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Herschend Family Entertainment Wiki

## Welcome to the Herschend Family Entertainment Wiki

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## Herschend Family Entertainment

Committed for more than half a century to Creating Memories Worth Repeating®, we work daily to create wholesome, immersive entertainment experiences with soul and depth. Experiences for every generation of your family. Sometimes thrilling. Sometimes lighthearted. Always distinctive. Our award-winning theme parks, entertainment and attractions aim to inspire happiness and family bonding.

Today, we are considered the nation’s largest family-owned themed attractions corporation. As a part of the family of entertainment companies within the Herschend Enterprises portfolio, our team of more than 10,000 employees creates, develops and operates entertainment, tourism and hospitality properties that currently span 23 locations in six states.

We take great pride in owning and partnering in leading theme parks including Silver Dollar City in Branson, Missouri, and Dollywood in Tennessee’s Great Smoky Mountains of which Dolly Parton is our partner.

## Latest activity

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Rhythm

A dark elf who usually runs the Matricide's night watch since she prefers to avoid being out in the sun. She has a real fondness for harmonica music, light shows, and using her illusion magics to play out scenes from stories in the air before her.

Those in the party who have spoken to her found her to be morose and reluctant to keep fighting the war with Shandy. She implied a number of insubordinate tendencies the likes of which nobody else aboard *the Matricide*even came close to exhibiting.

The party first learned the history between Driscoll's crew and Shandy from Rhythm. She shared the story in the hopes that with motivation, the party might find it in themselves to not think too badly of Driscoll and his cause.

When it comes to naval combat, Rhythm typically works *the Matricide's* drum, keeping the oarsmen swift, sharp, and in-time.
Fire-in-the-Hole

**Fire-in-the-Hole** is an indoor roller coaster located at Silver Dollar City in Branson, Missouri. The ride has a long electrically powered incline through several different animatronic scenes. This is then followed by a series of three drops with powered sections in between. While the powered sections are typical of a powered roller coaster and/or dark ride, it is three drops that allow this ride to be considered a roller coaster. Fire-in-the-Hole was the first roller coaster in Silver Dollar City.
Revenants

A revenant forms from the soul of a mortal who met a cruel and undeserving fate, provided a large enough source of necromantic or magical energy is nearby.

Revenant souls claw their way back into the world to seek revenge against those who wronged them. They reclaim their mortal bodies at first, but if they are vanquished on their quest for vengeance, they will inhabit the bodies of others who are recently deceased.

Their strength is often far greater than what they commanded in life, they know the direction and distance to their quarry at all times, and the hateful memories of the injustices they suffered can rend their enemies paralysed in judgement at a mere glance from the revenant.

However, for all their great strength, revenants have one mighty weakness. They must find their revenge within a year and a day, or they'll fade away to naught. A revenant that realises its too weak to slay its quarry will often seek out powerful allies - mutual enemies to their quarry - who they can lead to the object of their revenge.
Bearded Devils

*Rank 2 in the Infernal Hierarchy, sharing the rank with merregons.*

Known as *barbazu*in Infernal, bearded devils serve as shock troops, fighting shoulder-to-shoulder and revelling in the glory of the Blood War and other battles. Their snakelike chin growths give them their name, and serve as a means to lash and poison their adversaries.

Opinions vary, but many powerful devils regard bearded devils as superior combat troops and merregons as superior household guards. Souls will occasionally be transformed between these two roles, much like imps and spined devils. Overall though, this is less common, in part because merregons tend to be most useful when their individuality has been taken from them, and also because the need for merregons or barbazu tends to be a binary concern. Those in the Upper Hells have more use for bearded devils; those in the Lower Hells, where the Blood War does not rage but households need protection, find merregons to be the superior choice.
Dragonhide Recipe

## Overview

Clay doesn’t know how to make dragon hides into armour, so he asked his ‘recipe book’, a paper drake named Claronn, if it knew of a process that could make one. Claronn didn’t know, so as of now, Clay can’t make the armour that Driscoll requested.

When the party dropped the hides off with Clay, he told them that a paper drake with the recipe probably exists, and would likely be contained with others of its kind in a tower owned by the Rumidian Western Margrave, a person in charge of a city on the edge of their empire. The Rumidians keep as much knowledge under lock and key as they can, so it’ll be a tough job to break in and get the paper dragon out.

Driscoll and Duster were in favour of the party trying to do this when they were contacted by sending stone, but said that the main priority for them was to try and out the traitor in Driscoll's ranks. As of now, there’s no plan to go there immediately, but Clwyd really wants to do it for Clay in the hopes of getting a paper dragon of her own.

Once the job is done, Clay will be able to make dragonhide armour for Driscoll. He will also need a large amount of gold for this, but Driscoll has said he will provide this for Clay, rather than leaving it for the party to provide.

