recursal/Fanatic-Fandom huggingface dataset:
Ordannosh

Portrait d'Ordannosh

Ordannosh est un Personnage non-joueur dans le monde de Bertrid. C'est un chef tribal orc qui fut le principal antagoniste de la troisième session. Il est décrit comme étant un orc de grande stature, mesurant presque 7'0" et ayant un tatou de guerre bleuté entourant un de ses yeux. En combat, Ordannosh utilisait une hache de guerre conçue pour être maniée à deux mains, mais il était si fort qu'il l'utilisait à une main et tenait une lance dans son autre main.

Ordannosh dirigeait une bande de pillards orcs provenant du Royaume Orc voisin d'Orkania. Lui et sa bande s'étaient installés dans les ruines d'une cité antique au nord de Kaldern. Craignant pour la sécurité de la ville, Walter Argad chargea les aventuriers de se débarrasser d'Ordannosh.

En route vers les ruines, la tribu d'Ordannosh lança une attaque sur le village d'Evkad, où les aventuriers avaient décidé de passer la nuit. Avec l'aide du maire de ce petit village, Willhem Durforge, ils parvinrent à s'échapper du chaos avec ce qui restait des gardes et des villageois avant qu'Ordannosh et sa bande n'aient le temps de se débarrasser d'eux.

Arrivés aux ruines, Gordakh leur annonça qu'Ordannosh avait quitté les lieux plusieurs jours plus tôt pour attaquer un village avoisinant. Il suggéra à Goléand de défier le chef tribal en duel.

De retour au village, les joueurs constatèrent qu'Ordannosh et une vingtaine d'orcs s'étaient installés dans le manoir du maire. Goléand défia Ordannosh en duel et parvint à le vaincre de justesse, à l'aide d'une potion de force et d'un sort de Hâte lancé par Zadig. Voyant leur chef mort, le reste de sa tribu déclara allégeance à son successeur, Goléand.
Quakesnake

### **Description**

Gigantic worm-like creature, the full size of which is unknown. VERY tough exterior, dragon scale like armor. Shakes the ground as it approaches (because it tunnels through the ground to travel). Very aggressive. Will eat you. RUN.

### **Location**

Plains East of Hardholme, South of the Forest, and West of the Golden Mountains, all the way to The Edge of the World.

### **Stats**

**HP:** 230-250?

**AC:** 18-19

**Speed:** \*\*\*\*ING FAST

**Attacks:** Attacks twice per turn, can swallow you whole. Shakes the ground and causes a dexterity check; if you fail you fall prone to the ground. If you are swallowed, does between 15-20 damage per turn you are in there, and you must roll against stomach acid damage to see if any of your appendages are melted off.
Year 70

## The 70th Arrival

All **Grandl** ever talked about on the ship was mining and striking it rich in the New World - it’s no surprise he convinced most of the 70th to head off East with him. Rael hopes that they’ll return sooner or later with great news, and lots of gold - though perhaps the time will come when you need to head out to find them. It seems to be relatively common knowledge why the 70th left; it doesn’t seem to have anything to do with the state of Hardholme. Just gold coins bouncing in front of Grandl’s eyes.

Following the **June 1st, Year 71 - State of Hardholme Address**, Rael has become increasingly concerned about the condition of the the 70th. After over a year and a half there has still been no news.
Rick Amadeo

Portrait de Rick

Rick Amadeo est un Personnage non-joueur dans le monde de Bertrid. Rick habite la cité libre de Kaldern et y dirige sa boutique : Chez Rick - Objets magiques de grande qualité à bas prix. C'est un grand homme dans la soixantaine un peu bedonnant, avec des cheveux longs et une longue barbe de couleur grisâtre.

Les joueurs fréquentent la boutique de temps en temps, mais n'apprécient pas trop le personnage car ils trouvent ses prix excessifs et rient de sa façon étrange d'agir.

Lorsque les joueurs partirent à la recherche de leur compagnon Goléand et de l'oeuf mystérieux de Zadig, ils se rendirent dans sa boutique et trouvèrent le crâne d'Agandur, que Zadig avait libéré quelques semaines plus tôt. Rick aida les joueurs lors de leur périple dans le plan astral et lors du combat contre Agandur.
Downtime

Downtime is how your character develops during **in-game** weeks and months between
play-sessions. How far you take it, how much you choose to invest, is entirely up to you. Your destiny is in your hands.

------ Downtime Rules------

Downtime will now be processed once a week, and will consist of **2-4 weeks in-game time**. Downtime can be submitted from the time you receive your previous downtime results until
something like Sunday morning. So far, Sunday/Monday/Tuesday have been the best
times for me to generate downtime, and I would like to move forward in accordance with this.

Please only submit 1 player-collaboration per downtime - and please make sure to sync with the other player!

Please submit your activities in order of priority - most
important activity at the top. I’m okay with you submitting a bunch of different things, but please prioritize them. Understand that they may not all always happen. If you played in a session, your downtime period will be filled in around the amount of in-game time the session took.When you are finished
submitting your activities, please roll **!downtime**.

Once you roll **!downtime**, that’s it. Please refrain from adding additional activities.

Not a whole lot is changing here, except timeframes - keep doing what y’all are doing, it’s going great! I just need to add a little
structure on my end, and ask that you consider a few things when submitting. Thank you guys. As always, feel free to ask in #general-questions

Below are some examples of general Downtime Activities. Please consider spicing any of these up, or just using them for what they are.

