recursal/Fanatic-Fandom huggingface dataset:
Day 258: Northlake to WhiteBeach

**Day 258 (28th October)**

The box has been safely esconsed in the Diamond Fort.

The party books travel on the “Lady Cloud” a Free Trader from House Thornish, the rates are 7sp/person/day with the journey expected to take 8 days.

There are no other passengers on board.

**Day 259 (29th October)**

The Lady Cloud departs White Beach at around 11am, key crew roster are:

Juri Hasleaf (Male Human): He is pushing 60 years old and getting close to retirement, extremely experienced and respected but definitely showing signs of slowing down.

Elik Windkenner (Male Halfling): First mate and primary weather mage, is earmarked for captaincy soon.

Wilke (Male Giant): Bosun/Quartmaster, a war veteran with the scars to prove it and a fervent Universal worshipper. Generally affable, he is said to have a foul temper – although it takes a lot to get him riled up.

Skir (Female Dwarf): Ships surgeon/chef and apprentice Weather mage. Takes her apprenticeship very seriously and is generally to absorbed in work or studying to engage in idle conversation.

Hasber Qorak (Native Ork): Battlemage and ships carpenter, an extremely skilled woodworker and competent mage. He cheerfully admits to being somewhat overenthusiastic with spell use firmly believing that if any battle isn’t over in the first few minutes then it is the fighters problem anyhow.

The afternoons sailing proceeds uneventfully, although Windkenner and Skir are called upon frequently to keep the wind favourable. The ship continues through the night.

**Day 260 (30th October)**

Early in the morning Lady Cloud anchors in a bay and the ships boat makes a trading trip over to a small fishing hamlet, Elbay. A few hours later it ups anchor and continues on. Just after dusk the ship docks at the village of Point Wirland.

Point Wirland is another small fishing village, it is dominated by a fort built on the hill overlooking it. The fort is unused and ancient, probably of Elven origin, but remains in good(ish) repair.

Tomorrow the ship will be heading out further from land, crossing a wide bay.

**Day 261 (31st October)**

Everyone is up before dawn and the ship sails out of harbour….
Email 2021-05-17:02

Q. did ask at the end of the previous conversation “Take child where?” perhaps it would care to answer that this time around

DP: Nope, it seems to be comfortable that the sapling will be taken away from White Beach

Is there any Mistletoe on the oak tree?

DP: None at all

Q. questions for Phinon – If Wyldwood intend to turn this into a major shrine surely they would have made arrangements to buy this building from the estate of the diamond baron several years ago or at least have optioned it up the kazoo?

DP: Phinon doesnt actually know who owns the Diamond Fort, on paper it is the old family estate.......

Does Phinon know if the Wyldwood shrine in Starport was actually within the central walled city?

DP: Yes it was

If that shrine has now started flying around wouldn’t that reduce its usefulness as (1) a Wyldwood shrine (2) a pilgrimage destination?

DP: Not at all, the shrines can be difficult to get to

Is there known to be a specific lineage of oak trees of unusual power/intelligence that are used for major shrines?

DP: Not known

Would it be a fair assumption that these are probably offspring of The White Tree?

DP: Phinon would agree that this is a reasonable assumption, he has found nothing to the contrary

Could it asking us to take child be a precursor to yet another shrine being trashed soon?

DP: Or a contingency plan?

Other than Saratak – what other powerful seers are available to see temple destructions coming?

DP: Rasten, the Elf running Willston is rumoured to have some power of prophecy plus you always get the odd tales of mad prophets doing the rounds.....especially around the Cracks of Doom!!
Hobgoblins

These were first reported by the Hawk Clan Centaurs in Day 58-64 – Going On Ahead heading ***north***:

*Johat: In the last few days things have got a little more ‘interesting’ out there. We have seen fairly large group of what we initially thought were simply large Orcs, all heading north. These have all been hostile and certainly ourselves and the Owl clan have had a number of engagements with these creatures"*

*Whitemane: “They certainly weren’t Orcs though, our Speaker named them Hobgoblins…. Creatures from fanciful tales become real.”*

*Ironspear: “Whatever, they die like Orcs.”*

*Johat: “But where are they going? To the North is just the swamps, we feared they might be allied with Trollheim but there have been no reports of them heading East at all. Anyhow, I would suggest that for the moment the road is the safest place to be, we Clans look to keep the plains safe – but these creatures appear from nowhere.”*
Gemidiah

The Western Kingdom religion:

In the West, however, there was a different story to be told. The rise of the Gemidiahist religion served to cement relations between the rural Barons, and thus promoted stability rather than change. Yet tensions were mounting, and clashes between the House of Barons and the Council of Mayors were becoming a growing threat to the very existence of the Nobility and inherited power.

#### From the Universal doctrine:

Before the Gemidiah schism the Church of the Universal was dominant over the entire North Island. However, during the debate over Human exclusivity, another reform took place which now eclipses the racial differences between the two religions. The Light Magic wing of the church accepts the complete necessity for union between the religious and the arcane, to the disgust of the Gemidiahists.

#### From the Perceval doctrine:

Perceval is popular with Dwarves and merchants throughout the land, which has made them the target of much discrimination and persecution in recent Gemidiahist times.
Blink-dogs

Encountered on Day 100 in Zoom 2021-05-06 21:00. Almost definitely the same creaturs as those who surrounded the farmhous in Zoom 2021-04-15 21:00.

Described as being "about 3' tall at the shoulder, extended muzzles, and ... blinking". They are also very aggresive!

