recursal/Fanatic-Fandom huggingface dataset:
The Clerical Force

This force enacts change based on strong belief. While one person's belief can be far stronger than another, many followers are needed in order to enact great miracles. This force is at least amplified by Godhead Machines, if not created by them.

## Invocations and Miracles

Invocations are when a divine caster uses powers that a god has granted him to use whenever he pleases. The divine caster in question can only do this so many times, which is notated by his number of invocations. The list of these powers is the same for all priests. Another list is shared between all paladins.

Miracles are something specific to the god or religion in question. These do not cost invocations, are only usable by priests, and may not always succeed. They also usually take a long amount of time, with exceptions (such as a war god).

## Priests vs Paladins

Paladins are much more focused on frontline combat while Priests are generally casters.

## Holy Artifacts

A holy artifact derives strength from closeness to the religion's diety.
Battle Plains

The Battle Plains is a generic term for Falcharne, Varia and Khand, arising from the Orc Wars, which centered here, especially the Fourth (and final) Orc War against the Borduchai. The economic center of the European Theme.

Geographically, includes Hispaniola, but that peninsula or island is actually a separate entity. Hispaniola is the major European Theme naval power, a problem because it is the most Catholic of all the European Theme states of significance.

## Subregions

1. Falcharne
2. Varia
3. Khand
4. Hispaniola
Tek

## Terrain and People

Tek lies west and slightly south of the west shore of Anaestira, about 1-2k km. It is known to have a low technology; iron and steel are rare, with native weapons mostly being a peculiarly cured hide of a native beast, the *chlen*.

The shores of Tek are lined with razor-sharp reefs and rocks, and peculiar weather and current patterns make navigation and landing difficult. A very high percentage of ships travelling there are wrecked. Contact is almost nil.

## Risks (To Combine)

Low; very little contact, mostly from main areas to Tek.

## Economics

The only trade of significance is occasional export of steel, which is worth more than its weight in gold; but a high percentage of ships attempting the passage are wrecked.

## Politics

Unknown. The Empire of the Petal Throne is a major political entity, but beyond its name little is known of it.
Hispaniola

## Terrain and People

* Note from Heru Hyanda: Their government is highly secretive; using both a secret police and the Inquisition. However, the state is so corrupt this is little problem.

## Military

The Hispaniolan island/peninsula (the connecting peninsula is very thin) boasts a powerful navy and the advantages of an insular state. The Catholic King obviously has designs on the first place among naval states, and maintains a very lively trade to support his intentions. He also seeks colonies widely. This aggressive stance, plus his well-trained tercios of professional infantry combined with largely noble heavy cavalry, makes Hispaniola a threat on land and sea.

* Note from Heru Hyanda: This state should be closely watched as the Draconic Peoples expand, especially because they will see the Draconae as a heresy and direct challenge to the power of the Church. Avoiding this should be a major goal.

## Economics

Hispaniola is gaining on the other states, as its population grows and its trade is expanded vigorously.

## Politics

Nothing listed. The Basques don't necessarily get along with the rulership. Some have supported the Draconic Combine as rebels and escaped through a godstone to our lands.

## Additional Information

* They recently acquired a (1700-1800's?) ship of the line that arrived (from Earth) that belonged to Spain. The combine has acquired copies of the design information behind the ship, but Hispaniola still has all the gunpowder.
Avalon Oversea

## Terrain and People

Avalon Oversea is 7,000-10,000 km away from Aesira across a mostly empty ocean. Many voyages have been made, mostly by inhabitants of the continent. It is known the continent is not native to Aesira (the planet), and was transported here a very long time ago by forces unknown, but suspected to be linked to the Sorceror of the Eye (qv).

Avalon contains a mix of HH, HE, HU and other races. The non-native orcs originally come exclusively from Avalon Oversea, and are different in significant ways from native *urukim.* The movement from Avalon to Aesira and Anaestira has mostly been by Elves and orcs. Very few HH have transplanted.

## Risks (To Combine)

There is little contact between Avalon and Aesira/Anaestira. The only significant risk is posed by the Sorcerer of the Eye, who is suspected to have been involved in the creation of the Empire of Urgluk, and to have had a base there. This Sorcerer has not been active for a very long time, but he has intervened in a number of historic events, some fairly recent. No pattern or purpose can be discerned from these interventions, and none are within 200 years of current date.

## Economics

There is essentially no trade between Avalon and the main areas. Most movements have been migrations, not trade.

## Additional Information

* This is the Lord of the Rings territory.
Hammerhead Peninsula

## Terrain and People

Mostly wild savanna with occasional mountains and forest, the peninsula is home to three small societies, the Jastimnir, YY and ZZ. [Perhaps these are country names Larry did not come up with yet.] Also home to Mount Doom, one of, if not *the*, largest volcanoes on Aesira. Mt Doom is very tall, but more famous for the breadth of its crater, about 180 km across. Its unpredictable but frequent eruptions are the reason most of the Hammerhead is unsettled.

## Risks (To Combine)

There are no known political risks here. The Hammerhead volcano is a constant geological risk to the entire peninsula however.

## Additional Information

* None yet, will keep section for later use.
DFE 1.5 Notes (Nick)

Actions taken between sessions will be recorded here, at least for Leonus. Reminder that none of this happened during normal play at any gaming table, but via email and discord.

