recursal/Fanatic-Fandom huggingface dataset:
Cracks of Doom

The mess left behind by the destruction of the Elven Cloud Castle of Fire, that was 'catastrophically destroyed' by the casting of the GSOV by the elves. It was the Cloud Castle of Fire.

The location of the 'fifth' flying city, according to Swanfeather.

Shrouded in mystery, the land itself seeming to seek to guard against intruders into the area. Few traverse these high plains without suffering for their audacity. Insanity, poisoning, loss of memory, unnatural ageing, and many a disappearance are common threads woven into the tales of woe which tell of the place. The black, constantly shifting sands of the desert terrain are frequently veiled in dust clouds, which the mountains surrounding the area hold within their grasp for months on end during the springtime. Finally, in the summer, the storms are of such anger that they reach up to the mountain summits, whereupon an ill-wind, blowing no one the least bit of good, carries the dust across the Island. The storms abate, their anger sated, but only for a time, thence to rise once more the following year. In the nearby city Northlake, when the dust-laden Wind of Doom blows from the west, folk seal their windows and stay indoors, few daring to brave the choking, billowing clouds of fine sand and dust.

The party has speculated the the unpleasant effects of the Cracks of Doom are the result of the 'fallout' of the crashing of the flying city there.

The Warlord Saratak crossed the Cracks of Doom and was driven 'half mad' by the experience. However, it doesn't seem to have diminished his ability to rule the major city of Far Haven. According to Swanfeather, *“Apparently, he had to prove to himself that what he was now seeing was true and not just another distortion caused by the Forgetting."*

**Prevously known as the Plains of Dust**

Could this be somehow related to the 'last Rune' in the Legend of Sorleaf?

Kinogel: Cracks of Doom, well most historians seem to agree that the place turned into a shithole about the time that the Elves left. But most people seem to disagree on what caused what… or even if there is a connection.”

Northlake#Western District: Another residential area, mainly containing the Ariel community, the houses in this quarter are all characterised by not having westward facing windows. This quarter is the most affected by the dust that blows is from the Cracks of Doom, and often the streets are covered with a fine layer of dust that turns to sludge if it rain.

1. ↑ Elven View of Timeline
2. ↑ 2.0 2.1 Day 65 - Far Haven - Tripwires
3. ↑ Email2020-09-08 10:20
4. ↑ Zoom 2021-01-07 21:00
5. ↑  Sparrowsight: “Well the main corrections that had to be made were pretty superficial, replacing place names obviously and for some reason the Cracks of Doom used to be know as the Plains of Dust – but that was about it if I remember correctly.” Day 21-27 – The second week in Northlake
6. ↑  till all that was left to explore was the one plain plane without a Rune upon it. This he knew he was not to activate but in his hungered insanity he could not resist the call and summon it he did - Sorleaf
7. ↑ Days 11 - 13
Onwen Herbalist Notes

**Clan Herbal Preparations**

(Notes found in Onwens cellar – most of which are tedious ramblings)

The clans have a number of plants that they use in their rituals, I have discovered a number of alternative preparations that are of significant benefit and lay down the recipes here.

## Cinderoak

The powdered tuber of this plant is used by clan shamans to enhance the quality of their trances.

### Salve of Divination

**Costs:** 5gp of materials (including 200g of dried Cinderoak)

When the salve is applied to the eyelids and temples of the arcanist, all divination spells cast within the next 20 minutes will be enhanced as if the arcanist was double their current level.

**Note:** There is a potential side effect in that in 5% of cases the divination results can be hallucinatory or false.

**Note 2:** Through experimentation I have noted that Detect Magic augmented by this salve is capable of spotting items with runic magic embedded in them

## Silverleaf

The very tips of this bush (think Rosemary) are dried and used by the clan shamans and arcanists.

### Potion of Spirits

**Costs:** 20gp of materials (including 25g of dried Silverleaf)

An arcanist drinking this potion will benefit from the following effects:

* His Familiar/Totem will be healed by 2d8
* If latent, the time delay before manifestation is possible is halved
* If manifest, the familiar/totem can act as if it was 2 levels higher

**Note:** There is a potential side effect in that in 5% of cases the familiar is driven latent immediately and must remain so for a period of 2-8 days

## Asarum

The petals of this spring flower (think Daffodil) are crushed and mixed with honey and used by Clan healers.

### Asarum Salve

**Costs:** 5gp of materials (including 25g of fresh Asarum)

This salve can be applied by any character with the First Aid skill and will have the following effects:

* The recipient is healed by D4+1
* Any bleeding effect is stopped
* If poisoned within the last 5 minutes, the recipient gains another saving throw vs. poison. This benefit only applies if the salve can be placed on the poisoned wound.

## White Nightshade

The white immature leaves of this Ivy like plant can be preserved in alcohol. Clan warriors in the East are known to use these leaves when fighting undead.

### White Nightshade

**Costs:** 1gp of materials (including 5g of Nighshade leaves)

A character who chews on a White Nightshade leaf, gains the following benefits for 2 turns:

* +2 to hit and +2 to damage vs undead
* +2 to save vs undead touch effects
* Immunity to level drain, once such immunity is invoked the effects of the leaf expire

**Note:** Using more than 1 dose of White Nightshade in a 24 hour period has a 10% (+10% for each additional dose) chance of having no effect and inducing severe vomiting (-4 to all activities) in the user for up to 3 turns
Tres Amigos

See updates for Days 71 and 72     , and associated Zoom/email notes.

