diff --git a/_node/clean-html.js b/_node/clean-html.js index 551d51de02..400abfa660 100644 --- a/_node/clean-html.js +++ b/_node/clean-html.js @@ -8,18 +8,11 @@ class BrewCleanerHtml { static _OPTS_SANITIZE = { allowedTags: [ - "span", - "style", - // region Custom things which look like tags "<$name$>", // endregion ], - allowedAttributes: { - "span": ["class"], - "style": [], - }, - allowVulnerableTags: true, // squash warnings about `treasure.", + "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel is the word 'treasure' in Tentrix's cipher: {@font treasure|TentrixCipher}.", "When characters enter, read or paraphrase the following:", { "type": "insetReadaloud", @@ -10777,7 +10780,7 @@ "id": "t16", "page": 137, "entries": [ - "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel is the word 'store' in Tentrix's cipher: store.", + "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel is the word 'store' in Tentrix's cipher: {@font store|TentrixCipher}.", "When characters enter, read or paraphrase the following:", { "type": "insetReadaloud", @@ -10797,7 +10800,7 @@ "name": "Secret Door", "entries": [ "Characters with a passive Wisdom ({@skill Perception}) score of 15 or higher notice an inconsistency with the panelling of this room. Characters who succeed on a successful DC 15 Intelligence ({@skill Investigation}) check discover small, hidden hinges, a keyhole, and a note which says 'BEWARE SMOKEPOWDER' in {@language Tentrix's cipher|CallfromtheDeep}:", - "BEWARE SMOKEPOWDER", + "{@font BEWARE SMOKEPOWDER|TentrixCipher}", "The door has two keys; one owned by Powder, the other by Tentrix. The door can be opened with a successful DC 10 Strength check, or a DC 20 Dexterity check using {@item thieves' tools|phb}.", "The room contains five kegs of {@item smokepowder|WDH} ({@adventure appendix C|CallfromtheDeep|13}). A character that opens the door with a Strength check barges through the secret door and runs the risk of colliding with the kegs. The creature must succeed on a DC 20 Dexterity check or hit the barrels, causing them to explode." ] @@ -10838,7 +10841,7 @@ "id": "t18", "page": 138, "entries": [ - "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel is the word 'prison' in {@language Tentrix's cipher|CallfromtheDeep}: prison", + "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel is the word 'prison' in {@language Tentrix's cipher|CallfromtheDeep}: {@font prison|TentrixCipher}", "When characters enter, read or paraphrase the following:", { "type": "insetReadaloud", @@ -10871,7 +10874,7 @@ "id": "t19", "page": 138, "entries": [ - "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel in {@language Common} is the word 'gold'. Beneath this is the word 'cursed' written in Tentrix's cipher: cursed.", + "The door to this chamber is barred by a mechanism connected to a pressure plate in {@area t12|t12}. Characters can open the door without compressing the plate with a successful DC 25 Strength check. Written on the lintel in {@language Common} is the word 'gold'. Beneath this is the word 'cursed' written in Tentrix's cipher: {@font cursed|TentrixCipher}.", "When characters enter, read or paraphrase the following:", { "type": "insetReadaloud", diff --git a/collection/Hit Point Press; Humblewood Campaign Setting.json b/collection/Hit Point Press; Humblewood Campaign Setting.json index 74a885697e..50465067e3 100644 --- a/collection/Hit Point Press; Humblewood Campaign Setting.json +++ b/collection/Hit Point Press; Humblewood Campaign Setting.json @@ -18,6 +18,9 @@ "targetSchema": "1.1.3" } ], + "fonts": { + "HPPHumblescratch": "https://rawcdn.githack.com/TheGiddyLimit/homebrew/abd273311f2c5029fbd1e9f8677a493a3433cb13/_font/Humblewood/hpphumblescratch-webfont.woff2" + }, "status": "ready", "dateAdded": 1575675839, "dateLastModified": 1683488746, @@ -631,7 +634,7 @@ "fluff": { "type": "section", "entries": [ - "pointed mediators", + "{@font pointed mediators|HPPHumblescratch}", "The most diplomatic and good natured of all the humblefolk, hedges like to live quiet lives in villages throughout the Wood, or within the safety of birdfolk perches. They resemble hedgehogs, although the quills that cover their backs are far tougher, hard enough to repel blades and sharp enough to pierce the solid hides of monstrous creatures. Despite their sturdiness, hedges are sensitive and emotional creatures, who display meekness more than bravado. Their meek demeanor and deference in social situations has earned them a reputation as cowards in the eyes of outsiders. But rather than being born of cowardice, their behaviour stems from a desire to respect the feelings and sensitivities of others, something considered to be of utmost