The Monthly Realm Archives
A look at the history of Treasured Realm and Fabled Foliage, Many Worlds Tavern's monthly limited-release offerings. Click these fancy little texts links if you are looking for the current drop of Treasured Realm or Fabled Foliage.
April 2024
Crash into the Craterwood
Treasured Realm: Craterwood
Central to the desert continent of Kryzira lies a dozen-mile-wide crater, full of fertile soil and with such a density of trees and wildlife that those within might never realize a hostile desert waits beyond the treeline.
No one knows how the Craterwood got there, nor has anyone seen the wildlife within it anywhere else. The one thing people do know, however, is that the gargantuan sand-dwelling predators of the desert are unable to enter the Craterwood, kept at bay by something or someone.
Fabled Foliage: Pricklepea
Attracting a number of scientists and arcanists over the years because of its unique ecosystem, tales say the Craterwood holds as many different fruits as there are grains in the Kryziran desert beyond the trees.
One of the more popular discoveries to come from the desert forest is the pricklepea: a small and sweet pink berry that grows on spiny shrubs along the outside of the Craterwood, almost serving as a floral symbol of the transition from soil to sand.
The Farmer's Secret
Weapon (Sickle), Very Rare (Requires Attunement)
This simple, worn tool looks completely typical of something one might find in a farmer’s shed. While attuned, you gain +2 to attack and damage rolls with this sickle.
Once per day, you may use the sickle to cast Plant Growth or Turn Plants as described below. The sickle can be used once for each ability, and it regains all uses each day at dawn.
Turn Plants: As an action, you present this weapon and speak a command word to assail plant creatures. Each plant creature within 30 feet of you must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
In addition, any plant creature of CR 2 or below that fails its saving throw against this feature is automatically destroyed.
Stick and Stones
3rd Level Conjuration
Casting Time • 1 Action
Range/Area • 60 feet
Components • V, S, M
Duration • Instantaneous
You conjure dozens of small pieces of natural debris and cause them to barrage up to two target creatures within range that you can see. The creatures must make a Dexterity saving throw, taking 8d6 damage on a failed save, or half as much damage on a successful one. If you cast this in forest terrain, the creatures have disadvantage on their saving throws.
When casting, you may choose to conjure rocks, leaves, or twigs. Depending on what you choose to create, the target creatures are subject to different types of damage:
• Rocks deal magical bludgeoning damage.
• Leaves deal magical slashing damage.
• Twigs deal magical piercing damage.
You may choose different types of debris for each target creature.
At Higher Levels • When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d6 for each spell slot above 3rd.
Material • A handful of pricklepeas.
March 2024
Watch Your Step on Magni's Isle
Treasured Realm: Magni's Isle
Formerly known as Minutia, Magni’s Isle is a small, uncharted civilization of humble people ruled by King Magni the Massive: a colossus of a man with the valiance of a knight and the benevolence of a martyr.
It was years ago that Magni washed ashore the Minutian coast to the awe of the island’s tiny denizens. After he warded off the blight of gigantic, draconic, flying creatures that had harassed Minutians with their rainbow-feathered assaults for decades, he was crowned their ruler.
Magni enjoyed the honorific, but more notably, he enjoyed his newfound sense of scale. It was quite the elevation of stature from that of a struggling halfling merchant in a city of giants.
Fabled Foliage: Ironrind
Minutian farming tools are typically carved from Ironrind: the bark of a mushroom that quickly petrifies if treated correctly. When used by a skilled hand, an Ironrind tool can infuse magical properties into the produce it harvests. Historically, Minutian farmers have used this to make their food more nourishing—making less food last longer, akin to the magic of a Goodberry.
At King Magni’s request, Minutians have started experimenting with Ironrind cooking tools, diversifying flavors and enchantments on their foodstuffs. The Minutian people have noticed this has also caused their people to grow in size over the past several years, with some now as tall as four and a half inches.
Titan's Shiv
Weapon (Greatsword), Rare (Requires Attunement)
This grand, ornately-carved greatsword magically fits into a dagger-sized sheath. While attuned, you gain +1 to attack and damage rolls with this greatsword and are able to speak and understand Giant.