We learned the following:

* They show up as evil with a Detect evil. (So, evil-enhanced-Wild-blink-dogs)
* Sleep spells work 50% of the time – implying 4+1 to 4+4 hit dice.
* They can blink out of Entangles, and like biting you on the ass.

Full stats:
**Wild Blink Dogs**

Number Appearing: 4-16

AC: 4

Move: 15” + Blink 1/round (12”) (Once per turn 2/round)

HD: 40hp + D10

#Att: 3/2

Dam: D6+2

Magic Resistance: 0% (is magic resistant)

Intelligence: Above Average

Size: M

Aligned: Wild

Motivation: Food/Hatred of non Wild (can sense within 3”)

XP: 1450

Special:

Regen 1pt/rnd

If hit on a natural 20, victim is ‘blinked’ with the dog (save vs. spell), normally used as a tactic to isolate a victim.

In areas where multiple packs exist, there is a 10% change per hour of other packs arriving. The Dogs are intelligent and will generally use hit and run tactics to try and wear down prey.

Blink Dog puppies (if found) can be trained, but only by Wild worshippers
Drumkit

This refers to the set of items used to perform the ritual described in Legend 3: Vendor.

The continuing anti-undead effect permeating the Vale of Vendor leads us to believe that the legend has an actual basis in fact.

Although described in the legend as a set of pots taken from behind the bar and then used in an impromptu ritual, we belive this was probably a major ritual using specifcally crafted items - aka the "Drumkit".

The party thinks they found a piece of the Dumkit in Tarkeep in The Troll & the Dwarf pub on Day 166 in Zoom 2021-11-30 21:00. It apears to be a perfectly normal pewter tankard - the unusal thing about it is that it doesn't appear to have aged as badly as other tankards in the pub. However, close examination showed some runic writing on it which says "**Find two, Say cheers, Boom Boom :)**". An identify spell just indicates an 'incomplete item'.

According to the lying Lizardman Fred: The 'drums' are in pieces: 1 in 2 pieces, 1 in 3 pieces and 1 in 4 pieces. [Probably true] The pieces can't be destroyed unless they are put together, due to their special Dwarven runic magic [Possibly true]. The pieces appear as mugs/tankards. [Well, our piece did] They have found several pieces already [Almost definately false]

There is a magic mouth in Tarkeep that says '**2+3+4 = 3'**  - which either supports Fred's comments - or Fred was misleading us and this refers to something else entirely. (However, as neither Fred nor any of his fellow Lizardmen could get into Tarkeep, he may not have known about the magic mouth at all.)

According to the Shadow Clan, 3 pieces of the drumkit were taken by the 'flamboyant Dwarf' from Hightower who went straight to Vendor to recover the three fragments, and ignored the other towns. He explained to the Shadow clan scouts, that he was taking them to Hightower to ensure the drums could not be broken. The clan says this happened 60 or 70 years ago. For a clan with strong oral history, it is odd than no one seems to remember exactly. The dwarf claimed to be a worshipper of the Universal. The legend of the drums postdates Soratan’s departure.

1. ↑ Zoom 2021-12-07 21:00
2. ↑ Zoom 2021-12-14 21:00
3. ↑ Zoom 2021-12-21 21:00
Day 203: The Urquhart Estate

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**Dragonbrook & Environs**

**Day 203 (3rd September)**

Elven intermediaries engaged to investigate what happened to Francis family and clan, promising to have some news in about 5 days.

Party heads East to check out Francis old estate.

**Day 204 (4th September)**

Find the keep unoccupied, decide to take up residence and hoist a piece of tartan….

….soon find themselves in combat!

* One from Twoo arrow fire
* One from Francis arrow fire (poisoned)
* One crispy fried
* One part fried then finished off with a lighting bolt
* One part fried then finished off by Twoo arrow fire

1 Minotaur is stuck inside a Stinking Cloud feeling sorry for itself

The remaining 6 Minotaurs have made (or making) their way to the South side where they are engaging Umar and having rocks dropped on their heads

Approaching from the North are 4 Ogres and 4 Blink Dogs (trotting but not charging), they will be within bowshot next round

Joshua has invisibly crept down to discover a Gargoyle chanting – he is positioning himself for a backstab

**Characters:**

Joshua (Invis –1r, Shillelagh –2r)

**2nd Floor:**

There is a Gargoyle inside the walls trying to enlarge the door entrance. This is currently blocked by a berserk Umar

**Characters:**

Umar (Res Fire 2hrs, Res Cold 2hrs, Strength 14 hrs) – In doorway, berserk

Brokev – Central area, scanning for Gargoyles

Wun – On guard (~~Prayer – 4r~~)

**3rd Floor:**

Gargoyle in combat with Hamish and RiffRaff

**Characters:**

Bazin: Central area, Chanting

Riff Raff: Near Bazin, fighting gargoyle (Prayer – 4r)

Hamish: Near Bazin, fighting gargoyle

**4th Floor:**

Nobody in the central area, characters are out in the Gallery

**Characters:**

Francis: Re-equipping with bow and moving to North Wall

(4 Poison arrows used)

(Res Fire 2hrs, Res Cold 2hrs, Strength 14 hrs)

Garaf: At North wall (Shield -4r, Mirror Image-2r)

Quercius: At North wall

**Roof:**

Twoo is providing missile support all round, currently at North wall

**Characters:**

Dougal, guarding Twoo (Shield -4r)

Caradoc, guarding Twoo

Twoo, shooting arrows (Potion of Speed -4r)

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Legend 23 - Temple of the Dead

See also: Legends

The Temple of the Dead

What is life other than that brief period of time when one may prepare
for the transition to eternity via death? Those blessed of the divine
powers may be chosen to stay with the shadow of God while others who
would soon seek or reach such embrace shall be given the chance of eternity
to come back to the walks of the living but in the enhanced powered
status of the 'Undead'.