This is the name the party gave to the three characters who orchestrated the attack on the party on the road to Roubank on Day 71, along with 6 'stooges'. Following the successful defense of Roubank, the surviving members of the gangs departed on good terms. They are all multi-classed, including at least two druids and a 5th level mage.

## The **Tres Amigos**

### Kheran

Male hobbit - leader of the group.

There is a bounty of 30gp posted for him in White Beach

### Timul

Female Ariel druid(5th lvl?)/mage? She has an eagle totem that was able to cast control weather.
She succumbed to the reincarnated Blue Witch's enchantment, and was 'soul drained' by the witch which caused her eagle to revert to a fledgling, and Timul herself to become a 'villager' of Roubank.

## The 6 Stooges

All 6 stooges were citizens of Far Haven who became disenchanted with Saratak and thought that a life as bandits was safer than staying in the city. They were wrong.

### Tobian

The 'gentleman thief' leader of the 6 stooges, now deceased, who didn't understand the need to attack first and talk later. He used the 'con' poison, which Francis didn't appreciate.

### Cilon

The only surviving member of the stooges whom the Tres Amigos decided to cure up and save. Cilon was an unconscious prisoner of the the party when the Tres Amigos rode into the party's camp to urge us all onto Roubank. We acquired a +1 spear off him as spoils of war.

### Unnamed Giant

Riding a Greathorse, he was apparently training for the Far Haven cavalry. He got cooked by Quercuis, but was killed by the rest of the party before he was properly done.

### Other deceased members

Unremarkable. Unidentified. Unmourned.

1. ↑ Roadside encounter
2. ↑  Round 1
3. ↑ Round 2
4. ↑ Round 11
5. ↑ Day 71 – On the road to Roubank
6. ↑ |Day 72 1am - The Hill Fort At Roubank : Part 3
7. ↑ Zoom session 18th Feb - Gobins v Fort
8. ↑ The Hill Fort At Roubank.
9. ↑  Fort Part 2
10. ↑ Zoom session Sunday 14th Feb
11. ↑ |Zoom session 25th Feb
12. ↑ Zoom 2021-04-01 21:00
Lizardmen

See Lizardmen Info

Their religion is GARM.

## Fred

A lying toerag who orchestrated the ambush of the party and the deaths of Quercuis and Joshua in Zoom 2021-12-07 21:00. There is some question in the party's mind as to whether he really is a Lizardman or somehting else (Doppelganger?).

He was able to 'tap Caradoc on the shoulder' while Caradoc was invisible - and to go invisible himself.

## DarkStar

The Lizardman have taken control of DarkStar after having 'disputed' with the Solarans over it. We believe that DarkStar is referred to in Legend 26 - GARM: *"you are but to reach for the stars and seek the star that is no light."*

## True names

It is possible that Lizardmen have a careful distinction between 'true' names and 'use' names, given Fred's comments about Caradoc giving his name. On the other hand, Fred may just have been playing mind-games with us.

## The GARM Golem

During our time in the Vale of Vendor, the Lizardmen appear to have recovered a part of the GARM Golem described in Legend 26 - GARM: *Lizardmen had excavated a metal or hard stone hand, about 6’ from wrist to middle finger tip. It was not mithril, and gave off no trace of magic.*

## Shimmering cloth

In Far Haven:
One that stands out is manned (lizarded?) by two Lizardmen and is selling what looks to be fine quality cloth that shimmers in the daylight, this still has a lot of customers and you would guess that they will be clearing their stock fairly quickly.

## Elder Race

Lizardmen are considered (by the Centaurs) to be one of the Elder Races and are depicted on the engraved stones in the Wyldwood shrines as a **Snake**.

## Days 35-41:

There have been several skirmish engagements between Solara and the Lizardmen up in the Northwest. The cause of this sudden friction is unknown.

## Comments

Comments from Eliser:

the Lizardman ambassador reported that Solara has been fielding Orcish troops – we assume mercenaries, but who knows? We know that the Lizardfolk are allied with some of the Orcish tribes, but only those opposed to the Trolls and Ghoulagabba.

Comments from Gohde:

"Our relations with the Lizardmen can be summed up as neutral, we maintain ambassadors in each others capitals, and there is trade - but beyond that... Certainly, if you are in their territory they will want to know what you are doing there, but will not attack you on sight!"

Their army fighting tactics: Beserkers, Crossbows

The Earl of Hampton harbours a deep hatred for the Lizardmen, whom he believes sold information to the Elves prior to the invasion.

According to a theory of the origin of the Elder Races, the Lizardmen represent Water.