**Carousing** - Make connections through food, drink, and socializing. Gotta spend money to make.. friends.

**Gambling** - Spend your time trying to make a small fortune at other’s expense. Pretty self explanatory.

**Research** - Delve into any topic and try to learn more about. Depending on the difficulty, can take multiple downtimes.

**Training** - A skill you want? Language you wish you knew? Proficiencies? This will take multiple downtimes to achieve.

**Relaxation** - Kick your feet up, chill out. Gain bonuses on
saving throws, inspiration, and other relaxing goodies.

**Work** - Gotta make that money, honey. The hard way. Some
people prefer it.
Jackson of the 31st

### Description

**Jackson Bowers of the 31st**, a generally good-natured halfling and lone constable of Hardholme.

*"What can I say about Jackson? He's been good to me, kept me company for years even though I wasn't always the kindest uh... house guest. A real stand-up guy. I'm still staying with him, only now it's voluntarily."* - Rael

### Bonds

Constable of Hardholme, Allows Rael to live in his apartment.

## Rumors

*"I don't have a sugar daddy, I've never had a sugar daddy. If I wanted a sugar daddy I could go out and get one. You could never have a sugar daddy because you are not that kind of girl. Everything I have done I have made of myself!!" - Rael to Maeve when questioned about the nature of his relationship to Jackson*

## Rumors

*"He says he wants to start a city watch. I'm not sure if that's necessarily what everyone here considers to be in their best interest, but I can't fault him for trying." - Rael*

Jackson has recently been speaking with the Knights of the Silver Flame about joining up. With the announcement of the Defenders, he has been feeling lost.

Probably, maybe, definitely climbed up on stage at "Carric & Rael -- LIVE!" and unskillfully played the guitar with full abandon.
Law and Orders

**Law and Orders**

*Written by H. Hastohmuff, "discovered" by Root*

After being released from a year long prison sentence, a handsome rogue by the name of Hedaar finds himself homeless and alone. Surprisingly, the town constable, Jonah, takes pity on him and gives him a roof and a bed, and an exciting and confusing friendship takes root. What sort of interesting blossoms could this oddly-matched couple’s flower bed produce?

**Excerpt:**

“‘You’re not my boyfriend,’ Hedaar stated over the dinner table. Jonah laughed his deep, sonorous laugh, and shook his head, cutting into his steak. ‘That’s just because you’re too stubborn to admit you’d like it. More mashed tubers?’ Hedaar blushed despite himself and piled more food onto his plate.”
Jess of the 2nd

## Description

Halfling, female *(Deceased, Year 71)*

Resigned as Leader of the Primes after the Massacre of the Orphans of Steepridge in Year 53. Convicted Jondry of the 53rd for this crime, and banished him as punishment. Named Silas the new Prime Leader. Passed away in Year 71.

### Bonds

Former leader of the Prime Collective.

Married to Enri of the 9th.

## Rumors

Whooped Jondry’s ass, then bailed and left the cleaning up to Silas.

"*Rumors spread through The Reach like wildfire.... Jess of the 2nd has passed away" - DM Chris*
The Canar

### **Description**

The Canar (a.k.a. Canninetaurs a.k.a. Puptaurs a.k.a. Richard People) are one of the four native races of Kazzaran's Valley. They are strangely cute creatures, small in size, and resemble a classic Centaur, except instead of being part horse and part human, they are part dog and part human. Cute as they are, they are just as equally creepy. They mimic everything said to them (they will also mimic physical motions). They have not yet appeared too be aggressive, and can often be observed simply scampering about and playing at the edge of the forest. They sleep with their eyes open...literally.

### **Location**

In the forest Northeast of Hardholme and West of the Golden Mountains. Possibly reside in other forests as well.

### **Stats**

HP: ??

AC: ??

Speed: ??

Attacks: ??

### **Additional Notes**

Suspected to possess very powerful magic. Avoid when possible. Be kind to them when encountered.

If you try to pet a Canar other Canar will jump in your face and say "NO" in Common. So just because they look like dog-type creatures, doesn't mean they want to be petted...
Liblub the Blue

### *by Fallynde “The Wrecker” Dankil of the 71st*

Very little is known to the people of Hardholme about the Frogfolk. We know that many lives have been lost when we’ve been unfortunate enough to cross paths with the Reds. The Red Frogfolk, we KNOW, are incredibly aggressive.

But what of other Frogfolk?

In our journey to the Temple on the Mount many months ago, we\* were not only able to rescue Sir Reznor of the Silver Flame, who had been held captive for 11 years, but we were also able to release a captive Blue Hyla by the name of Liblub, who spent nearly half of his 50 years being tortured by the purple-people running rampant in the Temple on the Mount. Through very rough Abyssal and other limited forms of communication, we have learned this about the Frogfolk of this land:

The Red, Blue, and Green Hyla have been fighting each other for a long time, ever since “their masters disappeared.” When we offered to help him return home, he declined. He did not want to tempt fate by crossing through Red Territory. This could be considered by the Reds to be an attack, and could provoke an attack by the Reds on his home city, Matmar.

Matmar, the city of the Blue Hyla, is across the river, near a lake next to the smoking mountains.

As for how Liblub came to be imprisoned in the Temple, he sadly recounted his life as a young Hyla. He was a great warrior who left Matmar in an attempt to prove his place amongst the great Blue Hylians, with further hopes of winning the affections of a young lady. His shame in the failure of his attempt, along with the fear that he would not be accepted back after so long are the other reasons he declined an escort home.

