recursal/Fanatic-Fandom huggingface dataset:
Stormhaven Overview

**Stormhaven**

The City of Stormhaven is the largest on North Island, and was the capital of King William's Realm before being conquered by the Elves. The city is spreads over a huge area and is composed of three major metropolitan sites, plus both the Imperial Palace. To the NorthEast can be found the crumbling ruins of the old Royal Palace.

## West Stormhaven

The Western Quarters were in the throes of a major expansion at the time of the Empire's attack. Since that time the local inhabitants have managed to come to an ‘arrangement’ with the Elven Empire, and as a result of this West Stormhaven is the only place wherein the free Human population actually outnumbers the slave population. Elves, by agreement and natural inclination both, are rarely seen here, and those visitors who do venture into its labyrinth of streets and alleyways often do not emerge.

## East Stormhaven

This is by far the oldest part of the City, boasting buildings said to predate the establishment of the first Royal Kingdom. It is also the site of the Royal University, rumoured to be a cauldron of rebellion against the Empire and melting pot of sedition.

## Central Stormhaven

This is the site of both the civil bureaucratic buildings of the old Kingdom and the Elven Empire. It is also the site of the South Side Market. Those Human slaves who are not working to produce for the Empire are used to be sold en masse at this market. Since the treaty between Alvera and the Empire has been in place this trade has been rapidly dropping away.

## The Imperial Palace

The heart of the Elven Empire is built around the reconstructed ruin of Hahsandra's sacred grounds. This is the Administrative centre of the Empire's efforts in the North Island, it also houses both the Imperial Magic Guild and the somewhat bizarrely-named Golden Tulip Inn. The Inn is open to all races, but it’s prices preclude any but the richest from entering. Some would have it that the Golden Tulip makes the Dunes in White Beach seem like a broken down roadside stall.

## The Royal Palace

A few miles to the NorthEast are the ruins of the King Williams old palace and Summer Residence. Massively run down and largely abandoned save for the use of its extensive Tournament Field and Barracks, remnants of the old Palace buildings are maintained as a permanent reminder of the power of the Empire.
Rasten

See also: Elven Council

Rasten is the govenor of Willston. He has a particular emnity with Eliezure, and is a bit of a 'black sheep' in the Elven hierarchy.

According to Elven Politics - Wilston, he has the most 'enlightened' attitude towards humans, and seeks to integrate them into the Elven empire. He is encouraging Wyldwood to strengthen its presence within the city and has been making diplomatic overtures to nearby clans. He fears a great threat, one from the Elven Empires past. There is particular enmity between **Rasten** and Eliezure

According to Elven Politics - A simple scout's view: There is a belief that we should live alongside the other races and work with them to bring peace as opposed to peace by conquest. Renzel, Oranzer and Sorlor take active measures to quash such heretical sedition, but they do have political opponents, the most notable being **Rasten**. There are stories that many in this ‘Integration’ faction actually are followers of the native Wyldwood religion, this of course only annoys Sorlor more and has led to tighter and tighter crackdowns. The only reason that Rasten as not been eliminated is that he is a cousin to the Empress and is away from the centre of politics as governor of Wilston.

He is mentioned in the annotations to The Unlikely Dragon Hunters, supporting Oranzer. However, he appears to be opposed to Oranzer according to Elven Politics - A simple scout's view. There is also the hint that he may be a Wyldwood woshipper.

From the Willston info: Considered somewhat of a rogue, or at least by Elven standards, fond of Bardic research into Human folk-lore and Saurian engineering. Considered a troublemaker and prankster by Admiral Sezcarn, who once physically threw him off the Sky Fleet, he was only saved by an opportunely passing Drakerider. He is possessed of considerable charm, and does not take offence too easily, perhaps just as well considering his being labelled by the Empress the only juvenile delinquent in the Elven Empire. He owns Willston, having seized it from a pirate band.
Road Reconnaissance – Day 3

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**Road Reconnaissance – Day 3**

Following Caradocs return the party settle down to await developments, sleeping in shifts.

It is late into the second shift, just as the first hints of a false dawn are visible, when things get interesting.

There is a sudden flaring of light over in the directions of the humans campsite, along with some distant shouting. Those on watch quickly wake everyone and gear is gathered. As it is too dark for the falcon to fly, Twoo sends his owl over to the edge of the small copse surrounding the humans campsite to observe, but from a safe distance.

Twit reports lots of movement and noise from the camp, 4 large humanoids have joined the group of humans and blood is flowing. The large humanoids are slightly bigger than Umar.

Even as Twit observes, one of the large humanoids falls over, although at least “many” of the humans are also down.

The fracas is over in a few minutes, at the end there are 3 of the large humanoids still breathing, although one is slumped on the ground and barely moving. The other two are moving around putting out the light sources and pulling together the humans corpses.

…..WHAT NEXT???......

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Shadow Warriors

Presumably undead.

Mentioned as being part of the Goblin army in Legend 1 - Dwarf Goblin Wars - The Mirthril Gauntlet and also as the main foe in Legend 8 - The Mithril Dragon.

