recursal/Fanatic-Fandom huggingface dataset:
Legend 28 - Thus Spake Hashandara

See also: Legends

**Thus Spake Hahsandra**

The Gods were restless. The Sea of Creation was disturbed in their wake
s, as they sought to impress upon each other the greatness of their own tho
ghts.

Yet as wondrous as each thing that was called to be, they existed only in isolation.
Then She who was Mother of the Gods, and silent during this restless time,
spoke to them all and created the worlds above and below so that all may place their
ideas within a great plan and let them stand the tests of time.

...The Elves were her gift to the world and empowered by Her to use and
test the God's other creations. For this they were given magic and free
will to mimic the efforts of the Demi-gods or to aspire to their place.

...For She valued the efforts of one over the collective work of many and
so it is that in all things the Elves sought individual achievement and
petty jealousy; even within the family was conflict; and strife was known to
walk the lands and curl the waves of the sea. So She, who is not spoken of, highest of the Demi-Gods cast a great spelling and the Dark Elves came to being, in all things collective they excelled and served with the Elves to build the great cities and roads ...

and it came to pass that the Unspoken One, jealous of all the creations sought to remake them and the rest of the Gods were angered. A great war broke out with the Gods thundering and warring
on each side until the Mother awoke and struck a mighty blow against the He?d of the World, where
they had fought and all was laid to waste...to restart again...

...of this She said to the Elves: these Demi-Gods are but shallow shades
of the true faith. Yours is the Glory of the Will to Be, and you shall
raise yourself above the toys of those who would deceive you with their
cleverness and set yourselves to replace them one and all, for you are
Chosen Ones...and as each of you shall obtain the level they shall be
lessened and will know the power of True Creation...

...beware of those who seek to remake the souls of the dead for these
undead are an insult to the Creation and a reminder of the shame of those
who have warred in the past over their own failures...destroy them for
they will weaken your glory and overshadow your worth.

Hahsandra has a sister whose name is not spoken and only written in the form of numbers and marks of great evil. She has a group of boxes of chaos that are a great danger to the faith. Their destruction is pre-ordained if the Elven Way is to preserve in time.

ONWEN NOTES:

Typical our god is better than your god drivel but.....

* Hahsandra - Maintains anti undead focus
* Sister??? No corroboration yet found, Sister = Dekatur?????
* Boxes of Chaos????
Email2020-10-19 14:24

- Custom/etiquette seems to be not to flaunt familiars, etc., keeping them latent, or, if manifested, hidden under clothing. Garaf will follow this custom.

**DP: Seems to be a general acceptance that it can be dangerous**

- Is Northlake's predominant religion Shanah, with a significant Wyldwood presence. Are the other religions fringe elements?

**DP: Spot on, Universal, Perceval and Barosan shrines are present in the city but not major influences**

- What is Sparrowsight's religion?

**DP: Nobody has asked him [correction: her] - although actually it is Universal**

- Shan Swordbearer is also referred to in one place as Swordbreaker - typo or legit alternative name?

**DP: Typo, name is Swordbearer**

- Our research is aimed at 1) Elves, 2) "legendary" creatures. Maybe focus on a specific legendary creature, maybe ogres, since we do know a tiny bit about them?

- Haven't yet caught up with the Sorleaf story (regrettably reminded me of Sorhed (Sauron) from "Bored of the Rings").

- Ditto Song of the Spheres - does it have a forgotten last verse that ends ".. no hope at all hath good"? Assuming we're the good guys. The legendary creatures could just be a re-wilding exercise like re-introducing red squirrels and otters to Southern England.

**DP: I wonder if it mentions sausages?  :)**
Legend 13 - The Stone Ship

Glosagnfir

Shaped from stone

Form and essence of water

Powered by fire

Directed by wind

The stone ship travels where it will

An Empress' present

Her royal transport

Her treasury

Her tomb

Cloud castles tremble and cities fall where it moves

It takes her to war

It takes her curse

She knows at the last

...and accepts her fate

Unless woken
Email 2021-12-09 15:41

Extending the sweep briefly, Francis is able to identify some tracks that would correspond to Fred's minions. They were obviously somewhat skills woodslizards as the tracks are well concealed (but not pass without trace level).  From the setup you would surmise that the three lizardmen were set up as a box ambush....and Fred led the party into the middle of it.

Further searching reveals a set of tracks leading away from the party in the NNW direction, initially careful and semi concealed but switching to more of a run once a little bit away.

The party has 5 minutes of casting spells......
Elsiurs

See also: Elven Council

Supports:

Opposes: Renzel

Unknown person referred to in Council Record Fragment. Appears to oppose Renzel's faction - *"am strongly opposed to the risks associated with Elsiurs’ report and proposed course of action."*

This could be the same person as Eliezure, in which case the above quote could refer to the use of Undead to provide mana.

As one of the two Elves (Eliezure and **Elsiurs**) whose name we know starts with the letter 'E', it is possible that he was responsible for the warning in the Song of the Spheres
Lady In White

A 'Lady'/Frost Drake first encountered on Day 100 in Day 100 - the Lady in White.