## Information

* The Rumidian Western Margrave's tower will be heavily secured, but may or may not be heavily guarded. A party looking to break in should be prepared to pick a lot of locks, according to Clay.
* It's possible that many paper drakes will be kept together, and the party might have to quickly ascertain which one has the desired recipe.

## Plans

* Before setting out to start on this, the party should stock up on mundane items like lockpicks and scope out the area to find a good way to approach quietly.
* The potential for a variety of mundane and magical traps in the tower means this could be a dangerous task.
* If, while attempting to find out who the traitor is on Tortuga, the party manage to mislead the Rumidian informant on their plans, the opportunity to draw Rumidian attention away from the Margrave's tower could make it easier and safer to break in.
The Brothers' Feud

The Brothers' Feud was the five-year-long war fought between Eight Finger Driscoll and his sworn brother, Dancer. It began ten years after the beginning of the Fifth Lord's War - eight years before the beginning of the story.

After a decade of fighting Mother Shandy, laying claim to their own territory, forming alliances, and earning renown, Driscoll and Dancer had grown apart, and eventually they started fighting. This conflict escalated quickly, turning into full blown war between the pair. The fight against Shandy was all but forgotten. The remaining twelve ships that made up their forces split, allying themselves with one of the two brothers.

Driscoll lost more of his forces than Dancer over the course of the next few years, but he was able to turn the tide by bringing new crews under his flag for the first time since the Fifth Lord's War had begun. In the second half of the Feud, the Banshee, the Ramshod, and the Wicked Sister all joined Driscoll. The Hogshead then switched from Dancer's side in the closing stages of the conflict.

The Brothers' Feud ended three years prior to the start of the story, when Driscoll killed Dancer. He and his forces then hunted down the remaining boats loyal to Dancer. Only one such crew remains now.

King left *the Matricide* when the Brothers' Feud turned serious. He didn't want to forget that Shandy was their real enemy. He set out to make a place where all those who'd lost their crews and ships could come and keep fighting her, and so he created *the Indomitable*, which he's kept at Longreach since.
Death Knights

When a mighty paladin who has fallen from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in armour. Beneath its helmet, one can see the knight's skull with malevolent pinpoints of light burning in its eye sockets.
Bodaks

A bodak is a frightfully dangerous creature. They ooze the essence of death and destruction, casting it on others with nothing more than a gaze of their hollow, black eyes. Only the truly wicked and prideful can become bodaks, and even then, only when they so vehemently refuse to accept their own demise that they begin to cast death onto others in turn.

Even so much as getting near a bodak can be a painful experience, and locking eyes with them can be fatal. If ever you face a bodak, you'd be wise to keep your distance and avert your eyes.
Half-Ogres

In days forgotten, ambitious wizards thought to fuse the ferocity and strength of the ogre with the mental acuity of a human. The unholy, magical fusion of these blood lines created something in-between; dim-witted relative to man, but a genius by ogre standards, and stronger than most humans could ever hope to be, but posing no threat to pure giant-kin.

These creatures became a race in their own right, able to breed and reproduce with their own ilk.
Storm Giants

Storm giants can summon gales with a laugh, cause a downpour with a scowl, bring down crashing lightning with their fury, and churn the ocean with their steps.

At over 50 feet in height, they have been known to cause enormous problems for boats they pass near without the storm giants themselves even taking notice.
Shandy's Island Hatchery

An island deep in Mother Shandy's territory where she was raising three young dragons. Shandy stocked the island will many types of dangerous and magical creatures so her pet dragons had plenty of things to practice hunting on.

Driscoll learned of the island's location from the Rumidian scout ship that his boats attacked - the same attack that the Rumidians were too prepared for, which resulted in the destruction of *the Cockatrice* and the decimation of *the Fortunate Fool*.

The party travelled with the crew of *the Matricide* to assault the island. With only six hours available to them, they managed to land on the island's far side, push through the middle, and meet back up with Driscoll's waiting ship at the shore. They killed or avoided Shandy's magical creatures as they went, encountering a giant wolf spider, sun stags, displacer beasts, a water weird, dire wolves, perytons, and, most notably, a pair of small dragons: a green and a black. Meanwhile, Driscoll, Laylin, King, and Wick went and killed the largest of the island's dragons, a red one that nested in the caldera's centre, while the rest of *the Matricide's* crew either waited to help bring the red dragon's corpse back to the ship or watched the horizon for Shandy's forces.
Rakshasas

Rakshasas are Unbound Fiends, outside the Infernal Hierarchy and non-participants in the Blood War. However, they are still, almost exclusively, denizens of the Hells. As such, they dare not disrespect the place's customs or the authority of the archdevils. Far from it, in fact. They are known to hold the infernal bureaucracy in the highest regard. As a result, they thrive as free folk among the devils, particularly in the Iron City of Dis, the Fourth Hell, with its many visitors.