For Drogo Fatbelly's incomparable views of this race, see Anthropological Guide to Cuisine

1. ↑ Zoom 2020-10-22 20:00
2. ↑ Zoom 2021-12-21 21:00
3. ↑ Day 65 - Far Haven - Tripwires
4. ↑ Day 49-57 – Centaurs
5. ↑ Day 35-41 – The fourth week in Northlake
6. ↑ Days 8 - 10: Kobalds, kobolds everywhere
7. ↑ Email2020-09-08 10:20
8. ↑ Email2020-07-22 18:14
9. ↑ The Confusing Origins Of People
Spell swaps

**Prot Normal Missiles** for **Leonards Air BnB** (3rd)
and **Dim Door** for **Wall of Ice**
seems the obvious choice.

On 25/08/2023 15:39, Darrell Penning wrote:
Hiya,

The only spells they will want are:

Leonards Air BnB
Wall of Ice

The spells they have that arent on your list are:
Tensers Floating Disc
Darkness 15'r
Prot Normal Missiles
Dim Door

They will trade on a level for level basis

Cheers

Darrell

On Fri, 25 Aug 2023 at 10:46, Paul Gardiner <paul@tanelorn.ltd.uk> wrote:
Here are the spells I believe the party has access to, for the purposes of swaps, trades, etc.:

```
           1St Level - All except:

           Burning Hands
           Dancing Lights
           Hold Portal
           Light
           Nystul's Magic Aura
           Protection From Evil
           Spider Climb
           Tenser's Floating Disc

           2nd Level - All except:

           Audible Glamour
           Darkness 15' Radius
           Detect Evil
           Forget
           Leomund's Trap
           Ray Of Enfeeblement
           Shatter

           3rd Level:

           Blink
           Clairvoyance
           Fireball
           Fly
           Haste
           Leomund's Tiny Hut
           Lightning Bolt
           Monster Summoning I
           Slow
           Water Breathing

           4th Level:

           Fire Shield
           Ice Storm
           Minor Globe Of Invulnerability
           Wall Of Ice

```
Pets

See also: First death of a Familiar, Totemic Master First Death

Clerics, druids and arcanists all have access to a form of spirit that provides additional capabilities.

Avatars are an extension of the Gods support for their representatives and generally increase the priests abilities to demonstrate one aspect of the Gods power. Their existence stretches back into history for as long as the Gods themselves have existed.

All indications are that totems are animal spirits that are strengthened through being linked to their companion druid. It seems to be generally accepted that the totemic bond is strongest when it happens serendipitously as opposed to training the druid to search for an animal he or she wishes to bond with. The first known instances of totems are found in ancient native orc records where Druids of the Dekatur faith seemed to regard them as reincarnations of ancestral guides.

Familiars are different to Avatars and Totems in that the initial bonding is not a gift or a demonstration of friendship, it is an act of binding by the arcanist along with an imposition of the mages desires on the capabilities of the Familiar. Unsurprisingly, the first known examples of familiars are found amongst the Elves who seem to have been trying to emulate Totems. It is perhaps interesting to note that whilst all Elven arcanists are believed to bind a familiar, they are a lot more reticent about manifesting them.

During the war between the Wild and the Empire, both sides developed capabilities to neutralise and in some cases destroy Totems and Familiars, with Familiars seeming to be particularly targeted. In general most religions regard all three of these spirit companions as fundamentally sound, although both Barosa and Dekatur Judge are known to advise caution around becoming too dependent upon the familiar – no specific reasons cited.

According to Golderod: *“Well **Totems and Avatars** have been around for a long long time, familiars though in their current form are a more recent innovation by the arcane classes. If I remember correctly, the secrets of their binding was first discovered up in the Blue Crystal Spire in Dalzon, you would have to ask someone who knows more but again from recollection, it took a lot of effort to prise the secrets out of that tower. Personally, I am obviously far more in favour of spirits that cooperate freely or are provided as a boon from your faith, the concept of binding a spirit for personal power and gain feels slightly wrong.”*

## Familiars

### Shanah Fighter Avatar (Riff Raff)

See also: Centaur Avatars

1. ↑ Day 35-41 – The fourth week in Northlake
Zoom 2021-01-21 21:00

Not much to report from the session, really.

Maranay arrived after the Wyldwood temple was attacked. It was always known as the Temple of the Book. Not much was done to it other than renovations, building of Shanah Shrines and the 'paving over', which occurred two or three years ago. (Seems very recent!). We don't think Marany has Clearsight.

The towns of Roubank and Newview are anomalies, as the nomad clans don't like settlements.

Kirsten would have been able to get the scents of Dark Elves, Orcs and Maratasen - but not Lizardmen.

Tr**e**a**nts**, dryads and other 'standard D&D' forest creatures don't seem to be known about. The forest that the road to White Beach passes through has no particular reputation, and the grasslands turn to be more like savanna north of there.

Darrell requires full marching order, watches and camping details, spells, precautions etc for the journey, as well as if we are hurrying to get to cross the river before the bridge goes, or taking our time on diversions, meeting people and anything that seems 'interesting'. The river is about 10 meters wide.

The Ariels are well known for being excellent thieves and mages.

The party will ask around the Meeting Place ('friendly' orcs, centaurs and other clans) for any information on Roubank and Newview to attempt to determine if these are places of interest that are worth diverting to or not. Also, any other info that can be gleaned. The party expects to get to the road junction by mid-day, when it will decide where to go...
Sorlor

See also: Elven Council

**'Sister' Sorlor** heads the spiritual arm of the Elven hierarchy. She is governess of Riverside

The letter from Onwen describes **Sorlor** as a Dark Elf, and the person instrumental in breaking through the Veil - *"The brooch in the box was sent through the weakened veil very early on, by a Dark Elf who called herself **Sorlor**. They informed us that the item would assist in breaking down the veil so that Elves could come through."*

She appears to be strongly anti-Wyldwood.