* Brokev identified her as being 'of the Wild'.
* There were multiple sightings of her - none suggested any hostility towards humanoids.
* She seemed intent on hunting down and decapitating all Blink-dogs
* She took out Tooit with what may have been a gaze-attack (in Drake form)
* There is evidence of her using frost attacks (breath weapon?)
Kobolds

*individually not much of a threat but they seem to travel in packs and are ferocious little buggers… cunning too.*

They are about 3' tall, and make a characteristic 'yipping' sound. They are known use 'dirty' or poisoned darts that can cause a fatal infection if left untreated.

A group attacked an unprepared group of civilians south of Braerk. The Pathfinders dealt with a group and captured one, and then the party were involved in a 'Kobold clear-up' operation.

Kobolds are sufficiently hindered by sunlight to make it worth the Pathfinders' while to alter the weather to ensure a clear sunny day for the operation.

1. ↑ Road Reconnaissance – Day 5a - Possible Innocents
2. ↑ Day 6b - PNK morph into PK
3. ↑ Days 8 - 10: Kobalds, kobolds everywhere
4. ↑ Email2020-09-08 10:20
Cerdyd

A mining settlement to the West of Northlake that suffered from attacks. The creatures involved are described in some detail (Harpies), but have been dealt with by soldiers.

Northlake Metal Trade factsheet:
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).

1. ↑ Day 21-27 – The second week in Northlake
Dwarves

Their capital is Hightower

They are accused of having caused the extinction of the Goblin race

## Elder Race - not???

For some reason, the Dwarves are not recorded as being members of the Elder Races.

According to Q’Ran: “The creatures on the stone, oh that is easy…. They represent the Ariel, the Maratasen, the Lizardmen, the Giants, the Trolls and obviously us. The speakers tales will often refer to that grouping as the ‘Elder’ races, funny that **Dwarves** are never mentioned, but I seem to recall that the tales then tell of Elves, then Orcs and then of course Humans…arriving at Far Haven.

From The Confusing Origins Of People: Those who seem to have not been around during the early days of the Elder Races (or at least not known at that time), but seem to have sprung from the Earth.

The **Dwarves**, probably have the most limited geographical spread of all the races, primarily inhabiting Hightower and the region around that city. The peaceful incorporation of Hightower into the Kingdom was seen as one of King Williams greatest diplomatic coups. If the Dwarves have some inkling of their origins – they are not telling.

## Player Character Specifics

* +1 Con/-1 Cha
* +CON/4 bonus to saves vs. Magic (lost if Dwarf is a spellcaster)
* +CON/4 bonus to saves vs. Poison
* Infravision
* Caving skill
* 2 background skills at start

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

1. ↑ Eastern Kingdon
2. ↑ Day 49-57 – Centaurs
Halflings

## Arrival to North Island chronology

I don't think anyone noticed.

From The Confusing Origins Of People: Those who seem to have not been around during the early days of the Elder Races (or at least not known at that time), but seem to have sprung from the Earth ... **Halflings**, seem to be found in small numbers everywhere, nobody knows their origin – least of all the Halflings.

## Player Character Specifics

* -1 Str/+1 Dex
* +CON/4 bonus to saves vs. Magic (lost if Halfling is a spellcaster)
* +CON/4 bonus to saves vs. Poison
* Infravision
* 2 background skills at start

For Drogo Fatbelly's incomparable views of this race, see Anthropological Guide to Cuisine
Council Record Fragment 2

See also: Elven Council, Council Record Fragment, Council Record Fragment 4

**Council Record Fragment 2**

(Found in a damaged scroll case, obviously part of a long report)

…their departure, although I have instructed First Mage Renzel to lead a research effort into the ritual that they followed. What is certain is that their presence is no longer to be found on the Island and we must make plans to restore our sovereignty over those groups that until now we have allowed to exist purely in their role as buffers. Of particular concern to myself is the degenerate sect being known as ‘Wyldwood’, I am hearing rumours of elements within our citizenry following this belief to the detriment of the glory of Hashandara. Whilst our victory is now total, for the moment at least we cannot…..
Email 2021-02-03 11:25

**Roadside Encounter**

**Current Status:**

Party on road heading South-West, moving more slowly but still proceeding.

Kherak has just been spooked by a big raptor, is on Quercius shoulder.

Each hex is 10’ (**Yeah I had to change the scale!!)**

Terrain is gently rolling grassland with the occasional shrub, and very occasional tree (usually wind stunted), so visibility is out at least 200’ in any direction.

**Update:**

To the North, about 200’ away can be seen 3 mounted figures, spread out and moving in parallel with the party.

To the South, another 2 mounted figures, one large – probably a giant on some huge mount.

Francis can see a humanoid standing by the side of the road, about 150’ ahead.

Storm clouds are building up, and there is a feeling of static in the air.
Wyldwood Paladin Notes

**Wyldwood Paladin (1)**

The schism between Wyldwood and the Wild created an issue within the Wyldwood doctrine in that in rejecting the Wild, the Wyldwood were seen by many at the time as rejecting violence. Whereas in fact the main difference in beliefs between the two religions is that Wyldwood believes in a balance between civilisation and nature, the Wild simply sees civilisation as a stain upon the natural world.

