recursal/Fanatic-Fandom huggingface dataset:
One-Shot: Settling Down

## Player Characters

* Crajeon the Druid/Warlock is average height (for an elf) and has short brown hair and light brown skin with swirling black tattoes going up from her hands to her elbows. She has an eyepatch covering her right eye and rarely smiles.
* Dewy the Druid is a female gnome with long, wavy, pale blue hair. She is using what seems to be a knotted and water worn branch as a walking stick, more to keep her balance with her huge pack than anything else. A scimitar hangs at her side and she currently has a wide smile. Her clothes are simple with tiny shells ordorning most of it.
* Sprite Pepsi the Druid/Bard is a dwarf who hates alcohol. He is abstinence till he dies!

## Recap

In the morning, Sprite Pepsi finds Dewy and Crajeon and the three prepare to sneak to the dam. One of the dogs with a hunting party that's looking for them sniffs them out, but recognizes that Sprite is Wolf Friend, so it leaves them to distract the humans. Eventually, they find the dam. It's built to form a small lake next to a brand new settlement, with a few log cabins and more in the works. Dewy looks closer and sees there's a gnome working on the inside of the dam somehow, an elven mage in gold-and-white robes moving logs with magic, and lots of other humans milling about - including women and children.

The druids plan their attack. As they move to start, the gnome conveniently summons all the settlers together to see some new invention fueled by the power of the river; she says it's not to the level of the technology of their homes, but it is more advanced than Meracyinth's. Just as this invention is to be revealed, the druids attack, using the magic of nature to destroy the men and set fire to their homes. Sprite really wants to kill the kids, but Crajeon and Dewy say no. When the battle is over, Sprite finds some of the women - who are very Traditional Liiracian HousewivesTM - and intimidates them into indentured servitude. Before their new jobs can begin, though, the remaining settlers are all slaughtered by nature spirits: spriggans, ents, and a familiar dryad.

There's something wrong here; they've affected nature so much in such a short time that it ended up imbalanced in the *other* direction than it started. Suddenly, the world flickers and they find themselves in a strange place that looks like where they were but with a stronger river, taller trees, a general sense of nature being dominant. A satyr approaches, surrounded by faeries and entlings. He introduces himself in Sylvan first, then Common. He is Pan, the druids are his representatives, and they are currently in the Feywild.

## Continuity

This is the third and final one-shot in the *Oops! All Druids* mini-series, after One-Shot: Nature Calls and One-Shot: A Dam Good Reason. The mini-series took place a few days before WoDaD Session 11.

## Trivia

* This session was the first time it was mentioned that Liiracian technology is more advanced than that of Meracyinth.
WoDaD Session 21

## Recap

The party prepares to leave Zendarru. Maria asks Bran about an instrument she remembers hearing in her childhood, one she's always wanted to hear again and even learn to play. He recognizes the instrument as one of a potential few and offers to help teach her once they find one.

Later, at the gates of the city, Nandy is somewhat forced to give the party some money as a thanks for saving them all. As they leave, the party reappears in that deeply-magical blue space, the same broken voice offering to help where it can with their new plan. They ignore this. After a bit of traveling, they reach the point where they need to cross the Temisray River. They find it bubbling with no current, but it doesn't seem to be dangerous - just another magical quirk of the land. After way too much fearful debate, they finally cross the river just before its current picks up heading in a different direction than last time they saw it.

At nightfall, Qiro uses Azural Magic to make a nice dinner for the group. It's... okay. Anyways, Bran forms a hut and leaves most of the animals outside it for the night. Neither Yorsog nor Qiro notice the horses untying their reins, nor do they notice Abra zooming out of the hut. Suddenly, they're ambushed by a squadron of druids. Only Maria understands them as they call the party enslavers of creatures of the earth and destroyers of nature, but when Amros notices the Daybreak badge they stole from Bran's bag, Maria manages to talk them down and explain via nature metaphors what their deal is. The animals (taken by the druids) come back to the party and everyone rests.

In the morning, Qiro gets a new ghosty friend named Ghoo. They make it to the Thor Aru fort, finding nature to be resisting the place. As they enter, Bran begs for civility and does not receive it. The bullied secretary mentions that Corodun Hold has been taken over. They steal some bad artifacts and prepare to teleport to Corodun.

## Continuity

The previous session is WoDaD Session 20. The next session is WoDaD Session 22.
One-Shot: Wave Train

## Continuity

This one-shot follows shortly after the events of *One-Shot: Bursting Their Bubble*, in which an Azural Font to the Plane of Water opened in Temisray Bend, allowing a leviathan to overcome the town until it was defeated. Most of the townspeople were turned into (semi-)aquatic races by the Font. The local Temisray Bend Daybreak Hold shut down entirely, neither helping nor reappearing after things calmed down.

## Player Characters

* Esteven is half water genasi (so one quarter elemental) and works as a potter in town.
* Sealion is a reverse-mermaid with the head of a gigantic goldfish. He works as a bartender at the local tavern.
* Teddy Arthur is a crotchety old human man with arthritis and barnacles on his joints. He chases kids off his lawn.
* Flom is a mermaid who farms kelp.

