recursal/Fanatic-Fandom huggingface dataset:
Trolls

When Drogo talked about Trolls you may have detected an element of racial dislike in there..... dont think of DnD green slimy things that regenerate a lot, think more of nordic type trolls......

Trollheim is the historical capital of the Trolls.

Ghoulagabba is the political capital of the Trolls/Orcs/Temple of the Dead - this political group is led by the Trolls.

Their army fighting tactics: Hordes of rabble, Undead

They worship the Temple of the Dead.

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

## Elder Race

Trolls 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 humanoid.

According to a theory of the origin of the Elder Races, the Trolls represent memories and death.

## Legend 35 - The Cynod Bird

This legend takes place in White Beach's Drake Cliffs, indiciating that they presumably lived around there at some time.

*"It is said to this day that the cry of the Cynod Bird brings ill luck to trolls."*

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

1. ↑ email2020-06-18 13:59
2. ↑ Email2020-11-02 10:28
3. ↑ Email2020-07-22 18:14
4. ↑ Zoom 2020-10-22 20:00
5. ↑ Day 65 - Far Haven - Tripwires
6. ↑ Day 49-57 – Centaurs
7. ↑ The Confusing Origins Of People
Legend 9 - The Empress Treasure

The Empress' Treasure

She strode through the grounds, noting with satisfaction the steady progress being made in
the construction of the palace. Reaching the centre of the works, where her throne would be
established she turned left and pushed aside the curtain of a large tent. As she entered
the heat hit her like a wave, even with her protections she felt sweat beads form on her
forehead. Inside the tent were three dwarves, two working on stoking up a forge that radiated
both heat and magic. The third, and tallest, was circling a silvery statue, somewhat humanoid
in form but seemingly unformed - to look at it for any length of time hurt the eyes.

"Well, can you do it? Your note was suitably cryptic"

The dwarf ceased his circling and moved towards her.

"Yes Empress, we can break this down, for the agreed fee"

She permitted herself the briefest of smiles.

"Then do so as quickly as possible."

With that she swept out of the tent, to pause outside and savour the cool fresh air. The
statue had troubled her and the Goddess was totally silent on the matter. The savages
defending it had claimed to be priests but had exhibitted no ability beyond that of dying
easily. There had been no magic of any form deployed in the defence of the statue.

But now there were other matters to concern her, a schism in the native Wyldwood religion was
becoming obvious, a new voice disrupting the Empires carefully planned conquest of the
island. His name apparently was Soratan and he and his followers were taming dragons.
The Twisted Ladder - the Top

After another couple of hours climbing, your muscles ache, your vision is blurred and you find yourself searching desperately for sight of another platform upon which to take a break. You have no idea how far you have climbed, and to be frank – do not feel like looking down to check.

It comes as a real shock when with a sense of dislocation you suddenly find yourself in a large hemispherical stone chamber about 60’ in diameter and 40’ high. It is lit by four torches set into sconces. The 10’ diameter hole in the floor seems to lead down into a crooked stone chimney with the ladder twisting around the surface of the chimney.
Set into the walls of the chamber are 8 evenly spaced floor length windows. The windows look down onto different viewpoints from a slightly elevated perspective.

1. Looks onto a small well-manicured city garden, from the visible skyline you recognise this as somewhere in the Imperial Palace at Stormhaven
2. Looks down onto a ploughed field, a short distance away can be seen the sea (or possibly a large lake). To the left is a tall tower, seemingly clad in blue stone. This viewpoint is slightly blurred – as though looking through smeared glass
3. Looks into a small antechamber off a large courtyard. With a shock, you recognise the courtyard as being where the GARM ritual was being enacted
4. A small courtyard with a disused and dried up fountain in its centre. You do not recognise the skyline, although it is definitely a major city
5. A small copse of trees, in the distance you can see a wooden stockade. You recognise this as the home of the Blue Witch
6. Is swirling with a kaleidoscope of colours, occasional glimpses of a small lane which has rubble lying in it. The skyline kind of reminds some of you of StarPort
7. A small hall devoid of furniture and only dimly lit. In the hall, standing in unmoving ranks are large numbers of corpses of various races, Orcs, Humans, Maratasen, Elves, Giants and Ariels make up the vast majority
8. Inside a small cave, through the cave entrance you can see the city of Hightower
Superior Weaponry

**Enhanced Weaponry**

The blacksmiths of the North Island have developed a variety of forging and crafting techniques that provide superior weaponry. These break down into the following categories:

## Superior Weapons

(Requires Advanced Smithery skill)

The skill of the smith enables construction of weaponry that whilst non-magical gives a +1 to hit (superior balance) and +1 damage (sharper edge or better top end weighting).

Such a weapon takes x4 construction time and x2 material costs and is normally sold at x4 cost (players handbook).

**Note:** After any combat in which the weapon is actively used, there is a 20% chance that the bonuses will be lost due to slight damage. A character with Smithery skill or better can repair this damage in 1-3 hours.

## Silvered Weapons

(Requires Smithery skill)

The use of silvered weaponry to protect against undead (not that effective) or lycanthropes (effective) has led to a market for such items.

Such a weapon takes x2 construction time and x3 material costs and is normally sold at x4 cost (players handbook).