A paladin of Wyldwood is expected to demonstrate to the world, that nature even in harmony with civilisation – has teeth. They are identified from a young age, normally by priests or shamans and after initial teachings in the beliefs of the church, sent out into the world to make their own way, learn and observe. Should the Paladin survive to reach 9th level, he will feel a calling to present himself to the High Priest who will formally confirm the Paladin as a champion of Wyldwood.

Before ‘confirmation’, a Paladin is expected to be racially and religiously tolerant, with the exception of the undead and worshippers of Dekatur. This tolerance is not so much open acceptance, but more in the nature of developing an understanding of the world and others in it. In particular understand how things can be manipulated to ensure that civilisation never achieves dominance over nature. This might, in fact probably will, require the Paladin to develop significant diplomatic skills – in order to influence political events and prevent single empires becoming pre-eminent.

The paladin of Wyldwood gets the following benefits:

1. Make all Saving throws at +2
2. Immune to Disease
3. Lay on Hands 1/day Heal 2pts/lvl
4. Cure Disease 1/week per 5 levels
5. Radiate a Prot vs. Non Wyldwood 10’ Radius
6. Turn undead as a cleric 2 level lower
7. Cast cleric spells at higher levels
8. Innate skills Trapping, Tracks
Barosa Factsheet 1

**Barosa**

In caricature, Barosans wander round with their heads in the clouds, if you throw are stone at them they are likely to pick it up and then lecture you on its geological origins and physical properties. Whilst there are elements of truth in these views, the reality is that Barosan church is woven into the fabric of many of the North Island power structures – but usually invisibly.

For some reason, even though the Church has even reached into Ur’rah, Ghoulagabba and Trollheim – it has never managed to make many inroads into the northern clans. It is as if the relative instability of their society makes it a difficult for Barosan ideals. Within the Church, it is unclear to any but those in the inner circles of the faith, as to how it uses it’s influence. Certainly the Church does not actively promote peace, conflict or trade (much to the disgust of Universal, Shanah and Perceval), but neither does it hinder. As one non-Barosan philosopher once said, “Barosa, the god of influence who expects his worshippers to simply watch.”. Nobody really believes this though – just nobody knows what is going on in the inner sanctum of the Golden Pagoda.

Priests of the church categorise themselves as one of the following:

**Watchers**

The most numerous, and least visible of the clergy, quite often the first time that people know that someone was a Barosan priest is when they die and their body is collected by the Church.

**Teachers**

The most visible of the Barosan clergy, quite often wanderers or adventurers, their role seems to be that of spreading the word (but very passively!) and observing events.

**Warriors**

Including the ‘famed’ warrior monks of the Golden Pagoda, the Warriors take responsibility for guarding the various Barosan temples.

**Enlightened**

The inner circle, outside of the Church, nobody knows how they are selected, but it is believed that the Enlightened seek to interpret and implement their Gods goals – whatever they may be.
Email2020-06-29 11:08

Parrying rules in AD&D are particularly vague (there's a surprise!).

In general I would apply:

- -2 AC

- Double shield bonus

- Any to hit bonus

So Umar with +3 To Hit, and a shield would get an improvement of 6 to his AC. So the pack of wolves technique could be used......

Additional info from email 2020-06-29 11:34

Q: How does parrying work If you have one and a half attacks a round due to specialisation?

A: If you are on a multiplier for attacks then that would apply to the 'to-hit' modifier (round down).. So in the example Umar's parry would improve by +1 due to 3/2 attacks.

BUT you would reset your attack count for the next round you did attack.

In terms of wounding/death/unconcioussness.

-10 HP is Dead

-9 to -4 HP is Unconscious and bleeding 1 hp/rnd (unless bandaged)

-3 to 0 HP is Unconscious and stable
Legend 73 - An Ancient Song

Legend 73 - A Song (From Fables & Legends from the Shadow Clan)

```
    When sunset brings down evening's light

    On shattered peak and craggy height

    Where dragons dwell in alpine lair

    And northern peaks tower cold and bare

    There, windswept, under distant skies

    A splinter of the Law still cries;

    A relic of a time before

    That few remember any more.

    In eastern deserts scorched and lone

    Strange blasted lands no foot has known

    With naught but burning sand and stone

    And wretched death, and sunbleached bone,

    Here too the Law may yet be found,

    though won on deadly battleground.

    But Chaos grows now hour by hour

    And chokes the world with terrible power.

    An island hid since long ago

    In blinding northern mist and snow

    Here glint of Law now calls the brave

    To dare the whirlwind and the wave

    In deep and gloomy forest of yore

    Where sun scarce reaches any more

    Here too is Law, though bent and crushed

    Where rivers ever northward rush.

    How now to forge the lock, the chain

    To check the evil, wash the stain

    And so avert catastrophe?

    From many pieces: Unity.

