-red garb when not in disguise. Nerull’s clerics commit murders as offerings to their deity. If their actions are discovered, they move on to new hunting grounds. Some take up the wandering life and put on innocent faces as they move from town to town, murdering a few people and then moving on. Temples to Nerull are always hidden, even in lands where the Reaper is honored. They usually are located underground, often as parts of catacomb complexes. Most temples are stocked with undead creatures and others that spread or celebrate death, such as hags, fiends, and vargouilles. Nerull’s avatars look just like he does. He seldom uses them except to witness a particularly significant or bizarre death.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Obad-Hai
### Physical Description
A average sized religious book of 145 pages regarding the diety Obad-Hai. The binding is made of a thick green paper. There are some illustrations depicting the avatar of Obad-Hai.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Slothba : 4311ARO
Order of Granite
### Skim
Complexity: Average
Subject: Religion or History
Obad-Hai (oh-bod-high), deity of nature, is most often shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities depict him as one of their own race. Because Obad-Hai strictly adheres to neutrality, he is a rival of Ehlonna. Obad-Hai plays a shalm (a double-reed woodwind musical instrument, also spelled “shawm”) and takes his title from this instrument. He also carries a staff. His symbol is a mask of oak leaves and acorns.
### Incremental Content
Obad-Hai rules nature and the wilderness, and he is a friend to all who live in harmony with the natural world. He expects his followers to live in harmony with nature in all its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner, says Obad-Hai. Those who are one with nature, however, have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. Obad-Hai teaches that the wilds can sometimes be ugly, dangerous, or terrible, but that these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful, for these characterizations mark a newcomer’s perspective. Obad-Hai’s avatars vary in appearance, just as he does. He sends them to patrol wild areas and protect them from harm, and to monitor the activities of Ehlonna.
\columnbreak
### Full Content
The book continues in describing the Order of Granite which are the followers of Obad-Hai in Adbara. The discussion is light on details about the location of the order or the inner workings of it, however it does include several descriptions of ceremonies that the Obad-Hai followers partake in; the most important of which is the pool of prayers.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Ruby Sorceress
### Physical Description
A thick ruby colored book with a metal exposed spine. The pages are gilded with a red ink, that matches the color of the font within. The pages themselves are a dark charcoal color.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Non-good/Areligious |
| Informative | Travellers/Good/Religious/Historians |
| Instructive | Arcane Magic Users |
| Transformative | None |
### Inner lining
#### By Xinithi : 3981ARO
Cult of the Ruby
### Skim
Complexity: Average
Subject: Religion/Necrology/Arcana/History
Wee Jas (wee jass), deity of death and magic, is most often portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a skull motif. Wee Jas is a demanding deity who expects obedience from her followers. She respects Boccob, but the two do not have an alliance. Her symbol is a skull enwrapped in flames.
### Incremental Content
Wee Jas promotes using spells and magic items (though many of her followers insist she favors the creation of such things). Wee Jas tells her followers that magic is the key to all things. Wee Jas promises that understanding, personal power, security, order, and control over fate come with the study of magic. She admonishes her followers to respect those who came before, because they left their knowledge and died to make room for them. She reminds them that death is inevitable, but she promises that their learning and memory will be honored by those who come after.
\columnbreak
### Full Content
Wee Jas’s priesthood has a strict hierarchy. Her clerics are known for their discipline and obedience to their superiors. Clerics of Wee Jas arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and administer funerals. Clerics of lower level are expected to defer to ones of higher level at all times. They wear black or gray robes. Temples to Wee Jas are few and far between, but she counts many powerful sorcerers and wizards (especially necromancers) among her worshipers. Most of her temples are located in or near graveyards or catacombs, and they always contain crypts where powerful wizards are buried. They also contain extensive libraries of arcane lore and large collections of items that once belonged to great wizards from past eras.
Wee Jas’s avatars always resemble stately and beautiful women, though they may be of any apparent age or ethnic type. She sends them to witness the funeral rites of famous wizards and to visit scenes of mass death.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Terthian Blockade of 3384AR
### Physical Description
A thick scholarly book of 410 pages and a binding of brown leather. The condition of the book is fair, though you do find some water marks.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Commoners |
| Informative | Travellers/Historians/Politicians |
| Instructive | Crafters/Naval Military |
| Transformative | None |
### Inner lining
#### By Dergus Colon : 3455ARO
Sanctioned: Emperor of Terthus
### Skim
Complexity: Complex
Subject: Heraldry/Construction
A historical depiction of the blockade of Terthus, by the island empire of S’b Apta. The siege and blockade accounts for the great famine which depleted the population by of Terthus by 30 percent.
### Incremental Content
The eventual defeat of the blockage, and the sacking of Adur Apta, the capital of the Aptan empire, restored the power of the Terthian empire. The city of Apta was left in ruins, with only the docks and great ships being captured by the Terthians. With a navy unrival in the southern lands, this began the golden age of Terthian naval dominance.
\columnbreak
### Full Content
You gather some interesting tactical information on defeating naval sieges, as well as information about a device Terthians employed on their own ships which allowed them to partially submerge and strike enemy ships by surprise from close range.
#### Advancement
Completion understands the contents of the book. You understand the description of given of this device and believe you could create a mechanical diagram of it.
No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Experiments in Flesh
### Physical Description
A thick medical journal with various illustrations within its 480 pages. The binding is a dark leather.
### Appraisal
Age: Old
Rarity: Very Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Necromancers/Medical Scholars |
| Instructive | Surgical Grafters |
| Transformative | None |
### Inner lining
#### By Robinik Oltidor : 4007ARO
Orc Shaman of Yivinoth
### Skim
Complexity: Complex
Subject: Medicine / Necrology
A book discussing the experiments of Robinik Oltidor, orc shaman of the Yivinoth tribe located in the southern far lands of a land named Harunpolt. The journal describes in detail the medical and scientific procedure he used to give himself two extra arms.
### Incremental Content
You jot down notes on the procedure necessary to graft, in this case the arms. It begins by tranfusing the blood of the cadaver donor into the graft subject.
Remove the arms from the recently deceased cadaver donor. It indicates that it was attempted to keep the donor subject alive when attempting smaller grafts but that the flesh would refuse to comply so long as the donor remained alive. The critical component of this is to maintain the central nerves, and this takes an expert knowledge or practice for more complicated grafts.
In order of complexity from simplest to most difficult, dental/claws, arms, tails, eyes, bone structure, skin, wings, organs, and heads which are nearly impossible to graft without dire consequences.
It is also noted that grafts are a serious surgical occurrence, and the subject of the graft expends a great sacrifice in completing a graft (1/25 of the cost is expended as XP).
Put the body parts on ice or otherwise freeze until the graft subject is prepared.