## Mithril Weapons

(Requires Legendary Smithery skill)

Dwarven smiths discovered that incorporation of small trace elements of Mithril into the forging of a weapon resulted in a weapon that is able to hit those undead that required magical weaponry to take any damage. Such weapons, whilst expensive – provided a way of enabling soldiers to protect themselves against undead. Also, these weapons were found not to decay or corrode over time.

The scarcity of Mithril means that few such weapons are forged currently, but there are a large number still surviving from the Age of Chaos.

Such a weapon takes x4 construction time and x10 material costs and is normally sold at x10 cost (players handbook).

**Note:** Scarcity of these weapons will drive prices up significantly.

## Sigil Engraved weapons

From [Day 35-41 – The fourth week in Northlake]]:

Taking the piece carefully, you can now look at it more closely, and it is certainly a very old spearhead and was probably of very good quality. Scratched clearly into the blade is a sigil that matches the silverwork on the brooch you found a few weeks back.

When you pick up the Chainmail from the blacksmith the next day, you have an inspiration and ask the smith about have sigils inscribed into a blade. The smith explains that masterwork grade smiths are able to add extra potency to weapon blades by engraving the foes identifying sign, normally a piece of heraldry or similar sign. These weapons retain their potency for quite a long time and so the technique has been used for elite military units.
Potion preparations

**Potion Preparation : The DMG Standard**

These are all classified as advanced “recipes”, costs and batch size is based on a laboratory with standard equipment and having the minimum required skill.

Note: These potions are much more expensive than the brews and tribal/village recipes available – but the potions generally have less side effects/limits.

Alchemy labs will affect material costs (less wastage) and batch size (less wastage and more efficiency)

Improved skills will affect batch size

Time cannot be reduced, although with suitable assistance multiple batches can be worked on.
Weapon Proficiency & Specialisation

Weapon Proficiency & Specialisation

Characters start with and gain weapon proficiencies as per standard D&D.

Instead of gaining proficiency in a new weapon, a character may decide instead to specialise, gaining bonuses with a chosen weapon. Only 1 level of specialisation in a particular weapon may be selected for first level characters.

In addition, Fighters, Rangers and Palladins can opt to take one additional level of specialisation at setup, by taking disadvantage (-2 to hit, -2 damage) in a weapons class.

Weapon classes are:

Swords/Axes

Maces/Hammers

Polearms/Staves

Missile

Benefits Of Specialisation

For each level of specialisation, the character may choose one of the following:

+1 to hit, +1 damage

+0.5 attacks/round (cannot choose this option twice in a row)

Example:

A fighter designed to be a specialist swordsman.

At start: 4 Proficiencies

Takes:

Longsword

Broadsword

Longsword Specialisation (+1/+1)

Broadsword Specialisation (+1/+1)

Disadvantage Missile Weapons

Longsword Specialisation (+0.5 attacks per round)

At fourth level the fighter then takes an additional specialisation, this cannot be +0.5 attacks/round since that was chosen at 1st level, so instead he improves Longsword to +2/+2.

1. ↑ Was originally incorrectly stated as 'third' level
Minotaurs

Some dead Minotaurs were discovered by the 'other' party from Braerk.

Cagrun: “So things you do need to know….. well the other party returned yesterday. They reported no Elven military activity out for a few days travel towards Stormhaven. But what they did find was an Elven scout, dead. Nearby were two dead large humanoids with bulls’ heads, obviously killed by the scout. So, in this area, we have evidence of three different humanoid types, having talked to one of the elderly grandmothers in the village they seem to fit the description given to Ogres, Minotaurs and Kobolds. All seem at least semi-intelligent and whilst not operating as a coherent whole, the groups have some form of internal structure. Most importantly, all of them appear to be hostile to the civilised people on the island, even the Elves.”

1. ↑ Day 7: Return to Braerk
Onwen's Research

* Great Spell Onwen Notes 1
* Great Spell Onwen Notes 2
* Onwen Herbalist Notes
* Day 95: Onwen's Wall Cupboard
	+ Legend 1 - Dwarf Goblin Wars - The Mirthril Gauntlet
	+ Legend 8 - The Mithril Dragon
	+ Legend 23 - Temple of the Dead
	+ Legend 26 - GARM
	+ Legend 28 - Thus Spake Hashandara
	+ Legend 24 - The First Rune
Races

See Also: Major Nomad Tribes

## Legendary Creatures - monsters and humanoids

* Goblins
* Kobolds
* Harpies
* Lammasu
* Blackhoof Centaurs
* Hob-goblin
* Blink-dogs
* Kraken
* Ogres
* Dragons?
* Displacer beast
* Dopplegangers
* Shadow Warriors

.
* Sea Serpent
* Sahuagin
* Hobgoblins
* Owlbear
* Dragonriders
* Wyverns

.

## The usual denizens of North Island

**Referred to by the Elves as the "lesser races", though the original inhabitants call themselves the Elder Races**

* Centaurs
* Dwarves
* Giants
* Humans
* Lizardmen
* Maratasen
* Trolls

* The Elder Races - Eagle, a Lion, a Snake, two Human(oid)s, and a Centaur

## The unusual denizens of North Island

* Time Lords
* Ageors

.