```
Legend 12: The Twisted Ladder

The Twisted Ladder

As your inner voice comes alive you are suddenly overwhelmed by waves
of unrest. You have reached or have been reached by a plane of great power
where the views of the world are torn into dimensions of emotionless power.
Around you the voices of history sing their songs but you hear them
not. A strange twisted ladder floats by in the air before a large bright distant light. You are very uncomfortable and realise that you are not
in control. Creatures and monsters seem to spring out from your vision starting from a molten crystaline form comes the pointing Elf, and as the shadow of heaven falls upon them the angered Troll transforms to the side of
a laughing Halfling and a sullen Dark Elf. The three coming through a rain
of light that whips the ground and breaks it.... to bleed...oh that this nightmare would end...the wounds of the soil which are but another's skin, shed forth Humans and Saurians all in Mithril Armor to battle with swords
of fire back down to the scars of the mind...sweating and weakened you come about to stare around you in echoed wonder. Where does this place exist and what is a twisted ladder?

Find a Twisted Ladder and proceed.
Eliezure's Trap (aka Thirson & Ghassans vengeance)

**Situation**

The Lizardmen are close to completing the ‘construction’ of GARM, led by T’Garth the priesthood has been gathering the scattered pieces of their Gods manifest. All that remains is to reattach the left leg and foot.

Eliezure, led by a Saratak prophecy has been working a scheme to interrupt this process, the first part of which required the Hashandra manifest to be freed from her prison held by Onwen. Saratak prophecies have led to his goals coinciding with those of Thirson and Ghassan.

Much to Eliezures disgust, he has had to enlist the support of Rasten in pulling everything together. In particular he needed Rasten to put pressure on Thirson to leave Willston (Thirson was getting a little too comfortable in his role as local High Priest of Sarn). Since then, Rasten has been tasked with shepherding the pieces involved in Eliezure’s scheme.

For his scheme to come together he needs:

* The runic box of holding
* The scrying pool
* The twin stilettos Dreamweaver/Dreamgiver

As with all prophecies, the details are somewhat hazy…..and subject to interpretation. What Eliezure has been able to determine is that:

* He can use the scrying pool to open a viewpoint onto the GARM assembly area
* He can then cast summoning spells targeted through the pool to try and disrupt the construction
* There is a risk that GARMs servants in the assembly area will be able to return the favour – so Eliezure will need some bodyguards. Unfortunately Eliezure’s mental state (somewhat fragile) has led to most in the empire simply marking him as a crackpot. Even Rasten has indicated that he will not hang around for the summoning
* If the assembly cannot be disrupted then the prophecy states that the GARM manifest will reach through the portal to try and directly prevent interference
* If the manifest reaches through then the stilettos can be used to cut the scrying pool chain (breaking both the scrying pool and the stilettos) – severing the GARM appendage
* It will be key to hide the severed piece of GARM within a few minutes, since the GARM priesthood will immediately start searching for it. The key to this is the box of holding

(Note the number of If’s!!!)

He would estimate that it will take around 90 minutes to establish the scrying portal.
First Rune

See also: The Legend of Sorleaf, Legend 24 - The First Rune

In ancient days when life was but a new thought disturbing the waters, there was formed a simple design, and it was given form by the will of the world and it was the First Rune. Once formed it stayed in magical stasis which separated it from all other forms of marking yet to be made...

For Runes are markings that are out of time and thus the passage of that decaying dimension has no affect on it for they exist outside of it......The First Rune floated and left all in its wake different...and the other Runes were formed to echo the power of the arcane and the timeless record of the ways...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... and by the mark of its Rune enhanced by ritual untold he transformed to any life and moved about the strands of .... and in the beginning the paradox of life was recorded by the First Rune which stands unalterable in sharpest contrast with its calling for it is recorded that that symbol was the Rune of "Change"

1. ↑ Research (Week 2)
The ‘Fairwinds’ Itinerary

**The ‘Fairwinds’ Itinerary**

The ‘Fairwinds’ is operated by the Lord Marnit Trading House, and has been plying it’s trade for over 8 years.

Day 1: Up the coast, overnight at sea

Day 2: Overnight berth at Milvale (125.005)

Day 3: Overnight berth at Torren (134.004)

Day 4: Overnight berth at Havenpoint (143.006)

Day 5: Overnight at sea

Day 6: Overnight berth at Torog (164.007)

Day 7: Overnight at sea

Day 8: Overnight berth at Sandhill (183.006)

Day 9: Overnight at sea

Day 10: Overnight berth at Fillentown (211.005)

Day 11: Overnight at sea

Day 12: Overnight berth at Eastpoint (237.005)

Day 13: Overnight at sea

Day 14: Overnight at sea

Day 15: Berth at Willston (257.028)
Road Reconnaissance – Day 4: The aftermath

<< Previous
Next >>

**Road Reconnaissance – Day 4 (cont)**

With the large humanoids surrendered, the party looks around for something to immobilise them with. However nothing suitable comes to hand, and so after a brief conference both humanoids are despatched.

Then whilst Umar and Bazin relieve the ex Shaman of his head, the rest of the party quickly scout around for any items of value and carry out a quick analysis of what had happened. There are two humans unaccounted for, with nine corpses found in the pile (two missing a leg and a heart).