### Full Content
Apply a sedation to the graft subject, milk of the poppy is a good choice for self-grafting as it is easier to stay alert. If the grafter is not the subject of the graft, any sleeping potion will do.
Requires making a fortitude save dependent on the amount of time necessary to complete the surgery if applying to self.
Make an incision on the location of the graft with a clean scalpel, align nerves and shown in the various anatomical sketches.
After completing the surgery as shown, close with stitches and provide a heal check DC 15 or apply curing potions equal to 20hp to stabilize.
#### Advancement
Completion understands the contents of the book but does not master the techniques. After completion make the below check, one time only.
| DC | Result |
|:---:|:-----------:|
| < 10 | One type of body part of humanoid type |
| 15 | Two types of body parts of humanoid or animal type |
| 18 | Three types of body parts of any viable type |
| >20 (twice) | All types of grafts that are currently known |
\pagebreakNum
# Preparations for the Afterlife
### Physical Description
An average sized religious text of 200 pages with various diagrams of how to handle the deceased prior to their final rites. The binding is a cream colored leather.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Religious/Necromancers/Scholars |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Scip-Badur Kithara: 4295ARO
Habthan Order of B'rata
### Skim
Complexity: Complex (Language: Adbarian)
Subject: Medicine / Religion
The book discusses the death ceremonies of Habthans.
### Incremental Content
The Habthans prepare the body with various oils to preserve the skin and hair, and the bodies are then buried upright in deep vertical graves within large ceramic casks. This ceremony it is said allows the soul to travel to the celestial afterlife or to be resurrected, as the soul chooses.
\columnbreak
### Full Content
The procedure of preparing the body is believed to symbolize the way Habtha died, buried in stone in the fortress of Shaladur. The ceremonial casks are typically created by the lower temple clerics, or G'rpo and sanctified by the Badur who serves as the head of a temple or chapel in a town or region.
The body is then placed in the casks and the cask is filled with the cermonial oils including snake vine oil and lotus oil, both of which are found in the lowland regions and swamps near by.
It is believed to be a great signal of blessing to die during the rainy season, which begins in Arodus. When such a death occurs, the casks is floated down the Bara Creek, which typically will expand two or three-fold in size, to the great swamps which lead to the open waters.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Dire Necromancer Kaloth
### Physical Description
A historical depiction of the life and works of the Necromancer Kaloth, the book is average sized with typical brown leather binding.
### Appraisal
Age: Very Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Religious/Necromancers/Scholars |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Edvar Ridfan: 3511ARO
College of Dirithia
### Skim
Complexity: Average
Subject: Necrology / Religion
A book that discusses the life and works of the dire necromancer Kaloth, a disciple of the demi-god Wee Jas, also known as the Ruby Sorceress, in the city of Nervul Still on the continent of Dirithia.
### Incremental Content
The necromancer utilized the souls of phoenix to infuse great powers into his undead, which led to his demise as one of his great undead creations, an undead monsterous Roc with a wing span nearly 100ft wide, ate him whole.
\columnbreak
### Full Content
The killing of a phoenix is a great crime against the alignment of good, and can condemn one’s soul for eternity, some say. However, upon death, the talons of a phoenix if collected within the same day as its death can be used to resurrect a dead body. However, the return of that being can have unknown consequences, including a chance that the being’s alignment is dramatically affected.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Blood Fortress
### Physical Description
An average sized book with 140pages of no special design.
### Appraisal
Age: Modern
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Religious/Necromancers/Scholars |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Edvar Ridfan: 3513ARR
College of Dirithia
### Skim
Complexity: Simple
Subject: Necrology / Religion
A book that discusses the life and works of the dire necromancer Kaloth, a disciple of the demi-god Wee Jas, also known as the Ruby Sorceress, in the city of Nervul Still on the continent of Dirithia.
### Incremental Content
No Incremental content.
\columnbreak
### Full Content
It is unclear if the book is fiction or non-fiction. It depicts a place known as the blood fortress, which is not detailed in location. The fortress is composed of veins and organs, and functions like a living being. At the center of the fortress is a necromancer who gains power through the consumption of blood which the fortress gathers from the death of wanderers or animals who are ensnared in its walls.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# With Elves and Men
### Physical Description
A thin book regarding the city governance of Revhal Sh'r. The binding is thick parchment with a sewn binding.
### Appraisal
Age: Modern
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Politicians/Scholars/Lawyers |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Tannyll Herlen: 4310ARO
Scribe of Revhal Sh'r
### Skim
Complexity: Simple (Language: Elven)
Subject: Politics / Law
A tale of the symbiotic relationship between elves and humans in Revhal Sh’r, the land of the Everwoods.
### Incremental Content
No Incremental content.
\columnbreak
### Full Content
It is a thin book written by a scribe of the city, which explains the city governance which is shared between an elven portion (High Canopy) and the humans (Forest Terra). All decisions regarding the city must first be passed by a majority vote by the Forest Terra, and then sent for majority vote by the High Canopy. The relationship has been a fountain head for advancing the designs of elven armors and masterwork bows. Revhal Sh’r Bows are some of the most renowned in the continent.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Lhoskata: A Travellers Guide
### Physical Description
A thin field book regarding the city of Lhoskata, blue in color and bound in a thick sewn cloth binding.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Adventurers/Politicians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Gael Peeves: 3987ARO
Adventurer of the East Lands
### Skim
Complexity: Simple (Language: Adbarian)
Subject: Politics/Geography/Adventuring
A description of the ancient city of Lhoskata, land of the Lhosk.
### Incremental Content
No Incremental content.
\columnbreak
### Full Content
Once a thriving city of Lhosk, now the ancient stone pyramids house only a fraction of the remaining race of Lhosk, a people of spider and ape like form. They were hunted by early Adbarians for their web which is valuable in alchemical processes and a valuable material used in lieu of rope.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Hamari Villages
### Physical Description
A thick book of 380 pages in a journal format, with a beige leather binding.
### Appraisal
Age: Old
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Adventurers/Historians/Scholars |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Kurin Palthis: 3990ARO
Clerics of Habtha
### Skim
Complexity: Complicated (Language: Adbarian)
Subject: Politics/Geography/Adventuring
A book written by an impartial Habthan pilgrim, Kurin Palthis, who travelled the southern plain lands of the continent spreading the word of Habtha in 3990AR.
### Incremental Content
The narrator describes the various small villages and towns which dot the southern lands, largely left in peace over the centuries due to their lack of power and resources of value. The Hamari people are seen as a different race than the Adbarians, due to their darker skin, but are in fact likely to have formed from the same early Bahrians which spread across the continent of M’b Adbara. A depiction of the location of the villages and names of the villages which largely follow the Hamus River to the south starting at the continental divide of the Southern Caro Mountains.
