Southern Settlement Combined

**Region:** Wyselle

**Day:** 46

**Current Population:** 560 (100 refugees incoming on day 49)

**Next 100 people arrive in:** 3 days

* 2 spider carapace
* 3 wasp carapace
* 2 shark skin
* 2 sets shark teeth
* Mimic skin
* 2 Gnoll Fang fangs
* ~~Ettercap poison~~
* ~~Wasp venom~~
* 3 gorgon scales

* Giant sea-snake / yuan-ti abomination scales
* Cursed ancient human priest hair, teeth, & hand (left)
* Drider legs (6)
* Vial of abjuration cobweb remnants
* Shellslate samples + glue
* ~~3 cc mummy dirt~~
* Crawling claw (former)
* ~~Ochre jelly samples~~
* ~~Gray ooze samples~~
* Infernal/Celestial crystal prison fragments
* Locks of cloud giantess hair
* 4 crystal quasit eggshells
* bag of hallucinatory gorgon breath
* petrified gorgonic fundamentum
* broken bits of airship energy containment unit
* wall sconces from the airship Material Girl
* double handful of mummy possession dust
* scrap of cloth with (mummy-possessed) human blood
* glass golem shards
* broken animated dagger
* ~~russet mold spore samples~~
* nothic gaze magnifier shards
* powerfish scales & ichor
* Feywild samples: grass, toadstools, apple tree leaves, persimmon, kumquat, river water
* ~~mason jar of aboleth slime~~
* aboleth eggshell halves

**Critters & Organics**

* Seahorse eggs
* Magically preserved seeds of large nightflowers
* Big bag of pine nuts
* Ensorcelled rust monster egg (in magical stasis - loaned to PPS until day 40 - they will tell where rust monsters training area is)
* Darkwood (1 bundle)
* 1 bag hornberry (makes antlers look like tiefling horn)
* Shrieker mushrooms (1 lb)
* 1 dozen lighting bugs (bottle)
* shambling mound taproot
* 2 wyverns - being retrained for riding
* Horse (honey-colored)
* Princess Fluffibutt (cat)
* 5 scorpagons (psuedogragons) settling at Ft. Ettercap
* 1 bottle (very good wine) from Frazil's End in the Plane of Air
* bottle of coastal saltberry liquor

(Organics and components are kept in a special containment chamber in Ft. Ettercap.)