## Information Compiling

A few resources were developed to handle the large amount of data flowing in to the players.

1. Science of the Xen'Drik
2. Admin Work - Leonus
3. Admin Work - Party
4. Strategic Planning Document

## Leonus Events

* DFE Housing Reconnaissance
* Survivor Child
* Plans for Rachel
* More Survivors
* Orders for Leonus
* CSI: Eberron's Rest
* DFE Linguistics

## Personal To Do List

1. Schedule June
2. Formations
3. Procedures
4. Set Up Bank
5. ~~Transcribe Notes and email them.~~
6. ~~Update Wiki for DFE-1~~
7. Update wiki cross-links for DFE-1
8. ~~Invent with Technomancy. Create list of problems.~~
9. Claim XP for intersession actions.
10. Create a party contract.
DFE 1: Survivor child

## Larry

1. Child is female, Esther is her name.
2. Her parents, elder sister and two brothers (1 older, 1 younger) are dead.  They were eviscerated and left to die.
3. She is 12.
4. She resists leaving. “My father said this was to be our forever home. No more moving from post to post.”  She looks at you, not defiant, just certain.  “This was our house. I am staying. Maybe Mr. Mac will help me.”
5. She insists on burying her family. She will accept some help, but she washes the bodies, prays over them to some god or other, and inters them.  Deep. In her basement.  After which she replaces the stone paving and re-mortars it.

## Laura

12 is a little, ah, young for Mac, but surely one or more of his harem will feel a bit maternal. If she wants to stay here, Jaicinteleq won't press the issue. I'd gotten the impression from "child hiding in the attic" that we were talking about a little kid; a 12-year-old in an outpost settlement is probably pretty self-sufficient already. I'll just wish her well.
Grau Falk

## Terrain and People

About 3000 km west to east and 2500 km north to south, this area contains a large number of ancient kingdoms, some with ruins and structures predating HH Arrival on Aesira. Grau Falk is an integral but mostly independent part of the European Theme; distance, and particularly the injection of Uruk Hai Borduch’s March plus desert and sea nearly cut it off from land acess to the rest of the European Theme.

## Risks (To Combine)

Magickal and druidic threats, possibly. The trove of ancient artifacts found there plus the legality of all magick make the area a nest of necromancers and other Major Arcana magic users.
The Druidic Force

This force stems from the lifeblood of a planet, called Ley. Further details to come later, I understand old druid fairly well, but not new druid.This included three types of druid.

## Olahm

This type of druid manipulated the ley inside living animals.

## Prydd

This type of druid manipulated the ley inside plant life. They were also entrusted with carrying important stories through history, and often made use of musical instruments to do so.

## Derwydd

This type of druid used ley to manipulate the outside world and acted like a slower wizard that could more easily affect a greater amount of material.

## Blood druidism

This was a way to speed up druidic effects, using living sacrafices, for great power.

## Weapon Blessings

Weapons made from some sort of life, like an oak dagger, could be used to channel druidic power more easily. Other weapons could be temporarily blessed by a druid. Blessings often gave the weapons properties of ley. For example, one might benefit from being more effective at killing undead from a druidic blessing.
Uncle Thistleberry

## Who?

Uncle Thistleberry is Dex's Uncle. He has either physically met some of the AMs or talked to them on the phone and seems like a very nice man.

## Important Stuff to Know

Thistleberry is from the Yukon and has showed up unannounced to Dex out of concern in lieu of the recent EM/AM deaths. Thistle and Dex have a system where Thistle will bail out Dex (for 5 times only) in a bad situation, no questions asked.

## Suspicions About Thistleberry

Kevin pointed out the fake mustache while several AMs hung out on Sept 2nd. Kevin and Chelsea behaved generally suspicious of Uncle Thistleberry on Sept 2nd. Jack pointed out that, "everyone realizes that no one would be named that, right?"

Uncle Thistleberry also is giving a lot of benefit of the doubt to Investigators Rubble and Beak, saying "they mean well".
Juneau

## Who?

Juneau is on the NF Slack. Juneau will often post VERY IMPORTANT QUIZZES and give AMs nudges if we're struggling.

## Other Important Stuff to Know

Several AMs received "eavesdropping calls". It seemed Juneau was with everyone at a group meeting in person so Juneau may be an actual person? Or simply in one's head?

## Answers to VERY IMPORTANT QUIZZES

Every crocus wept:
Leaving me for a Midsummer Night's Dream
Staying away from all that grey aphasia
At our best we are as gentle as Chiang Mai,
As defiant as Harvey Milk.
we are bitter Borneo, sneaking up on each other:
Father Bechemel or dying like Edward Albee.
So I played your clavichord, whispering Rivers of

## Who is Juneau?

You know.

It's Blue.

## A Callback to Juneau 9/12/17

An IG post made on 9/12/17 mentions Juneau. It says:

*Juneau in November, but there are no Northern Lights, only the forgetting oversights. Play Pinochle with me, spell St. Veronica, sing to me of Kintsugi. Do not drop my broken parts. Careful now--hold them up to the light. Please. Don't drop my fragile things.*
Dragonfire Campaign History

This was the D&D campaign (using the homebrew Dragonfire system) run by Larry Frost from December 6th, 2009 until September 5th, 2018. Thus the campaign spanned almost 9 years of time. It also contained roughly 80 sessions (will have an exact number later).

