Dame Nimue Lysandra of Caerwynd, “Lady of the Lake”
“Discover the mysterious, magical enchantress who wields power over destiny and gave King Arthur his legendary sword—The Lady of the Lake!”

- Alias – Dame Nimue Lysandra of Caerwynd, Nimue, Viviane, Ninianne, The Enchantress of the Waters, The Water’s Sovereign
- Gender – Female (though she transcends mortal concepts of gender)
- Race – Fey (with elements of celestial and elemental origins)
- Occupation – Enchantress, Guardian of Sacred Waters, Keeper of Excalibur, Fate Weaver
- Religion – None (she is not bound by mortal religions but is a force of nature and destiny)
- Allies – The creatures of the water (such as water spirits, naiads, and sea creatures), The Knights of the Round Table (through Lancelot and Arthur), Merlin (at times), The spirits of the lakes and rivers
- Enemies – Those who seek to abuse her gifts (such as corrupt rulers or greedy adventurers), Forces that seek to corrupt or pollute the natural world, The forces of darkness (in some interpretations)
- Abode/ Base of operations – Sacred lakes, hidden springs, and mist-covered waters; often in a mystical, secluded realm between worlds
- Nationality – Her domain is not bound by human nations; she resides in the liminal spaces of the natural world, unclaimed by any mortal kingdom
- Languages – Common, Elvish, Sylvan, Draconic (and she can understand the languages of water spirits and the creatures of the deep)
- Alignment – Chaotic Neutral
- Affiliation(s) – None in the traditional sense, but she has ties to forces of fate, nature, and the arcane
- Significant others – Merlin (in some versions, a complicated and often tragic relationship), Arthur (indirectly through her role in his rise to power), Lancelot (as a mentor figure)
The Lady of the Lake is a legendary fey figure whose existence is as old as the waters themselves. Ancient and powerful, she resides in the deep, enchanted waters of sacred lakes, where the boundary between the material world and the realm of spirits is thinnest. Her origins are shrouded in mystery, some saying she was born from the tears of a forgotten god, while others claim she was a mortal woman transformed by the forces of fate. Regardless, she is as timeless as the ripples on a moonlit lake, existing in the space between the seen and unseen.
Throughout history, she has played an enigmatic role in shaping the fates of kings, knights, and those who dare seek her aid. Most famously, she is said to have granted King Arthur the sword Excalibur, an act that set the course of history for an entire kingdom. To some, she is a wise and compassionate figure, offering guidance and power to those worthy. To others, she is a cunning temptress, manipulating events from behind the veil of the waters, ensuring the rise and fall of kings according to her whims. Yet, her motivations remain inscrutable, for she is neither a villain nor a hero—only an agent of fate, neither bound by time nor easily understood.
Her influence over water gives her dominion over the very fabric of nature itself. The Lady can manipulate the tides, control storms, and even speak with the creatures of the deep. In times of great need, she may emerge from the waters, her eyes gleaming with the knowledge of ages, her voice a hypnotic melody that compels even the most hardened adventurer to follow her will.
Legends of her abound, with many tales recounting her interactions with the greatest heroes. She is said to have raised Lancelot from childhood, instilling in him the strength to become one of the greatest knights of the Round Table. Some myths suggest she was a lover of Merlin, though their relationship was fraught with mystery and often ended in betrayal. Whatever the truth, she has always maintained her distance from mortal affairs, observing from the depths of her watery domain.
Yet, her presence is not always a blessing. Those who are greedy, vain, or unworthy may find that the Lady’s aid comes at a terrible price. She is known to be a judge of character, often testing those who seek her favor. Those who fail her trials may find themselves cursed or lost to the lake forever, becoming one with the water, their names erased from history.
Personality

The Lady of the Lake is an enigmatic and unpredictable being, her motivations often as deep and murky as the waters she commands. While she may seem calm and serene on the surface, beneath lies a mind as old as the world itself, weaving complex webs of fate. She is neither purely benevolent nor malevolent, acting in ways that serve her own purpose, whatever that may be at any given moment.