## Natural flora and fauna

* Cynod Bird

* Black Ginger
* Meldorian Tree
* White Nightshade

***You may also be interested in:***
Drogo Fatbelly's “Anthropological Guide to Cuisine”

3.99 Silver from all good scroll stores.
Lycanthropes

DM stated in Zoom 2020-10-29 21:00 that Lycanthropes are not uncommon, and many are respected members of society. He referenced the WereWoods near Tobar. There are, however, some 'ferral' Lycanthropes about.

Drogo didn't mention Lycanthropes in his guide - but no doubt he would have been appalled by the lack of any fine silverware in their dining services.

**From Tobar Factsheet:** Note that Lycanthropy within the WereWoods, and in particular within Tobar is regarded as a blessing as opposed to an affliction. The Shrine of Change teaches those blessed with the condition how to control and evolve the condition over a number of years, in the rare cases where control cannot be achieved – the sufferer either has the condition forcibly reversed or is sadly removed from this mortal plane.

Known Lycanthropes: Zarathan, Thamon Weird, Thain Hindclaw, Char Warstripe
Poisons availablity & attitude

## Poisons – A Simple Overview

The use of poisons is generally frowned upon by most civic authorities, with some notable exceptions such as parts of Solaran territory and also Ghoulagabba. However, this does not prevent them being both available and used, either by underworld organisations or (less frequently) suitably authorised extensions of the civic organisations.

In the table below, the major cities are classified with respect to:

### Attitude

0 – Poison is acceptable

1 – Frowned upon, likely to be confiscated if found

2 – Illegal, possession will attract a fine

3 – Very Illegal, possession will attract a prison sentence

4 – Possession will attract a severe punishment, possibly capital

### Availability

(3 & 4 normally imply organised crime controls the trade)

0 – Freely available, no price inflation

1 – General back streets availability, +10% price mark up

2 – Some back street availability, +20% price mark up

3 – Specialist dealers only, +40% price mark up

4 – Unavailable unless you know where to look, +100% price mark up

### Range

(what poisons are available, those not easily available will attract a +50% price multiple, local poisons are those that can be made from easily found local ingredients)

0 – Wide range of local and possibly more esoteric poisons

1 – Good range of local and commonly known poisons, some rarities

2 – Local and commonly known poisons only

3 – Local poisons with some of the commonly known ones as well

4 – Only local poisons
Lizardmen Info

**Lizardmen (Non-nomads)**

Overheard lecture from a senior commander to a Lizardman scout.

“So think, stupid neophytes. Cast back. Seek your ancient self. Forget the insipid influence of the warm bipeds and their suicidal forgiveness. Crack open the eggs of the late hatchers and make our race strong once again.

The Iron Golem would crush those such as you without a second’s hesitation. Without the strength a return to the old ways will bring, GARM will scorn us, as well He should. And without the strength of GARM we will forever be trapped; trapped by the external limitations of the island, by the physical limitations of our bodies, and by the internal limitations of our minds.

We must escape. We must escape.”

It is said by many detractors, that the Lizardmen have a compulsion to conquer. That they find the very existence of other societies repulsive, insulting their own concept of order. That they seek to dominate all other races. However the Lizardmen have been content to co-exist peacefully with the other Kingdoms of the North Island, trading peacefully across the island with any and all.

Their main centres of population are Ur’rah (recognised as the capital city), Tor’Karn, Sanc’tril and Sora’Quar. Most minor settlements are found in nearby coastal areas. GARM worship totally dominates Lizardman society.

If you encounter a Lizardman, he is most likely to be a trader, Lizardmen trading parties will explore anywhere looking for the strange and exotic, although their trading skills are not necessarily the sharpest. Indeed many non-Lizardmen merchants joke that providing you are willing to take the time to converse with a Lizardman – you can probably sell them anything at a profit.

The society is ruled by a King, however to all outside observers it behaves as a Theocracy, with the Church having the final decision on any matter of importance. Within society there is a strong caste system supported by the concept of reincarnation – whereby death in the service of GARM will result in your rebirth into a higher caste. This service can, and often does, take the form of living sacrifice to GARM. Indeed, Lizardmen seem to have tied their arcane and divine rituals to living sacrifice, sometimes termed blood magic. Although nobody has yet managed to determine how this amplifies the rituals or spells being performed.
The Unlikely Dragon Hunters

From Research (Week 3)

## A Dwarven Legend, With Elvish Annotations

<in Dwarven>

**The Unlikely Dragon Hunters**

Many years ago in the age of the Great Dragon Riders, before the rise of Sorantan there were two close companions. One was a bald dwarf who was cursed by the Elven High Priestess to lose his beard forever. The other was one of the ugliest trolls you could ever have seen. The two were fighting companions and slew many dragons each and together. Their unusual friendship was legendary until an argument caused them to part. A petty argument over a spilt beer with each blaming the other. For many years they refused to speak to each other and did as much as they could to avoid each other until the day that they both arrived at the lair of a Great Platinum Dragon. It was three days before they spoke. Three days of silence as each camped within easy calling distance of the other. Each knew that on their own they could not defeat the dragon but neither being willing to be the one who broke the silence. It was the dragon that broke the silence in the end as it came out of its lair and smelt the scent of the two Dragon Hunters. As soon as it came swooping out of the sky towards the campsite the two friends fell into the automatic routine of fighting side-by-side once more. Together they fought, together they won and together they celebrated their victory.