## Plot Summary

Long ago one of the great draykes fell to mortals. The nation that killed the young drayke existed for barely a day afterwards before it was incinerated.

More recently another drayke had fallen. An elf emissary was sent by his people to make certain that history would not repeat itself. As the elf carried out his mission he formed a ragtag group of heroes, called the Grey Company.

After speaking with actual draykes and getting assurances that no violence would come from the recent drayke death, the Grey Company was left with more questions than answers, and would soon be consumed by draconic politics. Reluctantly agreeing to help the draykes, the Grey Company became entangled in the great ideological battle of Draykes vs. Masters.

The party not only had to fight a foe with large advantages in technology and information, but also had to deal with constant leadership struggles and ideological differences internally. Still internal differences rarely got in the way of accomplishment, and the Grey Company soon stood at the head of the large empire they needed for the upcoming battles.

Eventually with the skills of many people, hours of preparation from great minds, and a little luck, the Grey Company succeded in taking down the Throne of the Masters, as tasked by the Draykes.

## Chapters of the Story

1. Convergence to Zero Nexus
2. Barak's Mission
3. Foundations of the Combine
4. Velephia's Reign
5. Platinum Chaos
6. United We Stand
7. Infiltrating Arya
8. All-In on Mt. Kilash
9. Resolutions of DF Prime
10. DF Prime Epilogue

## Players

Wiki Author's Note: The "play time" category will be more detailed later, this is just a first entry. I may do more with this chart later too, unsure for now.
Barbarian

## Intro

The sad metal giant known only as Barbarian is also acknowledged as one of the most powerful beings in existence, as every opponent he's ever faced has been taken down with ease.

## History

Not much is known of his past, though he did once speak to Goat, and tell him that he killed his wife accidentally. He hadn't fully grasped how powerful he was, and when he swooped in to kiss his wife, she died almost instantly, as her body couldn't withstand the force of impact.

Barbarian the sad Bronze Giant has helped Goat's Space Brigade evade trouble from very dangerous opponents, including Ronan the Downvoted, who he has nearly killed multipe times.

He has also clapped an entire Spree fleet out of existence, and is rumored to have caused the ruins of multiple planets. As such, he is not popular to the masses.

## Powers and Abilities

Barbarian has a limited skill range according to Goat. He can only do the following:

Kill (This includes bashing, smashing, cracking, slaughtering, destroying/annihilating, etc.)

Walk (Very slowly, he sees no need to run)

Speak (Limits himself to a few words at all times)

Barbarian's bronze casing has never been dented, though it has been scratched numerous times by debris, shrapnel, bullets, and claws. It is unknown what's inside the casing. Some even theorize that he himself is a voidspawn, trapped in a bronze suit.

## Appearances

Space Brigade 1

https://docs.google.com/document/d/1QIXx-jZ79kRldwLlU5SpyoKaW6hj5lX2KQun5JTkx-M/edit?usp=sharing

Space Brigade 2

https://docs.google.com/document/d/1QkIBw0bhUqBw683vb4N0mkUPfufrdHYavPJkw\_IQRYs/edit?usp=sharing

Space Brigade 3

https://docs.google.com/document/d/1f1dc3YimBRjnMLcmZ56CiQJaQnvepBbaZGS-D6FmHzE/edit?usp=sharing

Space Brigade 4

https://docs.google.com/document/d/16CnrtP1oLBI61X4kU0kdAE00LcTDFEg1rc9UkXjiK9A/edit?usp=sharing

Space Brigade 5

https://docs.google.com/document/d/1CVCCLmHj344Ize0RFa5G8LnRoj-bk\_08UKBeVCllk8o/edit?usp=sharing
Eastern Outer Ocean (South)

## Terrain and People

Includes the eastern, mountainous coast of the Caliphate, and the monstrous bay called The Scarecrow, from whence most of the Caliphate trade with all Inland Sea destinations arises. The Scarecrow is dominated by the Seven Golden Cities – one on each arm or finger and one at the central point where all arms meet, on an island in the center of the bay. Each of these cities is dominated by the Black Corsairs, who trade or smuggle Caliphate goods north.
Khand

## Terrain and People

* Note from Heru Hyanda: Very little is secret here; I basically have agents talk to Parliamentarians and read the newspapers.

## Military

Khand is long, thin and faces the ocean; this half of the Varia/Khand pairing provides the third largest navy in the Inland Sea (Illyr and Hispaniolans being first and second).

## Economics

Khand is arguably the third richest state in the European Theme.