She speaks in riddles, her words as fluid as the water she controls. To those she deems worthy, she is a wise mentor, offering guidance that can shape destinies. But she is not one to be easily manipulated, and she has little patience for fools or those who seek power for selfish reasons. She does not shy away from testing mortals, often setting challenges to ensure that only the truly deserving may claim her aid.
Her interactions with others are often laced with a subtle sense of humor, and she takes great pleasure in the games of fate that unfold before her. However, she is also deeply protective of her domain, and she will not hesitate to unleash the full fury of the waters to defend what is hers.
Appearance
The Lady of the Lake is a striking figure, a graceful and otherworldly beauty that seems both of this world and beyond it. Standing about 5’8″ tall, her lithe form is draped in flowing robes made of shimmering water that seem to ripple and change color with the light. Her skin has an ethereal quality, pale with a faint luminescence that glows faintly in the dark. Her hair cascades like a waterfall, long and silver-blue, floating around her head as though submerged in water, even when she stands upon dry land.
Her eyes are perhaps her most captivating feature—large, deep, and unsettlingly ancient, with iridescent pupils that shift like the colors of the sea. When she speaks, her voice has the smooth, melodic cadence of water flowing over stones, enchanting and hypnotic. Around her neck, she wears a necklace made of pearls and sea glass, each one pulsing with a faint, magical glow.
When she is angered or when using her full magical power, her appearance can become more intimidating. Her once-gentle robes may swirl with dark waters, and her eyes may shine with an unsettling light. Her presence causes the air to grow cooler, and the faint sound of distant waves crashing can be heard.
Ecology
The Lady of the Lake’s influence extends over vast networks of lakes, rivers, and hidden springs, often remaining secluded in her lair, where she commands the creatures of the water. She rarely interacts directly with the outside world but will intervene in mortal affairs when she sees fit, shaping the destinies of those whose paths cross hers. Whether offering a boon or a curse, the Lady’s involvement in the affairs of mortals is always a transformative experience, one that is not easily forgotten.
Lady of the Lake 5e
Lady of the Lake 5e
Lady of the Lake, Pathfinder
Lady of the Lake

Fey Lord (Mythic), Chaotic Neutral
Armor Class 21 (Natural Armor)
Hit Points 410 (36d8 + 216)
Speed 40 ft., swim 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 22 (+6) | 22 (+6) | 20 (+5) | 24 (+7) | 30 (+10) |
Saving Throws Dex +13, Wis +14, Cha +17
Skills Arcana +12, Insight +14, Nature +12, Persuasion +17
Damage Resistances Psychic, Necrotic
Damage Immunities Cold, Water
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages Common, Elvish, Sylvan, Draconic
Challenge 29 (135,000 XP)
Fey Traits
- Fey Ancestry. Advantage on saving throws against being charmed. Magic can’t put her to sleep.
- Innate Charm. Creatures that fail their saving throws against her Charm Person or Crown of Madness are charmed for an additional 1d6 hours.
Legendary Resistance (3/Day)
If the Lady fails a saving throw, she can choose to succeed instead.
Mythic Regeneration (1/Day)
When reduced to 0 hit points, the Lady vanishes in a swirl of mist and returns at the start of her next turn with 150 HP, radiant light shimmering around her. She gains access to Mythic Actions.
Innate Spellcasting
Her innate spellcasting ability is Charisma (spell save DC 25, +17 to hit). She can innately cast:
- At will: Mage Hand, Shape Water, Prestidigitation, Frostbite, Druidcraft, Thaumaturgy
- 3/day each: Control Water, Charm Person, Crown of Madness
- 1/day each: Foresight, True Seeing, Wall of Water
Spellcasting
She is a 20th-level spellcaster. Her spellcasting ability is Charisma (DC 25, +17 to hit). She has the following spells prepared:
- 1st (4 slots): Faerie Fire, Charm Person, Fog Cloud, Disguise Self
- 2nd (3 slots): Misty Step, Hold Person, Mirror Image, Tidal Wave
- 3rd (3 slots): Water Walk, Counterspell, Hypnotic Pattern, Sleet Storm
- 4th (3 slots): Polymorph, Greater Invisibility, Control Water
- 5th (2 slots): Cone of Cold, Dominate Person, Wall of Force
- 6th (1 slot): True Seeing, Mass Suggestion
- 7th (1 slot): Plane Shift, Tsunami
- 8th (1 slot): Control Weather, Feeblemind
- 9th (1 slot): Wish, Foresight
Actions
Multiattack. The Lady makes two attacks with Caledfwlch or uses Water Surge.