<end Dwarven>

Elvish notes:

* Whilst this story has obviously been embellished, it reinforces the theory that there has long been conflict between the Wild and the lesser races – which I admit is probably true;
* Note that the companionship of a Troll and a Dwarf is not something we have ever observed, all evidence today points towards them being mortal enemies;
* Rasten believes that this tale provides further support to the strategy proposed by Oranzer – personally I think it is a fairy story;
Zoom 2022-03-01 21:00

The party get a peaceful night's kip following the Blink Dog attack, and learn spells (and create new cont-light rocks) in the morning. Francis notices evidence that a single humanoid scouted our camp around dawn - it had the scent of a (Ghoulaggaban) Orc according to Kirsten.

The village to our south (at 199.045) is 'alive' and inhabited - but as we suspect this is an Orcish village, we decide to cross the river immediately at 198.043 and that travel parallel with it to the south west. Khurak spots a party of about 4 humanoids to the north who are heading purposefully to the south - so we continue moving south west and they do not appear to change course to intercept us.

However, during the night, our watch detects humanoids (badly) scouting the camp, and after a bit of faffing about (and a bit of persuasion from Caradoc) four humanoids (2 humans currently sporting Mirror Images, a Dwarf and an Ariel) come into our campsite. They are dishevelled, slightly malnourished and very twitchy/jittery. Their leader (one of the mages) is wearing a PathFinder cloak.

They claim to be a group of ex-civilians, recruited by Ghode (who gave them the cloak) to investigate the 'Mad Giant' of Torgan, and having found him, follow up on whatever leads he provides. Unfortunately, as soon as they found him in his cave, he put up a Wall of Stone and there was nothing more they could do. They hung around the area in some caves in the hills, living off 'Create Food & Water' - but with no apparent foraging skills it was a meagre existence.

Then they saw a vast undead army approaching Torgan with a large flying 'thing' overhead completely clouded in darkness - StarStorm. However, this army and flying city was opposed by an army of Giants marching out of Torgan supported by a flying city bearing Alvera's royal banners - StarPort. They then saw StarPort deliberately ram StarStorm - destroying both flying cities as well as the undead army and the hordes of 'black flappy things' (vampires) that emerged from StarPort. **As Alvera was assumed to be aboard StarPort, it is believed that Alvera and most of his Sky Knights are dead.**

The timing of the destruction of the two cities coincides with the major magical disturbance and earth tremors we experienced previously.

Following this, the group decided their mission was over, and tried to leave - but found themselves teleported to an unknown area, from where they decided to head south in the hope of getting back to civilisation - and they ran into us.

Joshua believes that they are telling the truth as they see it, but that they are somewhat unstable and probably suffering from PTSD. They are very grateful for the 'real' food that we provide.
Dr. Kundatu Friss

**Dr. Kundatu Friss,** is a Ysoki Operative/Biohacker played by Skid Maher on *Androids & Aliens*.

## Background

As a child on Akiton, Dr. Friss was kept as a child slave to a powerful criminal kingpin named Mr. Hush. At some point in his youth, he found an emerald ring while scrapping for Mr. Hush, and he managed to steal it. As an adult, he wears the ring on a chain around his neck.

Dr. Friss spent eight years receiving an education and training in medical school, though he never matriculated. He spent some years running a small medical clinic until mounting pressure from Mr. Hush and his crew caused him to flee. While practicing, he assisted Meisyun by removing her tracker implant.

As a member of the Sarissa, Dr. Friss serves as the crew's doctor, and maintains close, protective friendships with all members of the crew, and especially those who he is able to care for as more long-term patients, like Meisyun and Pigi.
Legend 8 - The Mithril Dragon

See also: Legends

The Mithril Dragon and his rider

From out of Torgan long past there came the Shadow Warriors. Dressed in
darkest Night with a Flag of Black despair they rode against the West.
Snapping out fear and horror, the folds of their Standard was known to
cause such fear in their enemy, that much of the battle was won before the
first arrow was notched and blade crossed blade. Then from the North came
a Dragon Rider on a Mithril Dragon, and seeing the magic of the enemy work
before him, he went to a Holy Shrine and there bid the aid of one who was
not of any time....such was his desparation that the Knight begged for
a manner to beat his enemy and regain his honor so recently lost. After
13 days the Knight returned to the Army of the West and he walked into the
camp with a tear in his eye and a great flag in his hands. As it was
placed to a mithril coated shaft the cost of the magic was apparant, for
there shining upon the brilliant standard, was the likeness of his Mithril
Dragon. Speaking nevermore, the Knight stood before the army and as the
Shadow horde came thundering down he unleashed his own magic and
the army had no fear, and all was strong with the power of the Light that
day.

ONWEN NOTES:

* Sacrifice of Mithril Dragon mount - Soratan??
* Armies of the West - Armies of the Wild??
* Why Torgan? Implications of Necromancy??
Gavin Westover

**Gavin Westover** is a character played by Matthew Capodicasa on *Get In The Trunk*.

## Background

Gavin is the adopted son of Dr. Lyra Westover. He was taken in by Chris Valic, a friend of his mother's, after she disappeared following the events of season 1. Now an adult, he is a law student at Georgetown with a keen interest in the occult. He is nominally aware of his mother's involvement with Delta Green, having been informed upon recruitment into the organization.
Zoom 2021-08-19 21:00

The action begins about 20 minutes after Hamish returned to the Inn, with no sign of Caradoc yet. At least it gave Hamish time to wash and change clothes - but he still smelt pretty bad.