And so we are left with this: a brave but unfortunate Blue Hyla, a survivor of over 20 years of physical and mental torture in captivity, who cannot, for many reasons, return home.

There is still much more to learn of the other Hyla tribes. I do not know how they feel about us, the newcomers in their ancient land. But I can and will confidently vouch for the rescued Liblub: he is a delightful Hylian man, he has quickly grasped Common, he’s excited to finally be freed from captivity, eager to find and embrace this new chance at life, and he wants to make Hardholme, the city by the hole, his new home.

We look forward to learning more about the Hyla from our brave friend, Liblub the Blue.

*\*Those who were present on this trip to the Temple on the Mount: Aequitus, Aurelae, Buckler, Fallynde, Maeve, Forge, and Fitz of the 71st.*
Purchasing Buildings

Have had multiple people interested in repurposing empty buildings for their needs in Hardholme. Just what to clarify there are mechanics in place for building. For example, a small single purpose building will cost you 2,500g and the construction time is 30 days. A palace will cost you 500,000g and take 1,200 days, and can serve multiple purposes. There's A LOT in between.

Due to the mechanical nature of this, you are going to be hard pressed to repurpose an existing building in Hardholme. You'll receive benefits depending on what the building's purpose is- so it's going to cost you.

A tavern would fit in a single purpose building. So for a pub/brewery with a small performance space the construction is roughly 2500 for the building. Outfitting it as a tavern would cost an additional 1-3k gold.

if you wanted a tavern AND inn, you would need a larger, multipurpose building
Library

## Recaps

* Year 71
* Year 72

## Collected Works of H. Hastohmuff

The Layla & Malcolm Trilogy

* A Ship to Nowhere
* A Rocky Start
* A Knight's Duties

Other works

* The Soul is Bare
* Bard on Arrival
* Law and Orders
* Tinkering with the Heart

## Miscellaneous Writings

* June 1st, 71 - Transcript of Vera's State of Hardholme Address
* Observations on the 61st, I - by Aurelae
* Fantastic Beings of Hardholme and Where to Find Them: A Guide - By Aurelae
* Native Races of Kazzaran’s Valley - Information based on Fallynde's writings
* The World Beyond Hardholme - The Liblub Essays by Fallynde
The Soul is Bare

**The Soul is Bare**

*Written by H. Hastohmuff, "discovered" by Fallynde*

Having discovered that she was destined for greatness, young Elda struggles to find balance between fulfilling her righteous purpose and enjoying her youth. Dropped into the middle of a new world, filled with excess, politics, problems, and beautiful strangers, can Elda become the change she wishes to see, or will she be distracted by those who wish to see much more of her?

**Excerpt:**

 “Nifrone’s beautiful lips were turned up into a smirk on the right side of her face. Elda couldn’t help but think of the last time those lips had brushed hers, and she blushed, feeling the warmth radiate down to her pale chest, and she shivered slightly beneath her thin robe. ‘You’re not going to back down now, are you?’ Nifrone teased. ‘Of course not! I didn’t come all this way to prove myself a coward.’ ‘Good,” Nifrone laughed, ‘then drop it.’ Together, they let their robes slip from their lithe bodies. Elda grabbed Nifrone’s hand, and, laughing, they darted out of the shadows and into the lamplight of the town square, stark naked.”
Tinkering with the Heart

**Tinkering with the Heart**

*Written by H. Hastohmuff*

Before his voyage to Hardholme, Gnord never thought anything could fill his heart more than his inventions. But when a glamourous local walks into his life, he finds himself on a mine-cart of unexpected emotions the likes of which he’s never been prepared for. Will Gnord find a way to follow through in his feelings for the intelligent, mysterious Anea, or will his inexperience with affairs of the heart throw a wrench into the works?

**Excerpt:**

 “Gnord gathered his wits about him, going over the words in his head for the hundredth time. This time she would know of his love. As he turned the corner, with a dashing smile and the confidence of a racing Strider in the lead, he caught sight of her. He stopped dead in his tracks. There she was, the beautiful Anea, holding hands with another man and laughing. His heart sank. The pit of his stomach dropped with it, both of them seemingly hitting the ground at once. He ran then, before the sound of his oncoming sobs could be heard by either of the merry couple’s ears.”
Intro

*Please note that the following Intro was written from the perspective of the 71st Arrivals. If you are from another arrival, please adjust the numbers accordingly.*

## Introduction to Hardholme

You are from the world of Davros - a magical, slightly technvological world of many races.

One hundred years ago, a very powerful mage named Cyrus Hardholme discovered a tear in the fabric of reality. Cyrus, along with his colleagues at the Center for Science and Magic developed a gate capable of exploiting this tear, and a vessel for traversing it. The journey took 5 years. On the other side, they discovered new world.

The colony of Hardholme is the first of its kind. Founded 70 years ago, it is a new city on a new world. More than that, tales of it have captured the hearts and minds of the people of Davros. Once a year, the Center for Science and Magic launches a 1500 square-foot traversing vessel through the gate on a 5 year journey from Davros to Hardholme. It is a one-way trip.

Very little is known about Hardholme; yet people from all over Davros migrate every year to the Center for Science and Magic, with hopes of winning the annual lottery and being one of 12 chosen to journey to Hardholme. You are one of those people.

Well, you were. 5 years ago. Today is the final day of your trip. You, along with the 11 other passengers are on the brink of arriving in Hardholme. The 71st arrival. You wonder aloud with your new family what awaits you in this new world, but you already know. It’s why you came in the first place. Opportunity.