The only *female* Elven leader that Sparrowsight knows of, is in Riverside.[**Note: We now know of another female Elven leader - Sevella Shalon in Granger.**

1. ↑ Inside The Underfloor Cubbyhole
2. ↑ Elven Politics - A simple scout's view
Sarantaplo

An independent city to the West of Vagen that produces the most excellent (and expensive) red wine. Olg's favourite!

By Day 45, news had reached Northlake that an Elven diplomatic mission had arrived in Sarantaplo, apparently to discuss alliance or at least mutual support.

There is a temple of Barosa here.

1. ↑ Zoom 2020-11-19 21:00
2. ↑ Day 42-45 – Leaving Northlake
3. ↑ Day 75 - Fleet of Foot
Tor'Quat

Tor'Quat is a Teleport Sink

An Orcish city on the south-east coast, that benefited from the surprise appearance of a Sea Serpent.

In the East a third, smaller force landed with the intention of forging passage from the coastal city of Tor'Quat through the Golden Mountains. But here, disaster struck the Elves. Even as their fleet approached the long bay reaches to the city, a giant sea serpent arose, striking down the lead ships and devouring the Admiral in charge together with the Elven illusionists, who were obfuscating the invasion's advance with swirling black fogs. The Tor'Quatian Orcs were surprisingly alert that morning. And whilst little is known of the slaughter on the shoreline that day that only a single Elf remained to tell the tale speaks all that need be said.

## Major Thief Organisations/Guilds:

Tor'Quar Bor'zart - Effectively part runs the city

1. ↑ Background
2. ↑ Email2020-12-10 13:43
Umar's ring

**The Note To Umar**

(Handwritten!)

Umar,

I am led to understand that you engaged the assassin and kept him occupied whilst I was being escorted to safety. I would like to express my gratitude for the protection you provided, as such please accept this small token of my esteem and friendship.

Prelate Kilan of the house Areistan

Silver Ring (magical), inscribed with the crest of an Elven house

* -1 damage received from all physical weapons
* +2 saves vs. Paralysis/Poison
* 100hp cure self once per week worn (i.e. must be worn for 7 days before can be used)

* **Clarification: One cure self per week up to 100hp, not X cure-selfs per week up to 100hp total**
Riverside

See Riverside - The Falls

Riverside fell quickly through foul treachery to the Elves.

Sorlor - the only *female* senior Elven leader that Sparrowsight knows of, is in Riverside.

## The fall of Riverside

Riverside was established as the Winter residence of the Kingdoms rulers not long after the unification of the various human fiefdoms. The city has an imposing set of inner fortifications with massive main gates that were enchanted to only open to particular personages. The kings mages working in concert for nearly a year modified this enchantment so that only members of the royal family could activate this enchantment. As such, the gates are normally left open, and only closed when the royal family were in residence or in times of extremis.

When the Elven invasion sent a force up towards Riverside, the majority of the cities populace and soldiery retreated inside the inner fortifications and closed the gates. However, during the second day of the Riverside siege, the enchantment was activated and the gates opened, the city fell shortly thereafter.

Both sides in the civil war accuse each other of being the traitor, and this has driven the Solarans and Alverans even further apart. Some of the more cynical point to Adamas and Reston as acknowledged bastards as other potential candidates, whilst others simply point out that William had any number of bastard offspring who might have met the enchantment criteria.

## Francis Urquhart - clan lands NE of Riverside

His ancestors would have landed c400 years ago, probably rose to some form of prominence near Far Haven as minor warlord types, migrated south when things got too hot up there. Settled near Riverside and carved out a small fiefdom about 250 years ago, over the next 100 years via a lot of political wrangling etc. managed to get your fiefdom recognised by the kingdom as it formed..... all came crashing down with the Elven invasion. You are not sure whether your holdings were overrun by the Elves or not - if not then they will be extremely exposed to the Orcs

1. ↑ Background
Temple of the Dead

See also: Hashandara

The name of the god D\_k\_t\_r is not normally named.

He/it is worshopped by Orcs and Trolls, and the religion is assoiciate with the rasing and use of undead.

There is an unsubstaniated claim that it may be practiced by some Giants in Torgan.

(Some) wounds inflicted by a (Troll) High Priest of Death will never fully heal.

*Vinmira: “Only those that worship Temple of the Dead, we don’ use his name, have truck with undead.*

## Legend 23 - Temple of the Dead

What is life other than that brief period of time when one may prepare for the transition to eternity via death? Those blessed of the divine powers may be chosen to stay with the shadow of God while others who would soon seek or reach such embrace shall be given the chance of eternity to come back to the walks of the living but in the enhanced powered status of the 'Undead'.

Praise be unto the Undead for they are the true minion of God having been graced by the Dark One with attributes far above the norm of their 'life' forms. The living are but a cattle stage of development wherein some minor things may be learned but are there mostly to be fed upon by the eternal 'undead' as they wait for the final call to Her Shade.

Seek not to offer the living anything other than to get them on their voyages. Yet, though they may be of little value, selection of them to join directly with the Undead must be done with care and intelligence, least you offend Her Divine choosing and bring damnation and curses upon our path as was done at the start of the Age of Chaos by her anger.