## Politics

Khand is unified under a ruler. It's unclear if this is a monarchy or chosen ruler, though our characters would know. Khand is in such a tight alliance with Varia that they are treated as the same state for many purposes by those outside the two countries.
Arrival In Chaeronaea

Temporary Bullet Point Format:

* I remember something about taking metal ships away from the port and sneaking out of Stormreach with Zaran's help.
* Should probably be added to the Stormreach section instead, but we met the man with green skin who later turned out to be a polymorphed dragon residing in Stormreach.
	+ His name was Selos Vert.
	+ He gave us silver necklaces with a crystal that would warm in the presence of "masters". I don't know if this detected just the masters, or also their creations, servants, and voyd magic.
	+ We figured out later that he was a polymorphed dragon because the way he walked into the room before greeting us was exactly the same as Firedraykes later in the story. It also explained why when he asked questions it was so difficult to resist his will and lie to him.
* Eventually we ended up on a much larger ship and had to carefully make our way to Chaeronaea, while avoiding the Prince of Man's patrol ships.
* We had an encounter with the penguins on the shore. They attacked us by using a magical artifact to turn the water immediately around our ship to ice. They were going to demand some kind of ransom money to allow us to proceed. Aka ordered Shiroth to deal with the ice and we witnessed Shiroth's ice abilities first hand for the first time. Aka tried to cover it up and act like it never happened. Durus and Ceridwyn tried to coordinate to steal the magical artifact by first using telekinesis to lift it out of the penguin's hand, and then having Durus teleport the artifact to himself. The attack succeeded in lifting the artifact, but the teleportation failed. The artifact was some kind of staff.
* Once on the shores of Chaeronaea we had to climb the huge cliff face and passed by some Native American looking people. They took shot's at Durus's helmet as he passed by (for some reason).
* Our first encounter was with a giant black anaconda. It proved to be much tougher than previous enemies and gave us the startling realization that Chaeronaea would be more challenging to survive in than the mainland.
* Party advances passed a large pinecone and is attacked by, I think, a few praying mantis throwing rocks. Securis kills one by getting a crit with his martio barbulus and it fell down a lethal distance from the upper part of the large pinecone.
* The party meets and interacts with Amarth Turkle. I was not here for this part and know little to nothing of it.
Mappercraft Revived Wiki

## About Mappercraft

Mappercraft is a Minecraft server hosted by Doom (IGN: RMS\_Titanic), run by Flaming (IGN FlamingArrow06). The server is of an earth world, and players team up with one another to create nation-states, and to engage in diplomacy, trade, and war. ***We are on version 1.12.2***

Dynmap

Vote for us!

Discord

## Important Pages

* Rules
* Player List
* Staff
* Nations
* Server History

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Midkemia

## Terrain and People

Midkemia proper is an area between [6,10a] and [7,10d]. It extends inland approximately 1250-1500 km and is surrounded on North, East and South by Forest Primaeval; and on the East by the Middle Sea. There are developed coastal states, but the inland is wild, and mostly jungle. Midkemia border with the Forest Primaeval is by mountains in North and West, but merely a river and transition from jungle to forest in the south, along with a range of low hills on both sides of the river.

## Risks (To Combine)

Midkemia poses no known risk to the Draconic peoples at this time.

Midkemian states allegedly have some peculiar laws, but the laws are easily ascertainable on landing and are not intended to trap outsiders; Midkemian states generally favor trade.

## Military

Midkemian states maintain locally powerful navies, but have little ability to project military power outside the western half of the Middle Sea.

The Midkemian jungle appears to support a riot of exotic life forms, and is constantly being explored for new drugs and medecines. It is thought Blue originated in the wild here. Valuable new medicinal herbs are constantly being found by professional jungle combers, on their own or hired by outside expeditions.

The jungle is also the source for several rare and valued timbers, as well as not quite so rare teak, mahogany and other hardwoods.

## Economics

Midkemian wilds are the source of a number of rare drugs and plants. Some foodstuffs are also exported as luxury goods, as are a number of shoreline shell fish.

## Politics

Politics of the Midkemian city-states are unknown at this time.

## Additional Information

* Heru Hyanda Note: Your trade explorations have produced some contacts but as yet no nets here. I need instructions if you wish to focus more.
* Ingivar has established a nation here, and ships the raw materials for the Red trade.
* Kalaet governs a draconic base in the city of Court of Inns. His territory encompasses a very large pentacle, which extends far passed the single city.
Aegyptos

Aegyptos was not one of the areas the Combine intelligence network was originally set to learn about. There is much known about Aegyptos, but little that has been compiled into any report. The Combine would do well to get this compiled eventually...

 Terrain and People

More info later.

Potentially inaccurate info:

* Bordered by Byzantium (through mountains) and by the Caliphate. I recall there were a few buffer states between Aegyptos and Urgluk, but otherwise there would be a border there, too.
* Leonard's Info:
	+ Agyptos is a very neutral country and isolationist, just think of them as Switzerland, with their greatest export being food and grain - to give you rough idea our Egypt had enough food to provide it the common peasant 3750 calories a day (which was the average Egyptian diet) and was able to do this while also single handedly feeding the Roman Empire. Agyptose is even larger so think even more food stuffs.
	+ Yes they [Byzantium and Aegyptos] are neighbors but there is a mountain range blocking them and a massive desert to act as physical barriers. The only thing they really have to worry about is invasion via the Nile Delta by sea, hence priority in both a naval fleet and a river fleet, also why the river god Sobek is also a war god.
Sancho Almighty

Facemaker rendition of Sancho Almighty

### Relatives

Pedro, Dionysus, [Unnamed Mother], Various Demigods, Fancy, Fanci, Jason, Alice Various Other Children

### Affiliation

Cats, UPVOTE & The Upvengers Initiative, The Divines

## Physical description

### Eye color

Iris is split down the middle, one side brown and one side Blue/Green (Facemaker rendition not 100% accurate)

Sancho Almighty is unique in his existence outside all of the other 'verses, and especially his ability to travel between them in the large pink bus the cats have given him the use of. He respawns after death from all causes, this process cannot be reversed.
DFE 1P - RP for Leonus

Consider these orders for Leonus from the Draconic Institute:

1-If possible, develop clues as to location of Dar Qat, but avoid contact with Dar Qat and its field forces at whatever cost is necessary, including terminating the Expedition and returning to base, or at least ER.