Most of the humans equipment has been trashed during the fight, or by the large humanoids after the event, whilst the spears and clubs carried by the large humanoids themselves are hardly what you would call masterworks. All in all, the party manages to gather in 12 silver and 17 copper coins, which seems pretty meagre.

Just as the party is about to leave it is Wun who spots something caught under a root of the tree that the Shaman was sitting at. It is a small leather bag, which looks to have snagged on the root – since the hide cords have obviously stretched and snapped. On opening it is found to contain 8 gold coins plus a brooch made of silver entwined with willow. The brooch is somewhat reminiscent of something a Wyldwood priest would wear, but somehow different. Neither the clerics or the druids feel particularly comfortable about the piece, although everyone else is unaffected – and the item is not detecting as magical.

As the party heads back to their cache of camping equipment, Kherak flies top cover – from this Quercius can estimate that actually the plume of smoke – whilst impressive at ground level would barely be visible out beyond a few miles. No sign can be seen of the two humans thus far unaccounted for. Approaching the cache, Kirsten is sent in to check for strange scents, but again – nothing untoward is picked up.

So, it is now just after midday…….. general concensus amongst the party is to rest up and observe the road and the woods around the distant pyre.

The rest of the day passes uneventfully. As night falls Toowit takes over on aerial recon (although nowhere near as effectively in terms of coverage)….

By the time the first signs of dawn are visible, everyone is fully rested, spells have been memorised….and people are getting pretty bored…..

 << Previous
Next >>
'Free' Traders

**The ‘Free’ Traders**

A small group of Merchant houses operating trading ships that continually circumnavigate the North Island. The Merchants claim no political allegiance and insofar as it is possible will trade with everyone. This open trade agreement means that in turn, pirates will tend to avoid attacking a free trader, simply because to do so would result in their home base being embargoed.

There are 6 main houses:

House Thornish (Larston)

Kellaton Free Traders (Wendover)

Sea Eagles (Tor’Karn)

Lord Marnit Trading House (Tradeport)

North West Trading Company (Royal Farport/Norport)

Golden Hawk Traders (Willston)

The ships generally used as similar to the Viking Knarr, although slightly larger (60’ long and around 16’ beam) and with rudimentary fore and stern castles. Each ship normally manages a circumnavigation in around 3-4 months and will then spend a couple of months for repairs and maintenance. Whilst the ships and crew are perfectly comfortable overnighting at sea, many of the captains will plot their courses intending to berth overnight for trading (even at small settlements).

Passengers are carried, although in general mounts will not be carried (they take up too much cargo space). Normal passenger rates are 7sp/person/day, but facilities will be rudimentary and all passengers are expected to contribute to ships welfare.
Elven Politics - A simple scout's view

**ELVEN POLITICS (FROM THE GROUND LEVEL)**

Elves have many characteristics that make us superior to all of the other so called ‘civilised’ races dwelling on the North Island. Superior intelligence and our ability to manipulate mana, combined with our organisational abilities make us natural leaders of the continent. However, that does not mean that we cannot learn from the lesser races, indeed each race has some capabilities that we admire and would look to harness for the greater good of all.

As Sister Sorlor has preached, the teachings of Hashandara decree that Elves are the natural rulers of the North Island and should seek to bring order to the lands. We have only been away for a few hundred years and already the land has fragmented into multiple warring kingdoms, it is our natural duty to bring peace to the lands.

Now, that is the official position, but to be honest there are elements within the Empire that adopt a more placatory position. 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.

Me, I am just a simple scout, I just follow orders and pay lip service to whatever doctrine sees me get paid and keeps my nose clean.
Druid Shapechange

Druidic Shapechange

General principles:

* Can change into any natural animal intelligence creature (within the weight constraints), up to 3 times in any 24 hour period (changing back to natural form counts as one of the 3). Sleep is not required to recharge this ability, every 8 hours that passes restores 1 shapechange use;
* The only intelligent animal that can be changed into is the druids natural form;
* The change takes 3 segments, counts as an innate ability (i.e. can be preceded with a spell and an item use). During the shapechange the druid can move but cannot take any other activities;
* Whilst in shapechange, a druids totem cannot be made manifest or willingly returned to latent form;
* The actual change is magical but cannot be dispelled (but a change could be prevented by say an anti-magic field)
* If a shapechanged druid enters an anti-magic field, whilst in the field the druid acts at 25% intelligence and wisdom
* Worn clothing and items are transformed by the change, but no longer function (e.g. a ring of protection) whilst the druid is shapechanged
* All changes restore HP, including back to natural form, the restoration of HP will also close bleeding wounds (1hp/r costs 5% healing)
* Existing spells and conditions (poison etc.) on the druid are carried over for example if a druid is a victim of a poly other spell into a goblin, the druid changes to a dog…. He/she is then a dog that has been poly othered into a goblin.
* The druid can remain shapechanged for as long as he/she wishes, however every 24 hours there is a (very) small chance (<1%) of the changed form becoming dominant.
* The druid must be personally familiar with the animal form being adopted, such knowledge cannot be taught but must be observed and learnt.
Larkstone

A town northeast of Northlake.