Many rakshasa keep independent estates and homes within the Hells. They do business with devils for any number of reasons, but will always keep a large stock of purchased lemures in their homes to provide the necessary meat for a rakshasa slain elsewhere to reform itself in the Hells. Incidentally, this process is said to be far more agonising for them than it is for devils.
The Fifth Lord's War

Eighteen years before the story began, three crews revolted against Pirate Lord Shandy. This was unprecedented; Shandy's subordinates were always famously loyal. These crews consisted of the crew that would later sail *the Matricide* - though they had not constructed the galleon yet - as well as Dancer's crew, and one other. They were all children or teenagers at the time. They barely escaped Shandy's territory with their lives, fleeing to the unclaimed waters that bordered the Night Isles. When starvation, injury, and infection looked to be the end of them, the three boats happened to find Yeddow and its people's kindness. These three ships were quickly joined by fifteen of Shandy's other crews, bringing the total number of crews to eighteen. Among these ships were *the Cockatrice*, *the Fortunate Fool*, and *the Hogshead*.

Laylin was originally the captain of her crew, but refused to carry on the duty upon leaving Yeddow. Driscoll took up the mantle and led the eighteen ships to war against Shandy. Years passed and many of the crews and ships were lost. Driscoll, Laylin, King, and Wick all earned monikers recognised around the world, and some people began speaking of Eight Finger as the fifth pirate lord. Many others disagreed, thinking him to be little more than an upstart - another false lord like so many before him. Still, the crew of *the Matricide* laid claim to their territory, forged alliances, and kept fighting Shandy when few others would dare to do the same.

However, Driscoll and Dancer's relationship had soured over the years, and eventually, the two went to war. Ten years after the revolt against Shandy - eight years before the start of the story - the Brothers' Feud began. The twelve remaining crews split, siding with one brother or the other, and the conflict with Shandy was as good as forgotten by most of them. King was the exception. He refused to take part in the Brothers' Feud and left Driscoll's crew to form his own, made up of people who had lost their ships but not their will to fight.

The Brothers' Feud ended five years after it began, but Driscoll's forces - which had never been enormous - were left enfeebled. He'd bolstered his number with a few new crews, something he'd never done until the Brothers' Feud began, but even with the addition of *the Wicked Sister*, *the Ramshod*, and *the Banshee* to his ranks, his forces were pitifully small. He was also occupied for much of the next three years, those that lead up to the beginning of the story, hunting down the final crews that had fought on Dancer's side. The world thought the Fifth Lord's War was over.

Driscoll declared that he intended to keep fighting Mother Shandy when he raided her island hatchery. He made sure she found out that he was going to kill her dragons, but only when it would be too late for her to stop him. He'd had some of his subordinate crews spread the word so that when Shandy, in her rage, set up a fleet of 100 ships to stop his retreat, the world watched his lone ship best them all.
Mich Island

A medium-sized island straddling the western edge of the Compass Isles. The small communities that have cropped up on Mich have done so either on the coast or deep in the heart of the Bramblewood.

The town of Bramblebreak is one example of the latter, famous for its extravagant midwinter festival that draws travellers and traders from many parts of the empire. Long-standing competition between the two rival brewery-taverns in town has kept the local drinks tasting fantastic over the years.

Bramblebreak has for generations been the home of the Manybread school of magic, registered independent mage collective. The current head of the group, Tobias Manybread, has apparently gone silent in recent months. It's likely The Circle will be sending agents to investigate soon.
Helmed Horrors

Resembling an animated suit of empty plate armour, a helmed horror serves without ambition or emotion. Unlike many other constructs, helmed horrors possess intelligence, the ability to reason, and the wherewithal to adjust their tactics. Still they possess an unswerving devotion to their makers, as most other constructs do.

In the process of instilling the armour with artificial sentience, many glyphs and wards are written into the metal. Often these will include painstakingly rendered protection glyphs that turn helmed horrors into a nightmare enemy for a spellcaster. They can be instilled with immunity to a limited number of spells of their creator's choosing, their defences against magical damage are remarkable, and if their enemies use spells they are theoretically susceptible to, helmed horrors are still difficult to stick with magic even then!
Ghosts

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it before death.

A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfil an oath, or relay a message to a loved one. A ghost might not even realise that it has died and continue the everyday routine of its life as normal. Others are driven by wickedness or spite, as in the case of a ghost that refuses to rest until every member of a certain family or organisation is dead.

Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the air, inanimate objects might move of their own accord, and, on extreme occasions, corpses might rise from the grave.
Ettins

An ettin is a bestial two-headed giant. Its twin heads are actually two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, as well as unique preferences and quirks. Ettins have been known to bully and argue amongst their heads, often relishing in the small moments of solitude they get when the other head is asleep.