## Recap

Some time after the leviathan of Temisray Bend was defeated, the lights of the local Daybreak Hold turns back on mysteriously. Notta Phish, a local worrier, calls for a town meeting to discuss this. Everyone swims/hobbles up to the town hall - built onto the bank of the river so the fully-aquatic races can participate. Notta explains that the Daybreaks appear to be back in town in their hold. Considering that they didn't help with the Rift at all and their reputation for hating magical races (such as the genasi and mermaids that now make up 90% of the town), someone should probably look into that and see what's going on. Esteven and Sealion accidentally volunteer, Teddy wants to commit elderly violence, and Flom accidentally knocked all the tacos from the snack table into the river so he owes the town.

Leaving the town hall - which requires a magic sphere of water for Flom to roll around in - the party heads to the hold. Teddy yells at the mages inside to no avail, so they head around to the back door. Their attempts to break into the highly-magical fort are less than successful, so they come back to the front and properly talk. The mage on the other side of the door insults them a lot but finally opens the door and gets a chair for Teddy to sit down. The mage is seriously just a rude asshole, so Sealion gets fed up and rushes past him into the hold.

Inside the hold, it's clear the place has been trashed. There's broken furniture, spilled inkwells, and bronze weaponry right next to dried bloodstains. The person from before holds an Astrodonian dagger to Sealion's throat and is joined by another "Daybreak" when the ruckus is heard. The party, being normal, average people, backs out of the situation as the not-Daybreaks threaten to kill them (and the town) if they share a word of this. They mention being from Corodun and spreading out across the country to defeat the mage guilds, so it's easy to guess they're part of the Underground Resistance Against Mages.

## Continuity

This one-shot takes place soon after One-Shot: Bursting Their Bubble.

## Trivia

* This one-shot used the micro-RPG *Roll for Shoes*.
Arch-Mage of Lathandar

## General Information

The leader of the Daybreak Mage Guild, the Arch-Mage is capable of using gestural and cogitative magic at the same time. She is almost inhumanly powerful and is inhumanely cruel. She's super racist against magical races, such as genasi, tieflings, etc.

## Interactions

The only time any of the party has interacted with the Arch-Mage was in WoDaD Prologue 1. Amros was in Savan's room when she appeared, and they didn't get along. When Amros defended himself against her, she cursed him with Azural Magic and sent him away. He next woke up in the Darkfall Hold, months later.
Meracyinth Wiki

**Welcome to the Meracyinth Wiki!**
Detailing the lore and happenings in Meracyinth, a collaboratively-built high fantasy world.

We're a collaborative community website about Meracyinth that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

See WoDaD Prologue 1 for the beginning of the story.
*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Lathandar

Lathandar is the god of light and rebirth, symbolized by the rising sun - in emblem form, a semicircle with several lines protruding sitting atop a longer horizontal line. With a vast hierarchy of angels known as the Sun Court, Lathandar is one of the strongest gods in Meracyinth. Little to no contact is had with the god himself; rather, his agents, angelic and mortal alike, speak for him.
Darkfall Massacre

In 652 PGE, the newly formed Daybreak Mage Guild began fully focusing their efforts on their quest to rid Meracyinth of monsters - including any naturally magical creature, regardless of danger or intention. Many of the druids and sorcerers of the land stood up against this and protected the magical creatures, causing the Daybreaks to back off. However, the Daybreaks reappeared in the dead of one fateful night, slaughtering the monsters, breaking the remaining eggs, and killing the druids who fought back in what is now known as Darkfall Forest.

It is said that the goddess Shar visited those grieving, mourning mages and offered them a chance to avenge the monsters and fellow druids, and to protect them in the future. These mages accepted the pact and become her Nightfall Mages*,* pushing through the darkness of the night and the grief of the slaughter to follow the Daybreaks through the forest. With the help of Shar, the Nightfalls murdered every last one of the Daybreaks in what became known as the *Darkfall Massacre.* To this day, the Daybreaks have used it as propaganda against their enemies, not mentioning the inciting incident.
Pharendall

## General

Located on the southern coast of Meracyinth, near the Pharkyll Swamp, Pharendall is as close to the capital city of the country as one can find. It's a towering city built into and along the side of one of many magical oddities of the land: a perfectly cylindrical mountain which slowly rises upwards over the years. The city consists of many levels carved into the side of the mountain along with wooden platforms extending out from those levels. When last seen in 652 PGE, Pharendall had seven levels. The Daybreak presence is strong, being located just a few miles east of the College of New Dawn.
One-Shot: A Dam Good Reason

## Player Characters

* Crajeon the Druid/Warlock is average height (for an elf) and has short brown hair and light brown skin with swirling black tattoes going up from her hands to her elbows. She has an eyepatch covering her right eye and rarely smiles.
* Dewy the Druid is a female gnome with long, wavy, pale blue hair. She is using what seems to be a knotted and water worn branch as a walking stick, more to keep her balance with her huge pack than anything else. A scimitar hangs at her side and she currently has a wide smile. Her clothes are simple with tiny shells adorning most of it.
* Sprite Pepsi the Druid/Bard is a dwarf who hates alcohol. He is abstinence till he dies!