Praise be unto the Undead for they are the true minion of God having
been graced by the Dark One with attributes far above the norm of their
'life' forms. The living are but a cattle stage of development wherein
some minor things may be learned but are there mostly to be fed upon by
the eternal 'undead' as they wait for the final call to Her Shade.

Seek not to offer the living anything other than to get them on their
voyages. Yet, though they may be of little value, selection of them to
join directly with the Undead must be done with care and intelligence,
least you offend Her Divine choosing and bring damnation and curses upon
our path as was done at the start of the Age of Chaos by her anger.

Upon reaching the state of Undead, the goal of all followers of Her
Shadow are to gather the greatest powers to be wielded in Her Name and to
establish powerful Temples of the Dead that are served by the slave hordes
of the living to her Eternal Grandeur and Glory.

The Dark Temple is a Cloud Castle built around the Guild of the same name.

## Onwen NOTES:

* The Dark Temple is the old Elven Cloud Castle, but is in the East away from Ghoulagabba???
* Elven use of Necromancy???
* Dakatur gender switch?? Only definite female diety is Hashandara??

DEKATUR === HASHANDARA????????

## DEG Notes

"*least you offend Her Divine choosing and bring damnation and curses upon our path as was done at the start of the Age of Chaos by her anger*"

This legend must therefore postdate the GSOV, but also implies that some calamity hit the Undead after the Elves left - so we could posit that this calamity was what the ELves were running away from - or alternatively - could have been caused by the Elves' GSOV/Spell of forgetting.
Email 20201-02-17 20:03

**The Hill Fort At Roubank : Part 2**

At about 5pm, riders are seen approaching from the South.

When they swing round it turns out to be 7 Orcs, mounted on horses.

Dismounting at the gate to the fort they remove the bridles and saddles from the horses and set them free.

It turns out that they are scouts from a small Orcish clan (Swordsplinter), that encountered Brokef. After discussion, Brokef and the Lead Scout headed further on to find others, whilst this group headed straight to the fort.

The scouts are all armed with spears and selfbow (20 arrows), and will happily follow instructions, their morale is fanatical (defending the Blue Witch) – although if asked they are not able to explain why.
A Strange List

From Research (Week 3):

(From a damaged scroll, obviously a copy of another document.)

….100 year peace agreed, will cooperate

Centaurs: 100 year peace agreed, will cooperate and seek to free their brethren from the influence of the wild;

Dwarves: 100 year peace agreed, will cooperate but will operate only within their borders

Humans: 100 year peace agreed, will cooperate

Giants: Non aggression pact agreed, will resist the foe within their borders

Catfolk: Cooperation pact agreed, will end upon the utter destruction of the foe

Trolls: Still debating, likely to cooperate

Orcs: Will follow the Trolls

Goblins: Refused any pact

Reptilians: 100 year……..
Email2021-05-18 10:58

Oak Tree: “I am Oak”

Quercius: “Why are you here”

Oak Tree: “Oak does not live here”

Quercius: “Why did Onwen plant you here”

Oak Tree: “Father made Oak”

Quercius: “Why did Father make Oak”

Oak Tree: “Oak is strong”

Oak Tree: “Oak spreads far”

Quercius: “Is anything buried beneath you”

Oak Tree: “Earth and stone are beneath Oak”

Quercius: “Do you guard anything?”

Oak Tree: “Oak guard Father”

Quercius: “You guard Onwen”

Oak Tree: “Oak guard Father”

Quercius: “Is Onwen Father?”

Oak Tree: “No”

Quercius: “Who is Father?”

Oak Tree: “Father left; Oak cannot guard”

Quercius: “How did Father leave?”

Oak Tree: “Oak Father taken”

Quercius: “Was Father Bez Drock?

Oak Tree: “No”

Quercius: “Did Father have two legs?”

Oak Tree: “No”

Quercius: “Was Father an oak or another tree?

Oak Tree: “No”

Quercius: “Was Father connected to mithril symbol (as shown to Oak by Quercuis)?

Oak Tree: “Yes”

Quercius: “Where was Father when Father was being guarded by Oak?”

Oak Tree: “Here”

Quercius: “Was Father inside Oak?”

Oak Tree: “Yes”

Quercius: “What did Father do when he was here?”

Oak Tree: “Guard”

Quercius: “When did Father go away?” (Few days ago or many)”

Oak Tree: “Not long”

Quercius: “Did someone take Father away or did Father just leave?”

Oak Tree: “Taken away”

Quercius: “Does Oak know where Father is now?”

Oak Tree: “No, dead”

Quercius: “What is Oak’s purpose now?”

Oak Tree: “None, will die soon”

Quercius: “Did Onwen pass through Oak?”

Oak Tree: “No”

Quercius: “Did Onwen carry stuff into Oak?”

Oak Tree: “No”

Quercius: “Have any other people arrived or departed through Oak?”

Oak Tree: “No”

Quercius: “Does Oak know of White Tree?”

Oak Tree: “Yes, won’t say”

Quercius: “Did world seem brighter to Oak when Father inside Oak?”

Oak Tree: “Yes”

Quercius: “Did people who took Father away threaten Oak?”