When other creatures refer to ettins by name, they combine the names of the individual heads. For example, an ettin with one head named Hargle and another names Vargle would be called Harglevargle by other creatures.
Ingela de Beri

Lady Luck, as she has recently been called, is thought by many to be the just about the best gambler on Terca Mahres. Ingela is a human who carries a two-handed longsword and sports a long, thin scar over her left eye.

## History

Around ten years prior to the start of the story, Ingela sailed on Quinn's ship for a time. She told Malak that she was after something during her time aboard *the Fortunate Fool* and once she got that apparently she left.

The party first met Ingela in Bar Albatross, one of the small drinking holes in Tortuga's Bronze Boy. She had recently won the place and didn't really know what to do with it. She played a card game called Gal's Gambit with Pyt, opting for the least favourable arrangement of cards for herself and still ending up with a high hand despite that. At one point, she had even offered to bet the ownership of the bar against the party's folding boat, but Pyt declined - causing Ingela's interest in the group to noticeably deflate.

Later in Tortuga, Pyt and Malak spotted Ingela and her crew heading into the Red Velvet brothel for the parley of pirates arranged by Badger.

## Crew

Ingela heads a small, apparently all-female crew.
Northern Margraviate

Part of the Rumidian 'New World', this is the territory ostensibly governed by the Rumidian Northern Margrave, the oldest of the margraviates.

Making use of the orientation of their colonial map, this margraviate has the Chelonii Atoll directly below it, with the Frostflows off beyond the top-left corner.
Rocs

At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its gargantuan size becomes terrifyingly clear.

With wingspans of over 200 feet and talons the size of boats, rocs have been known to hunt creatures as large as full-grown whales, hurtling down to the ocean at ear-shattering speeds, darkening the sky with the shade of their wings, and scooping their huge prey out the water like an eagle does a trout.
Sahuagin

Coastal settlers refer to sahuagin as 'sea devils,' for sahuagin have no compassion in them, frequently slaughtering the crews of ships and decimating coastal populaces.

They are a predatory, piscine race that venture from the ocean's black depths to hunt the creatures of the shallows and shore. Sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. They are a strange race that don't seem to ever stop growing as they age. The largest of them sprout extra arms and fight with tremendous force, taking the title of baron within sahuagin society.

Sahuagin are driven into a frenzy by the smell of blood, much like the sharks they often keep in tow. When frenzied, sahuagin have been known to attack, kill, and eat their own kind. Their true foes though, and the object of most of their frienzied mirth, are the enigmatic sea elves.
Language: Draconic

Originally the language of Dragon-kind, mortal spellcasters learned long ago that Draconic was the perfect language for reciting magic words.

The verbal components of spells can be made in other magical languages, but Draconic is favoured by Rumidians and other above-water communities that formally train in arcane magic.

Many theorise that Draconic working as the verbal components of spells without much effort on the practitiors part may be to do with the pitch, tone, or perhaps even the sheer gravity words have when said in Draconic. Others postulate that ancient dragons may have sealed their innate magic within their language long ago. The truth is still far from clear, and many mages have devoted decades of their lives attempting to uncover the connection between spells and the Draconic language.
Spined Devils

*Rank 1 in the Infernal Hierarchy, sharing the rank with imps.*

Known as *spinagon*in Infernal, spined devils are less suited to espionage and deceiving mortals than imps, and instead are more acclimated for battle. Their small forms are incredibly nimble in flight, and their projectile spines make them a formidable artillery when attacking *en masse*.

It is not uncommon for a soul to be transformed from an imp to a *spinagon*for the duration of their service in the infernal legions of the Upper Hells, and then to be turned back to an imp when they return to their household.
Centaurs

Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the wild islands, keeping far from borders, law, and the company of other creatures.

Centaurs are the most well known of the so-called tauric races - those creatures who are some fusion of a humanoid torso and a quadruped's body and legs.
Howlers

A far-off wail precedes the sight of a howler. When howlers go on the hunt, courage isn't enough to stand up against them, and even one's sanity is at risk. Their mind-numbing howl can corner even the most stalwart of prey, making complex thoughts impossible. At that point, the food can do little more than stumble around or stare in horror as the pack approaches.

These fiends can be found throughout the lower planes, often being kept by powerful masters who have trained them as war hounds. They can indeed be domesticated, after a fashion, but respond only to brutal training that forces them to recognise the trainer as the pack's undisputed leader.
Killing Madog

Clwyd first met the party in an attempt to speak to Driscoll or Laylin, trying to get help with the goblin pirate Madog.

Madog has been travelling the waters in and around Driscoll's territory for a few years, murdering the crews of rival goblin junkers and tearing their ships apart to add to his own. Clwyd worries that if he isn't checked soon, his attempted conquest of the waters is going to lead to an effective genocide of goblinkind.

When Laylin was asked about helping take out Madog, she said that neither she nor Driscoll were in the business of working for hire, and were busy fighting their own war anyway. However, she conceded that it wouldn't be a problem if the party were to do the job anyway.