## Recap

After returning the earth elemental to the druid enclave, Sprite and Crajeon are sent back out to investigate the dam blocking the river they crossed. Because it could be particularly difficult, they're accompanied by the enclave's water-magic expert, Dewy. As they travel, Dewy notices that nature seems to be holding its breath - the trees are still, the birds are silent, even the dirt seems to muffle their footsteps.

They reach the nearly-dry river and find the surrounding trees to be stripped bare, many of them taken away entirely. The dryad Crajeon and Sprite had originally talked to is sick, her tree half-way chopped and then carelessly left behind. Sprite casts a spell to breathe life into the plants which helps, while Crajeon fails to notice a vengeful nature spirit as it comes up behind them and attacks. The spriggan - essentially a darker, angrier version of a dryad - is quickly talked down by the druids who vow to help avenge the forest and river. Sprite stays behind to continue healing the plants and the other two continue up-river.

They see the riverbed littered with dead fish, snakes, and other aquatic creatures. Along the banks, trees are stripped of bark and branches as game animals lie hunted but not taken in full (only trophies taken from them). When the river gets a little stronger, the druids spot a crude raft of several trees being pulled upstream by beaten, tired horses and directed by a group of humans. Dewy and Crajeon destroy the boat, kill the humans, and (barely) save the horses. Worn out, they decide to rest for the night, planning to go to the dam in the morning. The roots and vines of the forest grow over their hiding spot to protect them.

## Continuity

This is the second one-shot in the *Oops! All Druids* mini-series, coming before One-Shot: Settling Down and after One-Shot: Nature Calls. The mini-series took place a few days before WoDaD Session 11.

## Trivia

* I love these characters.
* *"THE TREE GOBLINS IS HERE FOR OUR SOULS!!!!!!!!"*
Jeffory the Origami Servant

Jeffory is Bran's origami servant and usually appears in the form of a small paper dog. He's a lovely little guy and watches for danger. When he was hit by an explosion of magic from an Azural Font in WoDaD Session 12, he became a full samurai-style origami warrior. It faded soon after, but he was a powerful ally.
Chi Pin

## Original Description

Chi Pin is a 146 year-old high elf. They are a not-quite-whopping six feet tall, with golden brown skin, silver eyes, and pitch black hair. Chi is chock-full of actual, literal ghosts. The ghosts are constantly fighting for control of Chi’s body.

## Backstory

Chi Pin was born to high elf parents - and died upon birth. At the same instant, two adults (Qiro and Magella) died and some strange magical happenstance forced their spirits into Chi Pin's body, bringing it back to a semblance of life. Ever since, the body has grown up as a shared vessel between Chi Pin and ghosts, also including JJ and Thelo. Chi Pin has had many adventures over their 147-year life, including pretending to be a magical inspector at Daybreak Holds.

After much internal debate, Chi Pin decided to join the Nightfall Mage Guild. They got in easily, since the mage who interviewed them recognized their necromantic status. However, their "position" was as a subject of the Research and Spell Development branch. They were interrogated, tested in combat, put through the ringer all around. When they were brought out to take the Darkfall Hold back from the Daybreaks, they managed to break free and kill their captors with the help of the other Heroes. They gained another ghost, Perseus, soon after the battle. Since, they've traveled with the party.

## Meta

Chi Pin is played by hbxplain. Starting at Level 3 in WoDaD Prologue 1, Cheep was a sorcerer. At Level 5, they gained the *Vessel* sorcerous origin as their undead nature grew. Soon after they reached Level 7, the system changed to *Fonts of Magic,* in which Chi Pin became *The Vessel*.

## Connections

1. Berette Smith is a friendly young mage woman who works in the Allomad Daybreak Hold under General Toldac. She was the best friend of Perseus. Chi Pin flirted with her a lot.
2. Adrian Liadon was a Nightfall Mage who Amros stopped and took in. When Amros decided he didn't like Adrian, Chi Pin lowkey flirted with the mage. It's unclear what their intentions are or were.
3. Lee Kh'ush Dankworth helps her father run the Murky Water Inn in Corodun. Chi Pin flirted with her a good bit.
WoDaD Session 28

## Recap

The party needs a quick escape. Bran blocks the stairway down with a hut, Chi Pin heals their new death worm and gets it to burrow a tunnel under the fort, Maria mends the floor behind them, and Amros lights the way through the tunnel. The flame boi also uses Azural Magic to tell his Nightmare to lead the other horses (Muse and Mitch/Horse) after them as they tunnel up the cliff. Halfway up, they need to rest - crawling on their hands and knees with very little oxygen is tiring, after all. Chi Pin uses magic to help them adapt to the not-breathing thing but it makes them all look like zombies.

When they finally emerge onto the plateau, Bran pulls Chi Pin aside to have a talk. He's upset but willing to listen, so when the high elf explains that they have TraumaTM from having their body taken over by a bunch of other people, he says that just Chi Pin is enough and they don't need to prove themselves. Together they decide that getting the ghosts out into their own bodies (preferably) would be a nice goal. Oh, and Maria senses something weird at the edge of her magic sense.