Oak Tree: “No”

Quercius: “Why did Father return to mithril symbol?”

Oak Tree: “Eh..?”

Quercius: “Did Father leave any messages with Oak for those who come asking questions?”

Oak Tree: “No”

Quercius: “How long will it be before Father returns to a tree?”

Oak Tree: “Don’t know”

Quercius: “Oak is worthy of great honour for its guarding – anything we can do to ease its passing?”

Oak Tree: “Take child”

Quercuis: “Take child where?”

No answer

The college of Bards is aware of these conversations (Phinon - a senior member acted as intermediary) who seemed bit bored to start with but increasingly interested/puzzled/amused as conversation went on.  Q. has no idea what religion he is – from training one would have assumed Wildwood but his approach seems more Barosan.

Q. has asked the College of Bards to do a legend lore on the mithril symbol remains – will take a few days.

There is an oak sapling in the garden which has (presumably) been allowed to grow by Onwen rather than cleared away as a weed.  Q. believes it to be transplantable.

All this for 100 xp’s – next time she’ll just mug someone on a street corner.
Email2020-05-16 18:54

Q: You do imply that a stat loss to below class requirements does not stop you practising and progressing in that class - as long as you make them up as soon as possible. Can you please confirm that - Dougle has minimum for stats for all monk requirements! (He just scraped into monk-school!).

A: Yes - not having the stats will not prevent you from advancing in levels etc.
Email 2021-01-21 21:16

**The Sallahan Tourist Brochure!**

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

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**South Of The Vale Of Vendor**

**Day 188 (19th August)**

Quercius: “Nawer, would you be able to draw us a map…. Just would like to get a better idea as to what happened”

Nawer: (munch crunch) “Sure, not a problem – hang on a moment just let me finish this food – very nice by the way….”

Nawer: “The bricks collided about 15 miles North of Torgan, hang on…”

Still eating Nawer flattens out an area of dirt near the fire and using his finger begins to try an sketch out a map.

Nawer: “Don’t support you have some bread to go with this do you?”

Joshua: “Sorry, we can make up some flatbread tomorrow morning if you want. You are eating as much as a friend of ours called Fred.”

Nawer: “Hmmm…” (munch munch) looking at Joshua “I am sure I know you from somewhere.”

Joshua: “I don’t think we have ever met….”

Joshua: “Francis, can you deal with the next meal?”

Nawer: “Strange, I normally have a really good memory for faces….. unless maybe it was my brother you met and he described you to me.” (munch munch)

Joshua: “Your brother??”

Nawer finished off the last of the food in front of him, looks around to see if there is anything else to eat nearby.

Nawer: “Does anyone have some paper? I can draw a much better map on paper?”

Joshua moves to examine his backpack, in so doing he addresses Nawers nervous looking companions.

Joshua: “Don’t you folks want anything to eat? Why so nervous?”

……..any more questions??? (and does anyone in the party have paper???)……..

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Elder Races

The Maratasen, Centaur, Troll, Giant, Lizardman and Ariel.

Dwarves were there at the time, just not mentioned. (And don't ask about Hobbits!).

According to the Elven View of Timeline: Those few “monsters” left behind hide out and formed the precursors to what are now known as the Centaur, Giant, Ariel, Lizardman and Troll [and Maratsen] races – intelligence to survive became a pre-requisite.

These six races are depicted on the ancient stones in the Wyldwood shrines as an **Eagle, a Lion, a Snake, two Human(oid)s, and a Centaur** surrounding a stylised Oak tree."

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.

## Origin theories from The Confusing Origins Of People

Those races who have a history of dwelling on the continent that stretches far back before the arrival of the Elves, their origins are shrouded in mist even to the Giant Clan Speakers.

There are three primary stories around the origins of the six elder races.

### Theory 1: The Elder Nature

The Elder species were formed by the needs of the Island to have keepers and shepherds, each race had a prime role or association. Maratasen represent fire; Lizardmen water; Ariel air; Giants earth; Centaurs knowledge and life; Trolls memories and death. The clans were intended to travel over the lands ensuring that all was in balance, working together to maintain this. No order was intended, nor was it needed, no clan had dominion.

### Theory 2: Humanist

In fact all races are offshoots of humanity, created by some arcane means. Humanity was the original race, and the reason that none of the so called Elder races can remember their origins with certainty is that the pains associated with their creation caused them to blot out the memory. [Comment: This seems to be rubbish as the humans arrived much later, and smacks of Gemidian supremacist ideology - Ed]

### Theory 3: Lizardman

The Lizardmen are in fact an ancient race that have fallen back from an enlightened state into their current barbaric (relatively) state. They retrenched to their main settlements many many years back but to ensure that the lands of the North Island would not revert, and in an attempt to stimulate their own culture – some of their number permanently adopted different forms and went out as founders of new races. Unfortunately the new creations ‘went native’ and forgot their origins and in turn reverted to primitive worship of Nature as opposed to the glories of GARM (the Lizardman religion).

1. ↑ Zoom 2021-01-14 21:00
2. ↑ Day 49-57 – Centaurs
Hightower

The centre of the Dwarven people, the Enchanters’ Hall and supporting Iron Market are known for the expertise of their craftsmen and large range of both magical and mechanical products. Hightower was built near the site of an abandoned Goblin cave some eight centuries ago, and the early Dwarves of Hightower were accused of destroying the now extinct race, though all Dwarven records of Goblins have since been lost.