Upon reaching the state of Undead, the goal of all followers of Her Shadow are to gather the greatest powers to be wielded in Her Name and to establish powerful Temples of the Dead that are served by the slave hordes of the living to her Eternal Grandeur and Glory.

The Dark Temple is a Cloud Castle built around the Guild of the same name.

### Onwen NOTES:

* The Dark Temple is the old Elven Cloud Castle, but is in the East away from Ghoulagabba???
* Elven use of Necromancy???
* Dakatur gender switch?? Only definite female diety is Hashandara??

DEKATUR === HASHANDARA????????

## From Legend 28 - Thus Spake Hashandara

This states that Hahsandra has 'a sister whose name is not spoken and only written in the form of numbers and marks of great evil'. Onwen wonders if this might be Dekatur

See also Sparrowsight's musing on Elves page: “They claim to worship but one diety, Hahsandra. Yet in all of their writings you come across any number of different spellings of her name, even an occasional gender shift to male

1. ↑ Day 21-27 – The second week in Northlake
2. ↑ Day 65 - Far Haven - Tripwires
3. ↑ Day 6a - Lunch with Vinmira
Sahuagin

Reported in the lake at Northlake in Day 28-34 – The third week in Northlake

* *One of the ferries over the Northlake has reported sighting strange lizardlike beings in the lake that followed the ferry for a while on the surface and then dived and was not seen again;*

Identified in Zoom session Zoom 2020-10-29 21:00.

Two further reports that may, or not be related to Sahuagin from Day 35-41 – The fourth week in Northlake:

* *a man is brought in with a series of bloody wounds as it from claws or similar. There is a cleric on hand and so you are not actually needed, however you do catch up on the case the next day. It turns out that the man was a fisherman, who was attacked by a reptilian being whilst hauling in his nets. It sounds as though the man-reptile had got caught in the nets and lashed out, as opposed to a pre-meditated attack.*
* *There have been a number of disappearances down at the city docks, the city watch has increased its patrols in the area.*

From Day 42-45 – Leaving Northlake: "*talking to barge workers and sailors over lunch, most confess to having seen the **Sahuagin**, and most seem to regard them as good luck totems.*" (This could well be the Spell of Voids making sailors underestimate the threat from Sahuagin - Ed.) This contrasts with the Fishermen who '*are asking for additional military patrols on the lake, to protect them from the strange dwellers that have been seen recently.*'
Zoom 20201-03-11 21:00

* The party paid for Caradoc's and Joshua's training with the 3 remaining sets of human sized chainmail.
* The party asked about the Were society around Tobar – Darrell to provide factsheets.
* Francis continued Brokef's longsword training, and Dougal pestered the party (especially Wun and Bazon) about their religious beliefs.

3 days north of the river, we saw a party of 6 creatures, who appeared to be somewhat bloodied, that we took to be centaurs – so we hailed them. They immediately couched their spears and charged us, and a melee ensued.

* These creatures had elongated incisors and a definitely carnivorous rather than omnivorous set of teeth.
* They appeared to have some degree of magic resistance, but we did manage to fully entangle one of them.
* They regenerated – but hacking off their heads put a stop to that nonsense.
* They concentrated their attacks on the 'Shamanistic' types of the party – Wun, Bazin, Garaf and Joshua (and Francis at the vanguard) - and went for the kill rather than being satisfied with knocking a character out.
* Brokef determined that they were 'not Wyldwood' – and all the bets are on us finding 'Wild' symbols on them when we search them.
* They may also have a limited 'confusion' ability as both Joshua and Dougal were distracted during the fight by a strange vision of a white wardrobe with its door open, and melting icicles inside.

Both Wun and Bazin were rendered unconscious during the battle, but a combination of a healing salve from Hamish and a CLW from Quercuis revived Wun – who will have gone on to revive Bazin and then distribute CLWs appropriately.

We kept one creature capitis-intactus for questioning.
Skyfleet

Sky Fleet is the ELven Cloud Castle of Mana. It was the only Cloud Castle to survive the casting of the GSOV intact. Renzel is in charge of the city. However, Admiral Sezcarn is also mentioned in connection with Sky Fleet.

The Elven Flying City that attacked Stormhaven: *With mighty fleets, including their afeared Sky Fleet, they landed near Pearlstone and drove quickly up the central channel past Vagen to fall upon Stormhaven.*

The flying creatures that issue forth from Skyfleet are Drakes.

When we were in Northlake, it was reported to have landed near Stormhaven - can't find the reference where this was stated.
However, by the third week it was reported to have lifted off again: "The **Skyfleet** is airborne again, although is currently remaining in the vicinity of Stormhaven;". We have heard no further reports since then.

1. ↑ Willston info
2. ↑ Background
3. ↑ Zoom 2020-12-03 21:00
4. ↑ Day 28-34 – The third week in Northlake
Spell: Camp Without Trace

**Camp Without Trace (Enchantment/Charm)**

**Level: 3 (Druid)**

**Range: 2”**

**Duration: 2 hours + 1 hour/lvl**

**Area of Effect: 1” radius + 2’/lvl**

**Casting Time: 1 turn**

**Saving Throw: None**

When this spell is cast the area of effect comes under a masking effect that reduces the visibility of camping or settlement activity. The primary effects of this are:

* Smoke from fires completely within the area of effect is dissipated about 4’ above the top of the fire. (Note that if any part of the fire extends outside of the protected area then the whole fire is removed from the masking effect)
* Heat from fires (as above) does not extend to more than 4’ above the fire, but extends horizontally as per normal
* Light and scent from within the area of effect is “damped” down by 50%

If required the spell can be “topped up” by additional casting – by the same caster or a caster of a higher level (which will extend the area of effect).