One could infer that Mithril weapons are required to defeat them - though whether 'normal' magical weapons will also work against them is not known.
Spell Casting Costs

**Spell Casting Costs**

Basic spell casting costs (subject to negociation) are:

Lvl 1: 5sp

Lvl 2: 1gp

Lvl 3: 2gp

Lvl 4: 4gp

Lvl 5: 7gp

Lvl 6: 12gp

Lvl 7: 20gp

Multipliers:

* Temporary (<1 day) negative impact on caster +50%
* Long term (<1 week) negative impact on caster +200%
* Permanent negative impact on caster N/A
* Limited castings +50% (+100% if spell in demand)
* Specific rare ingredients consumed +Cost of ingredients
Undead

None encountered - yet!

They are the main object of the Universal Church's ire, and Wyldwood ain't too keen on them either.

The Elves dislike undead because they consume mana - though Eliezure suggested using death magic to create mana:
*"I know that Eliezure has talked about careful harnessing of death magic but thankfully Sorlor and the council have banned him from experimenting further, from what we have seen so far the undead drain mana from the world and must be eradicated."*

White Nightshade leaf preparations are used by the clans to protect against **undead**.

**Day 65**: One of the Centaur clans reported finding a large, sorry huge, army of undead about 40 miles south of Trollheim. The army was actually an ex-army, rotting corpses and their Orcish controllers torn to shreds, but nobody seems to have any details on this;

We have this info on them: A key point is that any largish group of zombies or skeletons (and presumably other Undead types) are likely being controlled by a nearby priest.

*Party: It was said that trolls and orcs fight using undead. What can we learn about how these are created and controlled?*

*Vinmira: “Only those that worship Temple of the Dead, we don’ use his name, have truck with undead. Small groups are fine, but there are tales of huge hordes bein’ pulled out of the old battlefields, an’ that will be a differen’ matter. Wynagh is the bes’ person to ask ‘bout preventing a corpse bein’ animated or the like – him being a Priest of Universal.”*

*.*

*.*

*Vinmira: “These guys here were looking for some advice on preventing undead being created and also about the possibility of wound treatment”*

*Wynagh: “From what we know, the only certain way is through burning the corpse completely, and even then more powerful Priests of the Temple are able to pull the spirits of the dead to serve them. Thankfully most minor undead are relatively easy to deal with, but I suggest that at this stage if you come across any group of more than say 10 skeletons or zombies – you run – there will probably be a Temple priest or necromancer nearby. None have been seen in the region for years thoug*h.”

1. ↑ Council Record Fragment 4
2. ↑ Day 65 - Far Haven - Tripwires
3. ↑ Day 6a - Lunch with Vinmira
Ogres

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

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

Our encounter with the Ogres is dealt with in Road Reconnaissance – Day 3a, Road Reconnaissance – Day 4: The fight and Road Reconnaissance – Day 4: The aftermath

Key points are the Avatar Brooch that we discovered after the fight, the Shaman's (non-magical) headdress, their gory funerary rituals, and their perseverance in pursuing the Solarans.

## Week1 reseach

Within the week your research has identified Ogres as being known to the Elves, described as:

“Brutish footsoldiers of great strength and stamina, they sometimes act as leaders of the lesser spawn but more often are deployed as shock troops. The more intelligent individuals can be shamans, priests or even arcanists – these individuals have the potential to be extremely dangerous and should be eliminated as soon as encountered.”

1. ↑ Day 21-27 – The second week in Northlake
Eliezure's Prophecy

**Eliezures’ Prophecy**

The paper is badly stained, and partly disintegrated. After drying out it can be closely examined.

There is a central block of writing, in common with handwritten notes in Elvish in the margins.

The main block of writing reads:

(obscured – looks to be about four lines of writing)

Your foe shall be friend and ally to bring you (obscured 2 words?)

Your hearts warriors shall be your weapons

The sheep will be your armour

But beware, vengeance shall take priority over vengeance

Should the hand replace the lady then (obscured 3 words?))

(obscured 2 lines)

(obscured 2 words) dead thorns of the sun to the sheep

Find the Giant with the visions of truth

Only then may you truly follow my path

Only then (obscured many words)

(torn off)

The notes you can read say:

“Partners in revenge – Thirson & Ghasn? Sarn?”

“Foe – Zorak? Brontox? Rasten?”

“Sheep – Humans? Solarans or Alverans?”

“Giant with visions – ~~Saratak~~ or that lunatic outside Torgan”
Zoom 2022-03-22 21:00

**Welcome to Wingsport**

We spend a day Cedarin, resting, learning spells and picking up gossip. We hear that Riverside is more or less untouched, and rumours that Duke Adamas now has a dragon.

We then go on Wingsport and settle in at a reasonable hostelry (3sp/pp/night including food).

The party disperses through the town on various tasks - Joshua and Twoo who are native to Wingsport guide people around. The clerics go to the shrines of their gods (so Wun does get to discuss familiars/totems with the priest), Quercuis gets to see a man about some herbs (he knows of Silverleaf, but thinks Mithrilleaf is a myth), Francis sees a bow-maker, Garaf tries to flog some GARM wands, Hamish tries to acquire some combat poison, Caradoc tries to contact the thieves guild (if one exists), and all characters gather as much info as they can, whilst also trying to make it known to any of V's agents that they want to make contact.