Owner: Lopezgem

**Military Force:Golden Axe Legion (**Hightower**) – approx. 3000** (See Alveran Military)

Almost exclusively Dwarves, the Golden Axe Legion has a long and honourable history of leading the Alveran response to Orcish incursions.
Commander: Baron Lopezgem

Player characters originating from Hightower: Wun

## Primitive Language

The script found in the Song of the Spheres and various 'non magical magic' items is also used on the labels of their bottles of excellent brandy. The script is used by master Enchanters at Hightower, generally as part of their masterworks

## Major Magic Guilds/Universities:

Borzack Magic

1. ↑ Alveran Politics
2. ↑ Day 64 – The Vinmira Monologues
3. ↑ Email2020-12-10 13:43
4. ↑ Email2020-12-10 13:43
GARM

This is the religion of the Lizardmen

1. ↑ Zoom 2020-10-22 20:00

See GARM info

## The Rise Of GARM

A collection from the trances of the Scalehead Shaman...

The Ancient Gods were destroyed and devoured by the new Gods of the Claw. Led by GARM.... in a battle in which the heavens were made to split and shake, the will of GARM was victorious and the pieces of debris that were broken were tossed down to be the worlds....

There shall come a time when a great Golem shall be made and in its essence shall come the Will of GARM, and it shall move across the worlds with the cry of revenge against those who have stood against us...and they shall be but herds for the nourishment of Garm...and he shall come when the lower order shall rise up against the higher and shall shake it with its might such that the earth shall tremble and the flames of rock shall be known in the lands throughout...as was done in the heavens so be it on
earth...

GARM and his demigods, set to rule and to reflect upon the trials of his worshipers as one would on a lost star in the moonless night, for his will is sent amongst the people by the dream makers and lesser demigods that will lead and instruct in the power of the divine ...till he returns anew,

you are but to reach for the stars and seek the star that is no light... [Deg comments: We know that the Elves referred to the Flying Cities as 'stars', so this could well be a reference to the The Dark Temple that we know the Lizardmen are fighting for control of.]

A separate part of the Trance lore deals with 'Time Lords' who are feared above all else except for GARM. There are many legends about horrible things that befall those who have any dealings with, even so much as to talk to one, let alone attack one. As such any follower of Garm avoids encounters with anyone identified as a Time Lord

Onwen's NOTES:

*Seems to be an indication of when the Lizardfold began abandoning Wyldwood and taking up their worship of GARM.*

*Cannot believe this was just fuelled by a single Cinderoak enhanced vision though????*

Needs more analysis*.*
Age of Chaos

This is mentioned just once, at the start of the Background info:

Then came the Age of Chaos. And the Elves, to the last one, fled South

So the implication is that this was something that 'happened' to the Elves and the land, rather than something they intended - and their fleeing North Island was their response to it. So what happened???

And the corollary - why have they now decided to return?

From Legend 23 - Temple of the Dead:
"*least you offend Her Divine choosing and bring damnation and curses upon our path as was done at the start of the **Age of Chaos** by her anger*"

This legend must therefore postdate the GSOV, but also implies that some calamity hit the Undead after the Elves left - so we could posit that this calamity was what the Elves were running away from - or alternatively - could have been caused by the Elves' GSOV/Spell of forgetting.

Q: How long ago were the elves originally around on the North Island?

DP: The general guess is around 300 years ago

Q: What was the period of the Age of Chaos?

DP: From the leaving of the Elves for about 100 years

The Legend of Sorleaf refers to the **Twilight of Change**: Was this a symptom of the coming of the Age of Chaos, or its cause?

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

Could this have been due or related to the Gods of Saratan?

Or a wild idea - without any basis whatsoever: Could the magic/mana of North Island have somehow failed/become unusable causing them leave - and perhaps this is what caused the grounding of the remaining Flying Cities.

1. ↑ Email2020-07-07 19:58
Drake

Drakes are considered ‘natural animals’ and are indeed the creatures flying from Skyfleet. They can even be found and tamed by suitably skilled trainers.

The Lady In White takes the form of a slightly elongated Drake - as well as a humanoid form.

The party has seen 'domesticated' Drakes at Far Haven and wild Drakes at White Beach on Day 101: Meanwhile, Joshua, Francis, Brokev, Umar and Dougal went on a trip to the Drake Cliffs – looking for any evidence of the Cynod Bird. They didn’t see anything identifiable as such – though the locals confirmed there were several species of gannets around in the right season, including some quite large ones. The party did, at least, see some wild (small ‘w’) **Drakes** - they were smaller than the Drakes seen with the Ariel clan in Far Haven. Francis and Joshua believed that the Lady In White was far more closely related to these **Drakes** than to a Dragon – and their tracks were similar to hers. It was noted that Drakes are considered ‘natural’ creatures – Druids can polymorph into them (size restrictions permitting), or even train/ride them as natural animals.

"Dragons seem to be able to cross breed within their sub-species quite happily, although the offspring will largely tend towards the weaker parents breed. Hybrids have been observed, but these tend to be relatively sickly beasts and unable to breed themselves. The one exception is the dun coloured **Drake**, a pale shadow of even the weakest White Dragon but it does have two redeeming features, it is able to breed and we are able to tame the beasts for warmounts"

1. ↑ Zoom 2020-12-03 21:00
2. ↑ Zoom 2021-05-13 21:00
3. ↑ Research (Week 3)
Dark Hoof Centaurs

The party was attacked by a group of 6 'Wild' Centaurs on around day 90

* These creatures had elongated incisors and a definitely carnivorous rather than omnivorous set of teeth.
* They appeared to have some degree of magic resistance, but we did manage to fully entangle one of them.
* They regenerated – but hacking off their heads put a stop to that nonsense.
* They concentrated their attacks on the 'Shamanistic' types of the party – Wun, Bazin, Garaf and Joshua (and Francis at the vanguard) - and went for the kill rather than being satisfied with knocking a character out.
* Brokef determined that they were 'not Wyldwood' – and all the bets are on us finding 'Wild' symbols on them when we search them.