While holding the greatsword and uttering its command word, you can cast Enlarge/Reduce as an action, choosing only yourself as the target. When cast this way, the spell does not require concentration and its duration lasts until you speak the command word again or put the greatsword back in its sheath. The spell ends if you are rendered unconscious or move more than 30 feet from the blade.
While enlarged this way, this weapon also gains the Reach property.
Inspire/Dishearten
3rd Level Enchantment
Casting Time • 1 Reaction
Range/Area • 30 feet
Components • V, S
Duration • Instantaneous
As a reaction when a creature within range makes an attack roll or ability check, you give the creature either brazen confidence or crippling self-doubt. The target makes a Charisma saving throw that they can choose to fail. On a failed save, roll 2d4. You choose to add or subtract the rolled result to or from their attack roll or ability check. If the creature succeeds on their save, your roll is halved, rounded up. The creature is immune if it can't hear you or if it's immune to being charmed.
At Higher Levels • When you cast this spell using a spell slot of 4th level or higher, you may add an additional 1d4 for each spell slot above 3rd.
February 2024
Take Heart in the Emberstark
Treasured Realm: Emberstark
The Emberstark is the vast, unforgiving tundra that makes up the majority of the inland continent here. Never has an adventurer that traveled it alone been seen again, and larger parties of travelers struggle to journey through the cold barrens at all, packing too much to travel efficiently or too little to last long.
However, there’s tell of small, ashen, abandoned fire pits scattered throughout the expanse that come alight of their own accord in the presence of adventuring duos. Wanderers that have traveled the Emberstark perpetuate this rumor—of magically comforting hearths that led them through the frozen badlands as beacons of warmth and safety alongside their chosen adventuring partner.
Fabled Foliage: Hearthbloom
Hearthblooms are small, scarlet-petaled flowers found in the ashes of the strange, magical fire pits throughout the Emberstark. Aromatic of cinnamon and warm to the touch, the petals can be ground into a reagent versatile enough to be added to nearly any potion, giving the drinker a deeply comforting inner warmth (and overpowering the taste of anything else in the concoction).
Although the true origin of the strange fire pits throughout the tundra is unknown, a commonly held belief is that a magic user left them centuries ago as a guide for future travelers, after they lost someone to the desolate wastes of the Emberstark on their own journey.
Heartbound Charms
Wondrous Item, Rare (Requires Attunement)
These two gold-chained amulets are embedded with small, perfectly-cut diamonds. To attune to the necklaces, you and another creature must attune to them simultaneously. If one wearer becomes unattuned to its necklace, the other wearer also does automatically. While attuned, the two wearers gain the following benefits:
• They have the ability to communicate telepathically with each other within 300 feet.
• If the two attuned wearers are both within 5 feet of the same creature, their weapon attacks each deal an additional 1d4 damage of their weapon's type against the creature.
• If one attuned wearer falls unconscious as a result of taking damage while the other attuned wearer is conscious, they have advantage on death saving throws.
• If one of the attuned wearers dies, the other attuned wearer may use the amulet to cast Revivify, causing the amulet they wear to disintegrate. If this happens, or if one of the amulets is destroyed by other means, the remaining necklace becomes a mundane amulet with 300gp of diamonds.
Temper Flesh
4th Level Abjuration
Casting Time • 1 Action
Range/Area • Touch
Components • V, S, M
Duration • Concentration, up to 1 hour
The caster tempers the flesh of a willing creature to resist harsh environments. For the duration, the creature has resistance to fire and cold damage and ignores difficult terrain penalties pertaining to hot and cold environments.
At Higher Levels • When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Material • Diamond dust worth 100gp and a hearthbloom petal, which the spell consumes.
January 2024
Wade Into the Ebblands
Treasured Realm: Ebblands
The moon is at its closest to the world above the Ebblands.
During the day, the region is a spiderweb of deep rivers and bayous abundant in marine life, but at night, sailors need to be as skilled as their ships’ navigators. As the moon rises each night, these waterways completely drain into the nearby Saudadrian Sea, leaving just streams, creeks, and countless shipwrecks of people who either didn’t expect the quickness of the changing water, or had their hull breached by a submerged tree.