The next day in the evening, contact is made - a native Orc called Char asks to join us for dinner, and after he passes the goblet test, we get down to business. He does appear to be legitimate (knows our names and history of BHS, and of V's preference for brandy etc) and says he has been asked to look out for us (as have agents in other cities.) 'The boss' will be here in a couple of days, so we should wait for him here. He passes on the following info:

* Beriesa is not as 'safe' as it used to be. There is a new temple of GARM there, and Beriera is no longer quite so sympathetic to the Alveran side. As mail/messages sent out from Wingport may go through Beriera, that it probably not a secure route - better wait for V to send any messages we need to.
* Duke Adamas' dragon is about the same size as the one that attacked Willston - ie about 600' long. Its 'colour' is not known - every report is different, leading Char to joke that it is a 'rainbow' dragon. It is currently living in the lake at Northlake, and is one of the reasons that Duke Adamas is accepted as regent.
* Char comments that the local Wingsport priest of Dekatur seems remarkably cheerful despite the major set-backs that Ghoulagabba has suffered (eg. failed to take either Northlake or Willston, and lost StarStorm and its massive army of undead rabble along with all the elite Vampires.)
* Thirson came through here about a month ago, and headed out southwest towards Northlake.

***Party to let Darrell know in the next couple of days what they are doing while they wait for Vinmira.***
Zoom 2020-12-03 21:00

Main discussion on what to do next – go with the Centaurs east to Larkstone (would be possible to travel at their speed given the constraints of their pack horses), stay with caravan, go off-piste ourselves in search of other Centaurs or Giants, or go directly to Far Haven at good speed on our own.

We decided to press on, on our own, to Far Haven – but to take any opportunities to speak with any other Centaurs we may meet, or to engage with anything else that is ‘interesting’ along the way. We have sufficient supplies for the journey.

Francis realised the incongruity of the Centaurs purchasing sabres – a weapon that is exclusively used by mounted warriors. (Centaurs themselves prefer spears/lances and bows). His conclusion was that the centaurs must be planning to act as mounts for other warriors [This was David's incorrect interpretation: For Francis' interpretation, see Email2020-12-04 18:53] - and that Maratasan would be able to ride the larger Centaurs. The party also noted the difficulty of the combined Centaur/Maratasan force reaching Willston given that Ghoulagabba is in the way somewhat.

**Information gleaned:**

* Reston is a high-ranking human Solaran.
* We can hire negotiators, if needed, in Far Haven.
* Drakes are considered ‘natural animals’ and are indeed the creatures flying from Skyfleet. They can even be found and tamed by suitably skilled trainers.
* Owlbears are ‘Legendary Creatures’ - ie they haven’t been seen for 300 years. We noted that they are the only legendary creatures that we know of so far that are of too low intelligence to have Clerics/Shamans etc (ie they couldn’t be worshippers of the Wild). Talaris didn’t know what an Owlbear actually was – just knew he could make money out of the skin!
* Centaurs tend not to go any further south than Tambervarn – that is the limit of their ‘territory’.
* The Centaur avatars have been around as long as the Centaurs can remember (ie they are **not** a consequence of the breakdown of the GSOV), and they tend to be a combination of what we know of as avatars and totems.
* The Centaur ceremonial spears do have the same ‘brooch’ symbol on them as the Elven spearhead (but in much better condition!)
* The ‘brooch’/Wild symbol is a small tree entwined with whips of some kind – the tree is similar to the Wyldwood Oak tree, but smaller.
* The humanoid looking back at the Wild symbol on the lower part of the inscribed stones in the Wyldwood shrines is a **Giant**.
* There was no particular information about the ‘Great Falls’ - just that they are large enough to prevent porterage.
Olg and Miriam's Mercenary Band

**‘The Shieldbreaker Company’**

The party speculate that the name of this company may be covered by the GSOV.

According to Vinmira:

"She [ Miriam ] never would tell me just why she dislikes him [ Olg ] so much. As Maronay says, they used to be very good friends when they were in that Mercenary Company – think it was called ‘The Shieldbreaker Company’ – specialised in siegework, both offensive and defensive. Way I heard it, they were on contract to the Ariel, either Wingsport or Beriesa, taking out an Orcish fortress that was getting bothersome. Things went pear shaped and whilst the Company did take out the fortress and its occupants they took a hammering in the process. Tempers frayed and the company dissolved.”

According to Maronay Moonshadow:

"It is public knowledge that Olg and Miriam were members of a small elite mercenary band. The band was well known, and well regarded, but something went wrong on a contract with Wingsport. The band lost over half of it’s number including most of the command structure and was dissolved. Miriam and Olg had grown very close in their time with this band…..shit why cant I remember the companys name??.....”

Marany (thinking): “No, it isn’t going to come back to me”

Marany: “Anyhow, whatever happened to destroy the mercenaries, Miriam seemed to believe that Olg was responsible and since then has refused to have any contact with him.”