As they travel towards Emnocht Village, they use fire to make glass so they can access their haven and get out of the heat. They reach the village and immediately hear villagers talking about some secret fight club. They seem to think the zombie party was summoned by "Vox" as monsters for Big Jonnit to fight that night. After partaking of some Insta-Booze and playing for the tavern, the party makes their way down to the fight club, where they're expected to fight the goliath barbarian Big Jonnit.

## Continuity

The previous session is WoDaD Session 27. The next session is WoDaD Session 29.
Morgana le Fay

## Summary

Morgana "Ana" le Fay is a mysterious fae elven woman. She claims to be millennia old and lives in a strange forest clearing. She was powerful enough to pull the entire party out of the haven and Planar Fog in WoDaD Session 32. When she isolated each party member, she made a sort of deal with them: if they press a button, they will instantly grow stronger. However, a random person in Meracyinth will die. The more of them who press it, the more likely it will be someone they know. She made this button because she had grown bored in her isolation and making regular deals got old.
Voxare

The second Azural Master the party met, Voxare the Summoner has the ability to summon Pokeys, magical creatures with varied abilities. The limit to how many he can summon is unknown, but he seems to be able to come up with Pokeys on the spot rather than summon existing creatures. The strongest Pokey the party has seen was Strongboi, a massive stone giant cut in half at the waist, but the villagers of Emnocht Village seemed unsurprised to see the entire party of powerful mages as Vox's summons. He is a gnome.
Baritta Kendarr

## General Information

Baritta is the Head Artificer of the Corodun Daybreak Hold. Since the Corodun Hold's *Arcane Artifacts Research and Development* is the largest of them all, this effectively makes her the premier artificer of the entire Daybreak Mage Guild. She got to this point by creating the *Baritta Philter*, a bottle with a cork which purifies any water which passes through it. Her second big invention was the Robe of the Working Mage, mage robes which have various *prestidigitation* effects instilled across parts of the clothing.

Recently, she's spent her time in the hold's dungeon since the Underground Resistance Against Mages took over.
Astrodonian Equipment

## General Information

Astrodonian weapons and armor are known for their most powerful quality: being anti-magic. The armor helps the wearer resist magical effects and the weapons can disable the magic of their targets for a varying period of time after being used successfully. This equipment is somewhat steampunk, usually involving clockwork gears and cogs, though it's undetermined whether this is actually effective or just aesthetic.

## Connections

These weapons are most notably used by the tyrant king of Liirac and by the Underground Resistance Against Mages of Corodun. Due to his rivalry with the king, Bran has a deep hatred for this equipment. Nandy Skyhawk was seen using an Astrodonian dagger after Olgart, right hand man of URAM's Boss, made a deal with her.

## Description

*"The standard issue dagger is the one we've been encountering so far. Simple enough to make, robust and simple to use. A little difficult to conceal with the pink-red glow. The small pink divots in the blade edge are what deliver/absorb the magic inhibitor, with the bar in the handle indicating how much 'power' the knife has. When the meter runs out, it can be refuelled (which is a difficult process) or used as a standard ordinary dagger. The magic inhibitor lasts for a handful of seconds, just enough to get the drop on the magic user.*

*"The special issue is far easier to conceal with a dimmer dark blue glow. The curved blade means that it does more damage in a physical sense, but has more magic inhibitor deposits along the blade, and far smaller as well. This knife has a larger store of magic inhibitor but it is also more powerful, incapacitating the magic user for up to a full minute, more than enough time to do some damage. This dagger is a lot more difficult to make, which is why it's reserved for the more upper members."* -Stormcause

## Appearances

While they were first hinted at in Merric's boat in WoDaD Session 3, the Astrodonian weapons were actually first used by Merric in-game in WoDaD Session 4. Later that session, Bran sank the boat containing the equipment. In WoDaD Session 5, Bran met the Boss of the Underground Resistance Against Mages in Corodun; she and her army had access to loads of Astrodonian equipment. There was a bit of a gap after this until Nandy Skyhawk pulled out a recently-gifted Astrodonian dagger in WoDaD Session 17. A few sessions later in WoDaD Session 22, the party teleported into the Corodun Daybreak Hold which was overrun by URAM soldiers - all equipped with Astrodonian weaponry and armor. When the party fought the Daybreak Mages and the Liiracian scout in WoDaD Session 30, the scout was equipped with a fair amount of this equipment.
Antonio the Violin Crafter

## General Information

Potentially the only violin crafter in Meracyinth, Antonio is an aasimar with a love for his craft. He believes in the beauty of music - enough to sell his violins at a low price as long as his customers vow to spread that beauty around the world. He lives in the small town of Svilan, south of Corodun.

## Notable Relationships

Antonio has only interacted in-game with customers, including an indirect conversation about Bree the Fisherman and a discussion and sale with Maria and Bran.
WoDaD Session 20

## Recap

Bran explains what happened to Maria while Chi Pin accidentally possesses Amros. Bran uses magic to fix the possession and Magella being stuck in a sword. Then, Amros and Maria look for her guild while the others go shopping; Bran trades in his lame old sword for a much cooler one, Yorsog gets a shield that's a couple sizes too big, and Qiro almost buys a pair of sunglasses.