According to Bez Drock, these creatures would normally be heavily armoured for battle - the ones that we met were obviously totally unprepared.

1. ↑ Zoom 20201-03-11 21:00
2. ↑ Zoom session 18th March – Meeting Bez Drock
Hunting A Priest Of Dekatur

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A rough map is below – each hex is 10’ – APOLOGIES BUT NORTH IS DOWN THE PAGE!!

**Situation:**

Party is on warehouse roof in vicinity of 008.005

The houses between 015.010 and 019.012 and 010.008 and 014.010 have recently been invaded….. Zombies from that area are marching rapidly down the road towards the wall between the two warehouses.

There is a patch of darkness at 015.010

A new patch of darkness has appeared at 009.007

Zombies are beginning to break into the houses as 004.005 to 008.007 (which the party recently evacuated).

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Email2021-01-14 09:56

With respect to the clan listing I sent through, those were clans mentioned during Joshua's gossip harvesting and trading - all are noteworthy clans.

There are at least another 30 clans, of which Redclaw, Bear and Rotgut are ones you know. Doesn't mean they aren't 'A' listers so to speak, just means they weren't mentioned during the discussions.

Cheers

Darrell

Sorry - another quick question: Should there have been an entry in the tribe list for the Bear clan (Centaur)?

On 13/01/2021 23:09, David Gilmore wrote:

Darrell,

The Maratasen **Redclaw** clan are going east with the Orcish Rotgut clan: Neither appear in the major nomad tribe list. I assume that Rotgut is a 'minor' tribes, but is the Redclaw tribe also a 'minor' one, or a typo for the Redmane tribe?

Thanks -David
Cinderoak

Wacky backy from Newview. Also found in Onwen's villa's garden.

Used to create Salve of Divination.

Also used to create a poison - traces containg Cinderoak were found in the +2 Dagger of Venom looted from the corpses at the pyre that destroyed Onwen's holy symbol.. The Herbalist from White Beach has been commisioned to analyse it.

Human: *“Newview, hey – that is where they cultivate cinderoak, and boy do the Shamen like smoking that stuff, particularly the Maratasen and Ariel. If I were you folk, probably best staying away from there, them farmers get mighty protective.”*

1. ↑ Days 87-94 (10-17 May)
2. ↑ Zoom 2021-04-29 21:00
3. ↑ Day 67 – Far Haven – Setting Off For White Beach
Email2020-10-23 12:49

**The Elven Calendar**

Is based around cycles of 25 years, each cycle named after a Dragon, cycling through 5 Dragon names.

White Dragon – Associated with a time of quiet instrospection

Bronze Dragon – Associated with intellectual discovery

Crimson Dragon – Associated with conflict and war

Green Dragon – Associated with growth and recovery

Golden Dragon – Associated with great change or disruption
Day 100 - the Lady in White

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**The Lady In White**

**Days 100 (23rd May)**

As the party prepares to heal up a little, Brokev notices something coming, not so much a heat source as something that is a lot colder than the surroundings. Humanoid sized and moving unhurriedly towards the barn.

As it gets closer, those without infravision note that there is a slight glow surrounding whatever it is, light a slightly muted faerie fire.

The shape resolves into a humanoid, looking vaguely feminine, wearing a bright white cloak that is the source of the glow. The figure is wearing chainmail and has a large double bladed axe in ‘her’ left hand, her features are concealed with a plain white porcelain looking mask.

She reaches the first of the dog corpses lying on the ground and pauses, then with a slight shake of her head she decapitates the beast with a single blow of her axe. The other nearby dog corpses are treated in a similar manner and then she begins to head towards the barn.

She notices Brokev and Francis for the first time and pauses again to regard them. Then she inclines her head slightly in a perfunctory nod and continues walking towards the barn.

Brokev whispers “She or it is Wild”

Francis “Possibly, but also above our pay grade I think.”

The figure makes no hostile move against any party member, but goes around decapitating all of the dog corpses with her axe, this includes an impressive jump straight up to the upper floor of the barn to reach the corpses up there.

Once all of the corpses have had their heads removed, the figure moves back out to the front of the barn. Her outline shimmers and where she had been standing there is now a large white drake, similar to the drakes seen earlier but of a slightly slimmer build and longer by about 10 feet.

The drake launches itself into the air and after quickly circling and gaining height it is seen to depart in a south westerly direction.

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Email 2021-02-04 16:15

**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, similar distance away.

Francis is approaching a human standing by the side of the road, about 30’ ahead.

Storm clouds are now rapidly building up, and the feeling of static in the air is growing.

The human up ahead:

“OK, that is far enough, we want the mules and what is laden on them. Then no blood need be spilt, tell your invisible friends to tread carefully.”

**Character Status**

Francis: Ahead on point, bow in hand

Caradoc: Invisible, moving away from road

Dougal: Moving away from road

Hamish: ???

Brokef: Staying with lead mule

Quercius: Moving a little away from road

Joshua: Invisible, moving a little away from road

Garaf: Avoiding lightning bolt lines

Bazin: ???