\columnbreak
### Full Content
The largest village is Carthadoon, located near but not along the Bay of Searing. The village itself remains agrarian in construct, and lacks a viable sea trade despite its presence along the main trade routes of the Terthians. Most excess crops are taken by land to the furthest southern Adbarian city of Salfos G’ra, which translates to Salfos Gate. The narrator does not describe Salfos G’ra as he did not make a pilgrimage to it during the course of the book.
There is a discussion of a remaining village that Kurin Palthis did not travel to, a small village of recluded Hamari’s called Shala G’ra. The village has become separated from the rest of the Hamari people’s through years of isolation.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Jester's Court Part I
### Physical Description
An average sized book of 130 pages with a cloth binding.
### Appraisal
Age: Old
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All |
| Informative | None |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Gibrial Branta: 4078ARO
### Skim
Complexity: Simple
Subject: Comedy
A fictional tale of a jester who entertains and regales the kings, queens, and rulers of the world through song and joke.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
The majority of the book salacious humor at the expense of some of the most famous royals in history. There is a rather hilarious depiction of a former Emperor of Terthus who suffered from flatulence, which was made quite public on the day of his coronation.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Jester's Court Part II
### Physical Description
An average sized book of 120 pages with a cloth binding.
### Appraisal
Age: Old
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All |
| Informative | None |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Gibrial Branta: 4081ARO
### Skim
Complexity: Simple
Subject: Comedy
A continuation in the fictional tale of a jester in the court of royalty who survives trials and tribulations with his quick wit and lighthearted nature.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
In the end, he uses his guile and wit to convince Nerull to leave him alive when a knight is possessed by the deity.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Mudwallow
### Physical Description
A longer novel in a fine binding of red leather with gilded pages.
### Appraisal
Age: Modern
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All |
| Informative | None |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Ridius Hoyle: 4272ARO
### Skim
Complexity: Average
Subject: Comedy
A tale of Terthian peasants who live in the low shores of Terthus, making ends meet through lowly tasks and finding happiness in the simple things in life; and a bit of fine Terthian wine doesn’t hurt either.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
You memorize a particularly humorous line from the book where the protagonist wakes up in a hog pen. “Oh, gods, I’ve fallen in the privy again.” You also recall that the protagonist, Olas Kirwyn, tells the reader that any Terthian wine that costs more than 3 gold is a waste, as the quality of even the cheapest Terthian wine would be precious goods elsewhere.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Stablemaster of Dirithia
### Physical Description
A thick book in a blue colored cloth binding.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All |
| Informative | None |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Grivdalius Stymway: 4282ARO
### Skim
Complexity: Average
Subject: Comedy
An epic tale of a stablemaster in the Dirithian empires capital who rises from being a simple man of the horse trade to being one of the most revered nobles in society.
### Incremental Content
You determine that the tale is a fictionalized depiction of a real life person, Yonus Hereth. From the date of the book it is possible that this elven man may still be alive, perhaps still in the court of Dirithia.
\columnbreak
### Full Content
From the tale you discern that there are still trade routes open between Dirithia and Terthus, which likely means that there are ports on the continent and roads to the capital city.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Forest Life
### Physical Description
An average sized book in a black parchment binding.
### Appraisal
Age: Modern
Rarity: Common
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All |
| Informative | None |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Jorildyn Aracan: 4199ARO
### Skim
Complexity: Average
Subject: Comedy
A novel about an elf who lives in Revhal Sh’r, and his mixed race marriage to a human and the decisions he must make in losing his place on the High Canopy to follow his heart.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
In the end the protagonist Baelaen Murthir is killed by his closest friend and confident for his entire life, the villainous Boru Hal, brother of his beloved. It is a woeful story.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Cliffs of the Ura Doon
### Physical Description
An average sized book of 180pages with red and green binding.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Jorildyn Aracan: 4199ARO
### Skim
Complexity: Average (Language: Adbarian)
Subject: Comedy / Adventure
A fictional tale of a man who witnesses the migration of the dragons, travelling from Lhoskata to the city of East Star (Ura Doon in Adbarian).
### Incremental Content
No incremental content.
\columnbreak
### Full Content
In the end the protagonist witnesses two brass dragons flying through a portal in the ocean after defeating a large red dragon which was attempting to kill them. You recall such a ceremony is discussed in the book Draconherds, which you are familiar with, and this tale seems very similar in description to that ancient text. The story tells of a road from Lhoskata to Ura Doon. You know of Ura Doon, a real city on the east coast of M’b Adbara, though you know it mostly to be a city of trade and magic, ruled by a powerful council of mages who are fabled as dragon cultists.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Alloys of Adamantium
### Physical Description
A thick technical alchemical book of 400 pages. The binding is a dark charcoal leather with a metal loop binder.
### Appraisal
Age: Old
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Historians/Miners/
Politicians/Leaders |
| Instructive | Armorers/Weaponsmiths |
| Transformative | None |
### Inner lining
#### By Grimlote Roughjaw: 3870ARO
### Skim
Complexity: Average (Language: Dwarven)
Subject: Metallurgy
The book discusses the sourcing of Adamantium and the process of making more of a limited source of Adamantium when forging metal armor and weapons, creating a substance called Sterniron. The process was created by dwarven metallurgists in the unknown lands.
### Incremental Content
The book contains a technical discussion on how to create the sterniron ingots, and taking those ingots and utilizing them in a modified smithing process. Establishing a proper furnace temperature is critical in the alloy process, and requires a specialized brazier. The book includes diagrams on how to construct these braziers. One must have:
* A specialized brazier with proper air flow
* Adamantine smithing tools
* An oil bath of lard
\columnbreak
### Full Content
The book includes a discussion of pure adamantine. This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
#### Sterniron
You are taught how to mold the sterniron using specialized adamantine smithing tools, and techniques such as reducing the amount of taper on weapons and armor plate to avoid brittleness. The book is extremely technical, but you complete the reading.
Sterniron has primarily two benefits. As an alloy it requires less adamantine than a pure adamantine ingot, reducing material cost by 50%. Secondly, while not as hard as adamantine (16), the hit points that come from adamantine still applies.
#### Advancement
Completion understands the contents of the book.
| DC | Result |
|:---:|:-----------:|
| < 10 | You are able to make sterniron ingots |
| 15 | The above and you are able to craft a sterniron mace or hammer |
| 18 | The above and you are able to craft a dagger or shortsword |
| >20 (twice) | The above and you are able to craft all simple weapons as masterworks with sterniron|
\pagebreakNum
# Mine Logs of the Caro
### Physical Description
An average sized book of mine logs and business documents from the Caro Mining Company, 135pages with yellow and green binding.