2-Leonus is to cause each expedition member, no matter rank, to swear on an oathing stone (which will be provided) an oath of secrecy preventing them from releasing any information learned opn the trip to anyone not ON the trip, without first getting written clearance from the Draconic Institute. To be clear, this is a magical oath which will be self-enforces (they will find themselves unable to speak or write about the forbidden subjects) and possibly self-penalizing for attempts to break or work around it.
The Blank Lands

## Terrain and People

Literally, a blank spot on all maps extending about 2k km north-south and 3k km east-west. Travel there, except upon the Great Sakbe, is fatal as far as is known. Travellers on the Great Sakbe are prevented from viewing the Blank by huge bamboo screens on the outer sides of the roads, or, in some places, by raised walls. No further information is available.

## Risks (To Combine)

No known risks except an attempt to transit them off the Great Sakbe Road. Whatever keeps parties from entering may or may not be hostile outside the Blank Lands, but no record of excursions by that force exists.

## Military

No known capability, but some obviously does exist.

## Economics

No known items of economic value and no trade.
Aryan Empire

## Terrain and People

Organized society with a consistent religion and well developed military. Largely one race. Flat, divided east/west by a thick range of mountains.

The Malwa Empire is expanding at the expense of Arya. They are aggressive. (By now they have entirely conquered the Aryan Empire).

## Risks (To Combine)

Unknown. Rumors og a major upheavel there.

Malwa is an unknown, and poses long-term risks to the overall Draconic plan.

## Military

Powerful, well trained army, moderate regional naval power.

Malwa: Something new, mass armies, mostly unknown. The Malwa Empire existed for centuries but appears to have changed suddenly in the last decade or less, why is unknown.

## Economics

Unknown. Has been blockaded by the Draconic Combine and Sukothai for many years.

## Politics

Generally expansionist. Normal empire politics; alliances made and broken based on policy.

Malwa Empire:  Unknown.
Falcharne

## Terrain and People

Corruption and the multitude of feudal interactions make penetration here easy. The Crown has a reasonably efficient secret police, but it is focused on protecting state secrets; it does not recognize collection of real intelligence as a threat, so collection against economic data, political internal structure, and geography (except key points and military installations) is not guarded against.

## Risks (To Combine)

Falcharne is the largest financial supporter of the Pope, and a major religious supporter as well. A reprise of Falcharnese and Papal treachery during the Fourth Orc War is always feared and remains a possibility. Falcharne today is however as dedicate to expanding Royal as Papal power.

## Military

Falcharne has the largest population of any single European Theme nation. She also has the largest population of nobility, all armed to the teeth and trained incessantly. Unfortunately for Falcharne, most of them are honor-obsessed military idiots. The border fiefs, who see a fair amount of real fighting, are a different proposition. There may be found well-trained populations beneath the noble level. Specially worthy of mention are the Duchy of Dale (South Eastern Falcharne, on both sides of the Marne river for most its length) and the Duchy of Gascony, ruled by the Protestant de Graaf family. The Dales rule an unusual duchy, very long and two subfiefs wide, one fief on each side of the river, and nearly a thousand miles long. The family supposedly maintains its control by river power;  little is known about exactly how. The de Graafs face the Borduchai on their entire northern frontier and so have a great deal of continual warfare, and a concommittent (word meaning?) level of military training.

Falcharne also has a high percentage of unsettled, wild lands, over half.

## Economics

Falcharne is the richest single state in the European Theme. Falcharne has the richest agriculture of the European Theme, and enough minerals to get by, although much is imported. Her mineral wealth probably lies in the mountains, which are undeveloped as yet.

## Politics

Birth of an heir and a spare puts the Bourbon monarchy in more solid position.

## Additional Information

* Khaliya managed to establish his own duchy by taking Borduchai lands. This has led to his investors great profit (Hanse?).
* The People of the Spear used to inhabit a string of forts along a trade route. These have been completely taken over by a Draconic group masquerading as a catholic religious order. This group has since gained political power, favor with the King, and great wealth as a consequence of this fact.
Shield Wall

## Terrain and People

This range of mountains may be the highest outside of some portions of the Chaeronea ranges. The side facing south consists largely of sheer cliffs exceeding in some places 5km in height. Many portions of the range rise to over 40km in height. There are no reports of survivors among parties attempting to scale these peaks, cross them, and return. The Great Sakbe Road ends at the base of an enormous volcanic mountain which stands out from the shield wall. The volcano is very active.  No further information.

## Risks (To Combine)

No known risks apart from the terrain itself.
DFE Game Concept

The cleaned up Game Concept I am using for game design is below. This is the final version I am using, but it can always change.

\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*

**1.   Player desires:**

.1    Dig deeply into history, lore and cosmology of Aesira.