Caledfwlch (Mythic Blade)
Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 28 (4d8 + 10) radiant damage + 18 (4d8) force damage. On a crit, the target must succeed a DC 20 Wisdom saving throw or be stunned until the end of their next turn.
Water Surge (Recharge 5–6)
A 60-foot cone of crushing water erupts forward. Each creature in the area must make a DC 20 Strength save. On a fail: 72 (16d8) bludgeoning damage and prone. On success: half damage.
Fate’s Judgment (Recharge 6)
Choose a creature within 120 ft. It must succeed on a DC 20 Wisdom saving throw or suffer one:
- Twist of Fate: 55 (10d10) psychic damage, disadvantage on next save.
- Weakened Fate: Disadvantage on all rolls for 1 minute (save ends).
Reactions
Wave of Destiny. When hit in melee, summon a wall of water. The attacker must succeed DC 20 Strength save or be knocked 20 ft. back and prone. If failed, the attack is negated.
Deflection of Fate. When an ally is hit by an attack, impose disadvantage. Usable equal to Wis mod (7) per long rest.
Legendary Actions
The Lady can take 3 legendary actions, using one at a time at the end of another creature’s turn.
- Water Manipulation. Create a 20 ft. wall of water. DC 20 Strength to pass or be pushed back 10 ft.
- Fateful Guidance. An ally within 60 ft. can reroll a failed attack or saving throw.
- Crown of Madness (2 Actions). Casts Crown of Madness on a creature within 60 ft. DC 20 Wisdom save or be charmed for 1 minute.
Lair Actions (Initiative 20)
- Mirage of the Lake. Create illusionary lake reflections. All creatures within 60 ft. must make DC 20 Wis save or be blinded until her next turn.
- Tidal Fury. Raise violent waters in 15-ft. radius. Creatures must succeed DC 20 Strength save or be pushed 10 ft. and knocked prone.
- Echoes of Fate. All allies within 60 ft. gain advantage on their next attack/check/save.
Mythic Actions (When Mythic Regeneration Triggers)
- Summon the Silver Lake (Costs 2 Actions). The lake floods reality. Choose a point within 120 ft; all terrain becomes difficult, enemies make DC 22 Dex saves or fall prone and take 5d10 cold.
- Fey Blessing (Costs 1 Action). The Lady blesses one ally she can see. The ally regains 40 hit points and is cleansed of one condition or curse.
Equipment: Caledfwlch — An ancient, radiant Celtic greatsword once offered to kings. Blessed by the fey, it cannot be wielded by mortals without proving themselves in a trial by water.
D&D 5E Mythological Figures: Nymue, Lady of the Lake

Nymue is also known as Nimuë, Ninianne, Viviane, Nimane, Moistened Bint, Nimanne, Nivienne, Vivienne, Vivien, Vivian, Nimiane, Niniame, Nymenche, Ninieve, Niniane, Niviana, Uinuiane, Nymanne, Nynyane, Niniane, Watery Tart, Nimue, Nyneue, Nynyue, Nynyve, and Nenyve. There might even be a double in there I am so vexed by this listing of monikers I honestly can’t tell. Part of the reason for this is the multitude of authors who’ve published Arthurian fiction—sometimes she’s split into two with a villainous half, sometimes she’s a quieter influence, sometimes she isn’t Nymue at all and the Lady of the Lake is thought to be Morgan le Fay.
In short, the mythology of this character has spread and seeped its way into so many nooks and crannies that trying to pull out any one true Lady of the Lake is a quest doomed to fail. You don’t have to believe me though and it’s kind of interesting how the character propagated so I recommend checking it out for yourself (not doing a 3-page context post today, folks).
For our purposes here the focus is going to stick to a few key points about Nymue/the Lady of the Lake—she lives in a lake, she gives King Arthur the sword Excalibur (yes, this one, not one of the other Ladies in the Lake [which again depending on the author, there may have been]), she seduces Merlin, and she raises Lancelot du Lac.