### Appraisal
Age: Modern
Rarity: One of a Kind
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Miners/Leaders |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Zalfin Dir: 4199ARO
### Skim
Complexity: Simple (Language: Adbarian)
Subject: Metallurgy
The book includes various snapshots at the mining operations of the Caro Mining Company. The book has several actuarial tables include expected ore quantities, some maps, and journal notes.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
The logs continue consistently. One item sticks out, a reference to a mine at the Grand Binpatas which has a near endless supply of the highly sought after Obsidian, and that the mine was closed because of the presence of a great fire elemental well -- a source of fire elementals deep within the mine -- which was discovered as the cause of 9 miners' deaths.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Sunder
### Physical Description
A slightly thicker than average book with black and blue binding and golden letters.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Weaponsmiths/Armorors/Scholars |
| Instructive | Weaponmasters |
| Transformative | None |
### Inner lining
#### By Zalfin Dir: 3888ARO
### Skim
Complexity: Simple (Language: Orc)
Subject: Metallurgy
A book which discusses the various hardnesses of materials, and how weapons of greater hardness can destroy weapons of lesser hardness.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
This is a favored battle technique of Lhosk guardians, who utilize great hammers of sundering, made of Adamantine.
| Material | Hardness | Hit points per inch thick
|:---:|:-----------:|:-----------:|
| Paper/Cloth | 0 | 2|
| Rope | 0 | 2 |
| Glass/Obsidian | 1 | 3 |
| Chiton/Bone | 3 | 3 |
| Ice | 0 | 3 |
| Leather or hide | 2 | 5 |
| Wood or darkwood | 5 | 10 |
| Alchemical Silver | 8 | 10 |
| Dragonhide | 10 | 10 |
| Stone | 8 | 15 |
| Mundane Crystal | 8 | 25 |
| Iron/Steel/Deep Crystal | 10 | 30 |
| Mithral | 15 | 30 |
| Adamantine | 15 | 40 |
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Wild Beings of the Revhar Woods
### Physical Description
A thick compendium book of 320 pages with a simple green cloth binding.
### Appraisal
Age: Modern
Rarity: Unknown
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Unknown |
| Informative | Unknown |
| Instructive | Unknown |
| Transformative | Unknown |
### Inner lining
#### By Zalfin Dir: 3888ARO
### Skim
Complexity: Simple
Subject: Nature
The book describes the various woodland beings in the region around Revhar Sh’r.
### Incremental Content
A shortlist of animals within the book includes badgers, brown bears, boars, hawks, giant owls, various kinds of lizards and chameleons, toads, howler monkey, and timberwolves. In the high hills you can find condors, tigers, panthers, and large cliff scorpions. And in the deep valley near the river, you can find apes, jaguars, and various tropical parrots and birds.
\columnbreak
### Full Content
You read about the various animals biology, details about their habitats, and various tracking methods. You learn also about the various creatures living within the river, including fresh water crocodile, river trout, striped bass, large snapping turtles, various types of river crustaceans, and large water spiders.
#### Advancement
Completion understands the contents of the book.
| DC | Result |
|:---:|:-----------:|
| < 10 | You memorize the biology, habitat, and means of tracking one animal from the list |
| 15 | You memorize the biology, habitat, and means of tracking two animals from the list|
| 18 | You memorize the biology, habitat, and means of tracking three animal from the list|
| >20 (twice) | The above and you gain a +1 survival and knowledge whenever in the Revhar region|
\pagebreakNum
# Phoenix of Dirithia
### Physical Description
A thick book of 450 pages with a leather binding and the symbol of the phoenix on the cover.
### Appraisal
Age: Very Old
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | None |
| Informative | All others |
| Instructive | Necromancers/Adventurers/
Alchemists/Potion Brewers |
| Transformative | None |
### Inner lining
#### By Charlimin Gilftin: 2665ARO
### Skim
Complexity: Complex
Subject: Nature / Alchemy / Necrology
The book discusses the phoenix, a benevolent creature, aiding those who do good and actively harming those who do evil. Few creatures come as close to epitomizing the ideals of good and righteousness as phoenixes. Resplendent birds with the ability to set their bodies ablaze at will and resurrect themselves after being slain, phoenixes compete with even the mightiest angels in their acts of virtue. While even the greatest celestial must occasionally turn its attention to its home plane, the phoenix remains a vigilant guardian of the Material Plane and a crusader against those who would seek to spread cruelty and malice. All the while, the benevolent creatures encourage the sowing of knowledge and wisdom, seeing education as a means to end such evils as famine and war.
### Incremental Content
In civilized lands, the phoenix is seen as a symbol of virtue, healing, strength, and eternal life. Its likeness is used to sell crafts, and its raw power is emulated in exotic, complex fighting styles. While phoenixes rarely dwell in or near humanoid settlements, the beings are known far and wide for their acts of benevolence and vast stores of wisdom. Some pilgrims trek hundreds of miles through harsh deserts and barren hills merely to solicit a phoenix’s rare and ancient knowledge, always given freely and with courtesy.
\columnbreak
### Full Content
Although all phoenixes are avian in form, their specific features vary greatly from region to region. In arid plains and desert lands, where phoenixes are most common, such magical beasts resemble enormous hawks and eagles with sharp, hooked beaks and piercing ruby eyes. In the dense jungles and outlying savannas of the southern continents, the mythical firebirds have the smooth-crested heads and resplendent feathers of the region’s various tropical birds. In some arid lands that border close enough to vast, primeval forests, rare owl-like phoenixes with huge, violet eyes and crushing talons help elves shepherd their ancient woods. Coloration is generally more uniform among phoenixes, with the brightest plumage usually located on the crest, and feathers becoming darker in color across the bird’s shoulders and on the flight feathers. While red and yellow are the most common hues among phoenixes’ blazing feathers, white, green, and blue have been documented as well. Such uncommon colors are primarily found on the most powerful phoenixes, the hues directly correlated with the heat of the phoenix’s flames. A phoenix’s underbelly is lighter and ranges from white to yellow, though older individuals have been known to have ash-gray or jet-black stomachs. Phoenix feathers are powerful magical items used in potion making. Phoenix talons are capable of resurrecting the dead when crushed and used in necromantic ceremonies.
Phoenixes grow to enormous sizes, and despite their massive wings, they are graceful, agile fliers. An adult phoenix stands 20 feet tall, has a 40-foot wingspan, and weighs about 5,000 pounds. Males and females are roughly the same size; males possess slightly brighter feathers that they display during courtship flights, and the song of the female phoenix is higher and often deemed more melodic than that of males. Indeed, while a phoenix’s song does not usually possess any mystical influence in and of itself, the cry is often as fascinating to listeners as any of its other powers. Likened to a songbird’s melody combined with the harshness of a raptor’s shriek, a phoenix’s cry is supposedly good luck for virtuous individuals who hear it and a bad omen for would-be evildoers.