The party haven't gathered any information about Madog's strength or location since Clwyd joined them. A good place to start looking would be with other goblin pirate crews, who would be most likely to be aware of Madog.
Grand Exposition Coaster

The **Grand Exposition Coaster** is a steel roller coaster at Silver Dollar City in Branson, Missouri. It is believed to be a replacement of Runaway Ore Cart.

The **Grand Exposition Coaster** was built by Zamperla of Italy as part of a new area of the park dubbed "The Grand Exposition". The ride consists of little more than a small drop and upwards helix, traversed by the train three times for each ride cycle.
Dancer

Dancer was Eight Finger Driscoll's blood brother and the captain of one of the original crews that revolted against Mother Shandy at the start of the Fifth Lord's War.

As the years passed and the war with Shandy continued, disagreements between Dancer and Driscoll increased, eventually leading to the Brothers' Feud.

Driscoll killed Dancer three years prior to the start of the story.

Dancer hated the telepathic and mental powers of Wick and Duster, and he always wore a ring that blocked their abilities. Duster now suspects that Badger found the site where Driscoll and Dancer had their final duel and took the rink from his former leader's corpse.
Cataleya

A lazy human woman who works for the Proprietor on Tortuga, often together with Bigly.

When the party first arrived on the turtle, the Proprietor sent Cataleya and Bigly to serve as a guide and liaison for them. She showed the group the island's Sinner Side and Pleasure Quarter districts on their first night on the island, and then took them to meetings with various powers the next day.
Dragonborn

The origins of dragonborn are unclear, but it is most widely believed that they are the descendants of dragons too weak to live among their kin. There are some who think they were born when dragons granted some humans a fraction of their power; these people were thus 'born' again as dragons. Others actually see them as a type of drake rather than as humanoids. In any case, the world has not been kind to dragonborn. Many have been ran out of towns, being feared simply due to the reputations true dragons have. This has all but forced a life of privateering on many dragonborn folk, a life outside the laws of empires and cities.

While it is possible for dragonborn to exist in as many varieties as true dragons, dull copper and brass dragonborn are almost all anyone is likely to encounter in their lifetime.
Tieflings

People that once sought power, that lusted for strength or immortality or material gain so strongly they took to forming pacts with devilish entities sometimes found themselves cursed beyond recovery. In rare cases where a careless mortal consorted with powerful, beguiling devils, their entire bloodline can feel the consequences.

Tieflings are the children of these cursed bloodlines. In most cases, both parents are relatively normal humanoids in appearance, but the curse of their blood that manifests sporadically forces devilish features on the child: the most common being horns, a tail, leathery skin, infernal speech or dark magics. On rare occasions, these tiefling children manifest hellish eyes, cloven hooves for feet, claws, fangs, and any other manner of otherworldly feature that points to the devilish origin of their curse. Many tieflings are rejected by their parents as a result.

Tieflings have no culture of their own, for they are a race of people only in the most abstract sense. If two tieflings were to have children, in most cases the offspring would be regular humanoids, though they would carry the infernal curses of both bloodlines all their lives, passing them on to the next generation. The fusing of infernal curses in this manner is heavily discouraged, for who knows what would happen if a child were eventually born manifesting the aspects of two separate devilish entities.
Clay

A curt, elderly tortle artificer who lives in a cottage on the back of a small zaratan. He keeps his island turtle lashed to the back of Tortuga by a huge rope. The sleeping infant gets a lot of food being in the wake of the enormous city turtle.

Clay has a bad limp that forces him to rely heavily on his staff while walking.

As well as his tortoise familiar, Claytee, Clay is kept company by a paper drake called Claronn. This drake keeps track of all the artificer recipes they have.

## Clay's House

Clay's cottage is in the centre of the shell of his zaratan. He has completely surrounded it, all the way to the shell's edge, with arcane warding glyphs that explode if any unwanted guests step on them. There are several safe routes from the edge of the shell to the cottage by way of dummy runes that are mixed in with the live ones. Clay sends Claytee to direct guests through the maze of arcane wards. This process takes about fifteen minutes.

Clay's cottage is sparse. A single room that serves as an artist's studio and workshop dominates most of the building. Hundreds of canvases and papers filled with paintings of all different styles are scattered and piled up around the room. The only paintings hung up are a series depicting Tortuga from many different angles with different subject matter in the foreground of each.
Nimbus

*Status: Soul ripped from body and forced into magical servitude*

 An old cat that Laylin gave to the party to replace the recently deceased Spice.

Nimbus is pretty lazy and prefers to be laying down as often as possible. He tolerates Pyt and Malak stroking him on occasion, but has little time for the rest of the party.

After arriving on Tortuga, the party promptly forgot to keep tabs on Nimbus, and didn't remember to look for him for more than a week. For a long time, they'd merely thought he went missing.