Even the locals, practiced seafarers by necessity and many of whom live on boats, tend to leave lengthy travel to their most skilled sailors and foolhardy adventurers.
Fabled Foliage: Tideberries
While it's safer for sailors to avoid the Ebblands altogether, many still risk the treacherous waterways to look for tideberries: red, fist-sized berries that grow along the incessantly changing waterways. Best picked right when they emerge from the ebbing waterlines, their sweetness itself drains into the roots and ground like the receding rivers they grow in, becoming offensively tart prunes if their picking is delayed, and taking the next day’s submergence to return to form.
As such, selling tideberries is a profitable trade, as most gatherers have learned their best practices only after grounding and crashing several of their own boats and ships. But nobles who favor tideberry, both for its teas and wines and as a status symbol, are often willing to pay large sums to merchants for them.
The Full Moon
Weapon (Battleaxe), Very Rare (Requires Attunement)
This ivory-colored axe seems to gleam with moonlight during the night, and it turns to muted gray in daylight.
You gain +2 to attack and damage rolls with this battleaxe, and while holding it in one or both hands, you gain resistance to radiant damage.
In addition, you can cast Light at will, but only by using this axe as the target of the spell. Once per day, you can use the axe to cast Moonbeam using Charisma as your spellcasting ability. The axe regains this ability at sunset each day.
At midnight as the moon wanes from gibbous to crescent shape, this axe splits into Wax and Wane.
Wax and Wane
Weapon (Handaxe), Very Rare (Requires Attunement)
The soot-colored blades of these handaxes seem to almost disappear into darkness during the night, and they turn to muted gray in the day.
You gain +1 to attack and damage rolls with these handaxes, and while holding at least one axe, you gain Darkvision out to 60 feet.
Once per day, you can use each axe to cast Darkness, and while holding at least one axe, you can see through the darkness created by the spell with your Darkvision. Each axe regains this ability at sunset each day.
Two separate individuals can attune to one handaxe at the same time, but if they are ever more than 60 feet apart, the axes lose their magic. At midnight as the moon waxes from crescent to gibbous shape, or the first gibbous or full moon night in which they are less than 60 feet apart, these axes disappear and combine into the Full Moon at a point equidistant between them.
Lunar Pull
3rd Level Transmutation
Casting Time • 1 Action
Range/Area • 120 feet
Components • V, S, M
Duration • 1 Round
Up to three creatures within range must make a Constitution saving throw. If a moon is visible in the sky when casting, the save is made with disadvantage. On a failed save, the creatures are pulled up to 20 feet into the air, taking 4d8 force damage from the sudden movement. On a successful save, creatures take half damage and suffer no additional effects.
Creatures that failed their save remain suspended until the end of their next turn. If some solid object (such as a ceiling) is encountered while flying upward, creatures strike it as they would in a downward fall. While still suspended, their movement speed is 5, they have disadvantage on Dexterity saving throws, and attacks against them have advantage. At the end of their turn, they fall straight back down.
At Higher Levels • When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Material • A pinch of moondust.
December 2023
The Feyweald Beckons
Treasured Realm: Feyweald
As fables tell it, the Feyweald only allows travelers it deems “interesting” to discover it in all its sylvan, enigmatic beauty. While its flora doesn’t change in seasons as one might expect, the forests’ taste in adventurers does, constantly leading (and misleading) drastically different people and creatures to enter the vibrant woods of the realm to satisfy the curiosity of the trees that take root there.
Those who claim to have been to the Feyweald and lived to escape it tell such different stories that it’s hard to say what’s true and what’s tavern talk, but one thread does run common in all their tales: getting out of the Feyweald is even harder than getting into it.
Fabled Foliage: Wealdleaf
Despite the splendor of the Feyweald’s plant life, consuming any of its fruit or vegetation would make for several seconds of impossibly complex and sweet flavor before quickly killing most mortals. But, occasionally hidden beneath the moss on the corners of four-crooked tree roots, one might find a Wealdleaf: a small, two-pointed leaf so modest in its subtle green hue that it’s hardly noticeable.