Most phoenixes are birds of prey, and although they can subsist on large quantities of fruit or plants if necessary, many prefer the taste of meat and the thrill of the hunt. They typically feed on local wildlife such as grazing gazelles or antelopes, as well as various species of deer and aurochs. Phoenixes prefer their meat raw, but the hospitable creatures are happy to quickly roast a meal for guests with more discerning palates. Phoenixes that dwell in more populous regions are sometimes given gifts by grateful humanoids, but the firebirds would usually rather deliver such presents to those in need (much like the serpentine couatls, phoenixes’ weaker comrades in righteousness). When battling particularly ignoble creatures, phoenixes are not opposed to eating villains’ remains, fueling their battles even as they wage them.
\pagebreakNum
# Phoenix of Dirithia (continued)
Most phoenixes are birds of prey, and although they can subsist on large quantities of fruit or plants if necessary, many prefer the taste of meat and the thrill of the hunt. They typically feed on local wildlife such as grazing gazelles or antelopes, as well as various species of deer and aurochs. Phoenixes prefer their meat raw, but the hospitable creatures are happy to quickly roast a meal for guests with more discerning palates. Phoenixes that dwell in more populous regions are sometimes given gifts by grateful humanoids, but the firebirds would usually rather deliver such presents to those in need (much like the serpentine couatls, phoenixes’ weaker comrades in righteousness). When battling particularly ignoble creatures, phoenixes are not opposed to eating villains’ remains, fueling their battles even as they wage them.
Phoenixes live for up to 500 years before being reborn as completely new individuals, and reproduce once every century after their first. Phoenixes mate for life, though they only come together for a brief mating period before parting once again. During this mating period, the female produces an egg the size of a small wine cask, and for the next 6 months both parents alternately incubate the egg. When the egg finally hatches, it reveals a young phoenix the size of an eagle, and within days the newly hatched phoenix possesses intelligence equal to that of a human. As impressive physiologically as the phoenix is, the bird’s legendary reputation truly stems from its association with magic and fire. At will, a phoenix can wreathe its body in a halo of searing fire whose flames scorch the flesh of any who dare near it. This incendiary shroud obscures all but the creature’s basic shape and the light of its eyes. The overwhelming sight of a phoenix aflame is so mesmerizing to allies and foes alike that the mere spectacle has been known to end battles before they even begin. Even a phoenix’s healing magic is linked to the creature’s flame, for those who have had their wounds healed by the creature tell of waves of fire that burn away gashes and leave healed and unblemished skin, or of warm radiance that drives out the numbing cold of poison and disease. Yet the greatest by far of the phoenix’s legendary powers is its self-resurrection ability.
Once per year, a slain phoenix can return to life within seconds of its death. Particularly skilled foes can prevent such an occurrence by quickly eradicating the remains, but many enemies have spend their last reserves battling a phoenix to the death, only to find the creature renewed instantly and ready to fight once more. Those who have seen a phoenix rise claim that the bird’s corpse initially becomes brittle and blackened, like the wrinkled form of a charred log. Moments later, crimson light begins to seep from the cracked remains before the rejuvenated phoenix bursts forth aflame, reducing the husk to ashes. If the magical firebird should be slain again before its legendary power has regenerated, however, it can only be raised via powerful magic from an outside source. Few sights are more disheartening than the true death of a noble phoenix.
Phoenixes form strong bonds with their mates, though because of their solitary natures they do not spend much time in each other’s company. A pair of phoenixes comes together to mate only at great intervals, and the parents of a young phoenix then care for their offspring for the first few years of its life. After this span of time, the firebirds leave each other, casting themselves far and wide in order to spread their benevolent influence and words of wisdom. Each century, however, the original couple will come back together once more to rear another fledgling, rekindle their affections, and share their knowledge.
Young phoenixes rarely ever see their parents again, and must instead seek the company of mates if they wish to interact with their own kind once more. Phoenixes do not often seek allies among one another besides their mates, only gathering as a group in times when a dire evil has overcome the land and requires the might of several phoenixes to combat it. Phoenixes’ innately solitary nature makes them difficult allies to acquire, as most such creatures dwell in secluded areas in desolate hilly regions or valleys. While they do isolate themselves in this manner, phoenixes do not mind the company of visiting humanoids or other creatures, especially if such a friendship could be beneficial to both parties. Phoenixes thrive on scholarly knowledge, and revel in gifts of tomes and lore. While phoenixes appreciate presents of gold and nonmagical luxuries from travelers, they tend to give these gifts away to deserving peasants, spreading wealth rather than hoarding it. Just as many scholars seek out phoenixes to acquire greater understanding from such wise beings, phoenixes likewise glean whatever knowledge they can from these visitors. They have been known to visit the greater libraries of the world in order to absorb the knowledge of their rarest tomes, and it is said that their lairs often contain many rare scrolls and books, carefully protected against the obvious risk of fire. A phoenix is often more than happy to give such rare documents to gracious and good-intentioned mortals, though it will occasionally make a copy of the text to keep if the information it contains is particularly important.
Given their long lifespans and appreciation for knowledge, it is no wonder phoenixes get along so well with metallic dragons. Good-intentioned dragons acknowledge phoenixes’ power and impressive intellects, and when the two species exist in close proximity, they sometimes forge lifelong friendships, sharing their resources and words of wisdom and keeping each other updated on regional news. While outsiders such as archons, angels, and agathions possess some of the same ideals as phoenixes, the massive firebirds rarely have many dealings with extraplanar beings save in passing, as such immortals’ worldviews are often too distant and vast in scope for the more grounded, task-oriented phoenixes.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Spotting Mudpots
### Physical Description
A thin field guide of light blue parchment binding.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Hunters |
| Instructive | Alchemists / Poisonmakers |
| Transformative | None |
### Inner lining
#### By Tyranil Broot: 4283ARO
### Skim
Complexity: Simple
Subject: Nature
This book discusses a curious being (large sized) which lives in the high glaciers of the Caro Mountains.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
You can find a mudpot by its affect to the snow and ice around its burrow, which appear like warm springs bubbling at the surface. The hole of hot water forms an ice like shell which the mudpot uses like a mollusk. The body of the mudpot appears to be gloopy, and slug like, and excretes a toxin which affects one’s dexterity (2d4 to dexterity, with secondary affect of 1d4 to dexterity after 1 minute). If handled with care, the mudpot can be a valuable find. However, they are dangerous and hard to handle for obvious reasons. Many an unsuspecting adventurer has died after having killed a mudpot, which within seconds of dying explodes and affects beings nearby with its toxins. This death-throw is similar to that of the far larger frost worm, which also explodes at death, and has led many scholars to believe the two are somehow related.
| Item | Weight | Value
|:---:|:-----------:|:-----------:|
| Mudpot Slime | 1oz | 30gp |
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Constructs Part XII
### Physical Description
A set of schematics and arcane geometry which describe various constructs, the book totaling more than 400 pages in total.