When the party climbed Agnor mountain, the whispers in the mist revealed that Pyt had taken Nimbus's soul and made it into his magical tiny servant, Jackson.
Hell Hounds

These fire-breathing dogs can be found throughout the lower planes and on the many battlefields of the Blood War. They hunt in packs, chasing down prey in the wild for days at a time. When they feed, the flesh they consume stokes the burning fires within them.

Hell hounds are smarter than the mundane beasts mortals favour, and many creatures in the lower planes keep packs of them to serve as intelligent hunting dogs or guards. So long as they are allowed to indulge their base cruelty regularly, they will stay loyal to and follow the orders of those more powerful than them.
The Drunken Dragon

A folding boat that is the current primary vessel of the party. It was given to the party by Quinn, who requested that they try and get a klabauter to inhabit it. It was named in honour of Simon the alehouse drake while the party sailing to Yeddow's aid. The crew have outfitted it with six hammocks that hang in the deck cabin, and a water barrel and three food crates that are lashed in place below deck - enough to hold provisions for a week on the high seas at a time.

After an unfortunate *create or destroy water* spell was cast in the interior of the boat, the crew almost sank the ship next to Bisquay's docks. Fortunately, everyone escaped, however, this came at the cost of severely damaging the hatch door that leads below deck. The ship was further damaged when the sea suddenly disappeared as the boat was sailed towards a mysterious island in Driscoll's territory. Its keel scraped along the ground at full speed for some time, until eventually the ship slammed down on its left-hand side.

Two cats have died in within the wooden box the ship becomes when it is folded up. The first was an unnamed black-and-white cat, which suffocated when the box was put into Wilfred's tiny pocket dimension on Crab Claw Cove. Pyt had been borrowing the cat from Woden of *the Wicked Sister* at the time. The second was Spice, the ginger cat the quartermaster of *the Banshee* had given to Malak on request. She died when *the Drunken Dragon* sailed partially into the Land Beyond Life that was layered over a mysterious island in Driscoll's territory.
04. The Race to Yeddow

*The Matricide's* seasoned crew had quickly jumped to action, dealing death to the raiding, frenzied sahuagin. The party were hastily given some potions and Log Pins for both Crab Claw Cove and Yeddow, along with a warning that these were among the most precious items they could possibly receive while in Driscoll's company. They were told to never lose them under any circumstances.

Malak plunged into the water to deploy the folding boat while some of the others covered him from the deck. The triton was quickly set upon by some of the raiding sea devils but managed to deploy the boat. The others quickly scrambled aboard. As they left, Driscoll shouted to the party that this was no longer a test and they weren't to fuck this task up. A fight soon followed when some sahuagin attempted to capsize the party's small ship. Managing to deal with this threat quickly, the group set off, full canvas towards Yeddow.

Simon the drake suggested they name the little ship and offered some ideas, all of which were based on him. The group were inspired by the spirit of Simon's message and opted to dub the vessel *the Drunken Dragon*.

Night fell, and the party made the decision to sail onwards. Several hours after sundown, Wilfred spotted a glowing ship on the horizon behind them. Some of the party recalled tales of a ghostly galleon that supposedly stalked these waters - *the Moonswimmer*. It drew closer at a rapid pace and the party decided to stop sailing and just coast as it went past, remembering that the crew of *the Matricide* always left their vessel to drift on the waves at night. The massive, eerie ship had full sails despite the direction of the wind, and its many oars all moved in perfect rhythm. It left no wake behind it as it cut through the water. On its bow, a gaunt figure scanned the seas in search. His gaze met Wilfred for a heart-stopping moment, and then he kept on searching - seemingly not noticing *the Drunken Dragon* at all.

The party arrived at Yeddow soon after and saw the group of sahuagin on a rocky shore at the side of the island, feasting on a recently slain whale. The party pressed the attack and the resulting skirmish turned out to be a furious, near-fatal affair against a sahuagin priestess and a four-armed baron, as well as their frenzied retinue. The party eventually triumphed, but not without Elio, Pyt, and Vic all coming dangerously close to losing their lives.

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King the Leviathan

A hulking water genasi who can really get into a fight.

King is the captain of *the Indomitable*, the only one of Driscoll's ships that remains at Longreach permanently. Both Driscoll's flag and King's own - a crown-topped jolly roger - fly high on its mast.

King was originally a member of *the Matricide's* crew and eventually earned his moniker sometime during the Fifth Lord's War. He left the crew when Driscoll's focus shifted away from fighting Shandy to contending with his brother. King devoted himself to making a place where all those whose ships had fallen in the fight against Shandy could feel like they belonged. While the Brothers' Feud was bringing destruction and ruin to their territory, King was trying to make a crew out of scraps. He still doesn't think he's much of a captain.