An expertly delicate alchemist’s hand could use a single Wealdleaf to concoct a savory elixir so potent it could cure any ailment and extend the life of its drinker. If the alchemist isn’t delicate enough, it can become more toxic than anything else one might find in the Feyweald.
Ring of Fey Roots
Ring, Very Rare (Requires Attunement by a Druid or Ranger)
This ring appears to be a cluster of miniscule, ever-growing, always-moving tree roots that seem to reach for your flesh when it is held.
The ring begins with 7 charges and regains 1d6+1 charges daily at dawn. Attuning to the ring allows you to cast the following spells: Entangle (1 charge), Speak with Plants (3 charge), and Tree Stride (5 charges).
By expending all 7 charges, you can cast Plane Shift, but only to enter the home plane of the Fey. When used this way, the ring buries its roots so far into your flesh that it cannot be removed by any means except the severing of your finger. By expending another 7 charges, you can use the ring again to cast Plane Shift, but only to return to your most recent plane of existence. Once you are in another plane, the ring’s roots recede from your flesh.
Boomshout
6th Level Evocation
Casting Time • 1 Action
Range/Area • Self (60-foot Cone)
Components • V, S
Duration • Instantaneous
You release a sonic boom with your voice, channeled in a direction of your choosing, but audible for a mile in each direction. All creatures in the area of effect must make a Constitution saving throw. Creatures in the area of effect that fail the saving throw take 7d10 thunder damage, are pushed back 10 feet, and are deafened until they take a long rest. On a successful save, they take half as much damage and suffer no other effects. Creatures in the area of effect that are within 15 feet of you that fail their save are also knocked prone and deafened permanently.
At Higher Levels • When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
November 2023
Welcome to the Slagsea
Treasured Realm: Slagsea
The Slagsea was once the outskirts of a bustling metropolis, but war reduced it to rubble long ago. Though it’s a dusty shell of what it once was, it now fosters a new way of life for the people who call it home.
To some, it’s a barren wasteland. But to bold adventurers and local scrappers, there’s far more than the dust and debris. Jewelry, artifacts, old world electronics, and—the most valuable of it all—still-functioning military-grade tech lie hidden in the ruins, waiting to be re-discovered. For those brave enough to risk encounters with the bandits that frequent the region, adventure and treasure await around every dusty corner.
Fabled Foliage: Oasis
Hidden throughout the Slagsea are treasures greater than any tech buried beneath the rubble: trees that still bear fruit.The caretakers of these trees have gone to great lengths to prevent raiders from finding these now-holy agrarian havens, and will fight to the death if it means the preservation of their crop.
Good-natured adventurers lucky enough to find their way into a Slagsea Oasis will be greeted with warmth and kindness entirely alien to the rest of the suburban wastes. Cups here overflow with fresh and tart fruit juice during harvest season. The rest of the year, locals revel with the brewed and distilled spirits made from the fruit, celebrating their simple ways of life in the wastes.
Stringblades
Weapon (Dagger), Very Rare (Requires Attunement)
Upon closer inspection, the grips on this set of short, simple-looking throwing knives appear to be made of translucent, tightly-wound string.
Once attuned, you gain +2 to attack and damage rolls made with these weapons, and your melee attacks with them have reach.
After throwing either of the Stringblades, the arcane string fastened to the grip unravels and disappears completely. If you are within 30 feet of the blade, as part of your attack you may pull on the string to return the dagger to you. Every creature in a straight line between you and the blade’s location must make a DC 16 Dexterity saving throw or take slashing damage equal to 1d4+2 plus your Dexterity modifier as it returns to your hand. You may only pull the blades back to you once per turn.