### Appraisal
Age: Old
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Military Leaders |
| Instructive | Arcane Magic Users |
| Transformative | None |
### Inner lining
#### By Grifidin the Gold: 3667ARO
### Skim
Complexity: Complex
Subject: Mechanica / Arcana
The book discusses the creation of the following constructs Iron Golems, Kolyaruts, Shield Guardians. It also discusses various constructs which are stationary that act as sentient traps and do not require being triggered. The constructs must be provided an indication of its target, and will follow through if that target comes within its field of perception.
### Incremental Content
Constructs are a combination of tinkering and engineering, as well as arcane magics which give it life. The most common are the golem subsect, but many advanced mechanica masters have create constructs that are made of metals with powerful weapons.
### Full Content
The book is fascinating. The arcana is complex but beautiful, while the mechanics are mindboggling complicated to the layman. You feel you have a real understanding of tinkering now. You also learn of the costs to create the above three construct beings, in material and personal costs.
Iron Golem: An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check. CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
\columnbreak
Kolyaruts: Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner. A kolyarut's body is sculpted from 3,000 pounds of magic clay, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check. CL 16th; Craft Construct, discern location, command, illusory disguise, paralyze, invisibility, and caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
Shield Guardians: Shield Guardians are built from wood, bronze, stone, and steel. The materials cost 5,000 gp. The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed amulet is fashioned at the same time, and its cost (20,000 gp) is included in the cost of the guardian. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together. A shield guardian with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature’s size increases to Huge, modifying the cost to create accordingly.
CL 15th; Craft Construct, limited wish, discern location, shield, shield other, caster must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.
#### Advancement
Completion understands the contents of the book.
| DC | Result |
|:---:|:-----------:|
| < 10 | You know that constructs are powered through electrical arcana, and it serves to heal them |
| 15 | You learn the mechanics and create a diagram for 1 construct above |
| 18 | You learn the mechanics and create a diagram for 2 construct above |
| >20 (twice) | You learn the mechanics and create a diagram for all 3 constructs above |
\pagebreakNum
# Ballistas of the Dirithian Coast
### Physical Description
A thick book of 480 pages, with extensive fine details of an artillery weapon used by the Dirithian empire. The binding is a dark leather and the inner sheets of parchment change from standard to gridded in places where schematics are included.
### Appraisal
Age: Old
Rarity: Very Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians |
| Instructive | Military Leaders |
| Transformative | None |
### Inner lining
#### By Asvok Tourraine: 3944ARO
### Skim
Complexity: Complex
Subject: Mechanica / Smithing
The book discusses the history of the use of ballistas in the Dirithian empire, located south of Adbara and Terthus in the wild lands otherwise unexplored by the Sangrian empire. The book also discusses and provides detailed mechanics and schematics of how to construct and utilize a ballista.
### Incremental Content
You find your self a significant way through the book, which is an undertaking of scholarly study for even the most practiced engineer or weaponsmith. The book is an incredible tool, and shows the power of a ballista fortification in defeating powerful enemies or armies.
| Item | Cost | Damage | Critical Range | Range Increment | Typical Crew |
|:---:|:-----------:|:---:|:---:|:---:|:---:|
| Ballista | 500gp | 3d8 | 19-20 | 120ft | 1 |
| Masterwork Ballista +1 | 1100gp | 3d8 | 19-20 | 120ft | 1 |
\columnbreak
### Full Content
You complete the book and think back on important elements. The mechanics of the ballista seem simple, but the components involved are complex to assure the one man crew is safeguarded from misfires, and that the anchoring of the ballista is in place.
Page after page you turn and find a fine detail of tension lines, crank pulleys, anchor bolts, and the munition itself, which is a kind of modified javelin. The ballista also includes a turret base which allows rotational movement of 270 degrees. Loading a ballista is a full round action. Rotating, aiming, and firing a ballista is a full round action in total. If the ballista has already been rotated into place, the firing is a single action.
A masterwork ballista, in addition to providing a +1 on attack rolls, will also reduce the load time to 1 standard action.
#### Advancement
Completion understands the contents of the book.
| DC | Result |
|:---:|:-----------:|
| < 10 | You understand the concept of the ballista, but can not construct one without possessing this book and a minimum craft construction rank of 1. |
| 15 | You learn the mechanics and create a diagram to build the ballista without the book |
| 18 | You learn the mechanics in great detail and can build a masterwork ballista without the book|
| >20 (twice) | The above and you believe you can make the balista more efficiently, reducing the crafting base cost by 200gp for either the masterwork or standard ballista. |
\pagebreakNum
# Windmill Machinations of Terthus
### Physical Description
An average sized book of 130 pages without any detailed schematics.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Shipping Merchants/Politicians/Portmasters |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Jameston Corlyr: 4305ARO
### Skim
Complexity: Average
Subject: Construction / Seafaring
The book discusses the automated ports of the royal port of Terthus.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
The book includes descriptions of the series of wind mills that run gears and lifts, allowing the delivery of goods to the castle and citadel of Terthus without any personal interaction. It describes the royal citadel of Terthus, sitting several hundred feet above the rocky coastline with a narrow calanque that serves as the royal port. It also discusses the quarantine island of Terthus, where all visitors are held prior to receiving papers allowing them into the city.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Crossbow Mechanica
### Physical Description
A thick book of 415 pages, with extensive fine details of various crossbows, styles, tension systems, and munitions. The book has red binding with gold letters.
### Appraisal
Age: Old
Rarity: Very Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians |
| Instructive | Military Leaders |
| Transformative | None |
### Inner lining
#### By Hailrod Corderoy: 3915ARO
### Skim
Complexity: Complex
Subject: Mechanica / Smithing
The book includes various detailed studies of the types of crossbows found around the world. With each type of crossbow, there is an analysis of what makes it better or worse than alternatives, as well as schematics which show a disassembled weapon, to help in crafting.
### Incremental Content
As you work your way through the book, you imagine means of improving on past works, though you realize in your day dreaming that the comprehensive list provided would be hard to improve upon.
\columnbreak
### Full Content
Upon completing the book you recall back the significant details of both the light and heavy crossbows. Beyond this, the military tactics discussed in the book were very interesting, with regard to mitigating the impacts of crossbow load time by always carrying a melee weapon with you.