King and Wick fight each other whenever they have the opportunity to do so. Many of the residents of Longreach bet on the outcomes and love to watch the scuffles. Laylin seems to be the only one interested in preventing the pair from taking the combat too far.
Language: The Primordial Languages

The languages of the elements: Auran (air), Aquan (water), Terran (earth), and Ignan (fire).

Though these languages are distinct, they are often referred to together and they share a written script.

Auran is like a squall. It's words can't be ignored. No matter how loud background noise is, words spoken in Auran that could be heard if it were quite will always be heard.

Aquan is the language of the sea itself. Creatures that can breath water are capable of speaking Aquan while submerged. To their ears, Aquan spoken on the surface appears distorted, carrying a very foreign lilt.

Terran words rumble, and the earth remembers. If a speaker of Terran wishes it, they may say a single word to a rock and it will hold onto it indefinitely, vibrating with the echo of the word until the rock is one day worn to dust through the passing of time, or until the Terran speaker wills a new word into another rock.

All fire share the same source. Words in Ignan that are spoken into a flame can be heard from all other open flames within 120ft.
Spice

*Status: Deceased*

 A small cat that Malak persuaded Fang, the quartermaster of *the Banshee,* to give to him. She took a real liking to the triton.

Spice met her end when the party sailed partially into the Land Beyond Life, layered as it was over a mysterious island in Driscoll's territory. A banshee wailed, its voice echoing across the black-and-white landscape, and Spice was unable to take the psychic strain, dying within the box of *the Drunken Dragon*.

Pyt later kicked her body off the boat as they sailed away from the island. Wilfred then burned it as it floated away on the ocean surface.
Quinn

A female half-orc and the captain of *the Fortunate Fool*, one of the original ships that revolted against Mother Shandy with Driscoll at the start of the Fifth Lord's War.

One month prior to the start of the story, Quinn's crew were decimated by an ambush that was waiting on an unassuming Rumidian scout ship. She managed to obtain a folding boat and the information on the location of Shandy's island hatchery in the skirmish, though half her crew and all of *the Cockatrice's* were lost.

When Driscoll called for his captains to provide able bodies for his joint operation, Quinn couldn't spare anyone and instead offered the folding boat for the newly formed group to use.

Driscoll had insisted that the party owed Quinn for the boat but she herself didn't see the situation that way. She hoped they were viewing the boat as a comrade like they view each other and she just asked them to try and attract a klabauter into the boat. She said she'd be happy to know her crew died obtaining a ship that would be so loved by the sea.

Around a decade ago, Quinn had a woman named Ingela on her crew for some time. She was apparently an amazing gambler and has been making a name for herself since the two parted ways. Quinn thinks she might make a good addition to Driscoll's rather anaemic forces.
The Wicked Sister

A ship flying the flag of Eight Finger Driscoll. *The Wicked Sister* once sailed under Pirate Lord Svavil, but joined Driscoll's forces some time during the Brothers' Feud. The ship's bow is capped in hard, sharp metal that make it deadly at ramming speed. Its dwarven crew are all capable oarsmen.

When Driscoll called for each of his crews to provide able bodies for a joint operation, *the Wicked Sister* sent Pyt, who had come aboard relatively recently.

## Notable Crew Members

Minty - A cheery, if a little clueless, dwarven man.
Succubi

Though legends sometimes speak of succubi and incubi separately, these creatures' forms are freely mutable and those who know their kind attest to them changing whenever it is necessary. Their goal is always to lead someone to temptation, in one form or another. Lust is often their tool to this end, but is by no means the only thing at their disposal. Anyone who frequents minstrel performances has probably heard a few cautionary tales in which powerful succubi were able to lead oathsworn knights towards temptation and their eventual downfall.

Succubi adore the time they spend with mortal company. They feast on their victims' souls, literally ripping a piece of it away and devouring it. But this process occurs during moments of intimacy and temptation, such that the mortal in question is more likely to rush back to the succubi than try to escape them. These moments of melding mind and flesh with mortals are ecstasy for the immortal succubus, who briefly gets to share the feeling of a mortal concept of life and time during the process.

Succubi were originally Unbound Fiends, neither devils nor demons. That time is now eons past, and individual succubi have long since picked their sides. They can be found among devils or demons, in the Hells and the Abyss, but it is a rare and ambitious succubus that attempts to live a life in both now.
The Cockatrice

One of the original ships that revolted against Mother Shandy with Driscoll at the start of the Fifth Lord's War.

One month before the start of the story, *the Cockatrice* and her crew were completely destroyed when they attacked a Rumidian scout ship that turned out to be an ambush. *The Fortunate Fool* was also present, and half their crew also died in the skirmish.
Genasi

Genasi have genie blood in their veins. This manifests itself in a myriad of ways: they are hardier than most other races, they have a natural acuity for the arcane, and they inherit a connection to one of the four elements corresponding to their other-worldly ancestor.