Design Notes: What to do with Nymue—this was pondered for a good bit before settling on the Artificer wizard archetype. “Artificer?!” you might say, spitting out your cup of tea all over the crumpets or what have you, “what in the devil did the Lady of the Lake have to do with constructing devices?” Nothing! The answer is nothing. However, she is best known for giving Excalibur to King Arthur, and Lancelot du Lac receives magic items as gifts from her.
Thus is the reasoning behind putting her in the archetype for wizards that are all about enchanting objects. Water genasi as the character race seems like a simple pick (need to have Amphibious for her to live underwater, you know, in the lake), and while there could be more access to curative magics (for fixing Lancelot’s sanity) wish covers the ground where dispel magic and remove curse will be lacking.
If it comes to blows Nymue can fall back on arcane sword and confusion, and it’s safe to assume that every turn she’s going to cast shield (because why not?), but even so she’s really not meant to be fighting much—which is why contingency snuck in there (probably with either greater invisibility or misty step queued up). Let’s look at the numbers! The DMG plots Nymue at 12.83 and the Blog of Holding rubric at 13.5, averaging out on the topside for a reasonable CR 13 (the same as Morgan le Fay).
Design Notes 2 – Naiad Boogaloo: None of you know it but we’re actually getting a touch divergent as far as character races go in Mythological Figures builds, and since in an upcoming entry we’ll be referencing it anyway (bonus points to anyone who figures out for who!) these notes can be used to change the Lady of the Lake from a water genasi into a nymph (as the race appears in the Odyssey of the Dragonlords Player’s Guide © James Ohlen 2019, © Jesse Sky 2019 www.arcanumworlds.com).
Speed Increase Nymue’s swim speed to 40 feet.
Skills Add Persuasion +8.
Damage Resistances Remove resistance to acid.
Traits Replace the Amphibious and Genasi Magic traits with Enthralling Beauty and Naiad Ancestry.
Enthralling Beauty (1/Short Rest). Nymue can cast charm person (DC 16) using Charisma as her spellcasting ability.
Naiad Ancestry. Nymue can hold her breath for 1 hour, and she can cast the create or destroy water and control water spells once each between short rests. Charisma is her spellcasting ability for these spells.
Nymue, Lady of the Lake
Medium humanoid (water genasi), neutral good wizard (inventor) 20
Armor Class 14 (mage armor, 19 with shield)
Hit Points 110 (20d6+40)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (–1) | 12 (+1) | 14 (+2) | 20 (+5) | 12 (+1) | 15 (+2) |
Saving Throws Int +11, Wis +7
Skills Arcana +11, History +11, Medicine +7, Religion +11
Damage Resistances acid
Senses passive Perception 11
Languages Olde English
Challenge 13 (10,000 XP)
Background Feature: Divine Connection. Nymue has a deep connection with fey and nature, giving her keen insights into destiny and a mystical understanding of the universe.
Amphibious. Nymue can breathe air and water.
Arcane Recovery (1/Day). When Nymue finishes a short rest, she can choose to recover expended spell slots of a combined level that is equal to or less than 9th-level (although no single recovered spell may be higher than 6th-level).
Feat: Ranged Spellcaster. Nymue ignores half cover and three-quarters cover when making a ranged spell attack. In addition, she doubles the range of any spell she casts that has a ranged spell attack.
Feat: War Magic. Nymue has advantage when she is concentrating on a spell and has to make a Constitution saving throw from taking damage, she can wield weapons or a shield in both hands and still make somatic components for spellcasting, and can use her reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from her.
Genasi Magic. Nymue knows the shape water cantrip and can cast create or destroy water as a 2nd-level spell once between long rests. She uses Constitution as her spellcasting ability for these spells.
Signature Spells (1 each/Short Rest). Nymue can cast misty step and major image once each at 3rd-level without expending a spell slot. If Nymue wants to cast either spell at a higher level, she must expend a spell slot as normal.