#### Advancement
Completion understands the contents of the book.
| DC | Result |
|:---:|:-----------:|
| < 10 | You understand the concept of crafting crossbows, but can not gain any benefit in doing so without possessing this book and a minimum craft weapon rank of 1. |
| 15 | You learn the mechanics in detail and can now craft a light crossbow with a +2 bonus to craft skill checks |
| 18 | You learn the mechanics in detail and can now craft a light or heavy crossbow with a +2 bonus to craft skill checks |
| >20 (twice) | The above and you believe you can make the crossbow more efficiently, reducing the crafting base cost by 10% for either the masterwork or standard (light and heavy) crossbow. |
\pagebreakNum
# History of the Silver Hand
### Physical Description
A thick but straight forward log like book regarding the thieves guild of Adbara, known as the Silver Hand. The book binding is a simple leather.
### Appraisal
Age: Modern
Rarity: Very Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians |
| Instructive | City Guards/Silver Hand |
| Transformative | None |
### Inner lining
#### By Anonymous: 4309ARO
### Skim
Complexity: Average
Subject: History / Crime
The book is a timeline of the Silver Hand, as detailed by a reformed member who left the group and was able to steal many of the chapter’s old texts.
### Incremental Content
The Silver Hand is a guild of thieves, which form the underbelly of many cities in Adbara. In the old days of the High Habthan influence, it smuggled drugs and banished texts. At times the guild has smuggled weapons into forbidden areas such as the Moyan territories which ban weapons. Recently the guild has been involved in the smuggling of explosive devices and political corruption.
\columnbreak
### Full Content
Reading through the various members and leaders in the guild you realize that it could be quite informative to those who would be seeking that information.
#### Advancement
Completion understands the contents of the book. A name stands out that is of interest, a weapon master of the guild under Scurnius (the current leader of the Silver Hand based on the timeline of this book, which dates prior to the groups killing of Scurnius) -- the name is Yerba Qal.
No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Gold Mines of Terthus
### Physical Description
An average sized book of 140 pages, with a gold leather binding and gilded pages. The book is highly decorative and shimmering in its grandeur.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians/Miners/
Criminals/Merchants |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Jameston Corlyr: 4302ARO
Sanctioned: The Emperor of Terthus
### Skim
Complexity: Average
Subject: Construction / Metallurgy / Geology
The author describes the history, location, and productivity of the Terthian gold mines, located south of the continent of M'b Adbara.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
The book discusses the wealthy empire of Terthus and their natural gold resources that come from the eastern rocklands of the small island. The gold deposits have been the envy of many empires, but given the naval prowess of Terthus, it has been deemed unconquerable by most. The discussion of the gold mines does have a narrative by the author which gives some interesting details regarding the place, a few sketches of the mine and quarry, and counts of employees and guards.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Deep Crystal Colonies
### Physical Description
An average sized book of 210 pages, with a purple parchment cover and binding.
### Appraisal
Age: Modern
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians/Miners/
Historians/Merchants |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Zalfin Dir: 4285ARO
### Skim
Complexity: Average
Subject: Construction / Metallurgy / Geology
The book discusses the relative rarity of deep crystal in most of the world, and how the presence of significant open mines of deep crystal, located within the limestone caverns of M’b Adbara have led to centuries, perhaps millenia, of colonization which has shaped the continents politics.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
There are few other locations in the world with any deep crystal, and most of which is found in small veins which are difficult extract from the gneiss and granite they are found in. What makes the M’b Adbara stock so remarkable is both the quantity and size of the deep crystal found. This makes the deep crystal worth more elsewhere in the world than it is in M'b Adbara.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Finding Precious Metals
### Physical Description
A thick book of 415 pages, with a rough leather binding.
### Appraisal
Age: Old
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians/
Historians/Merchants |
| Instructive | Miners |
| Transformative | None |
### Inner lining
#### By Gribald Lim-Gratedorn: 3616ARO
### Skim
Complexity: Complicated (Dwarven)
Subject: Construction / Metallurgy / Geology
The book provides a synopsis of geological formations that help guide a miner to finding various metals, and means of removing the raw ore.
### Incremental Content
The most common ores are copper and iron which can be located by their signature colorization which occurs in the surrounding stone, the least common being platinum and gold, which are more difficult to find naturally, and require vast amounts of stone waste.
\columnbreak
### Full Content
The book includes many diagrams of mineral deposits, maps of topography and geology which help to understand how the land forms help to create the minerals. It also includes various means of testing false gold, poor quality in ore, and determining the size of an ore deposit through a means of testing.
#### Advancement
Completion understands the contents of the book. You gain a +2 bonus to spot, appraise, or knowledge checks that involve precious metals with a successful one time DC 20 skill check knowledge of geography and appraisal(one each).
\pagebreakNum
# Containments of the Astral Plane
### Physical Description
A detailed book split into two portions, those capable of reading by layman, and the rest by arcane masters only. The book is thick, over 500 pages, with a binding of rough black leather.
### Appraisal
Age: Old
Rarity: Rare
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All Others |
| Informative | Adventurers/Politicians/
Historians/Merchants |
| Instructive | Miners |
| Transformative | None |
### Inner lining
#### By Alfthadius Rinderstork: 3777ARO
### Skim
Complexity: Average / Complex (Arcane)
Subject: Knowledge of the Planes
The book describes the Astral Plane in great detail and discusses the various histories of arcane and divine reach into the Astral Plane before delving into wonderous arcane geometries involved in controlling portals and channels within the astral plane.
### Incremental Content
The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane. The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. Both planar travelers and refugees from other planes call the Astral Plane home. The Astral Plane has the following traits:
* Subjective directional gravity.
* Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
* Mildly neutral-aligned.
\columnbreak
* Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.
### Full Content
The subject matter becomes increasingly arcane, discussing the process of creating portals both stable and wild, which utilize the Astral Plane as a conduit to pass great distances in a small amount of time. The astral plane, intersecting with the material plane, allows this kind of travel possible. It also discusses how failed teleportation circles and portals can leave subjects amputated, maimed, or dead. The Astral plane is littered with the remnants of wizards and sorcerers who were unskilled in the creation of portals. It also notes that arcane portals utilize the Astral plane, however other spells such that clerics or druids may use, do not, and are outside of the scope of this text.
The text becomes very technical in its discussion of arcana, and the creation of portals. Much of the text is not decipherable except to those who are very powerful arcane magic users, however a few things stand out including the following excerpt:
“It is well known that the ancient races, which predate the rise of man, utilized the Astral Plane. It was, however, man who attempted to encapsulate and construct the astral plane to their desire. One such example is the creation of a bag of holding, which is essentially a stable portal to the astral plane. It wasn’t long before a human placed one bag within another bag and created a portal to the astral plane.
It must have been quite the shock for that, likely lost, magician to find themselves stuck in the astral plane, an endless long plane broken up only by the random Githyankee and Astral Dreadnaughts that call it home. One can only wonder how long they survived until they were killed or died of starvation.