At Maria's guild base, they meet Nūt, a humanoid newt person who's very happy to see them. Ey tell the party about how since the moment the world shook and the meteor came towards the city, Rifts to other planes have opened up all over the country. Qiro and Bran realize that these rifts correlate to big battles between Daybreaks and Nightfalls and if the war continues, the rifts will only get worse until there's nothing left of Meracyinth.

The party argues about how to fix this as just five people (plus Nūt). Bran reluctantly mentions the anti-magic equipment of Liirac, but neither he nor Maria like that idea. Nūt brings up the Azural Masters, people born with intense Azural power. They're so strong that - if the party managed to gather them together - they'd practically make up an army of their own. The party likes that idea, so they decide to set out for the first Azural Master (Allexus of Corodun City, whom they've already encountered) with Nūt as their "guy in the chair" so to speak. First step is to get to Corodun through a Daybreak Hold, where they hope to get paid as well.

Oh, yeah, and Qiro asks Maria if he can flirt with Bran. It's terrible.

## Continuity

The previous session is WoDaD Session 19. The next session is WoDaD Session 21.
Nibbles the Land Shark

A dog-sized shark with legs, Nibbles is adorable and beloved. When he wandered up to the town of Svilan, he was adopted by the whole town. When the party arrived in WoDaD Session 25, Chi Pin (Magella) immediately adopted Nibbles as her first Pokey as she became *The Trainer*. Nibbles is pretty powerful, but he's had an uh-oh or two, like when he used his signature move *Cold Ocean* on everyone, not just the enemy.
Ember the Fire Type Trainer

Ember is a gnomish fire genasi with a Burntosaurus, a fire-type brontosaurus. He lives in Thor Aru as a fire type trainer. Amros met him in WoDaD Session 33 and then trained with him in WoDaD Session 35. He taught Amros about *Burn* and how to channel it to use his fire magic to its fullest potential.
Allomad Daybreak Hold

## General Information

A small Daybreak Mage Hold north of Darkfall Forest on the eastern side of the Kylamore River. The party has not visited this location as of WoDaD Session 30.

## Notable NPCs

General Toldac is the leader of this hold, with Gruffstone as his main cleric. Berette is a low-level mage here and Grant was last seen working under Toldac for this hold. Perseus was a mage here before his death in the Battle of Darkfall Hold in WoDaD Prologue 2.
The World Tremors

In WoDaD Session 13, reality itself shook.

*"Since reality started shaking the other day, all across the country there have been these weak spots between the planes, Rifts opening to other dimensions where their domains are bleeding through. Sometimes it's not too bad, like in the small town of Mallharc where there's a reported aura of permanent calmness and peace, but a lot of times... well, we're built for the Prime Material, not the other planes.*

*"[It] all started at the same time, right when that meteor appeared. It seemed like... like a natural disaster turned magical and amped up to eleven."* -Nūt, WoDaD Session 20.

There seem to be some connections bet. The plane of water opened up near a town surrounded on three sides by water. The fire plane opened up near a small volcano. The outer lands opened up in Zendarru Nightfall Hold, where Ulurslef, a powerful eldritch being likely from the outer lands, had some meddling. A lot of these rifts - more than not - are near either mage holds or recent battles in the war. The "similarities to other planes" explains where they open up to, but not where they open up in the first place. The war, the deeply magical war raging across the nation, it's tearing the fabric of the plane apart and leaving deep, bleeding wounds.

And with that comes a horrible realization. It's no longer a matter of a few civilians getting caught in the crossfire. It's a matter of the entire world ending if this goes on much longer unchecked.
Oxymoronic Magic

## General

Very, very little is known by the party about this strange type of magic. It was first encountered by the party in WoDaD Session 37, when Maria and Bran met the Amavangwë family and found many of them wounded. The pair tried to heal them, but it took both of them working together to push past a strange resistance to the magical effect. Maria felt the resistance as its own kind of strange half-magic, half-anti-magic effect that repels healing.
Gauths

A weaker cousin of the beholder, the gauth is made up of a central round body with one huge eye surrounded by tiny eyes, with tentacles ending in more eyes sticking out all over. It has a large mouth which it uses to consume the magic of artifacts - which it must do to stay on the material plane. Unfortunately, the party learned that they reproduce in a strange ritual involving screaming at each other and shooting random eyebeams around until a baby gauth just kind of appears.