importance in hedge society.", { "name": "Sensitive and Kind", @@ -755,7 +758,7 @@ "fluff": { "type": "section", "entries": [ - "tiny yet brave", + "{@font tiny yet brave|HPPHumblescratch}", { "type": "quote", "entries": [ @@ -892,7 +895,7 @@ "fluff": { "type": "section", "entries": [ - "cunning crafters", + "{@font cunning crafters|HPPHumblescratch}", "Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them. Mapachs have incredibly light hands and a great degree of fine motor control that doesn't diminish with age. They are also adept at climbing and sneaking. This, combined with their love of trinkets, has earned them an undeserved reputation as thieves. While there are exceptions, most mapachs are quite good-natured, if a little eccentric.", { "name": "Resilient Opportunists", @@ -1019,7 +1022,7 @@ "fluff": { "type": "section", "entries": [ - "sophisticated yet savage", + "{@font sophisticated yet savage|HPPHumblescratch}", { "type": "quote", "entries": [ @@ -1066,7 +1069,7 @@ "name": "Corvum", "source": "Humblewood", "entries": [ - "hungry for knowledge", + "{@font hungry for knowledge|HPPHumblescratch}", "Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It's hard to say whether the corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted.", { "name": "For Personal Gain", @@ -1098,7 +1101,7 @@ "name": "Gallus", "source": "Humblewood", "entries": [ - "one with the wood", + "{@font one with the wood|HPPHumblescratch}", "The gallus commonly dwell in small, familial communities as opposed to the grand perches of the Wood. Of the birdfolk, they are the most likely to be found living among the humblefolk. Gallus have a deep respect for nature and a love of gardening unmatched by other birdfolk. They value their social bonds above all else, and are always ready to help their neighbours and promote the common good. They are polite but have little patience for deceit and rudeness.", { "name": "A Varied Folk", @@ -1137,7 +1140,7 @@ { "type": "entries", "entries": [ - "peculiar in nature", + "{@font peculiar in nature|HPPHumblescratch}", "Lumas are a race of polar opposites when it comes to their role in perch society. They are as often shunned for their eccentricities as they are celebrated for them. Lumas are smaller than most birdfolk, and resemble either doves or pigeons. Many have ruffs of feathers that shine with unique iridescent colours, something which can be seen as either alluring or unusual. Most fledgling lumas approach social situations with hesitation, until a time when society inevitably labels them an outcast or a notable figure, and the individual naturally adapts to the role.", { "name": "Touched", @@ -1174,7 +1177,7 @@ "name": "Raptor", "source": "Humblewood", "entries": [ - "swift hunters", + "{@font swift hunters|HPPHumblescratch}", "When the birdfolk think of hunters or rangers, they picture a raptor. Resembling small hawks, eagles, and other birds of prey, they have sharp talons and agile builds that help them effortlessly glide through the canopy. These birdfolk are swift and strong with an uncanny knack for tracking. They are rarely prey, and are quick to turn the tables when finding themselves hunted.", { "name": "Perceptive Awareness", @@ -1207,7 +1210,7 @@ "name": "Strig", "source": "Humblewood", "entries": [ - "imposing yet kind", + "{@font imposing yet kind|HPPHumblescratch}", "Strigs are the most imposing of the birdfolk races. Resembling owls, their thick feathers, solid bodies, and broad wings have earned them a reputation as the most powerful of the birdfolk races. They value strength and endurance, traits they believe crucial for survival in the Wood. Although they are not necessarily prejudiced against those who are weaker, strigs are quick to call out when someone is not doing their best for the common good.", { "name": "Strong and Brave", @@ -1240,7 +1243,7 @@ "name": "Cervan", "source": "Humblewood", "entries": [ - "enlightened leaders", + "{@font enlightened leaders|HPPHumblescratch}", "Cervans are a versatile deer-like folk who make their homes in small, intimate villages throughout Humblewood. More insular than other humblefolk, cervans often reside deep in the most ancient parts of Humblewood's vast forest, in tree stands and groves far from birdfolk perches.", { "name": "Hale and Hearty", @@ -4142,7 +4145,7 @@ "name": "Foreword", "page": 6, "entries": [ - "by holly conrad", + "{@font by holly conrad|HPPHumblescratch}", "Nature, or the forest, might be quite the distance from our homes, Twitch streams, or stages where we play RPGs like {@i 5th Edition} (because oddly enough that's the magical world we live in now). We throw dice onto surfaces made of trees whose history we are woefully