Even so, experiments continued, and perhaps peaked with the Grippli, who were masters of planar travel, teaching man/draconians/and elves the secrets of the planes. It is said the Grippli so mastered the perfection and order of the Astral Plane, that they were able to mechanize it, into a moving astrolabe of sorts, making it possible to travel through the astral plane without having a teleportation circle on both sides. Though no one in written history has been within this mechanized portal, oratory history tells us that it is not dissimilar to a clockwork world of millions of gem like facets, perfect in their geometry.”
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# The Merchant of the East Ocean
### Physical Description
A thin novel of 130 pages, bound in a green hard parchment.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Merchants/Seafaring/Historians |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Grivdayn Follinstock: 3881ARO
Library of Naksul
### Skim
Complexity: Simple
Subject: Profession
A novel which discusses the protagonists search for gold across the wide eastern ocean and ultimately finding wealth by trading the silks of one nation, to the unclothed barbarians of another.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
The tale is a fictional one, but you can tell that the author is familiar with sea travel and business, perhaps portraying himself in the role of the wandering merchant. Although the premise of the book is largely regarding the protagonist, Shamus Ordaen's search for wealth, the book delves more into the lands he comes across and the people he meets.
In chapter 5 he meets his future wife, Dar'iat of the Doonfasa tribe, located along the eastern coast of a newly discovered continent (at the time), M'b Adbara. She is part of an unclothed barbarian tribe living within straw huts on a vast undiscovered land of monsters and dangerous terrain. In the end, he marries Dar'iat, gaining favor with the chief of the village. Enamored in the strange visage of the merchant, he agrees to trying on the silk robes he has with him. In finding it comfortable, the chieftain agrees to trading some of the various natural oils found near the village by shaman for more such clothes.
In Chapter 8, he returns to Naksul with Dar'iat and the jugs of oil. In searching for buyers around the city, he speaks to a powerful mage who tells him that the oils could be useful in certain spell preparations. He discovers that the oils are quite profitable, and receives a windfall profit which he uses to buy a proper betrothal ring for Dar'iat. He lives the rest of his days focused on the business, which helps him avoid any losses from unwatched employees and subordinates, a common occurrence when dealing with far off businesses.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# Jarvis and the Toothed Worm of the Snow
### Physical Description
A thin novel of 120 pages, bound in a hard parchment of white, and includes various illustrations of a large monstrous beast and landscapes not unlike the mountains of the Caro.
### Appraisal
Age: Old
Rarity: Uncommon
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | All others |
| Informative | Adventurers/Mountainers |
| Instructive | None |
| Transformative | None |
### Inner lining
#### By Alyn-grag Dorzubyr: 3915ARO
Library of Ozurdorg
### Skim
Complexity: Average
Subject: Knowledge Nature
A novel which borders on a childrens book at times in its whimsical descriptions of the worm of the snowy planes.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
The tale is of a young man named Jarvis Wyndhill, a man living in the kingdom of dwarves. He is a frail being, but shockingly brave, and agrees to slay a notorious frost worm to prove himself worthy to mine the richest mines in Ozurdorg.
With the help of his three dwarven friends, he travels to the snowy valley between the peaks of the Zurib peaks, searching for the frostworm, coming across various remains of large game, such as deer and giant elk. The game has unusual bite marks which lead the adventurers to believe only the frost worm could have killed them, long gashed abrasions that discolor the flesh black.
In chapter 9 they search for the burrow hole of the worm, but feel lost, as though there are no holes to be found. It is not until they find a herd of Dhargbeasts - a kind of bison that is as nimble as a mountain goat - that the great worm appears, nearly 15 feet in diameter and more than 50 feet long.
In chapter 12 they track the beast, following the remains left in its wake, and finally finding a fresh burrow hole, as they peer in the monster leaps outward. The heros battle it and defeat it with the help of a keg of oil and a well thrown torch, but as they defeat it, and rejoice, the elder dwarf, hero Khvelar Gunda, standing close to the dead carcass is killed when it begins to shatter and explode.
In the end, the remaining heroes return to King, who provides them grants to mine and honors the fallen dwarf hero with a statue made of pure iron in the public square.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
\pagebreakNum
# North Coast Fishing
### Physical Description
A field guide sized book 70 pages, soft bound with illustrations of various fish.
### Appraisal
Age: Modern
Rarity: Unknown
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Unknown |
| Informative | Unknown |
| Instructive | Unknown |
| Transformative | Unknown |
### Inner lining
#### By Br'ana Dra: 4089ARR
### Skim
Complexity: Simple (Language Adbarian)
Subject: Knowledge Nature
A field guide to the various fish and shell fish found on the North Coast of Adbara.
### Incremental Content
No incremental content.
\columnbreak
### Full Content
Crabs, mollusks, shrimp, Durfish, Seabass, Tuna, and Squid are all found along the North Coast of Adbara. The most favored among the local are the shrimp and Durfish (an ugly looking bottom feeder of the angler family).
The field guide also includes some market pricing for each kind of fish, though the original print is from hundreds of years back - this particular copy being a reprint. It appears that tuna is the most valuable of catches, up to 6 gold for a single catch, and squid is the least valuable, 1 copper per. Who knows what that calculates out to today.
The field guide includes a section on dangers of the North Coast, which includes a discussion of Aptan pirates, rocky shore lines with hidden rocks at sea, and the fabled monster of the North Coast, the Aboleth, a wise and ancient monster who tips over smaller vessels and eats the sailors that fall whole.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.
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# Grappling Combat
### Physical Description
A combat manual of 70 pages including various holds, and blade techniques, including grapple ranged axe combat.
### Appraisal
Age: Old
Rarity: Unknown
| Usefulness | Interested |
|:---:|:-----------:|
| Useless | Unknown |
| Informative | Unknown |
| Instructive | Unknown |
| Transformative | Unknown |
### Inner lining
#### By Br'ana Dra: 4089ARR
### Skim
Complexity: Average (Language Dwarven)
Subject: Intelligence
Combat techniques using grappling that are known to the "Strong Dwarfs of Xanfis"
### Incremental Content
No incremental content.
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### Full Content
The book gets straight into the techniques used by the "Strong Dwarves" a group of legendary fighters in a village named Xanfis, on the Dirithian continent.
Each page shows a new technique for fighting wall in a grappled hold, including while you are grappled.
After reading the book, you know the technical skills and how they are performed, but obviously have no practical experience attempting them. The book however does point to masters on the inner portions of the great continent of Dirithia, and it also notes further books in this series that go into even greater detail.
#### Advancement
Completion understands the contents of the book. No advancement of skills, abilities, or capabilities.