**Magic Items**

Charged items recover 1/day rather than 1dN per day

* +1 dagger [Errond]
* +1 dagger [Giovanna]
* +2 trident [Errond]
* Betrayer's Blade: +0 short sword, +1d6 backstab [Nigel]
* Dagger of Venom [Nigel]
* Giant's Scissors: +2 greatsword, separable into two +1 longswords [D'riwa]
* +1 chain shirt [Bart]
* Amulet of Health (Spirit) []
	+ Once per day, increases CON to 19 up to 10 minutes, afterwards become spirit (ethereal - Inwards) for same time; resets at dawn.
* ~~Boots of Elvenkind [Ter]~~
* Boots of Elvenkind [Errond]
* Clipboard of Identification
* Cloak of Elvenkind [Nigel]
* Crissus amulet
* Dark lantern
* Eversmoking Bottle
* Gauntlets of Ogre Power [D'riwa]
* Gloves of Climb [Errond]
	+ Advantage on Athletics (climb) checks, *spider climb* 1/day
* Handcart with magically hidden cargo space [stored in the zeppelin]
* Helm of Shadows
	+ negates sunlight sensitivity; cast Darkness 1/day on an object; [has a shadow (undead) trapped inside]
* Javelin of Lighting [Lillia]
* Quiver of Elhonna [Nigel]
* Ring of Misty Step - 3 charges/day, teleport 10' as bonus action [Lillia]
* Robe of Stars [Errond]
* Wand of Web [Bart]
* Wand of Fireballs [Errond]
* Wand of Enlarge / Reduce [Nigel]
	+ 7 charges, recovers 1d6+1 at dawn, last charge used = 5% lost
* ~~Darkvision Cream, 10 doses [Ter]~~
* Elemental summoning gems (~~earth~~, 2 x air, fire, ~~water~~) [Bart]
* Periapt of Prophylaxis (Health) {disease immunity}
* 5 x Potion of Healing (2d4 + 2) <7>
* ~~2~~ 1 x Potion of Greater Healing (4d4 + 4 HP) <14>
* ~~Potion of Superior Healing (8d4 + 8 HP) <28>~~
* ~~Potion of Frost Giant Strength [D'Riwa]~~
* Potion of Stone Giant Strength [Errond]
* ~~Potion of Growth~~
* Potion of Speed
* Potion of Detect Enslavement (recipe known)
* Potion of Bottled Breath - exhale Gust of Wind (immediately) OR hold breath to not breathe 1 hr
* Silver Bird Skull - inhabited by an (air) spirit, allows you to communicate with it
* Quaal's Feather Token - Anchor
* Spell scroll of Bestow Curse (3rd lvl) [Lillia]
* ~~Spell scroll of Suggestion [Vik]~~
* ~~Spell scroll of Skywrite (2nd lvl) [Vik]~~
* ~~Spell scroll of Animal Messenger (2nd lvl) [Vik]~~
* ~~Spell scroll of Silent Image (1st lvl)~~
* ~~Spell scroll of Detect Good & Evil (1st lvl)~~
* ~~6 x +2 arrows [Ter]~~
* ~~3~~ ~~2 1 small bottles giant wasp venom liqueur\* (grants +1 CON for 1 hour)~~

\* "Amber Sting" by BarTer Alchemical Distillers, LLC, patent pending

(Unallocated consumables are kept in the Many-Handed Pouch; other unallocated items are kept in the Bag of Holding)

**Tools**

* Raft
* 3 canoes
* Cart
* Handcart with magically hidden cargo space
* Giant jewelry-making tools
* Sky skiff - The Stabbed Goose (1 spell level = 1 hr flight @60', 3 level capacity; 50 HP, AC 15)
* 1 repair kit (for sky skiff)

**Gear**

* 1 shortsword with poison reservoir (holds up to 5 doses) [Nigel]
	+ 2 doses poison: 3d6 poison damage
* 1 shortsword with poison applied
	+ 2 doses: 7d6 poison dmg, DC 15 CON save
* 1 hand crossbow
* 1 light crossbow
* 3 crossbows
* 6 longbows
* 5 swords
* 6 longswords
* 2 spears
* 1 glaive
* 1 chain shirt
* 2 hide armor
* 2 armor
* 5 sets flying goggles

**Misc Loot**

* River ritual books (Elven nature religion) in ornate wooden box
* Water-tight box with captain's log
* Large ornate chest
* Drow sign
* Diagrams and measurements of Elven elemental portal
* Elemental portal exploration journal
* Diagrams and measurements of Elven nature spirit shrines
* 75 GP worth Elven household artifacts (city of Wys)
* Trinket: heart-shaped drow tooth in glass jar
* Trinket: bundle of crumpled love notes to Mirelia (in Common)
* ~~150~~ ~~75~~ 175 GP worth art objects (~~6~~ ~~3~~ 7 @ 25 GP):
	+ ~~Copper chalice with silver filigree~~
	+ ~~Silver ewer ×2~~
	+ Pair of engraved bone dice
	+ Small gold bracelet
	+ Small mirror set in a painted wooden frame
	+ Fine steel brooch
	+ Leather vest w/ silver trim
	+ Linen choker w/ squirrel fur
	+ Ivory medallion
* 200 GP precious metals (giant jewelry-making supplies)
* Historical tomes of giantish lore
* Giant's dress (Ellibundra)
* Giantish royal insignia (blue crystal amulet with clouds) - 250-300 GP
* ~~600~~ 265 GP art objects, etc. (most of it theoretically difficult to fence)
* 50 GP gold trade cylinder (from the Material Girl)
* 6 Eberron books (mercantilism, elementals, Zilargonian elemental binding)
* Sharleen's diary - thaumaturgy and metaphysics
	+ "move the small, affect the large"
	+ "automate through massive amounts of energy"