## 5 Years Ago Vignette

Upon entering the Center for Science and Magic, the mage-scientists quickly usher you to the portal room. The size of the room is breathtaking, this is probably the biggest room you have ever seen. On one end of the room, a giant 100 foot round gateway. A railway leads from base of the gateway to the other end of the 500 foot room. The other end, on the railway, is a giant traincar. Behind and to the front, attached to the traincar, is what looks like a giant arcane slingshot.

Inside the 1500 sq. ft traincar is what looks like a bunkhouse. There are 2 rooms with 6 beds each. There is a common room, filled games like chess, checkers, and other cool Davrosian activities. There is a dining and cooking area; stocked with enough food preserves to last 5 years. There is the front room which has 12 tightly spaced seats with large straps and buckles. This is the Landing Room.

The mage-scientists explain to you that tomorrow, after you board the train-car, it will be sealed behind you. The portal will then be activated, and you will be launched through it. They urge you to enter the Landing Room immediately, as the launch can be jarring and dangerous. The landing, they say, can be worse. No need to worry about that now. Not for another 5 years, anyway.
Durance

Durance - Age 38

The man in black armor was restless. How long had he sat in the heart of this temple? It seemed an

age. Contemplation was a necessary tool, but taken to excess it bred only complacency. Was he no better than those other priests of the false gods? No. Since he was a boy, alone in the world, the church had shown him the truth--from strength, comes power. He had learned this lesson quickly, for in the church hierarchy, the alternative was death or servitude. He had crushed those who sought to bring him death. And he served only Bane.

Which brought the man's mind back to the present. Bane demanded action from his faithful. Without it, all plans were worthless. Now, it was time. He knew the path ahead of him, the fulfillment of his faith. The man called Durance hardly felt the weight of the worn, black steel armor covering him from neck to toe. It, like the mace on the ground beside him, had seen many battles, but this land no longer held such challenge. He thought of the future, and one word hung in his mind--Hardholme. Bane had chosen him, of all the faithful, to bring the truth to this new land. The people would see, for he would show them. Hardholme would have champions, rulers. And Durance would find them.
Native Races of Kazzaran’s Valley

The Lifespan of all of the races created by The Masters in Kazzaran’s Valley is approximately 150 years.

## **Kazzaran**

The wolf-headed dragon, once worshipped by The Masters.

## **The Masters**

It is said that The Masters created the native races in an attempt to make the perfect creature for Kazzaran.
The various races were slaves to The Masters, and built the Temples to Kazzaran on the mounts.
Before they disappeared, it is said that The Masters had begun to worship “something else.”

## **Hyla**

“When the Masters disappeared, the Blue, Green, and Red Hyla went to war over who should be the rightful leaders. According to Liblub, the Blue were favored in the Masters’ eyes for their adaptability (a trait that has made it incredibly easy for Liblub to learn fluent Common in such a short amount of time). The Green were trained in magic and used this against the other tribes before eventually withdrawing into seclusion. The Red, physically mighty, saw this as the perfect opportunity to take over. These attempts were unsuccessful and led to their territorial ways.”

### Below are PC written essays about the Hyla race.

* Preface
* Liblub the Blue
* Kazzaran's Valley

## **Canar**

The Puptaurs, Richard-People. Creepy Mimics.
When the Masters disappeared, they moved to the Eastern Forest.

The Canar were created by The Masters more recently than the Hyla. They learn through imitation, which makes them incredibly adaptable. The Blue Hyla were jealous and worried that The Masters would find The Canar more favorable than the previously created, adaptable Blues.

## **Nartox**

The Purple People. (Universally hated by all Hyla.)

When the Masters disappeared, the Nartox broke up into separate tribes and moved into the various Temples for their own purposes. The average Nartox is small in stature and have very large heads compared to their body size.

In two of the three Temples, we encountered a different variant of the Nartox that towered at 15-feet-tall and each had a shriveled conjoined twin protruding from their shoulders. This gigantic, deformed, purple beast was indeed a Nartox, but In the Temple to the North, this creature was known as Shar’Garoth. The much smaller, normal Nartox of this temple worshiped, were subservient to, and afraid of Shar’Garoth. While it is unknown how this Nartox got so much larger, there was plenty of evidence to suggest that he had been eating his smaller brethren.

In the Temple to the East, we encountered another such giant, but he was much less recognizable other than the shriveled twin’s head and his purple skin. The rest of him seemed to have been patched together from other animals and beings. He seemed to be in charge of the terrifying lab filled with more patch-worked experiments, but his exact role was undetermined.

## **Psora**

Flying creatures which excellent scavenging skills.
When the Masters disappeared, they hid away in the smoking mountains to the northwest.
The World Beyond Hardholme

The following are in-depth exploratory essays written by Fallynde “The Wrecker” Dankil of the 71st. During her time with Liblub the Blue, a Hyla native to Kazzaran's Valley, she was able to obtain this information for the benefit of all in Hardholme.

*Published by G.W. Parchment & Sons, The Year of 71*

* Preface
* 01 - Liblub the Blue
* 02 - Kazzaran's Valley
* 03 - Shar'Gorath and the Nartox
Observations on the 61st, I

*As told by Aurelae of the 71st, transcribed by Rael of the 70th*

--

I will tell you what I have learned about our friends from the 61st...

If you have not yet gotten a chance to gain a closer look at our new friends, their appearance will shock you at first.

They are covered with boils, scales, patches of fur. They look as though they were put together by someone with a cruel sense of humor.Maurice was once human. Sophia is voidborn, but is at least half-human.