## Gauths in Zendarru

Gauths helped Nandy Skyhawk and the other founders of Zendarru build and maintain the city. Two gauths, Hawtap Iq and Atlas, continued to hold the city up with their alien magic in 1160 PGE, when the party arrived. The party originally planned to kill or relocate them, but instead ended up getting the two together so they could make a baby. Together, the family of three is strong enough to maintain the city for even longer (as long as they're fed enough magic).
Nightmare (Horse)

Originally Amros' non-magical palomino who was a bit of a jerk, the Nightmare was hit by an explosion of otherworldly magic from an Azural Font in WoDaD Session 12 that turned it into a semi-demonic steed. The Nightmare can gallop through the planes, and has taken Amros on a fun ride across the Azural Sea.
WoDaD Session 19

## Title

**Missing Silence. Screaming Alien Sex Is Bad**

## Recap

The party fights back against the Star-Spawn. Cheep gets Magella sucked out into a sword, Yorsog throws a lil tantrum, Bran heals Maria, Maria slows the enemies (and Yorsog, oops) down and then passes out again, and Amros does a killing burn. The battle rages on with the Seer disappearing into a tunnel with some misdirection causing Bran to attack Nandy. Both of the hulks die, ending combat, and a third Gauth (named Magella) appears! Magella the Gauth tries to eat Thelo (who's in charge of Cheep) and then eat the Magella sword, but they talk down the hungy baby. The party with Nandy heads back up to the city, where they receive the best healing in the city and Amros and Yorsog get their metallic skin condition cured.

## Continuity

The previous session is WoDaD Session 18. The next session is WoDaD Session 20.
WoDaD Session 18

## Recap

The party debates the Gauth situation more and ends up deciding to try talking to the creatures for more information. If all goes well, they hope to increase the power or number of Gauths to better support the city. Once they reach the massive cavern of the creatures, they find the two residing over a huge hoard of random, previously-magical items. Chi Pin gets Qiro's help to cast a spell to comprehend languages; it starts to go wrong, so Bran inspires and Yorsog helps read the situation with his general understanding of creatures. The Gauths don't like that he's looking at them funny, though. Plus, the spell has a strange side-effect: Chi Pin hears themself as speaking in an alien dialect, which is trippy but not too terrible. Nandy tries to interrupt but it doesn't go great for her.

Chi Pin asks how more Gauths can be made or summoned and notices the red Gauth, Hahtawp Iq, blushing. Before the Gauths can decide to try to eat them, they tell Atlas, the blue Gauth, about the red's crush on it. It goes a little too well and the Gauths decide to "make another" immediately. This strange ritual involves a lot of screaming and shooting eye beams at random all over the room. Yorsog threatens Nandy by saying he'll summon another meteor so she leaps at him, still shackled to Chi Pin, which leads to both of them dangling off the side of the sheer walkway they're on. Amros heaves them back up with Maria helping to slow a beam that almost hit him, but another hits Maria and cancels her staff's magical charge for a minute.

With all the chaos, Bran starts casting a protective hut around his group. As he casts it, though, something pulls him through space onto the floor of the cavern, far away from the party. The Star-Spawn Seer and the two Hulks that appeared with the meteor appear. They threaten to destroy the party and the city, so everything breaks out into a chaotic fight. They get some good blows in but the session ends when Maria is knocked out.

## Continuity

The previous session is WoDaD Session 17. The next session is WoDaD Session 19.
WoDaD Session 17

## Recap

Bran manages to escape Nandy Skyhawk's office below city hall - almost. He gets to the ground level but when he tries to pickpocket the elevator key from the guard operating the mechanism, he gets caught. He uses a small bit of magic to charm the guard but is seen by another guard, so things escalate quickly. The rest of the party searches for the bard, starting at the tavern he was last seen at. Yorsog manages to pick up on some clues to find him, but Maria is noticed by a strange dwarf in the process. Still, they make their way to the city hall where they're stopped and asked to hand over all magic items and creatures. They argue that they're the heroes who saved the city, so the guard heads inside to ask about that. They just walk in after her.

They see a scene of chaos and think "We could ramp this up a bit." With Bran being practically tackled in the elevator, Maria grabs his lute and a magic dog toy from the confiscated storage room while Yorsog obscures the room with totally-not-magical smoke. Maria distracts the Elusa Hounds and manages to talk most of the guards into leaving Bran alone to help with the rest of the scene, then Chi Pin shapeshifts into a guard and takes over from the last guard. In the elevator, Chi Pin helps Bran break his handcuffs and just hears a second of the other ghosts, who have been mysteriously absent. They head down to the depths below city hall, Amros still pissy, and meet Nandy Skyhawk. When Chi Pin shackles Nandy to their own wrist, the madam stabs them with an anti-magic blade. This seems to kickstart the ghosts and bring them back - though all they remember is shadow and grief. Shar makes an appearance and says she'll be with Chi Pin soon.

The party learns about the gauths and how they're the only thing holding the city up. They argue (lightly) about whether Nandy and the gauths should be taken out of power, but don't come to an agreement.

## Continuity

The previous session is WoDaD Session 16. The next session is WoDaD Session 18.
The Grieving

The Grieving was once the leader of a small group of Nightfall Mages. While they had personal contact with Shar, they were still performing the less-than-vital task of watching the road along the eastern edge of Corodun Lake. When they ambushed the party, all the mages died except this leader - who prayed to Shar to turn their instant mourning into power. They became a hulking, shadowy monster that proved a much greater challenge to the party than the mages before.
WoDaD Session 7

## Recap

The party has a frantic and bloody fight against a monstrous four-armed, trident-wielding shark-person just off the shore of Dieragg Island. Afterwards, when Chi Pin refuses to get on the boat due to "someone inside being pissy," Paul bemoans that he's got things to do and teleports them all to the attic of the Murky Water Inn, revealing himself to be Allexus Silverstone. Maria, meanwhile, is having a visceral dream of being amidst a world-shaking storm - then she wakes up to the shouting and flute-playing of the party a floor above. After Maria joins them, Allexus tells the group that Zendarith, the monster they faced, was a past student of hers who tried to change too much of himself permanently and lost his humanity. Still, Lex teaches them (primarily Chi Pin and Amros) how to shapeshift with Azural Magic with vastly varying levels of success throughout.