### People

* **Edward** - Errond's animal (???) companion of varying forms.
* **Embly** - Bart's homunculus
* **Pip** - Nigel's Familiar
* **Wyselle** - The elven kingdom that once ruled this region before the drow attacked.
* **Rinn Tower** - The name of the tower that once stood where the ruin now stands. There's a tunnel underneath it that probably undermined it (literally) which now is home to an orc and an orog.
* **Fort Ter'so** - Original name of Fort Ettercap
* **Lur -** An orc who lives under the ruins of Rinn Tower.
* **Tesha** - An orog who lives under the ruins of Rinn Tower.
* **Kaya** - An elf scout, one of the last survivors of Wyselle.
* **Rei** - The father of Kaya and the leader of the last survivors of Wyselle
* **Mariann and Dougan** - an evoker and her soldier husband
* **Kevin** - Mariann's permanent unseen servant
* **Kevin** - Dougan's hellhound
* **Flim and Flam** - A pair of hill giants who live in a camp with three others tending semi-domesticated giant sheep
* **The Ram's Retreat** - A monastery of roughly 20 dragonborn refugees who are dedicated to the worship of a sheep spirit they call "the Ram" led by an unnamed elder
* **Lady Sheb** - The Spider Queen, goddess of the drow religion
* **Captain Wilma** - The head of the drow outpost
* **Eunuch Fivi** - The caretaker of a shrine to Lady Sheb near the drow outpost
* **Leonora** - Dwarven engineer on the Plains of Magnovis
* **Lady Gala** - Ter's mom

## Social Situations

As the settlement grows, you've got a growing number of people who just went through a traumatic experience, living in a place that has strange threats and without the guidance of the institutions they have known their whole lives. For many of them this will be an opportunity for a fresh start, but their dreams can collide and at times compete, and no one truly leaves all their troubles behind them, because some of them live on in the mind.

All of that is to say, as the population increases the number of "situations," or social problems, grows. The people of Lemuria have long had ways to predict such problems thanks to runic mathematics and complex time magic, called the social forecasting system. The system is imperfect, but it shows both opportunities and risks that come with rising social pressure. Social situations, however, are not time-driven, but rather pushed forward by population. What are mere eccentricities or personal grudges in small groups can become major shifts in how a town works together and understands itself.

If you can manage or get ahead of the turning points in social situations, you can turn a threat into an opportunity. This is what TADA techniques offer: a chance to know these turning points and address them. Turning points are adventures that are available for one game week. It is unknown exactly what is going to happen, but the social forecast can tell you what it will cost to ignore them and how difficult the turning point will be. The settlement can convert this turning point into an opportunity for resources which has been forecast or gain some advantage on the next turning point.

The forecast is a prediction, but the future is uncertain so it is possible that things will change as the situation develops. But the social forecast for this settlement is as follows:

### Situation 1: A New Path

There is a new path from Lemuria to Kumari Kundam. More people and resources can come from Lemuria, but at what cost?

[gained insight / advantage on next complication]

### Situation 2: Forget the Old

Some people believe the time for Lemuria is gone, and they should "loot the corpse" of their dying civilization to make a better chance of incorporating themselves into the existing civilizations of Kumari Kundam. In other words, sell the supplies and try to make a life in the cities the scouting party has found rather than establish a new settlement.

## Statistics

You can read more about the rules for settlement economics.

See GDoc spreadsheet

### Civilizations

Read more about these civilizations.

Reputation By Civilization
Buy from you at +5% price
 Baibose (Human)
Buy from you at +10% price
 Taxe (Drow)
 Republic of Thona (Dwarf)