...or was...

Talking with Maurice, I gained very little helpful information as far as how this could have happened. Maurice says that he has been in and out of a comatose state for 10 years now - the only reason he knows it has been that long is the fact that we are the 71st, and how Sophia has grown. He has no sense of time, and has lost years of his life.

It is the most tragic thing I have seen since landing in Hardholme, and that is including the entire orphans at Steepridge situation. Maurice told me that he remembers the moments before impact - the bright flashing light and horrible alarm noise. The moment after, he remembered waking up in that horrible laboratory where we found him in the East Temple. He was strapped to a bed - he screamed for Sophia. From there, he was in and out of consciousness. Experimented on...for ten years.

[This section is partially obscured by tear stains]

*She gathers her elvish resolve and finishes her tale*

He remembers others over the years; some hunched over winged creatures with long beaks -- who spoke with humanoid voices. A dark figure with what looked like a hound’s head, who seemed to give orders to those in the laboratory from time to time.

Other members of his arrival family, screaming -- tortured and mutated.

He remembers very little otherwise.

Sophia has never been properly trained in the Common tongue, he explained. She was just a baby when they arrived and were taken to this place. The horrors that have fallen on them are beyond measure. Beyond comprehension. Beyond...

*She is trying so hard to contain her fury at the nameless beings who hurt these people so much she begins to shake and speaks no more*

I...I need a drink.
Giles of the 26th

## Description

Kobold, male

Wears a fancy monocle and pops in and out of The Reach in an amusing fashion to sell his parchment and wares.

## Rumors

Took five months to make the decision to introduce himself to the 71st

*"Giles leaves The Reach, fancily"*

Turns out ya dude Giles is a RACIST. Shooting out microaggressions like your aunt from Abbeville that "doesn't see race"

## Notes

Giles has provided a number of local institutions with flyers since opening his shop.
Helpful Links

## Official Manuals

These links are pretty large PDFs. If anyone has a specific PDF they want, let me know and I can put it up. I have them all on my Google Drive.

Player's Handbook

Xanathar's Guide to Everything

Volo's Guide to Monsters

## Resources

If you have any additional resources you think would help, let me know.

Current Standard Character Sheet

Hardholme Official Feat List
Mirage

### **Description**

(a.k.a. Bunnycorns) Adorable little creatures, looks like a bunny but with a unicorn horn on it's head. They are cute and peaceful, hopping about playfully. You get the sense though that those horns would not be fun in a fight...

### **Location**

Hills and plains South of Hardholme (near Softholme).

### **Additional Notes**

*"NO you cannot kill and eat the Bunnycorns AE-QUI-TUS!" ~Aurelae of the 71st*
Preface

Back in Davros, I lived in a very close-knit community in the mountains with my dwarven kin. I was a simple blacksmith, training in the fighting style of the barbarian. My neighbors were like extensions of my own family, and I would have died to save any one of them. That feeling of community and fellowship is what made that mountain village HOME to me.

Leaving home is one of the hardest things I have ever done. As a young dwarven lass nearing 40, completely severing ties with my family and the community I love so dearly still threatens to break my soul daily. On the 5 year journey through the void, I made a promise to myself: instead of admitting defeat and letting my self-inflicted sadness take over, I would do my best to make Hardholme my NEW HOME. I would devote myself to becoming part of the community at large and I would work to make a difference in this new world.

I was very lucky to end up with the 71st. Despite our incredibly different personalities and desires from life, this group is made up of some of the most incredibly driven and passionate folks I have ever had the pleasure to know. While we regularly disagree with each other, I can say with complete faith that every one of us wants the absolute best for the people of Hardholme and Steepridge.

In our explorations of the world outside of Hardholme, I’ve come to realize that my desire to be a part of this world does not stop within these stone walls. I want to become part of the larger world around us. It is dangerous, and curious, and absolutely terrifying at the worst times, but there are beings out there with their own rich cultures and histories, who have lived here for centuries before our portal to this world was ever discovered.

With the help of one of these native folk, Liblub, a Blue Hyla who was rescued from the Temple on the Mount, we have learned so much about the mysteries around us.

In these essays, I hope to help shed some light on the curious land that we’ve made our home within, and the folk who inhabit it with us.

                    -Fallynde “The Wrecker” Dankil
Jondry of the 53rd

Dragonborn, male. *(Deceased as of June 1, 71 - State of Hardholme Address)*

## Rumors

Was remorseful for being a dick, tried to fix it by being more of a dick

May have been aided in his escape.

According to Vera, was sheltered in town.

## Notes

"The Slayer of Steepridge" was executed during the June 1, 71 State of Hardholme Address
Northern Temple

## Prior to the 71st Arrival

The Northern Temple on the Mount was first discovered by Vash of the 43rd in the 44th Year. It was the first building that a Davrosian Arrival discovered in the New world. It was built by the natives of Kazzaran's Valley.

During the 60th Year, shortly after Reznor of the 60th arrived; 3 of the 4 Knights of the Silver Flame present in Hardholme decided to journey to this temple. Leno of the 32nd, Edgar of the 48th, and Reznor of the 60th left mid-year in the 60th Year and never returned to Hardholme. Uthar of the 47th did not join his Silver Flame brethren due a leg injury; he was charged with tending to the Temple of the Silver Flame.