.2    PC drawn into a quest that engages all of them to cooperate on it.

.3    Focus on PC and NPC character interactions.

.4    Explore a new area or something else novel.

.5    Get closure on unresolved issues from previous campaigns.

.6    See each quest we are on through to the end.

.7    Have a primary goal, including a primary enemy/group of enemies.

.8    Delve into mysteries or mysterious situations, possibly those considered strange even in a high fantasy setting.

**2.  Some possible specifics.**

.1    Based in Stormreach.

.2    Centered around 5 nations of Galiphar.

.3    Artifact stolen from the Combine by Ancalagon.

.4    Explore the Flow (‘Mourning’ of Cyre).

.5    Involve Skeleton Princes.

.6    Opening conversation with Durus to tie together threats of previous campaigns (especially a denoument for Morinatar-Ardeth-Jaycinthe-Anghien et al).

.7    Wakinyan’s visions of the burning of the Urulluoi.

\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*

Your responses welcomed.

Your first “Quest”, as already noted, will be a very simple, short one:  Take a caravan from Stormreach to Eberron’s Rest, the Combine station farthest into the Xen’Drik, and back.

Eberron’s Rest is at the end of a raised, paved road from The Plunge about 250km SSW to the Xen River. This is a ‘milk run’, done weekly to keep the post supplied, and I expect it will be finished first game day. Primary purpose is to get all the players familiar with one another (many will just have met a few days before) and ‘shake down’ the expedition team.
The Physical Force

## Physical Force

This is the primary means of affecting the world in Aesira. It is defined as the 4 forces of the known universe in real life. These would be the electromagnetic, the strong nuclear, the weak nuclear, and gravity.

This should not be confused with the energy and matter that the world is made up of. All ways of affecting the world have to interact with the world. Doing so does not break the law of independence.

The majority of the world perceives this through medieval technology levels, and thusly it is largely irrelevant. Still the theory seems to hold true.

## The Law of Independence Problem

It's difficult to define the physical force without making exceptions to the Law of Independence. There currently two proposed ways to define the physical force.

The first was to use energy storage, energy release, and energy transfers. However magic has the ability to create matter. Despite how expensive it is to do so, the fact that it can create even water molecules means that it can create chemical energy in the form of bonds between molecules. This would have to be an exception to the Law of Independence.

The second definition uses the 4 physical forces. However magic can also be used to enchant physical properties like magnetism, to create electricity, and to create light. Magic has not been observed messing with the strong or the weak nuclear forces. It's unclear if magic affects gravity, or just applies its own forces to fly.
Varia

## Terrain and People

* Note from Heru Hyanda: Very little is secret here; I basically have agents talk to Parliamentarians and read the newspapers.

## Military

Varia is nearly as large as Falcharne, but with far less unsettled land, mostly patches, with the exception of the Pent Forest, home to the Pent Elves. Her population density is lower (far fewer Catholics) and her social system makes a patchwork of her military, which is largely levy and called up by the Rijkshalter (State Holder).

## Economics

Varia is second, (Varia/Khand is richer than Falcharne, but not by a lot).

## Politics

Nothing listed. There is some sort of democracy system in place. The Draconic Combine holds significant sway, as many of the representatives work for the Combine (nearly half?).
Faerie

## Terrain and People

To the north of the Blank Lands lies Faerie, equally barred to non-Fay.

## Risks (To Combine)

The Fae are known to hunt all over the northlands, and much farther away. Contact with Fae can frequently be fatal. *Ravia*, or hunting parties, usually flying by magic or telekinesis, can decide to hunt anything they feel is good sport. Faerie maintains no embassies and accepts none, although visitors are free to enter – subject to Fae laws and customs, which are complex and often deadly.

## Military

The Fae are highly capable as a military people, but do not engage in conquest.

## Economics

The Fae are eccentric. They will trade, but what they value is purely idiosyncratic and individual.

## Politics

The Unseely Court is organized, and has politics, but almost exclusively internal. The byzantine nature of Fae politics makes Byzantzium itself look rather
simple. Fae politics are probably entirely beyond human comprehension, extending as they do over vast stretches of time. Since the Fae do not conquer, it will be a long time, if ever, before this concerns the Draconic peoples.
The Grand Montage

Hinode recovered from his surgery for getting his large intestine slashed with a scythe. He pulled through with a combination of a modern doctor and magical healing. It took him something like 6 months to a year before we actually could go adventuring again, though.

In the mean time, several of us took lessons in Falsharnese. Nobody was really allowed to get experience points for practicing fighting or psionic activity.

Ceridwyn went home for her 15th birthday - as I recall - and it was somehow very significant. Her brother or best friend or something important in druidic culture was present for a while.

Ceridwyn, Velephia, and Kalaet raised dire-least weasels who became their companions. Rognus beastmastered Lucky the cat, whom Velephia had arrived with.

I don't remember if we got anything else significant done here... Kalæt presumably got some magical research done. I think Milo began learning to cook, and maybe gathered some herbs.

Kalæt made the Oathing Ring, and bound us to an official party contract. We also swore over it that we would not mention the Humanx by that name to others. ......didn't we come across an oathing ring before this? I feel like we did. More on that later.