clueless of. Did the tree have a story, or a family of owls living in it, or a fox kit that sheltered a storm beneath its branches? We don't know these tales as we weave our own, but the connection is still there. We're still tromping through the wilderness and smelling the fresh air and fearing its dangers, even if it's in our imagination.", "Storytelling on its own has always been connected to nature. Legends of animals as gods or animals as human-like protagonists permeate all cultures. The Native American stories of the trickster Raven, the Medieval fable of the {@i Owl and the Nightingale}, or something as obvious and simple as {@i Grimm's Fairy Tales} are all examples of how the natural world around us has shaped storytelling. The magic of animals and their usually unseen lives intrigues us, sparks our imagination, and we see a lot of ourselves in them when we finally slow down enough to look. Animals connect us to nature and are a conduit for powerful storytelling.", "This is why I believe roleplaying games have had such a resurgence in the past few years, because we're looking for a connection to the world around us. We're looking for a way to get away from screens, to forget about our complicated lives, and to live as heroes with problems we can solve, not just listen to on the news and worry about. We can help people, we can be heroes, and we have magic. Even in the imagination, these things are incredibly powerful.", @@ -4159,7 +4162,7 @@ "name": "Preface", "page": 7, "entries": [ - "by leesha hannigan", + "{@font by leesha hannigan|HPPHumblescratch}", "When approaching the art direction for Humblewood, I wanted to express that this is a world full of vibrant, diverse characters, living in an expansive forest with a rich and intricate history. The driving force behind Humblewood as a concept was the desire to create a visually compelling world that felt alive, and that meant a world that could feel wonderful and welcoming, magical and mysterious. It also meant a world full of secrets, hidden dangers, and obstacles for a party of adventurers to overcome.", "When I was young, the films and books I devoured with the most enthusiasm were the ones that appealed to audiences both young and old, whose characters may happen to be adorable woodland animals, but still bravely explored a mosaic of complex, confronting themes that we continue to puzzle over well into our adult years. These are the stories that left a significant impression on me, that I continue to revisit to this day.", "Roleplaying games are wonderful for many reasons, one being that they can provide a form of escape, or they can mirror reality. They can help us understand and process experiences in our own lives through an entirely different lens, and they give you a unique kind of freedom to be whoever or whatever you want to be, options for which there is no shortage in Humblewood\u2014whether you are a sneaky mapach, a brave little strig, or a cunning corvum with a secret heart of gold, the only limit, as ever, is your imagination.", @@ -4175,7 +4178,7 @@ "name": "Introduction", "page": 8, "entries": [ - "about the wood", + "{@font about the wood|HPPHumblescratch}", "In the far away world of Everden, on the eastern coast of a great continent, lies a vast forest nestled between the mountains and the sea. This is the Humblewood, an ancient and magical place that hums an endless song, sung to the Great Rhythm of life and death. The Wood, as it is known to its inhabitants, is not like any other forest. The trees are old and powerful, with rare specimens that reach as tall as small mountains. Here familiar beasts grow to unusual sizes, bearing markings and patterns unique to the Wood. This region is also home to two groups of animal-like humanoid races, the birdfolk and the humblefolk. Together they share the Wood and its bountiful resources.", "In the early years, the birdfolk and humblefolk lived close to each other in small villages around the forest. These isolated communities were vulnerable to an organization of brigands and marauders who called themselves the \"Bandit Coalition.