Wun: ???

Twoo: In air invisible

Umar: Bow out.
Email2020-06-18 13:59

Giants are tribal in nature, the majority of these tribes are in a federation centred around Torgan (and hence in alliance with Alvera), however other tribes do exist and it must be assumed that some are not that friendly.

Whilst Drogo's ramble focussed on the more "organised" of the intelligent races, I have always assumed that any tribal race (say Bugbears, Hill Giants, Ogres) will have some individual of relative talent.

Maratasen are somewhat similar to Kzin, so generally larger than a human (and bulkier) but not as large as Umar and kin. The only known tribes of Maratasen are those that are reported to have allied with Solara.

When Drogo talked about Trolls you may have detected an element of racial dislike in there..... dont think of DnD green slimy things that regenerate a lot, think more of nordic type trolls......
Hamish

Male Hobbit (Dougal's twin brother)

* Level 5 Monk - path of the Black Fist
* Level 6 Magic User

**Religion:** Barosa (Lawful Neutral)

* speak with animals as druids
* mask the mind so that ESP has only a 30% chance of success (-2% per monk level >4)
* not subject to diseases of any sort
* never affected by haste or slow spells

### **Weapon Proficiencies**

**Staff**: Specialisation: +1/+1, Specialisation: +0.5 Att/Rnd, Specialisation: +1/+1, Specialisation: +0.5 Att/Rnd

### **Skills**

Speak Common,
Speak Ariel,
Read/Write Common,
Cooking,
Tanning,
Pottery

### **Spellbook**

 Failed spells
 Untried spells in spellbook
Cont Light, Locate Object, Rope Trick
 "Forgotten" spells

### Personal Items

* Party's Boots of **Free Action**
* Ring of protection +2
* Staff +1/+1 with spell storage
* +1/+1 'Superior' staff (spare - on mule)
* Normal staff (spare - on mule!)
* ~~Healing salve (D4)~~
* Hamish normally carries the 'group' Wand of MM

## Day 35-41 – The fourth week in Northlake

Supports the runners with the majority of the party, whilst you can follow the same technique as Bazin, your lack of Elven written skills does limit your effectiveness somewhat in that you end up passing up some elements of dross.

## Day 14-20 – The first week in Northlake

Dougal and Hamish make their way to the Barosan shrine in the city, a small affair to be found in the Eastern Quarter. The visit turns out to be extremely frustrating, from what you can gather whilst you are welcome at the shrine and will receive shelter there, to gain access to see any of the Enlightened you need to have been on the pilgrimage to the Golden Pagoda. The issue is that no-one will tell you where it is, claiming that your own insight should lead you there.

More successful is a visit to a mapmaker, who explains to you a little about the map you are using and can if required provide on commission are more up to date map – this will cost 1 Gold

## Background

A citizen of Sabarath, you and your brother had spent the last of your savings to join a caravan heading for Stormhaven, looking to secure a place at the Royal College of Magic. The local college calling itself Magicology had a very good reputation, but maintained a level of snobbery are regards the purity of magical study. The current President of the college believes that only dedicated magic users will be able to achieve the standards required. From what you had heard, Stormhaven had a number of colleges that specialised in those who combined an understanding of the arcane arts with other fields of specialization.

But your planned enrollment never happened, your group was about 2 days out of Stormhaven when it was caught up in the flood of refugees fleeing the city. Since then you have been living a nightmare of fleeing East trying to avoid Elven raiders who seem to kill indiscriminately.

At last, tired and hungry you arrive in a small village, Braerk, that apart from the large number of refugees still seems untouched by the invasion.

You start with:

1 Weapon of choice

Spellbook:

```
Spells: Write, Charm Person, Magic Missile, Friends, Unseen Servant

```
Hall of Rogues Part 2

See also: Hall of Rogues Part 1

## The Hall of Rogues (Willston) – Full Membership

Whilst officially this is the family headquarters of the Elven Lorraine family, it is no great secret that the complex is also a college for practitioners of Covert skills. As such the complex is known by all as “The Hall of Rogues”. The college provides Rasten with access to skilled scouts and investigators, and some say provides him with some protection versus the machinations of Eliezure – also a known patron of thieves and assassins.

## Junior Membership

**Races:** Open to all races except Dwarves (for reasons unknown)

**Classes:** Thief, Assassin, Monk, Ranger, Illusionist

**Level:** 3rd Level+

**Fees:** 10gp per year, payable in advance

**Senior Membership:** +15gp per year, need to be 8th lvl

## Benefits

Full members can purchase basic equipment of their trade at list price

There are some rooms available, costing 1sp per night including evening meal

## Equipment Available

### Superior Lockpicks

(+5+lvl% lockpicking skills, 1% break on use) - 50gp (Thf/Ass/Mnk)

### Fine Toolkit

(+5+lvl% set/remove traps, 1% break on use) - 50gp (Thf/Ass/Mnk)

### Flashbangs

10gp/3 (Thf/Ass/Mnk)

Prime then throw up to (20+Str) feet

All within 50’ facing must save vs. magic or be part blinded for 2D6 rounds (-4 to hit)

(If forewarned can close eyes briefly for +4 to save)

### Smokebombs

5gp/3 (Thf/Ass/Mnk/Rng)

Prime then throw up to (15+Str) feet

Creates a 15’ radius cloud of smoke for d6+4 rounds (half in any breeze)