1. ↑ Day 65 – Far Haven – Vinnie Again
2. ↑ Day 65 - Far Haven - Tripwires
More On Hentron (the Bardic version)

From Research (Week 3)

The bards do sing and the dreamers do dream of a time not so long ago when there was more of a smile than a grim refrain in the streets of Stormhaven. Much of the tales wound about the hope of Prince Hentron whose youth and insight were a delightful mixture all at once care fee and capable of the most outrageous fun loving mischief typical of so many youths, while all the same able to share with people the warmth and happiness that he felt within his own essence.

Hentron was fond of sailing and flying about the winds on the wings of magic or the chasing of a college mate through the dark caves of the old city. Like many before him in his line, he was hopelessly always in love, and for the better part of his youth, as was typical of his line sadly too, with the wrong young lady. This would displease his father William to no end; nothing like having your own failings echoed by your own!

There was the Ariel Nomad Princess that kept him enthralled for a whole summer, somewhat of a record for the young man, until both parents deemed that a distant assignment to study the origins of the Eldar Mountains was in store for her. Then there came the odd eyed girl from Parthon who danced the most outrageous version of the 'Veils' ever seen.

The last was probably the most mysterious for she seemed to be able to take his focus from traditional pursuits to things that one might expect of the future King. It is said that she chose him and that in that choice her eyes were on something far beyond the bonds of love. It must be said that she appeared to have no Royal ambition, for she was no throne huntress, though huntress she most assuredly was. Her intensity was on the essence of Hentron and he loved every minute of her attention.

His father, annoyed at most of his associations, became even more concerned as Hentron's involvement became a serious matter. The King could find out nothing about her past or family, and all was building for quite a show down. In desperation, it is said, that William called upon a Seeress, of which there was more than one vile rumor, and together they consulted a deep crystal palantir to pierce the past of the woman. The calls of the temporal web strained on them both, and twisted out of control, though some say the Seeress planned it all along. William was given the glimpse, not of the past but of the future, and it tore at his heart and soul. He wallowed in delusions and spasm's for a week before he died with the name of Sonia forming on his lips. Though who she was has never been found.

Hentron, soon became ill, though the mages seemed to think that spells were finding him from distant shores. The Court Wizard did not have time to counter them before a great magical storm rose up like the petals of a great flower and took him and his love away forever more. No mage could locate him, and those that held sway said he was never-more. A sad day for the Kingdom and sadder still for the civil wars were soon to return after generations of unity.
Zoom 2021-05-20 21:00

The party discussed the information that Q. had uncovered, and chewed that fat over just what level/type of Deity they were dealing with. And what to do next. The main conclusions were:

* Q. recommended getting a mage with an Anti-Magic shell to deal with the magical traps rather than using the temple of Shanah. As the party is taking Q.'s lead in these things, that is what we shall do. The idea is that once the contents have been recovered, the mechanical traps should be reset if possible - and as the magical stuff will have been suppressed rather than dispelled, it won't appear to have been opened when the next 'occupants' of the villa find it.
* Garaf suggested checking for Runes as well as 'normal' magic in the under-floor traps/protections - which we agree would be very sensible.
* The party agreed with F's suggested message to Cagrun questioning Gohde's order - though maybe including a thin slice of enhanced-doppelgänger flesh (with explanation!) with it. We did wonder if any of the party had noticed any 'giant eagle couriers' flying in and out of White Beach.
* The party is not sure what to do/where to go once the under-floor item has been recovered and the legend-lore completed on the mithril symbol - though the current suggestion is to do a runner under cover of taking the bounty to investigate Sallahan. So, we will:
	+ Get full details of the Sallahan 'item recovery' bounty, and find out about boats/ships that would be willing to take us there
	+ Also be seen to be making inquiries/preparations for a trip to Northlake afterwards - either via Tobar or Far Haven.

At the meta- level, Steve asked for a DM ruling as to whether magic swords give off light as stated on page 102 of the Players Guide:

## Steve's additions

* Thieves and F redouble efforts to check for tailers/trackers on the party
* Joshua (?) checks to see if any other villas recently taken (cover, looking for cheaper villa when lease ends.
* Q checks if his experts can visit xilla secretly
* Non-active members check for non-magic hiding places (paintings, vases, umbrella stands, plants which can be lifted out of pots, under carpets, backs of sofas etc) where Onwen might have hidden what he was reading before rushing to defend villa. H**ave we found other hidey-holes which O&BD don't seem to have used?**
* **Next morning**: F and Br (and Umar?) to check area of bonfire (where fake Vinmira died first time) to check for any oak saplings which may have sprouted (*set out at daybreak on horseback, deliver notes addressed to Cagrun and Vinmira to consulate for Eagle post, then on to search bonfire site (2hrs each way) give up in time to reach villa by dusk - Joshua and Caradoc to check if they are followed*). (**Any other volunteers?**)
* No one buying silvered weapons yet.
Runewriter

An implement used for creating/writing Runes.