## Post-71st Arrival

Shortly after arriving in Hardholme, Buckler of the 71st found the Temple of the Silver Flame in shambles, and the last remaining Knight, Uthar, a drunken wreck. He then assembled an expedition to - what was then known as - The Temple on the Mount. The expedition was as successful as it could be. The group discovered that of the three Knights who journeyed, all but one had perished. The 71st were able to rescue an emaciated Reznor as well as a Blue Hyla named Liblub.

A later expedition to the Temple revealed a menacing threat, Shar'Gorath, who was later found out to be a foul and massive Nartox. The members of that expedition
Shar-Gorath and the Nartox

Members of the 70th and 71st have traveled to and explored three Temples to Kazzaran on Mounts at this point. In two of the three Temples, we have encountered 15-foot-tall, purple creatures, each with a shriveled conjoined twin protruding from their shoulders.

In the Temple to the North, this creature was known as Shar’Garoth.

Liblub spent approximately 25 years in captivity in the Temple to the North, and has confirmed that this gigantic, deformed, purple beast was indeed a Nartox. The much smaller, normal Nartox of this temple worshipped, were subservient to, and afraid of Shar’Garoth. While it is unknown how this Nartox got so much larger, there was plenty of evidence to suggest that he had been eating his smaller brethren. We barely managed to survive an attack from the fierce Shar’Garoth, but were eventually able to put him down.

In the Temple to the East, we encountered another such giant, but he was much less recognizable other than the shriveled twin’s head and his purple skin. The rest of him seemed to have been patched together from other animals and beings. He seemed to be in charge of the terrifying lab filled with more patchworked experiments, but his exact role was undetermined, as he attacked us before we could investigate further.

Liblub also answered a few questions regarding the other inhabitants of Kazzaran’s Valley:

The Canar, the canine-centaur folk in the forest to the east, were created by The Masters more recently than the Hyla. They learn through imitation, which makes them incredibly adaptable. The Blue Hyla were jealous and worried that The Masters would find The Canar more favorable than the previously created, adaptable Blues.

The Lifespan of all of the races created by The Masters in Kazzaran’s Valley is approximately 150 years.
Short Stories of H. Hastohmuff

**A Knight's Duties**

*Written by H. Hastohmuff, "Discovered" by Rael*

*Layla and Malcolm can face nearly any challenge together, and, side-by-side, prove to be a valuable asset to their team. But what happens when Layla’s responsibilities at home and Malcolm’s sworn duties keep them apart?*

**Excerpt:**

“Layla laughed then, holding back the tears she knew would give her away. “You’ll be back in no time!” Malcolm smiled, reassuringly, “Of course I will. Someone has to keep you from embarrassing yourself in the fights.” He hugged her then, before she could respond. His arms felt warm around her as he held her as tightly as he could. It felt as though he’d never let go, and that was all she wanted in the world. She’d pressed herself against him, grasping at his muscled back, her heart pounding through her chest against his, as if through sheer force, she could keep him from choosing the treacherous path ahead.”

**This one ends on a sad note, with Layla waiting to see if Malcolm will make it home. Tear Jerker.**
Buckler

A young Buckler, who perhaps was trying to look extra cool for this portrait.

Buckler is a human paladin who has devoted his life to the service of his deity, the silver flame. He is an orphan who was dropped on the door step of a temple of the Silver Flame.

At an early age the clerics of the temple who have been raising him, noticed a fire in Buckler. They thought he could be a perfect vessel for the silver flames light and power. So they sent him to train with a group of soldiers known as the knights of the silver flame. Buckler spent the remainder of his formative years training under the knights in hope that he too would be knighted and given the highest reward within the order. A chance to travel to Hardholme to spread the flames light and shelter those in need.

Four of his brothers have gone before him and Buckler hopes to be the fifth. As exciting as it is to be doing the work he was made for, he also sees Hardholme as an opportunity to venture outside of the walls of the temple and see this new world.

## On The Ship

Buckler decided that the first thing he wanted to do when boarding the vessel to Hardholme was to position himself as somebody that could be turned to in times of need. If ever there was a squabble on the ship, he was the first guy to get in the middle of it and would act as a mediater if needed. He wanted everyone to feel safe and at ease when he was around. He also made sure to keep up his training and keep his body healthy.

He also probably told people at length about the order of the silver flame and the plans he had for when they arrived. How excited he was to meet up with his fellow knights. I guess it should also be noted that buckler was only 18 when he boarded the ship.

Somewhere over the course of the 5 year journey, buckler learns something that he was told he needed time and time again by his teachers, patience. Buckler is used to being able to work hard on something, pick up quickly, and excel. You cant exactly excel at waiting for five years.

## The Silver Flame

One day while wandering about the ship, something catches his eye. A checkered board with a bunch of little men on it, a chess board as he came to find out. He was considering what it could be used for when he approached by Fitz. Buckler liked Fitz, the little goblin even more talkative than he was and buckler enjoyed listening to Fitz go in about his marvelous inventions. It was Fitz who actually taught buckler how to play chess and with it, the ability to enjoy his downtime a little more. He starting learning how to think ahead and plan rather than just always jumping in head first.

## Quirks

Buckler is actually kind of snobby about his coffee. He started drinking it black after getting made fun of for using cream and sugar. Now he only likes coffee the way he makes it. Of course, hes to nice to actually tell people whats wrong when anybody else makes it. His biggest guilty pleasures are romance stories. I imagine he packed a couple romance novels in his bag when leaving for Hardholme. His biggest fear is the ocean
Willhem Durforge

Portrait de Willhem

Willhem Durforge est un personnage non-joueur dans le monde de Bertrid. Willhem est le maire du petit village d'Evkad, à quelques heures de marche de la cité libre de Kaldern. C'est un homme dans la cinquantaine, portant toujours son armure ornementale. C'est un vétéran des nombreuses guerres de Kaldern contre les orcs.