\" To protect themselves from the Coalition, the birdfolk built fortified cities in the forest's canopy. Joining forces with the humblefolk, the birdfolk army, known as the \"Perch Guard\", drove back the bandits, bringing peace and security to the region. Over time, birdfolk culture spread, and the capital city of Alderheart became the most politically influential place in the Wood.", "But the Wood has also known sorrow. Not long after the founding of Alderheart, a massive forest fire known as \"The Great Calamity\" burned a portion of the Wood. The origins of the fire are unknown, but it left the area permanently damaged. To this day, it is called the \"Scorched Grove,\" an arid field of ash that has since become home to many strange flame-infused creatures.", @@ -4191,13 +4194,13 @@ "type": "section", "name": "Welcome to the Wood", "entries": [ - "the story begins", + "{@font the story begins|HPPHumblescratch}", { "type": "section", "name": "Races of the Wood", "page": 10, "entries": [ - "all walks of life", + "{@font all walks of life|HPPHumblescratch}", "The various folk who make up the world of Humblewood are divided into two categories: the birdfolk and the humblefolk. While they resemble animals, the folk who inhabit the cities, towns, and villages of Humblewood are all humanoids.", "This chapter outlines the ten core races, five birdfolk and five humblefolk, who make up the majority of characters found in the Wood. It also details various character creation options, new class options, backgrounds, feats, and spells to help you make your own Humblewood adventurer.", { @@ -4241,7 +4244,7 @@ "name": "Characters in the Wood", "page": 32, "entries": [ - "embodying one of the folk", + "{@font embodying one of the folk|HPPHumblescratch}", "This chapter outlines how you can customize your character, everything from physical characteristics, backgrounds, class options, feats, and spells, all in keeping with the flavor of Humblewood.", { "type": "entries", @@ -4585,7 +4588,7 @@ "name": "New Class Options", "page": 36, "entries": [ - "pick your path", + "{@font pick your path|HPPHumblescratch}", "Here you will find a selection of options you can use to further customize your Bard, Cleric, or Fighter. The Cleric has access to two new domains: Night and Community, based on the Amaranthine of Humblewood. Bard and Fighter receive new class options which are well suited to characters from the Wood: The Scofflaw and The College of the Road. Scofflaws might find their talents useful among the Bandit Coalition, and bards from the College of the Road can be found sharing tales around campfires and hearths all across Humblewood.", { "type": "list", @@ -4603,7 +4606,7 @@ "name": "New Backgrounds", "page": 43, "entries": [ - "what motivates you?", + "{@font what motivates you?|HPPHumblescratch}", "You can use these backgrounds in addition to the backgrounds available in the 5th Edition Core Rules. Remember that you are free to mix and match features or traits between backgrounds. What's important is that you select a background that suits your character.", { "type": "list", @@ -4620,7 +4623,7 @@ "name": "New Feats", "page": 47, "entries": [ - "a knack for adventure", + "{@font a knack for adventure|HPPHumblescratch}", "The following new feats are appropriate for campaigns taking place in Humblewood.", { "type": "list", @@ -4641,7 +4644,7 @@ "name": "New Spells", "page": 48, "entries": [ - "mystically mystifying", + "{@font mystically mystifying|HPPHumblescratch}", "The following spell lists show which spells can be cast by characters of each class.", { "type": "entries", @@ -4880,7 +4883,7 @@ "name": "New Spells", "page": 48, "entries": [ - "power in your talons", + "{@font power in your talons|HPPHumblescratch}", "The spells are presented in alphabetical order.", { "type": "list", @@ -4906,7 +4909,7 @@ "name": "Religion in the Wood", "page": 54, "entries": [ - "pulse of the forest", + "{@font pulse of the forest|HPPHumblescratch}", "In the beginning, there was only the sound of wings. Faint at first, the distant beats were easy to miss, but as time passed they grew stronger, faster, until they could be heard across the great unending dark. Then, with a single flap, creation burst forth: fire, ice, air, water, soil and sky, all came from the sound of feathers that resonated throughout the cosmos. This is the Great Rhythm, and by the Great Rhythm are all things moved. The Rhythm tells the sun when to set, and the moon when to rise. The Rhythm tells the seeds when to flower, the trees when to shed their leaves, and the snows when to fall. The essence of everything there is comes from the Great Rhythm. One day, the Rhythm may cue the end of creation\u2014but there will be no end to the Rhythm itself. As every downbeat has an upbeat to follow it, so too will the cycles of nature eventually start again\u2014for even though the Rhythm can be faint at times, it is everlasting and eternal.", "Every denizen of the forest, from the large to the small, from predator to prey, knows of The Great Rhythm: the beating force that is the pulse of life itself. To the birdfolk, the Rhythm began with the sound of beating wings, but other folk of the Wood tell that it began with the thundering of hooves, the padding of paws, or with a