Some of us may have learned how to use weapons that were part of our sequences, that we hadn't officially trained in... Come to think of it I wonder if Milo taught me how to use a Trident now... though I seem to remember that happening in Stormreach. Curious. Perhaps what I remember from Stormreach was interactions with Milo after he already taught me how to use the trident. I think he did teach me how to use the trident during the Grand Montage. That would make sense, as I loved the weapon and the party wanted to have more second rank fighters.
The Septuron

## Description

This was a tall hill somewhere in the Xen'Drik. It was an archeological dig site that a sage was investigating. The Grey Company had to stop here to rest while on route to Stormreach. While resting they did some investigating of their own and found that inside the hill was a cave / chamber containing a number of things.

There were seven noteable objects found that, when initially disturbed, gave visions. These corosponded to historic/geologic layers, and were visions of important events in history. [The order is known and recorded somewhere, but I was unable to find that information as of now.] These objects and their visions (to the best of my memory) are as follows:

1. Orc Bones; Simply mundane bones of an orc from long, long ago.
	* Note that these should probably be investigated further. They may be bones of an especially important figure, and could end up being more than what they appeared to be.
	* The vision was of Orcs living a tribal style life predating everything else. I believe that means this orc was native to Aesira, predating the arrival of Orcs from Avalon Oversea.
2. Shaara's Stone; A large beautiful fascited gem crafted with the shape and color of an active flame.
	* This was successfully turned back into Shaara herself using Sileouni technology, so the stone no longer exists. If I had to guess, it was a highly advanced laen matrix utilizing several different types of laen, that was designed to somehow preserve Shaara over time.
	* I do not remember the vision, but I believe it related to the "Old Culture" of 200,000+ years ago. This was determined to be the Sileouni.
3. Pentacle Medallion; Nonmagical five pointed star.
	* This was confirmed to be a symbol made by human servants of the Masters, designating themselves as such.
	* The vision was our first view of the Masters displaying their tall, slender, elongated bodies. We later learned this is how they choose to appear to humans they interact with. They choose not to reveal their true forms, probably due to the religious associations if they did.
4. Small Red Dragon Scale; Dragon not identified
	* May have belonged to some important dragon, but otherwise investigation has turned up nothing beyond it being a typical dragon scale (not that owning one is typical by any means).
	* Was the vision of a dragon attacking something? Was it the Fall of Stormreach?
5. Five Rings
6. Windship Compass
7. Giant's Ring
Kolokhai Peninsula

## Terrain and People

This mountainous peninsula counts itself part of the European Theme, and sends representatives to the Parliaments of Man, but is very independent, mostly because it is a thousand kilometers by sea even to the Talonne. Greeks are famous sailors, and hire out as mercenaries all over the world, but maintain a special relationship with the Illyr, who employ only Greek hoplites as mercenary marines on their ships. Greek navies completely dominate the Ionian Sea between the Kolokhai and Hammerhead peninsulas.

## Risks (To Combine)

Greeks have shown little stomach for aggression overseas, and the near Minoan navy limits such aggression in their direction. They are not a forest people and have shown no desire to expand into the Forest Primaeval.  There is a continued effort to colonize the Hammerhead Peninsula, with some limited success, but various city-states tend to war over possession of these colonies.

## Economics

Timber for ships, small amount. Olives, olive oil, pomegranates and a few other rare fruits. Net importer of grains and manufactures; little iron here. Depend on mercenary work to raise enough gold to pay the difference.

## Politics

Nothing listed, can probably find out more later.

## Additional Information

* Heru Hyanda Note: Developing relations in Athens, Corinth, and several other states, but not Sparta; their Counter Intel is too efficient.
Aesira (Continent)

As the largest continent on the planet of Aesira, it is home to the largest population of human kingdoms. Thus it is widely regarded as the most important continent. Definitely the most is known about it.

## Regions (Surface)

1. Asian Theme
2. Wall Between East and West
3. Midkemia
4. Forest Primaeval
5. Urulluoi
6. European Theme
7. Dragonne
8. Illyr Islands
9. Kolokhai Peninsula
10. Hammerhead Peninsula
11. Arctic Wastes - No Info Yet
12. Stormreach - More Info Later
13. Riedra - More Info Later - Little Info Available
14. Xen'Drik - Details to follow - Campaign DFE will gain a lot of info if successful

## Regions (Underdark)

These regions are categorized as witnessed below the city of Karessia, though the full extent of the Underdark across regions has never truly been mapped out.

1. Surface Layer, as described above
2. Sewer Level
3. Deep Dwarves and Dark Elves??? There were definitely levels in-between. Need confirmation from notes somewhere.
Convergence to Zero Nexus

Chapter 1 of the Dragonfire story. This chapter starts approximately 1 week after the dragonscale with the engraving "fair fight" fell from the sky. The chapter ends at the conclusion of the Battle of Zero Nexus.

## Summary (To-Do List)

The actual summary for this chapter will be completed once all the individual articles have been completed. Until then, this section will be used as a to-do list to organize which articles still need work in one place.

* All completed articles still need to be re-read and checked for errors or incomplete information.
* All double checked articles still need to be checked against Larry's notes on the sessions.
* "Chaeronaea" needs to be added to by William for information about Amarth Turkle.