Accoring to Jurrage: "*On route North, the ‘Griffin’ waystation near the Larkstone [corrected from Larkspur] turn off is excellent, only issue is that it can often be full. Pretty much all of the others are far too expensive for what you get, too many merchants travel that route and sometimes I think they have money to burn.”*

1. ↑ Day 35-41 – The fourth week in Northlake
Party Signals

Suggestion: Humans touch their faces a lot, Covid taught us.

If Joshua touches his face with his left hand, nails innermost he is sending a signal. (Assuming right-handed)

* JAW Amber warning: Something isn't right here - be on guard.
* THROAT Red warning: Combat imminent
* EAR Amber lie detection: Some evasion/misleading/minor lies going on here
* NOSE Red lie detection: Outright lies
* EYEBROW Null lie detection: This guy is too good, and Joshua hasn't got a clue - make up your own minds.
Roubank

See Also: Newview

Abode of the Blue Witch.

A small village/large hamlet to the West of Far Haven whose existence is anomalous given the clans' dislike of settlements with their domains.
. There is also a derelict fort there.

The village was attacked attacked overnight (Day 70/71) by a small group of goblins and the Blue Witch was killed. The party arrived on Day 71, and along with some Orc reinforcements secured the remaining villagers in the fort and successfully defended the villagers from an attack from an army of several hundred goblins, who had no means to assault the walls - see Zoom 2021-02-18 20:00

## The derelict Fort

The tower construction is strange, a hodge podge of construction.

The ground floor is very solid, but simplistic in construction, and Twoo believes it was originally a simple single storey construction. The next two floors, although somewhat decrepit now, Twoo believes were built by Elves, and the top floor looks to be standard human construction. Outside of the fort, the Orcs and Maratasen warriors are still milling around, although a small number of them are now working on repairing the damage to the village.

The base of the tower is pre-Elven and quite primitive – definitely not Dwarven and created through manual labour rather than magic. There is nothing magical in the tower other than the Blue Witch hereself who is extremely magical. She now appears to be about 1 year old.

## Magical 'barrier' (enchantment?) around the village

About a mile from the village, Quercuis and Francis felt themselves passing through some kind of barrier which evoked an immense feeling of regret and sorrow as they went through it – and then they appeared to be free of any further influence. The barrier appeared to be centered on the village rather than the tower. The Wyldwood group decided to put some further distance between themselves and village before stopping.

1. ↑ Zoom 2021-01-21 21:00
2. ↑ Day 72 1am - The Hill Fort At Roubank : Part 3
3. ↑ 3.0 3.1 Zoom 2021-02-25 21:00
Shadow Clan

See Vale of Vendor Factsheet

Split evenly between Lizardmen and Trolls, this small clan (about 1,000 strong in total) has adopted the Wyldwood religion wholeheartedly, opting for low profile total non-interference in the affairs of the wider world. Once the Wild returns and the Wyldwood religion reintegrates to emerge as Wildwood, the clan will be torn as to what to do…

The Lizardmen in the tribe appear to be 'shorter and slighter' than other Lizardmen we have seen. The Trolls in the tribe appear to be taller and less wiry than others that we have seen.

### Colm Hillwalker

(Troll): The Clan Knight (although in the Shadow clan this role is less about warrior skills and more about stealth). Very much on the fence as regards Wildwood, although once the Lizardmen for Ur’rah arrive in Vendor he will begin to shift towards a more interventionist approach.

### Shadowspeaker

(Lizardman): The Clan Speaker, a strong conservative believing that the Shadow clan should remain out of sight and out of mind.

### Greenscale

(Lizardman): The Clan Shaman, strongly progressive – sees the re-emergence of Wildwood as a sign that the Shadow Clan should seek to find out what occurs in the wider world.

### Apprentice Listener

We were taken to the Apprentice Listener by Shadowhide and Dryskin at a small encampment before travelling to the main Shadow Clan camp. Though cautious in his approch towards us he appears sympathetic and exchanged useful information. See Zoom 2021-12-14 21:00. After the moot, he said we could stay in the vale as long as we didn't stir up the Trolls. (Guess what we then went and did???)

### Shadowhide

Troll scout who met the party as they camping after their encounter with Fred.

### Dryskin

Lizardman scout who met the party as they camping after their encounter with Fred.

### Anatol

(Male Troll) – Elderly, skilled Blacksmith. Met at the Forges in Day 177 - Trip to Vendor, then onto Forges

### Goatswan

(Female Troll) – Warrior, generally sticks with Anatol as a bodyguard. Met at the Forges in Day 177 - Trip to Vendor, then onto Forges

### Thagoaner

(Female Lizardman) – Senior scout for the area. Met at the Forges in Day 177 - Trip to Vendor, then onto Forges

1. ↑ 1.0 1.1 1.2 Zoom 2021-12-14 21:00
Minor Restoration Spell

**Minor Restoration (Necromatic)** - see Restoration Diary

**Level: 4th Cleric (Universal/Shanah/Hashandara)**

 **5th Cleric (Wyldwood/Perceval/Gemihadist)**

 **6th Cleric (Other religions), 6 Druid**

**Range: Touch**

**Duration: Instant**

**Area of Effect: 1 person**

**Casting Time: 1 turn**

**Saving Throw: None**

This spell reverses the draining effects associated with certain magical effects. Notably:

* The aging associated with Haste spells
* Loss of health associated with Push On spells
* Others (to be discovered)

The draining effect must have been incurred within 2 days per level of caster in order to be reversible, and in any event cannot be reversed if over 30 days old.