tiny heartbeat. Birdfolk believe that two great spirits emerged from the Rhythm. They were the first Amaranthine: Ardea, whose wings usher in the dawn, and Tyton, whose wings are the shadow of night. They are the avatars of life and death, and keepers of the Rhythm.", { @@ -4914,7 +4917,7 @@ "name": "The Amaranthine", "page": 54, "entries": [ - "guardians of the rhythm", + "{@font guardians of the rhythm|HPPHumblescratch}", { "type": "quote", "entries": [ @@ -5179,7 +5182,7 @@ "name": "Traversing the Wood", "page": 76, "entries": [ - "travel the wild wood", + "{@font travel the wild wood|HPPHumblescratch}", { "type": "image", "href": { @@ -5194,7 +5197,7 @@ "name": "Alderheart", "page": 76, "entries": [ - "the great tree city", + "{@font the great tree city|HPPHumblescratch}", "Long ago, druids of the Wood learned how to speak with trees and use magic to shape them into shelters in which they could make their homes. This process was considered deeply respectful, as a tree could not be forced to take any shape it didn't agree to. So it was that specialist druids, known as shapers, became mediators between the will of the people and the will of the forest. Birdfolk shapers spoke to the tallest and most ancient tree in the Wood\u2014Alderheart. The shapers obtained permission for birdfolk to build a home within Alderheart's branches. Later, the great tree again gave permission to shape its trunk into homes for an increasing population. This burgeoning city took the name of the tree who so generously provided a home for the people of the Wood, and Alderheart became Humblewood's capital. Known throughout the region as the \"Great Tree City,\" Alderheart, is a vibrant place and a cultural center, home to thousands of residents, some regional and some from the farthest corners of Everden.", { "type": "entries", @@ -5235,7 +5238,7 @@ "name": "Ashbarrow", "page": 78, "entries": [ - "fire feeds the soil", + "{@font fire feeds the soil|HPPHumblescratch}", "This small town exists on the fringes of the Scorched Grove, where wind-blown ash causes the soil to be fertile and the land rich with game. It is dangerous living so close to the Grove, but the rewards make it worth the risk for the intrepid folk that call Ashbarrow home. The town takes its name from the small hill upon which it rests, and is inhabited by a mix of birdfolk and humblefolk who shelter within its low stone walls. A large watchtower near the town's center serves as both a means of observing when the winds will bring ash from the Scorched Grove, as well as an observatory for seers who watch the stars for signs and portents." ] }, @@ -5244,7 +5247,7 @@ "name": "The Avium", "page": 78, "entries": [ - "college of the arcane", + "{@font college of the arcane|HPPHumblescratch}", "The Avium is a college of magical arts with a wide range of subjects available for study. The free transmission of knowledge is one of the Avium's core principles, but the College nonetheless maintains a certain degree of secrecy regarding some of the more dangerous magical tomes it safeguards. All races are welcome within the Avium's halls, although admittance is granted only by the will of the headmaster and a council of senior staff. Prospective students are tested for their skills, but also the motivation for their studies. The College takes great care to ensure its members will positively represent the legacy and reputation of the Avium out in the world.", { "type": "entries", @@ -5268,7 +5271,7 @@ "name": "Brackenmill", "page": 79, "entries": [ - "cultivating the forest", + "{@font cultivating the forest|HPPHumblescratch}", "Farming in birdfolk perches is unconventional. In the taller perches, fruiting vines and mosses are grown from the branches of the trees. The largest and most productive farming perch is Brackenmill. Considered a lesser perch due to its proximity to the ground, Brackenmill nevertheless consists of many proximate tree-farms that, after years of growth, melded into one another. It includes a central hub of shops, trade halls, and shipping platforms, all under the watchful eye of the local Perch Guard. Some of the farms have even begun to expand downward, encompassing small horticultural plots at the base of trees. The grounded farms produce luxury goods that can't be grown along the branches, and house corrals for giant insects that produce goods ranging from silk to meat.", "Practically every store, tavern, and supplier in Alderheart gets their goods from Brackenmill. The movement of agricultural products to vendors around the Wood is overseen by a powerful trade guild made up of prominent farm-owning families. The guild is comprised of elected leaders and legacy members from