Referred to in: Legend 3: Vendor: *"Then drawing a **Runewriter** as if from mid-air he wrote upon the three"*

Also in Legend 4 - The Stone Ring: *The figure nodded its head and took out a jeweled pen that glowed with blue magic, the kind that story tellers call Runewriters, and on the ring a rune it made that flared at first and then disappeared, along with the figure and the stone offered by the boy.*
Solaran Assassins

**Solaran Assassins**

The court of Solara is full of intrigue and rivalries, King Solara himself does not possess the same ability to engender loyalty across his kingdom as shown by Alvera, but does have a much stronger political sense. Solara maintains power by manipulating the rivalries between the noble families, the church and the guilds in the Western Kingdom. His one truly loyal follower is Lord Starn, ruler of Royal Farport and known Master Assassin.

For a number of years, Lord Starn has received generous funding to expand the assassins guilds across the kingdom and develop it into a truly effective weapon of state – and appears to have succeeded. Not that much is known about the organisation of the Solaran assassins but it is commonly held that..

* Only humans are allowed to enter, and only Gemidiahist worshippers
* The assassins generally operate in small groups, three to six individuals are noted (quite often referred to as death squads)
* They all eschew magic, or easily detectable magic items preferring to rely on alchemical productions to complement their skills
* Most are skilled in blind fighting and have strong mental disciplines that protect against (or even prevent) mind reading or mind control
* The assassins guilds all maintain chapels to Gemidiah, they appear to provide some form of blessing that prevents spells such as speak with dead
* There are reports there are smaller branches within the organisation with more of a focus on sabotage, surveillance and the like

Many people would say that if Solara did not have to keep much of this organisation at home, in order to assist in controlling his own Nobility, things would be a lot worse for Alvera.
Soratan's sacred weapons

## Possible locations

The ruins of Star Storm castle are attracting a lot of attention, particularly from the clans. Rumour has it that there is a great Elven artefact to be buried in the grounds, but Rasten has made no move to recover it for whatever reason.

## 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.

1. ↑ Elven Politics - Wilston
Upcoming combat character positions

The brown hexes are the overhanging cliff sides, at least 30' high at this point. Hexes are 5'

* Darker water is 3-4' deep in the valley, probably deeper in the pool
* Shallow water is up to 3' deep (speckled areas have a lot of rocks)
* Dark grey - boulders, will slow movement unless you want to risk a broken ankle
* Light grey - pebbles and small rocks
* Tan - small pebbles and sand
Monks deep in shit

**Monks have a headache though…..**

**Days 127 (19th June – very late)**

Hamish wakes up with a splitting headache, last thing he remembers is being on the roof of the Inn….. From the feeling you have at the back of your head, you were the recipient of an enhanced sleep spell.

He is very securely bound, gagged and with a hood over his head. From the feel of it, inside a wooden crate inside a wagon that is slowly moving. The stench is incredible and it is difficult not to gag, it would seem that Dougal is also in the crate with you, but has not regained consciousness yet.

After some time, you aren’t sure how long – the wagon comes to a halt and you can hear voices. Fragments of conversation you pick up are:

Voice 1: “…were paid to provide..(mumble)…so what is the problem?”

Voice 2: “…will not hand over one of our own…(mumble)…”

Voice 1: “…(mumble)… your way, we cannot… (mumble)… sweep.”

Voice 2: “…(mumble)…not our problem, you have safe… (mumble)…”

Voice 1: “Agreed, how do we know that… (mumble)….”

Voice 2: “…won’t be found…. (mumble)… ends here. Take him and….”

With that there is the sound of the lid being taken off the crate, Hamish quickly decides that playing possum is a good idea. Hands reach in and pick up Dougal…..

A few minutes pass, then…..

Voice 2: “Hold still, I can tell you are awake even if those idiots couldn’t. They will have gone to ground with your friend somewhere near here I would guess…. Good luck.”

And Hamish feels the ropes binding his hands being cut and hears a knife being dropped into the crate.

If takes you a few minutes to free yourself properly, and in the dim moonlight you realise you are down at the dockside in a night soil cart. No-one else is around although another cart is approaching down one of the streets. Moored at the dockside is a large barge, which is obviously the planned receptacle for the wagons contents.

You stink, ache and are still feeling somewhat woozy…..
Perceval Factsheet

**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.
Major Nomad Tribes Factsheet

**DM Note: The clan sheet is general info, the party already has info that overrides some of this.**

## The Major Nomad Tribes

The major tribes (in terms of population, prestige and/or power) are:

### The Badger Clan (Centaurs)

Normally found East of Far Haven, one of the more militant Centaur clans

### Fairwind Clan (Ariel)

Normally just to the West of Far Haven, has close ties to Saratak, known for their strength in magic

### Warspring Clan (Maratasen)

Dwell in the Northern Edge of the Werewoods, known to have good relations with Tobar

### Render Clan (Maratasen)

Dwell deep in the Werewoods, tend to be unfriendly to non-nomads although do trade with Tobar

### Wolverine Clan (Centaurs)

Normally found West of Far Haven, are known to be closely allied with the Sharktooth clan

### The Hawk Clan (Centaurs)

Normally found East of Far Haven, specialises in skirmishing, scouting and mobility

### Razorclaw Clan (Maratasen)

Normally found to SW of Far Haven, bellicose, even by Maratasen standards

### Warskull Tribe (Orcs)

Tend to remain in the vicinity of Far Haven, known to have close ties with Saratak

### Drake Clan (Centaurs)

Normally in the far East of Far Haven, active prosecutors of the skirmishes with Orcs & Trolls

### Sharktooth Clan (Orc)

Normally West of Far Haven, fierce warriors that often cross the river to support efforts vs. the Orcs/Trolls

### Redmane Clan (Maratasen)

Move around a lot, but generally to the West of Far Haven, known to get on well with outsiders.