Spellcasting. Nymue is a 20th level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 19; +11 to hit with spell attacks). She has the following spells prepared from the wizard’s spell list:
- Cantrips: dancing lights, eldritch blast, mage hand, message, prestidigitation, shocking grasp
- 1st-level (4 slots): alarm, charm person, identify, mage armor, magic missile
- 2nd-level (3 slots): darkvision, detect thoughts, hold person, invisibility, suggestion
- 3rd-level (3 slots): dispel magic, remove curse, sending
- 4th-level (3 slots): confusion, greater invisibility
- 5th-level (3 slots): cone of cold, geas, scrying
- 6th-level (2 slots): contingency, eyebite
- 7th-level (2 slots): arcane sword, mirage arcane, project image
- 8th-level (1 slot): maze
- 9th-level (1 slot): wish
Spell Mastery. Nymue can cast detect magic and shield without expending a spell slot.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
CRAFTING
Magic Item. Over the course of a week, Nymue can craft one of the following magic items: bag of holding, cap of water breathing, cloak of the manta ray, dust of disappearance, dust of dryness, elemental gem, goggles of night, helm of comprehending languages, immovable rod, mithral armor, oil of slipperiness, philter of love, potion of animal friendship, potion of fire breath, potion of poison, potion of strength (hill giant), ring of swimming, robe of useful items, rope of climbing, wand of magic detection. At the GM’s discretion, she may be able to use this feature to craft other items. Afterwards she cannot use Craft Magic Item again for a month.
Magic Potion. Nymue can expend a spell slot and spend 10 minutes brewing a potion. Once she does so, she cannot regain that spell slot until the potion either loses its potency (1 week) or is consumed. She can have 4 such potions at a time. The spell level of the expended spell slot determines what potions she makes: 1st—climbing, growth, healing; 2nd—mind reading, greater healing; 3rd—invisibility, superior healing, water breathing; 4th—resistance.
Magic Scroll. After finishing a short rest Nymue can spend 10 minutes creating up to 2 spell scrolls that use spells she has written in her spellbook. The spell level of a spell slot used on a spell scroll is subtracted from Nymue’s recovered spell levels using Arcane Recovery until the scroll is cast and she finishes a long rest.
Magic Weapons & Armor. Nymue can expend a spell slot and spend 10 minutes infusing energy into up to 2 mundane items (either a weapon, suit of armor, shield, or 20 pieces of ammunition). For the next 8 hours, the item gains a magical bonus determined by the spell level of the expended spell slot: 2nd—+1 ammunition (20 pieces); 3rd—+1 weapon or +1 shield; 4th—+1 armor; 5th—+2 weapon or +2 ammunition (20 pieces); 6th—+2 armor.
Lady of the Lake

Fey Noble of Fate and Deep Waters
CR 29
XP 6,553,600
Mysterious, radiant, and unknowable as the still depths of a sacred spring, the Lady of the Lake is a potent fey sovereign tied to destiny, enchanted waters, and ancient pacts. Though her name is whispered across mortal lands in many tongues—Nimue, Viviane, Nyneve—none truly know her origin. Some say she is the first spirit to rise from the Wells of the World’s Heart; others claim she was once a mortal queen who bartered her soul to the Faerie Courts in exchange for wisdom eternal.
Shrouded in mists and prophecy, the Lady is as benevolent as she is terrifying. To heroes, she may appear as a benefactor, bestowing enchanted arms or insight into the turning of fate. To tyrants and warlords, she is doom itself, her will enforced through sorcery older than time. Her abode lies hidden in a shimmering lake unreachable by mundane means, where time bends and stars shimmer beneath the surface.
Though not a god, she commands the reverence of druids, witches, and oracles alike, many of whom consider her the guardian of sacred waters and the keeper of arcane truths. Her presence heralds change—an end, a beginning, or both. Those who catch her gaze speak of beauty unbearable to look upon and a mind vast as the ocean, distant as the moon.
Lady of the Lake

CR 29
XP 6,400,000
Female unique fey
CN Medium fey (water, extraplanar)
Init +10; Senses darkvision 120 ft., low-light vision, true seeing; Perception +42
DEFENSE
AC 48, touch 30, flat-footed 40 (+6 Dex, +8 deflection, +18 natural, +6 insight)
hp 600 (48d6+432)
Fort +31, Ref +32, Will +36
DR 15/cold iron and epic; Immune cold, enchantment, charm effects; Resist acid 30, electricity 30, fire 30; SR 43
OFFENSE
Speed 40 ft., swim 90 ft.