When the spell expires the final element of the enchantment looks to minimise the impact that the camping has had on the environment.

* Open fires in the area will be extinguished, damped down and cooled;
* Vegetation in the area that has been damaged by the camping activities will regrow as if 2 days has passed per level of the caster, but not beyond any growth that was there when the spell was originally cast;

Note that for this spell to be fully effective, the party should still observe good camping discipline as debris from the camping activity is not removed etc. Also any detect magic will reveal a trace of enchantment for up to 4 hours after the spell has expired.
Sabarath

The cosmopolitan aura of the city is enhanced by the large minority populations of Halflings, Ariel and Dwarves. Its raids on the shipping of the Hellsgate Strait have succeeded in almost entirely closing that channel to Elven traffic, with the exception of their largest and most heavily guarded convoys.

Lord of Sabarath: Presumably Shinefeld:  "He fields the best mounted Knights in the Kingdom from his lands at Sabarath."

**Military Force: Kings Own Lancers (**Sabarath**) – approx. 700** (See Alveran Military)

Super heavy cavalry, often used at the spearpoint of any Alveran attack force.

Commander: Duke Shinefield

Player characters originating from Sabarath: Dougal and Hamish

## Major Magic Guilds/Universities:

Magictology

1. ↑ Alveran Politics
2. ↑ Email2020-12-10 13:43
Zoom 2021-04-08 21:00

A pitched battle against 9 owlbears (OBs) who came at us in 4 groups (not counting the original one) and a group of 3 dopplegangers (2 druidic types and a mage about 5th level).

One OB ran off injured, but all the other mobs were downed. Hopefully the OBs that were only hit by arrows should have decently recoverable hides.

Joshua nearly downed himself with the Tres Amigos' poison. Umar on speed was devastating with his bow, but then got close up and (rather too) personal with an OB. A mini fireball hit all the kids and a few party members - they all survived though Oosda went unconscious on -1 HPs - he was revived by Brokev's lay-on-hands. Caradoc may be 'The One'.  Francis hit an OB with an arrow - it must have been an OwlBat. The monks played pat-a-cake. Quercuis showed how an entangle ***should*** be cast, and demonstrated the advisability of using insect repellent whenever you go off adventuring. Brokev decided he quite likes his new spear. Twoo went "Twang!" a lot. Wun told a dopplganger to shut up.
Day 106 - Tidying Up

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**Days 106 (29th May)**

**DM Note: You took over the lease on the house on the 17th May, it expires on the 31st. Bazin and Umar’s bless has reduced to +2/+2, you don’t know how long this will last (2nd day).**

With some judicious healing, everyone is on their feet in a few minutes, just not feeling particularly healthy in general. Caradoc returns to the scrying pool to check out the area and quickly returns with the news that the other two humans outside have made themselves scarce, and that a large City Guard patrol, looks like a dozen men, is heading up the street.

As if on cue, there is a knocking at the front door and a loud voice demands to be admitted in the name of Baron Mosgrove. For a minute people hesitate, but a look at the viewscreen does show that at least one of the Guard is recognisable from your previous dealings with them….. and so the guard are admitted.

The Guard captain is first in, and on seeing the dead body comments:

Captain: “Hmm, another one of the buggers.”

The Captain surveys the party, obviously noting the somewhat battered appearance of a number of you…..

Captain: “First, are there any hostiles [inside the DF] at large that you know of?”

Quercius: “Not that we are aware of Captain.”

Captain: “OK, so how come you ended up in a tussle with this bastard.” (indicates the corpse)

There is a slight pause whilst people consider their response, then a voice interrupts.

Kilan: “These people offered my group sanctuary, we fled here after we were attacked, but had been followed and this group defended us against the one assailant who made it through the door.”

Captain: “OK….. Kilan isn’t it?”

Kilan: “Yes Captain”

Captain: “So why were your group attacked? You left another of these corpses behind at your lodgings along with one of your people.”

Kilan: “It is complicated Captain, and to be honest I don’t think I know the whole story.”

Captain: “Well fuck complicated, I have two dead Guardsmen plus one badly wounded who talks about being assaulted by a few humans lobbing smoke bombs and using poison. So I want to know what you know.”

Kilan: “Can we go somewhere private Captain?”

Captain: “Yeah, I guess we can……. Sergeant – take a few men and check out these folks.” (indicates the party) “ Kilan, you and your compatriots will come with me back to the Citadel. And nobody touches the body until I say so…”

Kilan looks a little discomfited, but he motions to ~~Phinon~~ Sereph and the Dark Elf to accompany him and follows the Captain out of the villa.

The Sergeant and his men obviously know the score, first they ask the party to close and lock the door. Then two of them take up position near the dead human and wait whilst the others take up posts near the back door and by the entrance to the ‘escape’ tunnel.

After about 20 minutes of awkward silence, the Sergeant recommends that people grab some rest, he believes you should have some time to at least begin healing up. Those observing the Sergeant are aware that he is keeping a close eye on the corpse and keeping his hand close to his sword.