Willhem est vu la première fois lorsque les aventuriers firent un arrêt dans son village alors qu'ils étaient en route vers les ruines au nord. Ils s'assirent à la table du maire et discutèrent quelques minutes avec lui, avant d'aller se reposer.

Durant l'attaque nocturne d'Ordannosh sur le village, les joueurs parvinrent à s'enfuir avec lui dans la forêt. Ils s’installèrent dans un refuge caché dans la forêt pour la nuit. Le lendemain, Willhem souhaita bonne chance aux aventuriers et leur assigna Mayarhn, une naine clerc qui connaît bien la forêt avoisinante pour les aider à trouver les ruines.

Au retour des aventuriers au refuge caché, Willhem remercia chaleureusement les joueurs de leur aide dans la libération de leur village. En signe de remerciement, Il offert à Goléand son ancienne armure de plates datant de la guerre contre les orcs.
Chat Channels

Chat channels for discord as of 3/20/2018

## Hardholme Campaign

#bulletin

#tipsy-tabaxi -- In-character roleplay channel. The Tipsy Tabaxi is a cabaret in Hardholme. Good place for character interaction and development. (channel was formerly The Reach, the in-game tavern.)

#on-topic -- Stricly out of character - where the players can talk about the game. On topic can range from sharing downtime aspects, to talking about what the weather is like in the game. Not everyone wants to have to roleplay their characters to interact, and there needs to be a place for this kind of discussion. It also makes sense - there’s plenty of OOC talk at the table, Discord should be no different.

#info-dump -- in or out of character. This channel is designed for large posts that merge sources and information. A great example of what should go in this channel is the great and consistent infodumps we get from Aequitus. This is NOT a chat channel. Talk about the stuff in #on-topic or #the-reach.

## General Topics

#lfg -- Looking For Group, if you're trying to assemble a group for a session, please use this channel!

#off-topic -- Off-topic is just that, random ass chat. Don't feel like you need to keep up with this, it's just an ever scrolling chat room. Drop in, drop out.

#general-questions -- Questions about the setting, character creation, or anything else related to Hardholme itself; Ask here!

## Resources

#helpful-links - helpful links for players.

#record-books

## Player Specific

Your own player-specific channel is visible only to you and the DM. This is where Downtime activities take place.
Octobird

### **Description**

Huge creature with the head of an octopus and the body and wings of a bird of prey. Very aggressive, very scary, it instills terror in its enemies.

### **Location**

East/Northeast of Hardholme, West of the Golden Mountains.

### **Stats**

HP: 100+

AC: 14-15

Speed: FAST

Attacks: Flying, terror, dive bomb/ground shake. Tentacles sting and poison.
Mandy Elite

Mandy Elite is a fellow member of the team. Her friends include: Christian, Jake, Jaxo, Mace Window, The Guardian, Vader, Etc. She likes gold and money. She used to be evil but when she was turning into a ghost after Christian defeated her shes changed her mind. Then randomly Blue Lightning struck and she was a human again! Her enemies include: EnderCorps, Necro, And The Timebreaker. She is very sassy and always like to get her way but in the end she is still is still our friend.
Wngas

### **Description**

Not much is known about these elusive creatures. They are small, and are similar in size to a pixie or fairy. So far they have only been spotted at night. They seem to like roaming near traveler's campsites while they sleep. Wngas do not have a scent. Wngas do not leave footprints. Their faces are like blank masks, with no eyes or mouths, but each one is unique still, with tiny, delicate, intricate designs on them. So'Sathol of the 70th spent some time observing Wngas, and found that the Wngas actually seemed to be observing *us*, and they have a very curious nature. He also discovered that Wngas understand Sylvan...

### **Location**

Seemingly everywhere except the Northeast Forest.

### **Stats**

HP: ??

AC: ??

Speed: FAST

Attacks: ??

### **Additional Notes**

Legend has it that if you can manage to catch a one of these crafty beings, they will grant you one wish. But good luck catching them, they are very fast! Speaking or making vocal noise at all will scare them off. So ssssshhhhh!
Millicent of Hardholme

Tiefling, female

## Rumors

Rumored to be the leader of the "Children of the New World." Recently had a public falling out with Rosa.

## Notes

*"Millicent broke down and told me that she never wanted to be called that and that she was being used as a pawn, and blamed for actions of the Children. We know that after that she had a public falling out with Rosa, and we know that since then Millicent has been missing." -* Aequitus
Zevine

## BACKSTORY

Born to a tiefling father and a human mother, Zevine grew up in a tiny community in Davros as the middle child of six children. Her father, Srortak, made his fortune working as a fighter specializing in mercenary work. Her mother, Kalri, owned the local flower shop. Wishing for his children to stay out of trouble, Srortak made arrangements for each of his children’s careers once they came of age.

## Zevine

### Class

Ranger

The oldest son, Malil, was assigned as a Rogue specializing in academics.

The eldest daughter, Zelies, was given the role of Fighter specializing in hunting.

The middle son, Karthor, landed himself a job as a Paladin working closely with his brother Malil in academics.

The second youngest son, Barus, found himself work as a Monk, with skills in being an Artisan.

The youngest daughter, Rilia, made her match as a Rogue with the speciality of herbs and medicine, able to aid her mother in the flower shop.