## Subchapters

1. The Party Comes Together
2. The People of the Spear
3. Battle of the Spear
4. The Grand Montage
5. Journey to Stormreach
6. Stormreach
7. Chaeronaea
8. The Flow
9. Meeting Draykes
10. A New Mission
11. Zero Nexus
Wall Between East and West

## Terrain and People

This region is almost completely formed by high mountains running north to south and ranging in depth from the Midekemian Sea (Middle Sea) from 250-300 km at the narrowest point to over 1500 km at the widest.

There is a range of hills directly along the entire coast, ending in cliffs along much of the seashore.

Inland of this belt lies a flat, open valley ranging from 50 km to almost 400km in width. This belt continues at the conjunction of The Blank Lands, the Wall between East and West, and the westernmost extension of the Urulluoi. This area is called the Triune Gate. A gigantic active volcano overlooks the Triune Gate. The passage south to the south end of the Wall Between leads to the Stone Circle. Narrow, but low, passes connect the Wall between East and West coastal plain and the Asian Theme.

## Risks (To Combine)

The coastal valley is populated by a number of small states, all of which cooperate to allow trade to flow freely.  They do have militaries, and will fight collectively if any are attacked, but are not imperialistic.

Some sages allege that the Stone Circle is a magical or ley artifact of great but unspecified power. No evidence is available to support this contention.

* Note from Heru Hyanda: Some disturbance in the array of alliances around the conjunction portion, where various different other areas meet.

## Economics

Little to trade for in the area, although the mountains do produce unusual furs and some rare timbers and plants. Mostly the area is a valued trade route, providing an alternative to the expensive Great Sakbe road. Although slower, this route is also cheaper, and nearly as safe thanks to the states owning the corridor.

## Politics

Except for their unity against outside aggression and protection of the trade route through their states, little is known of the states here.
Races

There are a number of playable races in Dragonfire. Ultimately, almost anything one can think of from another game (and many of the sentient races found in Dragonfire not listed here) can be played if asked. Racial modifiers are more or less made up on the spot to fit whatever the DM deems appropriate. Still, this page could prove to be an important tool to balancing the races, perhaps for later use.

Races will be listed in categories. Categorization methods:

Data on racial stats comes either from a character sheet of a player with that race or from one copy of the racial data chart. Some races have been listed in the chart without any data at all.

Note that this system is receiving an update, so further work will need to wait for that to finish. Wiki documentation will continue when the game mechanics are worked out.

## Racial Types

* Common Races
* Localized
* Rare
* Secret
* Monstrous (Not Sentient)
* Epic Races (Too Powerful)
* Unknown

## Common Races

* Human
* Dwarf
* Gnome
* Hobbit
* Half Elf
* Half Orc
* Urukim (Hai, Burz, Snaga)

## Localized Races

* Illyr
* Fae (Greater and Lesser)
* Ras
* Humanimo
* Duergar
* Drow
* Sindar
* Noldor
* Merfolk
* Sahuagin (Spelling?)

## Rare Races

* Pernese Dragon
* Giants (Cloud, Storm, Stone, Frost, Fire, Hill)
* Warforged
* Vanyar
* Undead? (Maybe use template instead)
* Ratfolk

## Secret Races

* Chla Nachran
* Sileuani
* Old Culture / Lore Culture
* Windship Culture
* Alphatians

## Epic Races

* Firedraykes
* Anghella

## Monstrous Races

* Krithik
* Beholder
* Dinosaurs
* Roper
* Arrow Birds

## Unknown Races

* Alphatians
* Golku
* Titan
* Pygmy
* Wose
* Yeti
Journey Through The Flow

Unfortunately I don't remember the order of events very well, so like in previous articles I'm forced to just info-dump everything I remember.

* Our cover story is that we were sent on a mission to make a map of Chaeronea and include notes on the ley lines and chaon flow.
* We had an encounter with snaga, some even mounted, who carried a banner and fought using excellent tactics. Unfortunately they were weak snaga and were killed without too much effort. (This one is a vague memory that could be created only in my mind after the fact.)
* There was a conflict with Fey. One of them shot an enchanted bolt (from a crossbow?) that started heating up someone's armor, forcing them to take it off. I recall most of the Fey teleporting away (back home) and only one leaving us behind his set of size 4 mithril platemail.
	+ I vaguely recall Pippin accompanying us during this, though I don't remember when he joined up with us. I think he joined us as we were leaving Stormreach?
	+ I seem to recall us entering the Druid City immediately after this encounter. However we only entered the Druid City after already meeting the Draykes in the first place, so this belongs elsewhere.
	+ I also recall working our way through an illusory maze of rocks overlayed on top of a real maze of rocks that was different. We successfully navigated through by using Durus's Clair Perception to see the real maze and guided ourselves through that way.

* We got into a series of undead encounters where an extraordinarily powerful Necromancer was trying to kill us. Velephia got a nat 20 on a rifle shot to kill him, and his defense roll was a nat 1. The party was upset that he didn't die or at least take damage. Larry said he was just too powerful of a character to be killed here like that. Anyway we got bailed out of this combat by someone who went by the name of Morak Tablethorn. I seem to recall him fighting with a magic red blade and fighting from horseback, but that could be wrong. He had a lot of unseen servants in his home (a tower?) doing everything for him, but he lived alone as far as we could tell. We stayed there until we were recovered.