the most noble of these families. Legacy members inherit their position and tend to hold lifetime appointments." ] @@ -5278,7 +5281,7 @@ "name": "The Crest", "page": 79, "entries": [ - "the mighty mountains", + "{@font the mighty mountains|HPPHumblescratch}", "The Crest is the name given to the mountain range to the northeast of Humblewood. It stands in stark contrast to the green forest at its base with sheer rock faces and huge boulders rising into the sky.", { "type": "entries", @@ -5303,7 +5306,7 @@ "name": "Marshview", "page": 79, "entries": [ - "city in the swamp", + "{@font city in the swamp|HPPHumblescratch}", "In the south of the forest is a small perch known as Marshview. One of the most unconventional perches, Marshview is extremely disconnected from the goings on of the Wood. The location has basic amenities, like shops and an inn, but it is not a prime destination for travelers. Residents eye visitors with a mix of curiosity and suspicion, but are ultimately a kind and welcoming folk.", "A balanced mix of birdfolk and humblefolk inhabitants results in architecture unique to Marshview. A reflection of its population, walkways and staircases are more common here than in other birdfolk settlements. Several buildings are on the ground, and traditional farming takes advantage of the limited dry ground between the forest and the nearby swamp." ] @@ -5313,7 +5316,7 @@ "name": "Meadowfen", "page": 79, "entries": [ - "between fen and field", + "{@font between fen and field|HPPHumblescratch}", "Meadowfen is a peaceful village located between the Mokk Fields to the south and a glade of spruce copses to the north. It is a humble village, with a small number of residents. Most are farmers who work either the ash-enriched pastures to the north, or the marshlands to the south, which are ripe with sour berries and waterborne plants. Meadowfen has been quiet for as long as anyone can remember, and life here goes by slowly. Its closeness to the marsh keeps it safe from attacks by emberbats and other fire-based creatures from the Scorched Grove. Its distance from the Mokk Fields ensures deadly slimes don't stray into the village." ] }, @@ -5322,7 +5325,7 @@ "name": "Mokk Fields", "page": 81, "entries": [ - "growth and decay", + "{@font growth and decay|HPPHumblescratch}", "The confluence of dozens of streams and runoff flows have pooled within the southwestern lowlands of Humblewood, creating a vast wetland. The water here gradually filters out to the Talongrip Coast and into the sea. Before it does, the still, muddy freshwater reservoirs allow the Mokk Fields to support a surprising array of life.", { "type": "entries", @@ -5352,7 +5355,7 @@ "name": "Saltar's Port", "page": 81, "entries": [ - "gateway to the sea", + "{@font gateway to the sea|HPPHumblescratch}", "History shows there was serious disagreement over the founding of Saltar's Port. For many birdfolk, the idea of building a city on the ground is laughable in itself, but to build on the rocky coastline with the express intent of sailing ships was considered a gross misuse of resources. After heated debates, a group of birdfolk broke off and founded the port city on their own. The rift between the inhabitants of the Port and the rest of the Wood took many years to mend, and the relationship is still tense at times.", "Saltar's Port serves as the only access for ships coming to or leaving from Humblewood. It has sparked a vibrant trade business, offering the riches of the Wood to faroff cities and kingdoms. The port has also opened up Humblewood to overseas visitors and migrants, causing concern among the more consevative birdfolk.", { @@ -5369,7 +5372,7 @@ "name": "Scorched Grove", "page": 81, "entries": [ - "ash and flame", + "{@font ash and flame|HPPHumblescratch}", "Centuries ago, the area known as the Scorched Grove was once a lush forest of calm meadows and peaceful glades. Then, the Great Calamity came: a massive forest fire that swept through the Grove and reduced it to a smoldering, ashen plain. The Grove refused to heal. Stranger still, the soil beneath the ashen steppes still smolders with embers. The air here carries a supernatural heat which can exhaust travelers or even cause burns depending on its fierceness. This hostile landscape is home to a variety of curious fire-aspected creatures. Certain species, now considered native to Humblewood, only appeared after the Great Calamity. Most notable are the emberbats, which roost in the safety of the Grove during the day.", { "type": "entries", @@ -5395,7 +5398,7 @@ "name": "Talongrip Coast", "page": 82, "entries": [ - "salt and sky", + "{@font salt and sky|HPPHumblescratch}", "The perches of Talongrip Coast stand in