And what of the middle daughter, Zevine? Well, she became a Beast Master Ranger. Her special skills didn’t come to light until her maternal grandfather passed away unexpectedly in his farmhouse. Not wanting to lose the land, Kalri passed down the farm to Zevine, wishing to not only keep the farm in the family, but to also keep the flower shop within the community.

And so, Zevine became a farmer.

There was, however, an issue that dear ol’ grandpa didn’t mention: the land in which the small community was living on was being eyed by an amusement park mongul. After many years of successfully turning down large monetary offers for the land, the mongul had raised enough funds to buy the land right out from underneath the residents. They had one year to either match the amount (which was at a ludacris rate) or find something on the land in which would warrant the land to be saved and preserved.

Unfortunately, neither of the options came to light after one year. As quickly as Zevine moved in, thus she quickly lost the farm, and her family and their neighbors lost their homes in exchange for loud, boisterous tourists in the new amusement park built on top of their land.

Shortly afterwards, Kalri, Zevine’s mother, disappeared to an unknown fate. Despite their best efforts, Srortak and his children were unable to locate her.

Homeless and now without a mother, the teenage Tiefling was embraced by her middle-aged father, his red horns long and curved almost looked like they were shining in the setting sun.

“Head for Hardholme, you’ll be better off there.” Srortak looked his daughter dead in the eyes, immediate tears came from Zevine. Before she could protest, her father spoke once again.

“We’ll see you there soon. We’ll be alright. Go.”
Locations

A list of locations visited or known

## City Locations

* The Academy of Hardholme
* Bureau of Trade, Exploration, & Adventure
* Erv's Herbs
* Gray Farms
* G.W. Parchment and Sons
* Healing Hands
* Old World Arms
* Pick & Grapple
* Pioneer's Guildhall
* Prime Manor
* Steepridge
* Strider Ranch
* Temple of the Silver Flame
* The Gem Mines
* The Reach
* The Tipsy Tabaxi
* Town Hall
* Workshop 53

## Frontier Locations

* The Golden Mountains
* Western Marshes/Swamp
* Eastern Forest
* The Hole to the South
* The River

## Dungeons/Temples

* Eastern Temple on the Mount
* Northern Temple on the Mount
* The Eastern Pyramid
* The Hardholme Pyramid
* Western Temple on the Mount
Bag of Beans

Return to Bag of Holding

In the Year 71, June, our adventurers journeyed to the Eastern Temple on the Mount. In an innocuous bag found by members and friends of the 71st during this expedition; 9 magical beans. **3 remain**. The story of the beans, and what magic they possess, is below.

Members of the **Bean Club** include: Aequitus, Carric, Celador, Kamara, and Ulrich.

## Results

* **First bean:** planted by Aequitus, summoned a 60 x 60 x 60 ft. pyramid in the Eastern forest permanently.
* **Second bean:** planted by Carric, summoned a similar pyramid 1 day North of Hardholme along the river.
* **Third bean:** was planted by Celador near Softholme, and summoned a stone version of Celador (Rockador), stuck in the ground, shouting insults at Celador.
* **Fourth bean:** was chucked into the mouth of a Quakesnake by Celador, but the Quakesnake died before the bean could take effect on it. It still did gestate however, and summoned fourteen fluorescent purple frogs.
* **Fifth bean:** was planted about four days travel directly East from Hardholme, by Kamara. A tree with purple bark and white leaves sprouted from the ground. There are about 50 fruits hanging from the branches. These fruits have varying effects to those who eat them, both positive and negative. Eat with caution.
* **Sixth bean:** is 100 feet south from the pyramid that sprung up from the second bean, and was planted by Ulrich. It resulted in -- you guessed it! Another pyramid! This pyramid was explored in Session 11.
* **Seventh bean:** was planted several days East of Hardholme, by Aequitus. The result was a nest which held 5 giant-watermelon sized eggs, one for each of the adventurers. The eggs were left untouched for several months, and turned rotten.
* **Eighth bean:** planted by Aequitus, this bean grew rapidly into a large oak tree, which then uprooted itself and began to attack the players. Dubbed Beyonce, the "Ent' was slain and several of its acorns obtained.
* **Ninth bean**: final bean was planted by Carric, roughly 20 feet from where Rockador stands. The result of this bean is a geyser that erupts for 5 minutes every 5 hours. The liquid it generates? A fine Dwarven ale, of course.
Recaps; Year 72

## Season 2

* **Session 1** **- The Arrival of 72 -** By Rael
* **Session 2** **- The Search For Prentiss Teller -** By Aurianya
* **Session 3** **- East Temple Creep Brigade -** By Aurelae
* **Session 4** **- The Green Hyla Expedition -** By Fallynde
* **Session 5** **- Time We Build a Road to the East -** By Aequitus; notes taken by Aurelae
* **Session 6** **- Rimming the Hole -** By Aequitus
* **Session 7** **- To Etherwood! -** By Aurianya
* **Session 8** **- Where in the Swamp is Vash Morrow? -** By Aurelae
* **Session 9** **- The Hunt for the Leviathan -** By Indigo
* **Session 10** **- The Search for the Last Master -** By Indigo
* **Session 11** **- Journey to the Western Temple Part 2 -** By Ulrich
* **Session 12 SEASON FINALE Part 1 - The Battle of Sawsob -** By Indigo, Fallynde, and Aurelae
* **Session 13 SEASON FINALE Part 2 - The Liberation of Zatzan -** By Indigo and Aurelae