A cleric/druid can only cast this spell once per level within a given 4 week period, also a cleric cannot cast this spell upon a follower of a hated religion. If cast on an atheist/agnostic it only has a 75% chance of success.
Vinmiras Departure

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**Vinmiras Departure**

After consuming a copious amount of alcohol, Vinmira retires to one of the bedrooms opening out on to the courtyard. The party mounts a watch rota and similarly settles down for the evening.

Come the morning, somehow it feels inevitable that Vinmira is nowhere to be found. His bed was obviously slept in, but is cold as though vacated a couple of hours before dawn. Tracks and scent show him walking to the door but then both disappear. A quick inventory shows that all the house keys are still accounted for.

Vinmira has left a short note on the bed, written in common (see below):

**Note From Vinmira**

[**Note: Original document uses the 'BlackAdder ITC' font that I cannot reproduce here. Thankfully.**]

My friends (or so I believe),

My recent demise has left me with a lot of unanswerable questions, particularly about who I can trust – and unfortunately at the moment I have no way of knowing if your group has been infiltrated by a being similar to that which impersonated me so well and yet did not come to my attention in the brief period we were both in this city. As such, I have decided that I am best going solo in order to try and understand what is going on here, and hopefully regain some confidence in the people around me.

There are too many loose ends for me to chase up on my own, so I leave you with some of these questions:

Firstly, could such a creature be the means by which the wards on the Riverside Palace were ~~circumbented~~ got round? If so, do these creatures have some allegiance to the Elves…..and what does that mean for the Alveran Elven pact.

Secondly, the creatures goal was obviously the destruction of Onwens Holy Symbol and it was clever enough to work out how to do that with the help of that Wild Priest. But was the Wild Priest a willing accomplice or a dupe, even with the great spell now shattered I cannot believe that the Wild has the such an abundance of resources that it can casually let one of its priests (probably very experienced) simply be sacrificed.

Thirdly, the release of the Wyldwood Avatar from its role a prison guard will have huge implications on how active Wyldwood is, particularly up here in the North. How does a more effective Wyldwood fit in with the ~~strategee~~ plans of the Elves and the Wild?

Lastly, there is the question of Miriel, I would still like to think of her as trustworthy but cannot be sure. Of course, given the ~~machinayt~~ meddling of Soratak, vision led or not, Far Haven is a crazy place to be anyhow.

Good luck in whatever you decide to do, I hope our paths cross again.

Yours

Vinmira

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The Other Party

**The other party**

**Overall timeline**

**Day 1-6:** Recon to Stormhaven, Minotaur encounter

**Day 7-9:** Briefing in Braerk, leave early – heading for Torgan – road

**10-23:** Journey to Torgan

**24-25:** Torgan, make contacts within Torgan Rangers

**26-32:** Journey up to Beriesa pt 1 (largely x-country – Ranger led). Elven encounter, joined by Elf for next week (leaves them at Riverside). Join road North East of Riverside

**33-43:** Road travel, get to Beriesa

**44-45:** Beriesa explorations

**46-52:** Journey to Wingsport

**53:** Wingsport exploration

**54-64:** Journey to Wilston

**65-66:** Wilston exploration

**67-81:** Trip to Starstorm & return to Wilston

**81-84:** Sailing to Far Haven

**85:** Explore Far Haven – meet up with Vinmira

**86-95:** Journey to White Beach, bridge down, realise GSOF broken

**96:** Decide to go looking for other party, Vinmira opts out (work to do)

**Party Members**

Ahle: Giant Fighter (Beserker) 5th Lvl

Ampal: Human Ranger (Pathfinder) 4th Lvl

Dolful: Dwarf Illusionist/Cleric 4th/4th Lvl (Owl Familiar/Avatar) - Perceval

Moussemasser: Ariel Mage/Thief (Blackguard) 3rd/4th Lvl (Snake familiar)

Towerian: Dwarf Cleric/Assassin 4th/4th Lvl - Universal

Rayie: Human Druid 5th Lvl (Wildcat totem)

Tarkdur: Human Fighter (Guardsman) 4th Lvl dualled to Mage 4th Lvl (Cockroach familiar)

Sharu: Ariel Fighter (Bowmaster)/Thief (Mageblade)

**Party members lost:**

Human Druid/Cleric – Killed by a wyvern

Hobbit Fighter/Thief – Killed by a wyvern
Paths of the Assassin

Starting at 4th level an Assassin may begin to specialise and hone their skills in a variety of directions, or they may opt to stay as a generic “Assassin”.