The wanna-be thieves are sent back to the Hall of Rogues - having been shaken down to pay for any damage to the Inn. The Innkeeper happily guards the two SARN acolytes.

There is a knock at the door - a runner with a message from Caradoc, who was at the Hall of Rogues. He suggests that Joshua goes to see Kahu at the Nature Shrine to provide Druidic/Clerical support to help find Dougal, whom he believes is at the docks. He does suggest not going in mob-handed too early. So Joshua, Francis and Hamish go to Nature Shrine - they think they detect at least one person watching them from the rooftops along the way, but are unable to pinpoint any other watchers, followers or threats. At the shrine, Kahu is expecting them. She can't get directly involved, but can provide the services of 3 druids (an elf and two ex-slave humans). She also blesses Frances (+2/+2 to hit/dam).

The group returns to the Inn, and it is decided that the Druids should start the searching (probably  with summoned rates) ASAP, so they are accompanied by Joshua, Francis, Hamish and Brokev to the docks. Caradoc - who is casing out the docks - see them and joins them. They find the refuse barge, which clearly does not have any place for a prisoner to be held alive, and the barge workers haven't seen anything unusual - though they are happy to have found their 'missing cart' that turned up about about 300 yards away. The Druids don't want to start casting spells in the middle of the street, so they adjourn to a local Inn accompanied by Brokev, while the others start to investigate and possibly find tracks around the cart.

Back at the Inn, Quercuis' hope of getting some decent sleep is rudely dashed by an attack (through the front door, this time) by 3 fighters and a Mage. The Innkeeper is the initial target (he turns out to be quite a robust fighter) and Umar piles in followed by the other remaining party members as appropriate. The result of the fight is that one fighter is captured (Hold person followed by enhanced sleep), two get killed (one by friendly fire from the mage) and the mage manages to escape. Both the Innkeeper and Umar are unconscious at the end (Innkeeper pretty badly hit), but with just 2 CLWs available (Wun and Q are still out of CLWs from their 'good deeds') all we can do is make sure that both are 'stable' and well bandaged.

We noted that the mage who escaped had cast two fireballs and a lightning bolt - though their MM only had 2 missiles. They also used an open-hand attack that dealt poison damage (maybe a SARN special - a poison equivalent of shocking grasp?)
Zoom 2022-02-15 21:00

Hi Dafydd,

I don't document the fights - and this was a pure fight against Blink Dogs. They were nasty as they could blink in, attack and blink out on the same round - and teleport you away with them in your were unlucky. This happened to Wun, but we managed to rescue him before he got killed - just!

Got some decent xps from it though.

Cheers - David
-------- Forwarded Message --------

 Date:

I don't think there is any need to write up this zoom session. Summary: The party won 9-0.
Zoom 2020-11-26 21:00

The party decided to continue travelling with the caravan at least until they had met up with the Centaurs. They would work on their cover story as Francis has suggested, and supplement their supplies with whatever foraging and hunting they could away from the main road.

***Party to supply DM with questions to the Centaurs.***

The party will try to ingratiate themselves with the Centaurs by doing favours, trading favourably and paying attention to names and who’s who in their society etc. [Francis refines this by saying: Treat with awe and respect, as befits beings who are close to the centre of Wyldwood. Only genuine admiration, but some centaurs may see it as flattering.] One of the questions will be why everyone holds Warlord Saratak in such high regard, given his ‘state of mind’. Garaf wondered if he might have Clearsight, and so is considered to be mad in the same way as the ‘Mad giant in Torgan’

***DM will provide list of (known) locations of thieves guilds and mages guilds.***

**Info gained**:

## Runic Language/Jewellery

* The Primitive Language is a runic language similar in style to Dwarvish, but more basic, and probably pre-dates the Elves.
* The language on the Bracelet and Necklace was inscribed (that’s the fancy word a master craftsman uses for ‘scratching’) and is contemporaneous with the jewellery’s manufacture.
* We have the details of the person to whom the jewellery should be delivered – some intimation that they are connected to the Universal church. ***DM to provide delivery details.***
* It would be difficult to create a dictionary of the language from what we currently know.

## Centaurs/Giants

* The Centaurs and Giants have an almost entirely oral tradition passed on through Bards and Shamans – only the settled, non-nomadic Giants are likely to record things in writing.
* However, the ‘learning by rote’ aspect of some of the Bardic/Shamanic oral tradition should protect the information from corruption/forgetting from the Great Spell of Voids. DM mentioned that the effect of the GSOV was to stop you making ‘connections’ between information, as much as ignoring/forgetting it.

## Misc.

* There is no news on Skyfleet. The Orcs and Trolls seem to be continuing their push down to the South and against Torgan and nearby cities.
* The cleric Erasmous appears to be the only magic-user among the guards in the caravan.
Wingsport self interest

**Wingsport – Surviving the Waves**

**A Pragmatic Approach**

Wingsport has always been a trading city, strategically located on one of the main North/South trade routes it has managed over the years to prosper and thrive. In order to do this it has had to remain adaptable to the changing fortunes of surrounding powers, those that might otherwise simply swallow it up. Recently, this has seen it ally with Alvera, and those bonds were strengthened when Alvera negotiated a peace treaty with the Empire. However, let nobody be fooled, the city will still be trading with others, some of whom might be seen as enemies of the Alveran/Empire alliance.