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Zoom 2021-05-06 21:00

**Day 100:**

The party prepares to go on a dog hunt. They hire a poor-condition wagon and mules for 6sp (maximum liability 10gp if trashed), and supplies to lightly ‘fortify’ it. They also get a shield for Brokev (5gp), another pair of Bullseye and Shuttered lanterns and 2 lots of oil (10g), 40 caltrops (1gp) some trapping nets and wire/nails/hooks etc for Caradoc to make traps.

They make enquiries about the Dwarf who took the Sallahan contract – no info.

Two groups of about 40 medium cavalry were seen going out the South gate.

When the party was ready to leave (around 11:00am) they checked with the city guard what was happening with the cavalry: Apparently the attacks on livestock were getting worse, so these armoured patrols were being sent out to deal with it. Farms were being 'evacuated' and livestock were being brought in to pens near the city to save them from being devoured. No one had actually witnessed any attack, but they had all been at night.

Trundling along the track to South/SouthWest we were overtaken by another cavalry patrol - and one member stopped to ask our business etc. Explaining we were on a ‘sheep-devouring dog hunt’ he suggested we stake out a farm to the SouthWest that had recently been abandoned due to the raids – there would be some poorly livestock left behind there to act as bait. The patrols signalled ‘trouble’ to each other by firing a lightning bolt or fireball into the sky.

We got to the farmhouse as directed (had 4 mangy sheep, a dopey donkey, farmhouse, barn and byre) and set up the best defensible position we could in the byre.

Around midnight, we saw a lightning bolt in the distance.

Around 2pm we heard some agitated yapping/barking in the distance – angry, but not distressed. We thought it safe to send Tooit to investigate. He saw a group of (what we now know are) Blink-dogs, trying to scavenge from a ‘large long thin’ creature that was sitting/feeding on a pile of carcasses. This creature looked up and spotted Tooit and cast some kind of spell, doing 18hp damage and killing him outright. The creature was ‘bigger than a Wyvern, possibly a bit bigger than a Drake.’

Later on, the yapping/barking changed character to dogs ‘in distress’ and fighting – and shortly after they was spotted heading towards the barn. As the dogs closed, we started with missile weapons and the dogs decided to attack us – blinking all over us like fury.

We fought and killed the 8 attacking blink-dogs, plus 3 wounded stragglers. We learned the follows:

* They show up as evil with a Detect evil. (So, evil-enhanced-Wild-blink-dogs)
* Sleep spells work 50% of the time – implying 4+1 to 4+4 hit dice.
* They can blink out of Entangles, and like biting you on the ass.

As the party caught it’s collective breath and started healing up etc, they felt a chill breeze coming towards them...
Road Reconnaissance – Day 3a

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**Road Reconnaissance – Day 3 (cont)**

Once Tooit has returned the party has a quick conference and decides to move out to the small patch of trees user as the base for the last recon mission. Moving carefully so as to minimise noise, dawn is breaking by the time that they are settled in the trees. The large humanoids occupying the presumably Solaran campsite are not making much effort to be quiet, as even from this distance the party can hear sounds of activity – what would appear to be chopping down trees.

Once the party is hidden, Caradoc and Dougal then move off to check out the human campsite. By now the humanoid campsite has gone quiet – and so both thieves take advantage of cover and stealthy movement as much as possible. Once close to the target, caution prevails and both characters take a quick slug of invisibility potion before moving in.

The campsite has been totally wrecked, the fire pit has been built up and from the look of two tripods to each side was used to roast something. There is a pile of human bodies off to one side of the camp. Near the fire put, about 10 foot away at closest there if a large pile of carefully stacked wood, freshly chopped mixed in with deadfall. Interspersed with the wood can be seen the remains of the humans bedrolls are other camping materials. On top of this pile there are two large humanoid heads, one in a state of some decay, a gruesome feature is that both of the heads appear to have a bloody human heart stuffed into its mouth.

The humanoids are similar in size to Umar, but slightly broader and with more brutish features, their arms appear slightly too long for their bodies – almost like Orangutans. All three of the humanoids you can see are wearing coarse animal hides and carrying or have nearby a large club and a small bundle of 3 or 4 spears.

One of the humanoids is sitting with his back to a tree, facing the woodpile, he is bandaged heavily, and from the slightly ornate head-dress (a deerskin hood with what look to be a pair of large boar tusks fastened to each side) you might surmise is the “shaman” talked about.

Lying closer to the party, asleep or unconscious is another heavily bandages humanoid, obviously alive since you can see his chest rise and fall.

Moving around, carrying his weapons in one hand and what looks suspiciously like a burnt human thigh bone in the other, which he occasionally gnaws on is the last humanoid. Apart from a small bandage on his upper left leg this humanoid seems pretty much undamaged – and isn’t limping so the leg injury is obviously not that bad. There seems to be no pattern to his movement, although he never leaves the clearing, and whilst his movement seem casual the humanoid is obviously alert.

Caradoc and Dougal reverse back the way they came and rejoin the party.

It is now morning……

…..WHAT NEXT???......

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Primitive Language

A basic language that appears designed to be engraved or carved - so it may pre-date the general use of pen and parchment, or may be a specialist language. Writing in this language appears to be covered by the Spell of Voids.