Melee Caledfwlch +43/+38/+33/+28 (2d6+15/19–20 plus 4d6 cold and daze, see below)
Space 5 ft.; Reach 10 ft. with Caledfwlch
Special Attacks water surge, fate’s judgment, spell-like abilities, mythic power (10/day, surge +1d12)
Spell-Like Abilities (CL 20th, concentration +35)
At will—mage hand, shape water, prestidigitation, faerie fire, fog cloud, charm person
3/day—control water, crown of madness, greater invisibility, dominate person, tidal wave, sleet storm
1/day—foresight, true seeing, tsunami, feeblemind, wish
Spells Prepared (CL 20th; concentration +35)
Cantrips (at will)—frostbite, druidcraft, thaumaturgy
1st (4)*—disguise self, fog cloud, faerie fire
2nd (4)—mirror image, hold person, misty step
3rd (4)—hypnotic pattern, water walk, counterspell
4th (4)—polymorph, control water
5th (4)—wall of force, cone of cold
6th (3)—mass suggestion, true seeing
7th (3)—plane shift, tsunami
8th (2)—control weather, feeblemind
9th (2)—wish, foresight

STATISTICS
Str 16, Dex 22, Con 22, Int 20, Wis 24, Cha 30
Base Atk +36; CMB +41; CMD 72
Feats Combat Casting, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Weapon Focus (Longsword), Quicken Spell-Like Ability (Charm Person), Dodge, Mobility, Spring Attack, Greater Spell Penetration, Iron Will, Improved Initiative, Empower Spell, Spell Penetration, Craft Wondrous Item
Skills Diplomacy +51, Knowledge (nature) +40, Knowledge (arcana) +40, Sense Motive +44, Perception +42, Spellcraft +40, Swim +44, Bluff +47, Use Magic Device +47
Languages Common, Elven, Sylvan, Draconic, Aquan
SPECIAL ABILITIES
Caledfwlch (Artifact Weapon) – Treated as a +5 icy burst longsword that deals +4d6 cold damage on hit. On a confirmed critical, the target must succeed a DC 30 Fortitude save or be dazed for 1 round. A creature who fails by 10 or more is stunned instead.
Water Surge (Su) – Once every 1d4 rounds, the Lady of the Lake may summon a 60-foot cone of crashing water. All creatures within must succeed on a DC 34 Reflex save or take 16d8 bludgeoning damage and be knocked prone. A successful save halves the damage and prevents being knocked prone. This is a water and force effect.
Fate’s Judgment (Su) – Once per day, as a standard action, she can target one creature within 120 ft. The creature must make a DC 34 Will save or suffer a Twist of Fate: it takes 10d10 psychic damage and suffers disadvantage (as per bane or a cursed fate). Effects vary by GM discretion or can include reroll penalties, misfortune, or blindness.
Lair Actions (1/round, initiative count 20)
- Mirage of the Lake: Forces all creatures in a 60-foot radius to make a DC 30 Will save or become blinded until the end of her next turn. Illusory water and mist obscures surroundings.
- Tidal Fury: Causes a 15-foot radius of churning water to surge upward. All within must succeed a DC 30 Strength save or be knocked prone and pushed 10 feet.
- Echoes of Fate: Grants all allies within 60 feet advantage on their next attack roll, ability check, or saving throw before the start of her next turn.
Deflection of Fate (Ex) – As an immediate action, the Lady can force any attack within 60 ft to reroll with disadvantage (once per creature per round). Usable a number of times equal to her Wisdom modifier (7/day).
Wave of Destiny (Su) – As a reaction to a melee hit, she may summon a wave of water that forces the attacker to make a DC 30 Reflex save or be pushed back 20 ft and fall prone. This negates the attack on a failed save.
Fey Sovereignty (Su) – The Lady of the Lake cannot be magically compelled against her will. She treats all enchantments against her as if under constant freedom and mind blank.
Environment: Hidden lake sanctuaries, extraplanar fey realms
Organization: Unique
Treasure: Triple (includes Caledfwlch, fey relics, enchanted waterskin of divination)