This pragmatic approach is supported by the cities open acceptance of nearly all religions, the only exception being those that publicly espouse racial superiority (Gemidiah and Hashandara). One question often debated by city philosophers is that of what would the cities view of an Ariel God be?

The city maintains a strong central control over the economy and trade, with the net result that whilst merchant houses can exist within the city, a formalised Guild of Merchants is prohibited. Similarly organised crime has never managed to really coalesce into a single power, being fragmented between a number of competing gangs….obviously something the city authorities encourage.

As one Beriesan Ariel merchant once put it “I like visiting and doing business with Wingsport, but I always check which way the wind is blowing before I land there”
Rhapsody Kincaid

Art by /u/halfinvincible

**Rhapsody Kincaid** is a Tengu Spiritualist with the archetype Phantom Blade played by Troy Lavallee on *Legacy of the Ancients*.

## Background

Rhapsody is a wandering tengu who trusts very little and has less interest in altruism than some of his companions. He has black, purple, and green feathers.
Solaran Politics - General

**Solaran Politics - General**

Across the western kingdom, Solara is regarded with awe and respect, but not with any affection. His grip on power is ensured by stoking the rivalries between possible contenders and through the loyalty of Starn and Relving. The state religion is primarily Gemihadist with its strong views on human supremacy, however significant populations of Maratasen and Orcs also exist across Solaran territory bringing much needed military strength. Key figures in the kingdom are:

## King Solara

Son of King William and twin of Alvera, Solara is hot tempered, passionate but very politically astute. Raised in the West, his subjects are comprised to a large extent of the ‘Barbarians’ of the South Western Coast. Vehemently opposed to the existence of the City Councils, he is jealous of any power in the House of Baron's but his own. Strong Humanist views fuel his hatred for both Elves and the East's integration with Dwarves, Giants and Ariel. He holds court in Bristol.

## Princess Silva

Young sister of King William, she is an accomplished magician and huntress. A flare for the dramatic is combined in her with a stunning beauty, whilst her rages on occasion approach almost demonic levels, even Solara's bombast and screaming paling in comparison. She holds sway in Tronston Town.

## Duke Reston

First born bastard son of King William's youth. His investigations into the dark arts of necromancy have set him apart from the rest of the family, and rumours, born on cautious whispers, tell that his mother was a Witch who seduced the young prince William with magic. Nevertheless, from his fortress at Dumas his forces have sustained Solara in several critical fights, setting him beyond reach of those who would take advantage of such rumours. For now.

## Baron Relving

Knightmaster of the Northern Passes, he is the third cousin of the King. He sided with Solara in the belief that Solara's claim was valid rather than personal greed, making him somewhat of a rarity. Whilst honest and trustworthy, however, nevertheless his focus has always been on conquest of the North Coastlands, which he considers rightfully his. Owner of Norport.

## Lord Starn

Master Assassin and Admiral of the Sea Hawks, a loose band of semi-legalised pirates who terrorise traffic in the Saurian Sea. He is King William's stepson, the first-born of William's wife from her first marriage, which ended in a skirmish with one of the first Elven scouting parties. Owner of Royal Farport and one of Solaras most committed allies.

## Lady Larstar

Third Priestess of the Gemidiahist Church, she is the daughter of Duke Shinefeld, and so cousin to the King. Scheming and sly, she sees the twin Kings as obstacles to both her own quest for power and her divine mission to raise Humanity to ultimate power, goals between which she makes no distinction.
Maratasen Factsheet

**Maratasen**

Primarily a nomadic race, although there are settled enclaves in a number of the North Western cities. The clans roam the plans West of Far Haven and can also be found in the WereWoods. Although warlike in nature, outsiders are often surprised by the level of learning and culture found within the Maratasen race. Even within a Pride, the basic nomadic tribe unit, you are likely to find a mix of religious beliefs and outlooks.

The Prides are generally matriarchal, and each Pride tends to consist of around 400-500 individuals, the tendency is for larger Prides to split due to internal disagreements that can no longer be controlled by the leadership. Inter pride conflict is the norm, although when faced with a common foe the Maratasen can act swiftly to present a united front. One observer noted that within a day of the Elven invasions at Willston and Dalzon, all inter Pride conflict had ceased and a war leader had been appointed. When it became obvious that the Empire had no appetite for moving inland against the Tasen, this unity faded away just as quickly.

Perhaps surprisingly, encounters with Maratasen can generally avoid violence, they have no known racial or religious intolerances although care must be taken to avoid insult.
Urquhart Keep

[Note: The diagrams haven't transferred to the Wiki page - see Darrell's original email]

**Border Keep**

Commonly found in the old kingdom frontier areas and used by local lords as their family home and headquarters.

Interior dimensions 40’ long by 25’ deep, walls are about 8’ thick.

**Ground Level – The Cellars:**

Two ladders lead down to this area, normally used for storage.

**First Floor – Kitchen & Reception:**

A wooden screen separates the Kitchen from the reception area.

**Second Floor – The Hall:**

For meals and meetings.