Uninterested in the lesson, Bran heads to the guards' barracks to learn about the family of the guards whose deaths he accidentally caused (Obnockshai and Jenny) as well as retrieving his horse, Muse. Finding that the brothers of one of the two guards were planning with him to open their own smithing shop, he makes a sizable donation to help them and somewhat pay his penance. Meanwhile, Maria gets acquainted with her new party (including some very awkward flirting), Yorsog goes shopping (for so many arrows), and Amros tries his best to find some hot singles in his area (he gets slapped a lot).

## Continuity

The previous session is WoDaD Session 6. The next session is WoDaD Session 8.
Zabrell

## Description

A lean individual with pale green skin, flowing white hair, and white wings.

## History

Zabrell the Planetar was a high-ranking angel of Lathandar. Xe worked towards the State of New Dawn, giving mortals Destinies which led to the rise of the Daybreak Mage Guild. In 649 PGE, Zabrell was the BBEG of *Monsters of Meracyinth*, in which xe was killed - exiling all the gods in the process. In *Denizens and Daybreaks*, xe was resurrected and redeemed over the course of the campaign. Since 650 PGE, xe has served as an ambassador between the Church of Lathandar and the other temples in Fehleviln. Hir first appearance in the current time was in WoDaD Session 38.
The Caravan (Smithery)

## General

*The Caravan* is actually multiple forges linked together loosely like its namesake, a caravan. With large, surprisingly clean interiors, the smithery acts as one of the largest blacksmith businesses in Meracyinth - and one of the most reputable as well. Its base of operations is in Fehleviln and it's owned and operated by Tomal Buynar-Smith, having been passed down to him by the previous owner who was just as skilled but ran a smaller business. It was visited in WoDaD Session 38.
The Outer Planes (The Far Realms)

A place at the outskirts of the known planar system, the Outer Planes (AKA The Far Realms) are alien and nebulous. Very little is known about these spaces except that they are hostile to most life and home only to strange, abberant creatures, such as the Star-Spawn. There is a Rift to the Outer Planes over the Zendarru Nightfall Hold.
Theoren Amavangwë's Grave

## Description

Underneath an grand, ancient tree with sturdy branches hanging heavy with leaves lies the grave of Theoren Amavangwë, father of Maria Silkseller. In spite of its middle-of-nowhere location in the Plains of Viirathu, it's well-maintained - this is because the Amavangwë family visits often through tree portals and takes care of it. An inscription is carved into the bark of the tree.

## Inscription

*"Theoren Amavangwë*

*Father. Husband. Son. Brother. Friend of many.*

*Survived by the Amavangwë family, by wife Keylina Angel, and by Martzia, for whom he leaves this world-"*

(The rest was missed by Maria as her language-comprehension spell ended prematurely.)
The Broken Voice

## Appearances

WoDaD Session 13: *You find yourselves in a perfectly blue space.* *You feel more than heal a broken, cracking voice speaking to you in a strange language. "I- broken- fix me- Can help- now. Make- proud."*

WoDaD Session 21: *As you step outside of the city into the bright sunlight, you flicker out of that reality and into a completely blue space. A broken, cracking voice speaks to you in a strange language you somehow understand. "Good plan. -will help- your goals- where I can. -luck."*

WoDaD Session 23: *You recall, vaguely, that this whole "long rest makes you 100% better" thing is not normal. You've heard tales of heroes in ages past spending days, weeks in infirmaries to get better, scarred and hurting. But you and your crew just recover overnight.* | *Bran thinks back and remembers a blue sea and a voice telling us that they would help.*

## Description

The Broken Voice is one that has spoken rarely to the party in an ancient language which they understood innately. It boosted their strength when they blasted the meteor out of the sky, promised to help with their goal of uniting the Azural Masters to save the world, and seems to have been helping them recover over short periods of time all along.
The Mallharc Immortals

## General

The Mallharc Immortals consist of a few people who, for various reasons, do not age or age much slower than normal. One of them is an Azural Master who can reportedly animate any inorganic matter. Not much is known by the WoDaD party about them, except that they're temperamental. They all appeared in *Monsters of Meracyinth* and *Denizens and Daybreaks*, though.
Meteorite-shard Plant

In WoDaD Session 13, when Yorsog was near-dead, he pumped his limited ranger magic out to try and heal himself. He failed the spells, though, instead pushing that magic into the environment around him - the environment now littered with shards of the Star-Spawn's meteor. This grew a brand new plant out of the shards which pricked both Yorsog and Amros, giving them strange gray spots on their skin. Over time, this disease threatened to turn their skin into an organic metal substance, making them very tough but a good bit less dexterous. They were cured, but Yorsog overheard Zendarru's High Physician mentioning obtaining the plant for research and use.
Emnocht Village

The only known settlement on the Symalon Plateau, Emnocht Village is a cluttered mass of small shacks and a couple *slightly* larger buildings surrounding a mud-brick well. There are a couple people in dirty, ragged clothing walking around. They're bruised and scraped up. And these people are... surprisingly happy? Considering they're clearly tired, hot, and hurt, they're surprisingly chipper. One even gestures to his black eye and then flexes. There's something odd going on here - whatever the source of their injuries, they aren't upset about it. It must be something cool. (The something is Voxare's fight club, where he pits Pokeys against each other and villagers).