### Wolf Clan (Centaurs)

Normally in the East of Far Haven, have a reputation for being the least friendly to outsiders

### Gannet Clan (Ariel)

Normally far to the West of Far Haven, as their name implies – specialise in diving harassment warfare

### Ironhoof Clan (Human)

Found far to the West of Far Haven, they are known for armouring their mounts and operating as shock cavalry

### Owl Clan (Centaurs)

Tend to be found on the East side of the river south of Far Haven, known to have the most powerful Shamans

### Snake Clan (Centaurs)

Normally found close to the Drake Clan, if you ever find a stealthy Centaur – he will be from the Snake clan.

### Thunder Clan (Giant)

Location unknown, one of the oldest Giant clans – but has faded into obscurity
Riff Raff

Riff Raff met the party under somewhat dubious circumstances in Willston on on the night of Day 127.

Male Human)

* Level 7 Cleric (Shanah Fighter Avatar) exp 75,827

**Religion:** Shanah ( Neutral)

### Skills

Craft: tannery

Other: Riding, drawing, building

## Shanah specifics

Shanah Clerics

* Alignment: Non good
* Races: Any
* Specials: Wisdom used for experience bonus and required to be a cleric
* Constitution used for spell bonuses

### Benefits

* Can wield any weapon type
* One additional weapon proficiency at start
* Additional Spells
	+ 1st Level: Shield (MU 1st)
	+ 2nd Level: Barkskin (Druid 2nd)
	+ 4th Level: Battle Fervor (As per MU 3th Lvl “Haste” but only affects 1 target and no aging effect)

### Drawbacks

* Can only own weapons that priest is proficient in, and then only one of each. Any excess/unusable that come into possession must be tithed to the church
* Healing
	+ Shanah Worshippers: +1 per dice
	+ Atheists/Agnostics: -1 per dice
	+ SARN, ToD Worshippers: -1 per dice, reroll 7-8
Renzel

See also: Elven Council

Renzel is ArchMage and Warlord, and heads the millitary arm of the Elven hierarchy. He is in charge of Skyfleet.

Referenced in several Council Record fragments , he is obviously a key figure and appears to be a major player in the Elven casting of the Spell of Voids.

He appears to be in a different faction to Elsiurs, and was supposed to have succeeded Oranzer after his failure to take Northlake, but Oranzer still seems to be in charge, with no sign of the Magelord yet. However, he supports Oranzer aginst Rasten.

1. ↑ Council Record Fragment
2. ↑ Council Record Fragment 2
3. ↑ Council Record Fragment 4
Quercuis alone in Stormhaven

**She is going to need some help retrieving the stilettos from the University as she would presume they wouldn’t readily hand them over to anyone other than the people who delivered them ie Caradoc and Garaf. She also isn’t carrying around the sort of sums of money that Caradoc promised to pay for the analysis.**

Chlono is in the process of making arrangements for Led'm to release the stilletos to Quercius - they will be ready within the hour.

**Of more of an issue is whether Wyldwood should be going along with what looks like a Sarnian scheme.  Q. will relate some of Caradoc’s suspicions about the stilettos being the source of Saratak’s prophetic power (and his madness) and wonders whether Groundtall thinks we should be delivering that power up to an elf.  She will repeat the prophecy from the blades to Groundtall and the names of the weapons but personally thinks Caradoc’s suspicions were a bit of a stretch which is why they were sent to the University.**

According to Groundtall, this isnt a Sarnian scheme, it is actually Chlono who is pulling the strings

**On the other hand Groundtall seemed to think we were carrying something very important when we arrived and was clearly disappointed by the seedling – Caradoc believed the stilettos were more likely to flip the balance of power on the island but in favour of Eliezure and which ever side he is on?  She would like to know what the Sarnian’s told Groundtall and whether Thirson’s role in gifting the stilettos to the party was discussed.  If the Barosan’s are involved then presumably they think going ahead with this mad scheme is a good idea?**

You group is still in possession of a very important item......but Groundtall is not at liberty to provide details unfortunately. The apple seeds are very important, and Groundtall has entrusted them to someone trustworthy. All Eriza would reveal is that Eliezure is the instrument of Thirsons revenge, and that if Wi(y)ldwood is to survive Thirsons revenge must proceed. Groundtall has validated this basic assertion with the Tree, and it has concurred. The Barosan involvement seems to be based around their own plans and schemes.