**Third Floor – Family Apartment:**

Screened off area for the main bedroom.

**Fourth Floor – Servants and Men at Arms Quarters**

The spiral stairs lead up to the flat roof with crenelated battlements, whilst the doorway leads out into a wooden gallery with murder holes and numerous arrow slits.
Lord Alister Northwood

Art by /u/halfinvincible

**Lord Alister Burgoyne Viscount Northwood Baron Bergdorf Goodman** is a Human Cavalier played by Matthew Capodicasa on *Legacy of the Ancients*.

## Background

Lord Northwood, or Binky to his intimates, is a noble knight of the Order of the Blue Rose who has fallen upon hard times. He is constantly drunk, and has performative delusions about his wealth and stations. He claims to be the new "owner" of the Rusty Dragon. During the party's travels, he is joined by his nephew, a sullen half-elf fighter named Alfie, as his aide-de-camp.

Lord Northwood has salt and pepper shoulder length hair and blue eyes.
Perceval Factsheet No. 2

**Perceval**

Whilst obviously seen as a shallow religion that focusses on personal gain and achievement the Church of Perceval is far more complex in outlook. Secular achievement is a demonstration of success but as the priests understand, it is all about how that achievement can be used to support society and create a stable environment for more growth to be realised. An act that results in significant gain for all parties involved, whether faithful or not, is regarded much more highly than a one-sided bargain. Those cities or regions with a strong Perceval church will tend to have a far more developed infrastructure and often will be more prosperous.

Perceval priests are nearly always found in advisory posts, the powers behind the throne so to speak, very rarely will they wield political power directly.

There are rumours of a sub-sect of the religion, which has more of a focus on destabilisation of society, tending more towards the belief that “War is good for business” so to speak.

The priesthood is split into three separate sects, there is little rivalry between the sects and the post of High Priest is consistently rotates between the sects. Generally the major temples of Perceval will have a representative of each sect in a senior position.

**Trader Sect**

The more traditional public facing sect, skilled negotiators and influencers. They operate at all levels of society from street trading up to governmental posts. In general, will always operate to support to society in which they are based unless in so doing they will be in direct conflict with the overall standing and survival of the faith.

**Information Sect**

Specialise in the gathering of information, and then realising the value of said information. Member of this sect can be Sages or Spies, but as with Traders will always look to support the society within which they operate.

**Dark Sect**

Operating in the belief that life is another commodity that has value, the Dark Sect are the enforcers of the Perceval religion. Often Dark Sect members are assassins, but can also operate as bodyguards or security advisors.

No matter the Sect, the key thing to recognise about the Perceval faith is its dedication to the preservation and growth of society.
Urquhart Estate Map

Here you go, assume all building apart from keep are ruins, fences all down, pallisade wrecked (and looted by Umar)..... The only real cover starts about 1/4 mile to the north where the tree line begins, ground is relatively flat (general very gentle include from North to South).

* Brown with white freckles mean: Packed earth, some weeds == No cover
* Clean Green = Normal grass etc. == No cover
* Muted green = Rougher ground but still largely grass == No cover
* sandy colour with small trees = Low bushes/scrub == 10/20% cover
Lance Tripper

**Lance Tripper** is an national parks service ranger played by Ari Rubin on *New Game, Who Dis?*: Delta Green.

## Background

Lance Tripper is 32 years old and received his bachelors at Michigan State University in Land Management and his masters at the University of Colorado Boulder in Outdoor Education. He is an Eagle Scout and his hobbies are hiking solo back country at Alaska's Wrangell-St. Elias National Park where he has gained very large calf muscles. He is stationed at Wrangell-St. Elias National Park where he has a two month solo outpost contract with the Park Rangers. He loves listening to jam bands and jamtronica music.
Historia

En el año 1750 el Fray Juan Pancrasio Bartolo Cruz tendría una epifanía mediante la cual llegaría a la conclusión de que a través de la danza los Dioses les proveían de alimentos y buena salud. Debido a que esto era considerado un pensamiento blasfemo, empezó a difundir su creencia de forma clandestina a diferentes personas, para sí crear una pequeña comunidad basada en la danza la cual dejaría a la iglesia para asentarse a las afueras de la ciudad, pues eran perseguidos por la Iglesia católica.

Su jerarquía era decidida primero por la danza y después de forma democrática por toda la comunidad. De este modo aquel que fuese más hábil danzando sería elegido como el líder y los demás puestos sería elegidos por toda la comunidad según sus aptitudes y de forma democrática.

En el año 1850 ocurrió una gran inundación que devastó al pueblo, esto provocó que decidieran moverse a la zona norte del territorio pues a una altura mayor no correría riesgo de que esto pasara de nuevo. La inundación provocó el deceso de muchas personas, al no querer que se perdiese la identidad fueron creados un himno y una bandera que honran la memoria de aquellos que perdieron la vida en el desastre natural.
Soratan

See also: Soratan's sacred weapons

An infamous Dragonrider who presumably fought against the Elves and for the Wild. However, Quercuis has assumed that he was an Elf. He created the portal (near Ghoulagabba) into the Void that allowed the Legendary creatures to escape the Elves, but apparently stayed behind himself.