The only building of note is The Slurp Shack, a tavern covering up the entrance to the fight club. They serve Insta-Booze, a powdered alcoholic drink which, when mixed with water, makes a strong, bitter beverage. For water, the barkeep uses a Pokey summoned for him by Voxare: a perfectly round orange turtle known as the Sphertle.
WoDaD Session 11

## Recap

The party finally reaches the Zendarru Nightfall Hold. They see that the fort is partially destroyed but more concerning are the shifting, warping lights and voids above. Bran, invisible by Maria's hand, sneaks into the base but isn't able to see much besides signs of some wreckage and a couple of odd boulders in the center of the fort. The others join him in the fort - Maria feeling an immense *weirdness* at the edge of her magical awareness and recognizing it as a symptom of extraplanar issues - and Amros sees an eye on one of the two mounds. Bran, impatient with how little they're learning from the situation, walks right up to the red mound.

Suddenly, the mound opens dozens of eyes and horrible, gibbering mouths, revealing that rather than being made of clay it's made of flesh. Bran narrowly escapes it as well as the second mound, which reveals itself to be an earth elemental. The party fights together with a little bit more cooperation than usual and eventually, the two monstrosities are slain - one a shattered pile of stone, the other a horrific pile of burning goo. After the battle, Maria finds a book with a powerful magical aura and she wants really badly to read it... but she can't, so the feeling fades and she puts the book in her bag.

They all look through the inside rooms of the fort with little luck, though they pick up some gold, a ring, and... a mannequin? When Bran walks out, a wave of pure magic rolls over them all, leaving them stronger. Unfortunately, it also fuses the two dead monsters together, creating an even worse (and even stronger) enemy standing just ahead.

## Continuity

The previous session is WoDaD Session 10. The next session is WoDaD Session 12.
WoDaD Prologue 2

## Recap

Two groups clash in arcane combat at Darkfall Hold - the Daybreak Mages, including Amros, Bran, General Toldac, the cleric Gruffy, and a handful of wizards vs. the Nightfall Mages, including Chi Pin, their two captors from the RaSD, and several other sorcerers, druids, and clerics. Watching from the trees is Yorsog Bristlechest, a ranger of Darkfall Forest who, noticing the battle taking place, begins to fire arrows at the attacking Nightfalls. Bran sneaks up to the Nightfalls and attacks Chara, their leader - which causes enough of a distraction for Chi Pin to break free of their captors, both of whom die dramatically soon after. In the end, the Nightfall Mages are defeated and Chara is chased down, trying to escape with Shar's help but dying at the hands of Bran, Chi Pin, and Yorsog together.

## Continuity

The previous session is WoDaD Prologue 1. The next session is WoDaD Prologue 3.
MoM Session 5

## Recap

Alex, sitting at the bar of the Three Story Stay, is approached by a man in disarray. The man shows barely-closed wounds, tattered (once elegant) clothing, and deep bags under his eyes. He asks Alex if the mage can help with his nightmares. Alex suggests seeing a cleric, but the only priest in Yee (the closest town to where he was attacked) sent him here. Alex deduces from the poor man's descriptions of what happened that his family was attacked by a troll; everyone was slaughtered but him. After Ileao and Kevin arrive, Alex uses magic to try to dispel a curse on the man, who finally introduces himself as Caleb Fant. There's no indication of whether it worked or not. Ileao pesters him - and his eyes harden when he looks at em. Still, when he sees that they are DAEMON Hunters, he says that they can have the wealth his family had in their carriage when it was attacked, if they escort him safely to it so he can retrieve his connections to his late wife. The team huddles and, despite Ileao getting "bad vibes" from Caleb, decides to help him.

They make their way down the Nottsic road, walking until close to dusk, where Caleb warns they should camp before reaching the dangerous swamp. Alex draws the door to his haven, but Ileao is upset eir opinion was overridden and teleports away to the Three Story Stay. Elfo, Mighty Mo, and the bartender all tell Ileao no, ey won't receive service for a number of reasons, including (but not limited to) threats of violence and the party's outstanding tab. Ey pay off the tab and are about to be kicked out by Mighty Mo, but ey magically *Soothe* Elfo, which convinces them to give em liquor. Ey get the hardest booze ey can afford and teleport back to the road, where ey start chugging. Inside the haven, during the night, Alex and Kevin wake up to the sounds of Caleb ravenously consuming all the food in the kitchen. Alex realizes that there's something very wrong with this man; not a curse, but some sort of slow transformation happening to him.