**Was there any discussion with Eriza, Chlono and Thirson as to where we might find Eliezure? – Caradoc seemed to think he was last heard of hanging around the Crack of Doom in a (probably doomed) attempt to recreate what Saratak found there.**

Errr, that is the challenge unfortunately..... he is trying to do something.... but no-one knows what exactly

**How have the lizards managed to get a large force all the way across the island without setting off alarms – are there suspicions they are now in league with the Solarans?**

The billion dollar question.
Sallahan

Dark powers/chaos descended on the island 10 to 15 years ago – sounds pretty unpleasant – but the timing may be significant.

Once a sleepy little town of fisherfolk, a dark power then descended upon the place. Corruption and vile degradations of the spirit and body both spread throughout the settlement, Chaos leeching into the very earth. Souls torn from their mortal tenements were played with as if no more than toys, before finally tossed to the ether. It is said that their voices can still be heard on the wind as it shivers in the skeletal branches of long-dead trees, and some speak of a time when they might find a way to return, and avenge themselves on those who destroyed them, yet gave them not even the freedom of true death.

According to Bez Drock, The situation there is something to do with the Temple of the Dead. Drock doesn't know the exact nature of the threat – though the Wild may deal with it incidentally.

On Day 98, a bounty/reward of 50gp was offered in White Beach to investigate a house on **Sallahan**. This was taken by a single dwarf 'dressed up to the nines' by Day 99

On Day 101, a folow-on bounty/reward of 10gp was offered offered for the ‘retrieval of some tools’ from the house on **Sallahan**. No mention was made of the well-dressed dwarf.

From Day 103: A visit to the noticeboard reveals that the **Sallahan** bounty has already been claimed, somehow it is no surprise when enquiries reveal that it was a gaudily dressed dwarf again.

This time you decide to follow up a little bit, asking around you discover that there is a sandbar south of the Sallahan Island that can be landed on safely. At low tide, a causeway to the island is uncovered. Over the past years, numerous small boats have accepted commissions from small groups or individuals to cross over to the island. Most of the ferried parties have returned, but not all., but the boat owners regard these as lucrative commissions. More recently traffic to the island has dropped off dramatically, but the gaudily dressed dwarf is well known on the quayside from his recent trips to the island. His most recent trip was this morning, and he is not due to be picked up until 5 days hence.

1. ↑ Zoom 2021-01-14 21:00
2. ↑ Email 2021-01-21 21:16
3. ↑ Zoom session 18th March – Meeting Bez Drock
4. ↑ Zoom 2020-04-22 21:00
5. ↑ Zoom 2021-04-29 21:00
6. ↑ Zoom 2021-05-13 21:00
7. ↑ Day 103 - Open the box or take the money
Northlake Metal Trade

About 10 miles to the West of Northlake is the small mining settlement of Cerdyd. Despite its proximity to the Cracks of Doom, and the horrific living conditions there the settlement has been maintained and supported by Duke Adamas. All water and food has to be brought in by wagon and in general nobody stays in Cerdyd for more than a few months.

The reason is simple, mines extending into the mountains to the Northwest have rich veins of Silver and small traces of Mithril. Even in the small quantities mined, the Mithril extracted from the mines of Cardyd represents significant wealth for Northlake.

During the Elven invasion, Adamas requisitioned all of Cerdyds output to support the war effort, but since then control has reverted to the consortia of Merchant houses that control the mines (and in so doing provide Alvera with significant tax revenue).
Outside of Time

There are several references to being 'outside' of time:

### Sorleaf:

"so horrible that time doomed it to stand apart from it, and so vile that light would not touch it
### The First Rune:

For Runes are markings that are out of time
....
and that which is not spoken of reached down and plucked the Rune from where only he could venture and placed it upon his gauntlets and from timelessness to time he came and tears were made.
### Ilrania the First

"Seek no more that which can not be sought, but let it find you when the finding time finds itself and the rainbows last for a month and a day."

### The Void

We have speculated about how time works for the Legendary Creatures sent to the void.
The GARM Golem

Legend 26 - GARM: *There shall come a time when a great Golem shall be made and in its essence shall come the Will of GARM, and it shall move across the worlds with the cry of revenge against those who have stood against us...and they shall be but herds for the nourishment of Garm...*

Just a myth designed to frighten your childred with - if it weren't for the fact that the Lizardmen appear to have gone to a great deal of trouble to recover a hand from the Vale of Vendor that may be part of it: *the Lizardmen had excavated a metal or hard stone hand, about 6’ from wrist to middle finger tip. It was not mithril, and gave off no trace of magic.*

Legend 82 - A tale of the Calamar also tells of a terrible magical construct - there may be a connection.

1. ↑ Zoom 2021-12-21 21:00
Star Storm

The Flying City of Water that was grounded to the East near Willston, and which according to Bez Drock was the object of the Clans' fight to the East where the clans captured the flying city from the Temple of the Dead.

Given the Elves had taken Willston, it is not clear what happened to them.