According to Uil Treesoar: “Also, what we hadn’t appreciated up till now was that **Soratan**, when he led the Wild through the void had obviously planned for a return at some point. This dwarf you called Vinmira would seem to be a representative of a small and very secretive cult that was obviously established to support Soratans return. How that all worked given the Elven blending in of the forgetfulness effect we have just started trying to determine.” [**Note: This contradicts the idea that Soratan had stayed behind**]

Described as an 'evil demi-god' in Elven View of Timeline.

## Legend 44 - Soratan's Legacy

The Gift Of **Soratan**

On that day **Soratan** recieved a vision, a foreshadowing of times to come and of his own descent into madness. He revealed this vision to his closest advisors and in council it was decided that in order to ensure that the balance would have a chance of survival he would sacrifice his sacred weapons, the scythe of death, the engineers pick and the wall hammer.

It was foretold that at some point in the times yet to come, these weapons would be recovered and reunited enabling the return of Soratan to bring balance once again.

## Other info

Tein Crossguard: [Regarding Goblins] “That Soratan had promised them eternal safety in the Void, then just went back to babbling about how lovely the void was and wanting to return there.”

*Tales are surfacing of a “Dragonrider” called Soratan who is leading these efforts and bringing organisation to the nihilistic forces of the Wild*.

*Many years ago in the age of the Great Dragon Riders, before the rise of Sorantan...*

This may be the same name/person/'god' as **Saratan** - or maybe he was named after the Gods of Saratan?

Accorging to Golderod: *“I haven’t heard the **Gods of Saratan** mentioned for many many years, it’s another myth or legend about Elven history where they were involved in a great conflict against a chaotic horde led by **Saratan** and a pantheon of demigods. Since Elves are now known to be real, I would guess there is some element of truth in this myth, but who is to say how much?”*

1. ↑ Zoom 2021-01-07 21:00
2. ↑ Days 87-94 (10-17 May)
3. ↑ Day 75 - Fleet of Foot
4. ↑ Dragons
5. ↑ The Unlikely Dragon Hunters
Of the One

The brother of Toscin, who we met on day 323 in Cambridge Pixies Session

He appears to have characteristics from all the old races, though Giant and Aerial predominate. He is a vampire, and proportionally challenged - we first 'saw' him as a disembodied 12 foot high Giant head (with tusks).

A a vampire, he is unable to enter a humanoid habitation without an invitation.
Teleport Sink

According to Vinmira, there are five Teleport Sinks on North Island - all teleports get re-directed to the nearest **Teleport Sink**.

They are:

* Willston
* Dalzon
* Stormhaven
* Granger
* Tor'Quat.

This specifically affects Teleport – similar spells such as dim door, word of recall, druidic tree travel etc are unaffected. There is also a 'greater teleport' spell that is unaffected.

It can be no coincidence that the Elves targeted these 5 cities - and succeeded in taking the first four of them.

1. ↑ Zoom 2020-12-17 21:00
The Forges at Vendor

**The Vale Forges**

Located on the edge of a mountain range, about 15 miles North East of the ruins of Vendor the forges are not easy to find unless you specifically know what you are looking for – or have a guide. Two cave entrances both with streams running out of them that can only be reached by wading upriver into what appears to be a dead end canyon.

The first cave is extends for about 80’ into the mountain, there are four small chamber off the main cave each with two flat slabs of rock obviously levelled out to provide a sleeping pallet. Niches in the walls bear testament to items and possessions once being stored in the cave – but everything is now long gone, although there is very little dust from which you determine that the caves are used occasionally by visitors.

The second cave extends in about 30’ and then opens out into a huge cavern about 60’ deep and 30’ wide at it’s widest point. The floor of the cavern is largely sandy except for a approximately 15’ square slab of stone at the deepest point of the cave. Within the cavern can be found 4 blacksmiths workstations, each with their own forge, anvil, workbench and quench tanks. There are also two work tables with vices and tool racks, next to smaller forges – these are obviously intended for more delicate metal work. Chimneys above each of the forges lead up into the roof of the cavern and merge into a single vent.

The fourth and largest of the workstations is actually built upon the stone slab, and upon investigation the anvil itself appears to have been fused into the stone. Unlike the other workstations the anvil appears totally unblemished – almost as if unused. The tools found at this workstation are of the highest quality, worth a significant amount to a master smith.

The two forges nearest the cave entrance have obviously seen some use in the past few months, whilst the rearmost ones are covered with dust, implying that they have not been disturbed for at least a year – if not longer.
Comidas y bebidas

Pinole

Por lo general se usan granos enteros de maíz, aunque existen variantes modernas que emplean chía​ o quinoa.​ Los granos se tuestan y muelen, para después añadir el azúcar o piloncillo. En Sudamérica se suele emplear máchica, una harina de cebada tostada.​ Para elevar el valor nutricional, se puede agregar amaranto​ o garbanzo.

Este polvo se usa para adicionar una bebida a base agua, jugo de fruta, leche de vaca​ o de soya.​ El procedimiento es similar al que se utiliza para hacer leche chocolatada, simplemente mezclando los ingredientes. Según el gusto del consumidor, se pueden agregar varias especias, como cacao, canela o anís.

El pinole también sirve para la preparación de postres, o bien para consumirse solo o con queso. En estos casos entra en la categoría del gofio, un término más amplio que describe diversas harinas de cereales tostados, importantes por su alto contenido calórico en épocas de escasez o para largas travesías.