Manifest Vitality
2nd Level Necromancy
Casting Time • 1 minute
Range/Area • Touch
Components • V, S, M
Duration • Instantaneous
You convert your reserve vitality into magical energy to mend the wounds of another creature.As part of the casting of the spell, you may expend up to 3 of your own Hit Dice to instantly heal a target creature. For each Hit Die spent this way, you heal an amount equal to the Hit Dice rolled plus your Constitution modifier. The dice rolled in this way will always match the Hit Dice earned by the class that grants the ability to cast this spell, even if you spend different Hit Dice from another class. This spell has no effect on undead or constructs.
At Higher Levels • When you cast this spell using a spell slot of 3rd level or higher, you may spend up to 2 more Hit Dice for each slot level above 2nd.
Material • A drop of your own blood.
Treasured Realm #22: Citadel
Origin: Jinotega, Nicaragua
Producer: La Bastilla Coffee Estates
Altitude: 1300-1500 MASL
Varietal: Caturra, Catuai
Process: Natural
Roast: Light
Tasting Notes: Raisin, Brown Sugar, Cocoa
Print The Warden's Thunder
Treasured Realm #21: Mormora
Origin: Guji, Ethiopia
Producer: Mormora Farm
Altitude: 1900-2000 MASL
Varietal: Heirloom
Process: Natural
Roast: Light
Tasting Notes: Berries, Guava, Lime, Hazelnut
Print Crown of Bounty
Treasured Realm #20: Busambo
Origin: Kayanza, Burundi
Producer: Various Smallholders
Altitude: 1800-2200 MASL
Varietal: Red Bourbon
Process: Natural (Dry)
Roast: Medium
Tasting Notes: Black Tea, Stone Fruit, Vanilla
Print The Butterfly's Kiss
Treasured Realm #19: Kenta
Origin: Waghi Valley, Papua New Guinea
Producer: Kenta Plantation Mill
Altitude: 1400-1900 MASL
Varietal: Arusha, Bourbon, Typica
Process: Washed
Roast: Medium
Tasting Notes: Graham Cracker, Baking Spice
Print Volcanic Mace
Treasured Realm #18: Termico
Origin: Tarrazú, Costa Rica
Producer: Luis Eduardo Campos - Cordillera de Fuego
Altitude: 1600-1750 MASL
Varietal: Caturra
Process: Termico
Roast: Medium
Tasting Notes: tropical, Winey, Candy
Print Rods of Wealth
Treasured Realm #17: Bastille
Origin: Jinotega, Nicaragua
Producer: Finca La Bastilla
Altitude: 1300-1500 MASL
Varietal: H1 Hybrid
Process: Washed
Roast: Medium
Tasting Notes: Chocolate, Baking Spice, Lemon/Lime
Print The Helm of Queen Kathryn
Treasured Realm #16: Jaguar
Origin: Tarrazu, Costa Rica
Producer: Beneficio San Diego
Altitude: 1200-1750 MASL
Varietal: Caturra, Catuai
Process: Honey
Roast: Medium
Tasting Notes: Berries, Fruit Leather, Baking Spice
Print Cardinal's Wings
Print Cardinal's Breast
Treasured Realm #15: Valle
Origin: Central Valley, Costa Rica
Producer: Hacienda Sonora
Altitude: 12-1300 MASL
Varietal: Various
Process: Red Honey
Roast: Medium
Tasting Notes: Chocolate, Toffee, Citrus
Print Mask of Prey
Treasured Realm #14: Umoja
Origin: South Kivu, DR Congo
Producer: Mighty Peace Coffee
Altitude: 1400-2000 MASL
Varietal: Red Bourbon
Process: Washed
Roast: Medium
Tasting Notes: Lemongrass, Cream, Raisin
Print Voltag's Caustic Brew
Treasured Realm #13: Mapendo
Origin: South Kivu, DR Congo
Producer: Mighty Peace Coffee
Altitude: 1500-2000 MASL
Varietal: SL-34
Process: Washed