The options open are:

* Generic Assassin – all rounder
* Ninja – Combat & subterfuge specialist
* Sniper – Improved ranged combat, kill from afar
* Mimic – Disguise and infiltration

Training in any of these options requires tuition, generally only available from specific schools although individuals may be able to provide training in one specific path. Training generally costs around 60gp. Should the Assassin achieve 6th level, without any specialisation then he has lost the opportunity.

(There are other paths, but these need to be discovered)

## Generic Assassin

All normal Assassin rules apply, the Assassin will gain +1 Str, +1 Dex or +1 Int (player choice) at 5th level and every 3 levels thereafter.

## Ninja

Sacrifices the ability to make a clean kill in favour of being able to survive longer in combat and also improved hiding and stalking skills.

* All assassination attempts are at 25% of normal chances
* All disguise abilities are lost
* Hide In Shadows and Move Silently skills are as a Thief of the same level
* If unencumbered, wearing only clothes or at best soft leather armour and using only light weapons, the Ninja gains -1 AC per 3 levels of experience
* At 8th level and above the Ninja can fight in absolute darkness more effectively (only a -2 modifier to hit). At 10th level this ability is fully honed and the penalty to hit is ignored
* In melee, the Ninja fights on the Cleric combat table

The Ninja gains +2 on saving throws versus poison

~~Pathfinder~~ [Ninja] gains +1 Str, +1 Dex or +1 Con at 5th level and every 3 levels thereafter.

## Sniper

Specialising in long range assassinations generally using small bows or crossbows.

* The Sniper can no longer improve any Thief skills apart from Climb Walls, Hide In Shadows and Move Silently.
* All assassination attempts are at 50% of normal chances
* If the target is unaware of the Sniper, then a missile weapon hit from the Sniper functions as a backstab from a Thief 2 levels higher than the Sniper
* At 7th level and above the Sniper’s ranged attacks are made on the Cleric combat table

~~When tracking, the Hunter checks twice, and choses the most successful of the skill checks.~~

Sniper gains +1 Dex, +1 Con or +1 Wis at 5th level and every 3 levels thereafter.
An exchange of messages

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Our message to Greyel/Kahu (via Perceval cleric)

**For Greyel, Kahu.**

**Stranded beyond battlefront. Return impossible.**

**With Starstorm clan survivors, returned Thunder Clan, newly elected 'Soratan'.**

**All Heading west.**

**Ghoulagabba Starstorm heading south**

**Please advise.**

**Garaf Quercuis party.**

The reply:

**Garaf, ggood all ssurvived, Rrasten vvictorious, mmany dead Eeliezure troubled, nnowhere safe. Excavation started, mmithril sought.  ~~You stay safe.~~ Yourselves protect.**

**Greyel and Truthspeaker**

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Trollheim

Trollheim is the historical capital of the Trolls.

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;

Soratan's Spell of Voids was cast in haste around **Trollheim**/Ghoulagabba, when all the Wild were concentrated.  Update: We now think this was near Vendor

According to the Shadow Clan, Trollheim’s government is split between various noble houses, some conventionally militaristic, others dabbling in undead cults. SARN is rare in Trollheim. They could have recovered the drums themselves, but never made the effort.

## Major Thief Organisations/Guilds:

(????) - Definitely something there, but no info

1. ↑ Day 65 - Far Haven - Tripwires
2. ↑ Zoom 2021-01-14 21:00
3. ↑ Zoom 2021-12-21 21:00
4. ↑ Email2020-12-10 13:43
Pearlstone Pathfinders Factsheet

**Pearlstone Pathfinders**

An elite unit, originally formed about 40 years ago by Baron Duprez the Elder (father of the current Baron). Mustered initially as a light infantry regiment it won decorations in a number of frontier wars with the Orcs. With this status it became more selective in its recruitment initially focussing on an ability to move swiftly and silently in the wilderness. The unit gained a reputation as being the go-to force when you needed deep reconnaissance or to establish trip-wire defence lines.

The Pathfinders have for the past 20 years or more been personally funded by the Baron, and this has allowed them to receive high quality equipment and be extremely selective in its recruitment policies. The cloaks that each pathfinder is issued with on enlistment in particular have some form of glamour than enhances the wearers ability to blend into their surroundings. These cloaks are handed down when a Pathfinder retires and the unit goes to great lengths to make sure that these are not lost.

The regiment is organised into 8 extended companies of around 120 men, each led by a Lieutenant, there is also a small headquarters unit. Each unit and subunit is expected to be able to act autonomously and as such individual soldiers, no matter what rank are assessed on their personal initiative.

With the civil war and then the invasion of the Elven Empire, the unit has been on the front line pretty much constantly but by cycling companies in and out of action has managed to stay nearly at full strength.

Lieutenant Gohde, commander of the 4th Company, is a cousin to the Baron himself. Initially he faced concerns that his appointment to the Pathfinders was purely political, however over the past couple of years he has proven himself more than capable. If he has a fault it is a tendency to be where the action is, which whilst engendering high morale amongst him company does leave him at risk of losing control in an extended engagement.