It is a runic language similar in style to Dwarvish, but more basic, and probably pre-dates the Elves.

According to Vinmira, the script is used by master Enchanters at Hightower, generally as part of their masterworks.

We have so far discovered this language used on:

* **Every** copy of the Song of the Spheres - with an additional 'obscure language' effect on top of it.
* The Elven Spearhead - (was) +3/+3 vs Worshippers of the Wild
* The Bracelet and Necklace - increases charisma of wearer
* A broken spoon handle bought by Joshua off the tinker in Day 46-48 Journey to Far Haven - Wagons Roll
* On bottles of Hightower brandy - the script on the label means 'Quality keeps'.

**Inscriptions in this writing appear to confer (or indicate?) magical effects, without showing up under Detect Magic.**

Apparently, it would be difficult to create a dictionary of the language from what we currently know.

1. ↑ Zoom 2020-11-26 21:00
2. ↑ Day 64 – The Vinmira Monologues
3. ↑ Zoom 2020-11-26 21:00
The Twisted Ladder - Ascent

After about 50’ of climbing, without any warning your view changes. You are no longer climbing up through a stone chimney but have emerged into a featureless crystal plane, the ladder continues to ascend up into the bright sky, seemingly without end. The initial emergence into bright light dazzles you briefly, and you shake your head to try and make sense of what you are seeing. Briefly, you consider letting go of the ladder to step onto the crystal plane but dismiss this thought as quickly as it surfaces. The crystal plane is moving, undulating like the surface of a vast ocean, and even as you continue to climb you find yourself staring at its movement.

Suddenly in the distance out of the crystal ocean emerges what looks like a wall made of crystal. On top of the wall are a large number of slender humanoids. At the same time at the base of the wall emerge bulkier humanoids, who immediately begin trying to climb the wall or shooting at the wall defenders. The defenders repel them with missile fire and spears. Every humanoid that falls is replaced by another one emerging from the crystal surface but the ‘death’ briefly leaves a red scar in the crystal (almost like a splash of blood) that fades away quickly. Soon the entire area is a chaotic sight, light flashing off crystalline bodies and an ever changing pattern of red scars on the ‘ground’. It is difficult to drag your eyes away from the vision and to force yourself to keep climbing.

Another couple of hours climbing see you reach a large platform, made of the same metal as the ladder. Obviously this platform has been used in the past for resting as there are remnants of campfires and dessicated scraps of previous occupants meals. The ladder passes through a 10’ diameter hole in the platform and to step onto it is quite easy. Feeling the ache in your muscles, you decide that it would be too dangerous to simply keep climbing and so step on to the platform for a break (making sure that you retain a rope linkage to the ladder…….just in case).

Resting on the platform, as your heavy breathing subsides and you begin to relax a little, you now become aware of a faint sound of singing. It is impossible to make out any of the words, and the song is somehow discordand and unsettling. Looking around from the platform you see that the scene played out for you while climbing is being repeated in multiple places across the “plain” but even at this distance each of the scenes is slightly different.

With a mental effort, you focus on getting some food and loosening up your cramped muscles. Somehow you feel that perhaps staying here too long is not a good idea.

After some food and a break, you begin climbing again, making an effort to focus on the ladder and not look at the scenes being played out on the plain far far below.
Newview

See Also: Roubank

A town to the North Northwest of Far Haven whose existence is anomalous given the clans' dislike of settlements with their domains.

“**Newview**, hey – that is where they cultivate cinderoak, and boy do the Shamen like smoking that stuff, particularly the Maratasen and Ariel. If I were you folk, probably best staying away from there, them farmers get mighty protective.”<ref>Day 67 – Far Haven – Setting Off For White Beach<.ref>

1. ↑ Zoom 2021-01-21 21:00
Skills and Abilities

* Secondary skills - eg crafting, riding, reading/writing etc

* Class Specialisations
	+ Fighter specialisation: Paths of the Fighter
	+ Paths of the Monk
	+ Ranger Specialisation - Paths of the Ranger
	+ Thief Skills
	+ Paths of the Assassin

* Army Magic Resistance

* Casting spells in armour (not)

* Clearsight

* Druid Shapechange

* Dual Weapon Training

* Forgetting spells to make room for new ones

* High Stats

* Hit Points

* Learning spells on int increase

* Missiles from magic weapons

* New Spells

* NPC levels

* Parrying rules

* Stat enhancing items: DM's ruling

* Superior Weaponry

* Weapon Proficiency & Specialisation

* What if stats fall below minimum for class
Religious Conversion

In general, unless they have a particularly high Charisma (>20), even Priests are unable to convert characters against their will (although a temporary crisis of faith may be caused).

However, characters themselves may decide to switch faith….with the following limitations.

Clerics that change faith lose all of their cleric levels and return to Lvl 1.

Paladins that change faith lose 50% of their Paladin experience and switch to basic Fighter.

A character that changes faith must demonstrate a good reason for so doing, and must spend time preparing the conversion (understanding their new faith etc.). Note that ‘No faith’ is counted as a religion for these purposes.

The character must then roll D% with the following modifier:

+ 4x Lvl (Cleric and Paladin levels count double)

+ 10% if character has carried out a minor religious quest/task

+40% if character has carried out a major religious quest/task

If the result exceeds 120 then the characters original Faith has taken umbrage…..