According to the Interesting Times Gang, *The ruins of Star Storm castle are attracting a lot of attention, particularly from the clans. Rumour has it that there is a great Elven artefact to be buried in the grounds, but Rasten has made no move to recover it for whatever reason*. [Could this be one of Soratan's sacred weapons?]

1. ↑ Zoom session 18th March – Meeting Bez Drock
Point Richmond

Once a vital sea link in the gold trade with the Dwarves, the city has shrunk greatly in population since the Elven War. At the height of the Royal Kingdom, the Expedition Company of the city would finance most trade voyages along the Southern and Eastern shores, now its concerns limited to pirates and a rash of mysterious but very public disappearances, so far untraceable even through magical means

Owner: The Earl of Hampton

**Military Force: Royal Marines (**Point Richmond**) – approx.. 1200** (See Alveran Military)

With the significant Elven naval presence in the area limiting Alveran naval mobility, the Marines are currently fielded as a Medium Heavy infantry force.

Commander: Earl Hampton

1. ↑ Alveran Politics
Owlbear

Owlbears are are the only Legendary Creatures that we know of so far that are of too low intelligence to have Clerics/Shamans etc (ie they couldn’t be worshippers of the Wild). Talaris didn’t know what an Owlbear actually was – just knew he could make money out of the skin!

The party were attacked by Owlbear around Day 98 in Zoom 2021-04-08 21:00. Owlbears appeared to have been the cause of an attack on a farm to the West of White Beach, which the party had been investigating. Some Doppelgangers also took part in the attack.

From Day 49-57 – Centaurs:

By this time the trading has obviously been concluded, Talaris gets given two small pouches plus a strange hide (from an **Owlbear**).

Tellef turns out to be less useful than Q’Ran in terms of information, she will say that the **Owlbear** was killed about 4 weeks back up North by a party of hunters.

1. ↑ Zoom 2020-12-03 21:00
Toscin

A legendary Vampire from the Vale of Vendor who supposedly controlled the 5 legendary Doppelgangers, and was supposedly banished by the equally legendary Dwarf/Hobbit through the ritual of the Drumkit. However, we had a vision or time-gash visitiation of him on Day 169 when we were in Vendor, and there still seems to be a nightly battle there between him and Ageors.

On day 323 we met his brother, Of the One. According to Of the One, they were both Judges.

See Legend 3: Vendor, Legend 81 - The Terror of Vendor,
Sorleaf

See also: The First Rune

**An Elven Legend (As Being Studied By A College Student)**

Just before the Twilight of Change when the days of Chaos came quickly upon the world, there was a half formed Elf called Sorleaf. What manner of disruption spawned his birthright is not recorded but it was astounding in its time. Little did they know that his misfortune was but a precursor of the horrors to follow the Twilight.

The young Sorleaf was a wonderful storyteller and his ability to pick up hidden meanings from the rumors that abound a traveled society was to give him the kind of respect in his profession that his lack of stature could not command from the elegant and snobish 'higher' councils.

Being raised by the Ladies of the nearby temple, he naturally drifted into the church services where he was really never more than a novice in priestly skills, his main interest being elsewhere...much to his own doom.

The stories around Runes was his passion and one day he was struck with the possibility of using a crystal to enhance his skills if the right runes could be found and made to charge the crystal. He followed a lead from an ancient bird song that brought him to a haunted cave, and there he was confronted by a creature: "so horrible that time doomed it to stand apart from it, and so vile that light would not touch it..." or so the story he told went. Somehow this creature instead of falling upon him and having his soul, engaged in the honored tradition of a Riddle Contest for which Sorleaf was not to be bested at. For two days the contest went on each with the riddles of a lifetime and more to put to the other...Sorleaf would never speak of his winning riddle, which was always out of character for him, but he emerged from the hidden place behind a colorful misty waterfall with a crystal rune...With it he could see the distant towns that framed the rumors he heard. He also began to research further into the arcana of runes, using the crystal to open up new ways of reaching back to unlock the mystery of the Runes. Facet after facet he explored caring little for his own health or nourishment, till all that was left to explorewas the one plain plane without a Rune upon it. This he knew he was not to activate but in his hungered insanity he could not resist the call and summon it he did...the disappearance of Sorleaf was noted in the chronicles of his day, with a simple note: 'reports have reached us that little Sorleaf is gone, to where only he may know.'
Totemic Master First Death

**First Death Of A Totems Master**

So this is death……

….funny, you don’t know what you expected but this isn’t it…..

….you can sense your totem nearby, and what is more you can understand it…….

….it speaks to you…..

“My dearest friend, companion, carer – your pain is my pain and my heart breaks to see you in this state. The pleasure of the world is fading to me without your presence and I yearn to see you restored. Maybe in the world there is a chance that your restoration to health will be enacted by those you call comrades…..but maybe not, I am not privy to their plans or abilities.

I can offer you an immediate way back to the world of the living, but it has a cost, can only be done once and must be chosen by you rapidly before your spirit fully departs your body.”

**OPTION:** Totem Driven Resurrection

**Cost:**

-2 Con - permanent

-1 Int/Wis OR Cha – this is regained when you next go up a level

Totem gains +0.5hp/lvl