stark contrast to their woodland counterparts, often rising from cliff faces, salt-blasted trees, and jagged rocks jutting from the sea. These small settlements are sparsely decorated, focusing on stability and protection from the salty winds of the ocean. Homes are chiseled out of the rock faces, with wooden platforms serving as walkways between them. On more vertical slopes, buildings are connected by a veritable forest of ropes and cables used to get from place to place.", { "type": "entries", @@ -5419,7 +5422,7 @@ "name": "Winnowing Reach", "page": 82, "entries": [ - "research outpost", + "{@font research outpost|HPPHumblescratch}", "Winnowing Reach is a relatively new development in the Wood. It started as a modest outpost, a last stop for researchers and slime-wranglers bound for the Mokk Fields. When folk began disappearing in the swamp, it was decreed that a more permanent settlement be constructed to hold a small contingent of Perch Guard. To this end, the perch was hastily constructed within a small stand of willow trees. In contrast to standard perches, a decent portion of the homes and facilities here were built entirely on the ground. This closeness to the earth creates a feeling of unease and general distaste for birdfolk accustomed to the high perches, but the other races that make up the population appreciate the easier access to research stations and support buildings.", { "type": "entries", @@ -5445,7 +5448,7 @@ "name": "Appendix A: Bestiary", "page": 177, "entries": [ - "ferocious fiends", + "{@font ferocious fiends|HPPHumblescratch}", { "type": "list", "items": [ @@ -5471,7 +5474,7 @@ "name": "Appendix B: Nonplayer Characters", "page": 190, "entries": [ - "friends and foes of the wood", + "{@font friends and foes of the wood|HPPHumblescratch}", "You can use the NPC stat blocks presented here to create or alter encounters in Humblewood.", "Some of the listed NPCs have been devised with certain birdfolk races in mind, and this is reflected in their stat blocks. Some are generic and could be used for any race of birdfolk. These can be used as is, but can also be further customized using the rules in {@book Appendix C: Creating NPCs|hwcs|7} of this book.", "Descriptions of the various NPCs which appear in {@adventure Chapter 4: Adventure in the Wood|hwcs} can also be found here.", @@ -5995,7 +5998,7 @@ "name": "Appendix C: Creating NPCs", "page": 210, "entries": [ - "making friends", + "{@font making friends|HPPHumblescratch}", "To adjust an existing NPC or build one from scratch, follow these steps to create birdfolk or humblefolk NPCs to use in your own adventures.", { "type": "entries", @@ -6900,7 +6903,7 @@ "name": "Appendix D: New Magic Items", "page": 213, "entries": [ - "enchanted treasures", + "{@font enchanted treasures|HPPHumblescratch}", { "type": "list", "items": [ @@ -6920,7 +6923,7 @@ "name": "Appendix E: Random Encounters", "page": 215, "entries": [ - "test your heroism", + "{@font test your heroism|HPPHumblescratch}", "Here are a few random encounter tables to both provide inspiration for any encounter you may wish to build, and to flesh out the encounters in your game.", { "type": "list", @@ -6940,7 +6943,7 @@ "name": "Appendix F: What did They Find?", "page": 218, "entries": [ - "curious baubles", + "{@font curious baubles|HPPHumblescratch}", "Use this helpful list to determine what a character might find when searching through a place in the Wood, in an NPCs bag, or the like.", { "type": "list", @@ -17260,7 +17263,7 @@ "type": "section", "name": "Adventure in the Wood", "entries": [ - "a tale from the wood", + "{@font a tale from the wood|HPPHumblescratch}", { "type": "section", "name": "Introduction", @@ -17324,7 +17327,7 @@ "name": "Part 1: The Adventure Begins", "page": 86, "entries": [ - "we didnt start the fire", + "{@font we didnt start the fire|HPPHumblescratch}", { "type": "image", "href": { @@ -18088,7 +18091,7 @@ "name": "Part 2: The Bandit Menace", "page": 101, "entries": [ - "a story of strife and fire", + "{@font a story of strife and fire|HPPHumblescratch}", { "type": "image", "href": { @@ -19146,7 +19149,7 @@ "name": "Part 3: An Urgent Summons", "page": 123, "entries": [ - "the burning one wakes", + "{@font the burning one wakes|HPPHumblescratch}", { "type": "image", "href": { @@ -19454,7 +19457,7 @@ "name": "Part 4: Mysteries of the Avium", "page": 132, "entries": [ - "bone-ified education", + "{@font bone-ified education|HPPHumblescratch}", { "type": "image", "href": { @@ -20247,7 +20250,7 @@ "name": "Part 5: Of Fate and Flame", "page": 153, "entries": [ - "or how i grew to love the fire", + "{@font or how i grew to love the fire|HPPHumblescratch}", { "type": "image", "href": {