Many groups throughout Terca Mahres have superstitions regarding genasi. Some will hunt and capture these supposed genie-folk, hoping to coax a wish out of them just like bardic epics say people have managed with true genies. This practice is common enough that most genasi tribes stay hidden from the world at large, keeping to themselves.
Ogres

Ogres are as lazy of mind as they are strong of body. They are known to live by raiding, scavenging, and killing for food and pleasure. The average adult ogre stands between 9 and 10 feet tall and weighs close to 1000 pounds.

Ogres are notorious for their quick tempers, which can flare at the smallest perceived offence. Insults and name-calling can rouse an ogre's wrath in an instant - as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way.

They're also well known for eating nearly anything, like other lesser giant-kin. Apparently some ogre communes are known to make a rudimentary form of stew, making extensive use halflings and goblins.
The Hogshead

A ship flying the flag of Eight Finger Driscoll. *The Hogshead* was one of the original ships that revolted against Mother Shandy with Driscoll at the start of the Fifth Lord's War. Later, the crew sided with Dancer at the beginning of the Brothers' Feud but eventually switched sides, returning to Driscoll in the final stages of the conflict.

When Driscoll called for each of his crews to provide able bodies for a joint operation, *the Hogshead* sent Starth, who had been on the ship for quite some time. Before this, Starth was being forced to do grunt work. To get him to comply, Badger was leveraging a sacred artefact from the gnome's monastery that he'd somehow gotten hold of.

## Captain

Badger - A human man.
Malak

## Overview

Malak is a triton who wields the oath magics of a paladin alongside the arcane magics of a sorcerer. Having been born under the waves, he is still getting used to life on the surface. His hobbies include swimming and smiting.

## History

### Before *the Drunken Dragon*

Malak met the crew of *the Banshee* in Tortuga. Captain Nemmonis allowed him aboard her ship, figuring that a water breather could prove useful on her crew. Soon after, *the Banshee* set sail for Crab Claw Cove, answering Driscoll's summons following the destruction of *the Cockatrice*. On this return journey, they encountered Elio as he burned a pirate ship on the open ocean, nearly dying in the process. Malak, being an expert in the water, easily saved the monk as he sank.

At Crab Claw, Malak and Elio, as the newest of *the Banshee's* crew, were sent in response to Driscoll's unreasonable request for able bodies from each of his ships. Thus, Malak found himself as part of the crew of *the Drunken Dragon.*
Trolls, Rot

A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body and brain wither, and its flesh falls away as quickly as it forms. Eventually, a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations.
Lovely Gallows

A steep, mountainous island of the Pirate Republic. Many dwellings, dice halls, and sub-tropical trees perch on the sides of the mountain.

Many long jetties jut out into the waters on the leeward side of the island. Feverfletch, member of the Council of Nine, lives aboard her ship, *the Rubedo*, which is often found docked here.

Switchback trails lead up to the top of the mountainous island, where one can find the hull of Twice-Hanged Artemis's ship jutting out the volcanic stone, pointing towards the sky. Her bones were crystallised by the volcanic activity of Sawtooth Basin, and still stand there, fused to her ship's mast.
Drowned Maidens

Pining, love, loss: these are all powerful emotions that can bind once-living people in undeath. Drowned maidens are said to be what remains in the living world when a young woman dies in a shipwreck, separated from a lover or homeland. They long to drown all those who sail into their waters in turn, such that others may know their suffering.

I once heard a sailor recount his experience of one. He'd kicked his way back to shore on a piece of driftwood, looking scared out his wits. All his crew were dead and soggy. 'Her hair,' he said in a croak that chilled my bones. 'It moved like a beast all its own, dragged us down and down to the depths.' He'd apparently blunted his knife cutting through the stuff to make his escape. Pray you never find out if he was telling the whole truth or not.
Log Pins

Outside of the Compass Isles, magnetic compasses do not work anywhere in the known world. Instead, Log Pins are the most common thing sailors rely on.

They are reminiscent of marbles with compass-like needles suspended within them. Somehow, a Log Pin's needle can be magically fixed so that it continues to point to one particular island unerringly from then on.
Grey Renders

A curious impulse drives the grey render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect them.

Great strength and a savage nature enable grey renders to be fierce guardians, but they lack even a shred of cunning.
Goblins

Goblins comb the seas, heedless of the politics that have carved the water into contested territories. They spend their whole lives on the move, driven by a perpetual hunt for alchemical ingredients and scrap metal to patch up their huge junkers. Stories say centuries of bugbear bullying is what led the first goblin tinkers to take to their nomadic lifestyle on the sea.

Goblins' common practice of salvaging has earned them the ire of most sailors, while bedtime stories of green-skinned kidnappers ensure land-dwelling folk are similarly inclined.

They have discovered the secrets of producing so-called Goblin Fire, an alchemical liquid that ignites into green flames when it comes in contact with air. Normal means don't seem capable of putting out the fire it produces.