Roast: Medium
Tasting Notes: Green Apple, Bright, Chocolate
Print Sword of Diran
Treasured Realm #12: Arisarina
Origin: Sumatra, Indonesia
Producer: Arisarina Cooperative
Altitude: 1200-1400 MASL
Varietal: Tim Tim Catimor
Process: Wet Hulled
Roast: Medium
Tasting Notes: Funk, Earthy, Brothy
Print Romulus' Wolf Helm
Treasured Realm #11: Gikanda
Origin: Nyeri, Kenya
Producer: Gikanda Farmers Co-operative
Altitude: 1700-1900 MASL
Varietal: SL-28, SL-34, and Ruiru 11
Process: Washed
Roast: Medium
Tasting Notes: Bright Fruits, Citrus, Butterscotch
Print Halia's Blessing
Treasured Realm #10: Vergel
Origin: Guji, Ethiopia
Producer: El Vergel Estate
Altitude: 2150 MASL
Varietal: Heirloom
Process: Natural
Roast: Light
Tasting Notes: Orange Creamsicle, Lime, Chocolate
Print Farthian Crystal Club
Treasured Realm #9: Caturron
Origin: Huila, Colombia
Producer: El Mirador
Altitude: 1600 MASL
Varietal: Caturron
Process: Washed
Roast: Medium
Tasting Notes: Cooked sugars, honey, molasses, nuts
Magic Item: Cloak of Wild Flowers
Print Cloak of Wildflowers
Treasured Realm #8: Vergel
Origin: Tolima, Colombia
Producer: El Vergel Estate
Altitude: 1350 MASL
Varietal: Caturra
Process: Anaerobic Natural
Roast: Light
Tasting Notes: Red Sangria, Berries, Tropical Fruit
Magic Item: Umlaut's Spool
Print Umlaut's Spool
Treasured Realm #7: Creation
Origin: Huila, Colombia
Producer: Freddy Correa, La Primavera Farm
Altitude: 1800 MASL
Varietal: Pink Bourbon
Process: Proprietary Process
Roast: Medium
Tasting Notes: Green Apple, Honey, Berries
Magic Item: Cat's Paw
Print Cat's Paw
Treasured Realm #6: Shakiso
Origin: Guji Zone, Odo Shakiso, Reji Kebele, Ethiopia
Producer: Various Smallholders
Altitude: 1600-2000 MASL
Varietal: Heirloom Varietals
Process: Natural
Roast: Light
Tasting Notes: Juicy, Tropical Fruit
Magic Item: Melatrim's Marvelous Meeples
Print Melatrim's Marvelous Meeples
Treasured Realm #5: Huehue
Origin: Huehuetenango, Guatemala
Producer: COMAL and UPC, w/ Coffee Kids Program
Altitude: 1300-1800 MASL
Varietal: Caturra, Pache, Bourbon, Catuai, Catimor
Process: Washed
Roast: Medium
Tasting Notes: Chocolate, Butter, Fresh Bread
Magic Item: Staff of Vitality
Print Staff of Vitality
Treasured Realm #4: Misty Valley
Origin: Yirgacheffe, Ethiopia
Producer: Abdullah Bagersh
Altitude: 1750-1950 MASL
Varietal: Heirloom
Process: Natural
Roast: Medium Light
Tasting Notes: Blueberry, Candy, Floral
Magic Item: Thunderball
Print Thunderball
Treasured Realm #3: Ruarai
Magic Item: Glacier's BiteOrigin: Nyeri, Kenya
Producer: Ruthaka Farmer's Co-op
Altitude: 1700-1800 MASL
Varietal: SL-34, Ruiru 11, SL-28
Process: Washed
Roast: Medium
Tasting Notes: Stone Fruit, Savory Herbs, Juicy
Magic Item: Bottlebolt
Print Bottlebolt
Treasured Realm #2: Mapendo
Origin: South Kivu, DR Congo
Producer: Mighty Peace Coffee
Altitude: 1480-2000 MASL
Varietal: SL-34
Process: Washed
Roast: Medium
Tasting Notes: Lemongrass, Cream, Raisin
Magic Item: Fogger
Print Fogger
Treasured Realm #1: Sonora
Origin: Central Valley, Costa Rica
Producer:
Altitude: 1400M
Varietal: Red Catuai
Process: Natural & Honey
Roast: Medium
Tasting Notes: Honey
Magic Item: Glacier's Bite
Print Glacier's Bite