All within are -4 to hit and unable to see (Infravision works, penalty only -2)

### Sparklebombs

8gp/3 (Thf/Ass/Mnk/Rng)

As smokebombs but also blocks Infravision

### Path Training Available (Cost is 15gp to full members)

**Assassin:** Ninja, Sniper, Mimic (although there is a degree of secrecy about mimic subclass)

**Monk**: Blackfist (again, some secrecy about this subclass)

**Ranger:** Hunter, Pathfinder

**Thief:** Spy, Safecracker, Hustler
Days 192-203: Do we go for Riverside?

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**Wingsport**

**Day 192 (23rd August)**

General explorations of Wingsport, discussions with a Priest of the Dead (Sitone), Vinmira reappears

**Day 193 (24th August)**

Take a contract to find a cat……

**Day 194-195 (25-26th August)**

Investigations – discover that there are Blink Dogs and some satyr like creature termed a Handler involved…..talk to an Ogre deserter from the Wild (Opik)

**Day 196 (27th August)**

Drop the contract to find a cat…..disagreement with a high ranking priest of Perceval (Coincounter)….

Umar has a chat with a Goblin (Payaul)

**Day 197 (28th August)**

Preparations to leave Wingsport, Q brews up some potions, F picks up a shiny new bow.

Leave Wingsport….. Joshua under a little bit of a cloud! (Perceval Curse)

**Day 198 (29th August)**

Travel down the road…….uneventful

**Day 199 (30th August)**

Travel down the road…….uneventful

**Day 200 (31st August)**

Early morning watch sees a group of “Gargoyles” flying overhead.

Distant sounds are heard….

Party goes back to investigate – get into a spot of combat – but 1 Gargoyle escapes through the ground.

**Day 201 (1st September)**

Party arrives at Lanwall…. Discussions and gossip

**Day 202 (2nd September)**

Head down to road to Dragonsbrook, encounter an Elven led patrol – who then go off to fight something…. Party decides to leave them to it and continue to Dragonsbrook.

**Day 203 (3rd September)**

Party arrives in Dragonbrook, secure their papers and billet in the “Lazy Duck” pub.

Meet up with an Alveran military liaison officer (Sunirc)

Party puts out feelers to see about how slaves at Riverside can be purchased! Need to talk to some Dark Elf intermediaries.

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Far Haven & Northlake Trade

The trade route between Northlake and Far Haven is well established, and lucrative for both cities. Far Haven acts as the trading hub for the Northern nomadic tribes, and provides Spices, Animal Hides and Silks to the South. In return Northlake ships precious metals and metal implements (including weaponry and armour).

As a result, both cities contribute to the security of the route, with regular joint patrols and a number of waystations along the road that can provide decent overnight stops (although merchants will always complain as regards the pricing levels at these inns).

The Elven invasion has, for the moment at least, closed off many of the Southern cities to this route and so traffic has been very light over the winter. With the ceasefire in place, a lot of the merchant houses are looking for this to change, after all war is unfortunate but trade is life.
Day 167 - Lizard Attack Aftermath

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**Vale Of Vendor**

**Day 167 (29th July – around 3pm) - UPDATE**

The party surveys the aftermath of the attack by “Fred” and his companions with some dismay. As well as Quercius and Joshua dead, you have lost 5 horses and some supplies and have some badly wounded to deal with.

Firstly, it is obvious that any nearby observer will have seen the multiple fireballs and so if anyone else is in the area, they will likely be investigating.

Francis, Umar and Caradoc make sure that the 3 Lizardmen are properly dead, and loot the bodies, each is carrying a wand similar to those used for signalling by the elves – although Francis does note a small sigil inscribed into each wand which looks like a hammer and a humanoid.

Caradoc realises upon investigation that the Lizardman known as “Fred”, is not the same one that encountered him, in fact all three of the dead Lizardmen seem pretty much identical and although Caradoc is not skilled in telling Lizardmen apart – he is 90% convinced that “Fred” was different.

Whilst this investigation is going on, Wun and the others are surprised to see Khurak and Kirsten re-manifest next to Joshua and Quercius. Both totems seem slightly agitated, but calm down when both Druids let out groans and slowly sit up – they look pale.

(Both Quercius and Joshua are on 1hp)

NOTE: Both Quercius and Joshua need to make saves for magic/valuable items they are carrying:

Metal Items: Only fail on a 1

Wooden/Ceramic Items: Fail on a 1-3

Potions: Fail on a 1-5

Scrolls/Books: Fail on a 1-9 (1-6 if explicitly in a protective cover)

(I will trust you!! 😊)

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A matched pair of stilletos

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A Matched Pair Of Stilletos

Extremely well crafted blades whose provenance evokes the skill of a Dwarven Mastersmith coupled with the lore of an Elven Enchanterlord. The runic inscriptions on the blades is much more delicately carved than is normal and so small as to be difficult to make out. When translated, each individual blades writings are meaningless garble and it is only when they are paired that the following can be read.

Mundane details:

**Blade 1: Dreamweaver**

* +2/+2 Stilleto
* Wielded by an assassin gain additional +1/+1
* Double damage vs. Elves
* Additional backstab multiplier (Thief/Assassin) (x2 -> x3 etc)

**Blade 2: Dreamgiver**

* +2/+2 Stilleto
* Wielded by an illusionist gain additional +1/+1
* Double damage vs. Dwarves
* +1 Int for purpose of seeing through illusions when wielded (Thief/Assassin)

If both blades are wielded, wielder gains +2 Str, +1 All Saves

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