recursal/Fanatic-Fandom huggingface dataset:
Aklo

## The Aklo Language

Aklo is only known to be used by Naga, though some dragons, kobolds and serpentfolk claim to have mastered the difficult language as well.

### Structure

Aklo is extremely complicated in its word forms and vowel-consonant patterns. The structure of ideas is rigid and highly complex, but the actual patterns themselves are archaic, with almost all other world languages having transitioned over the millennia to smoother and easier to understand patterns.

### Magical Language

Spellcasters have theorized that by its structure, the only logical application of Aklo would have been for extended conjuration rituals, for which its design seems oddly optimized.

### Danger

Many mammalian spellcasters who have tried to learn Aklo have gone mad. Using a language spell to translate Aklo or read its script is dangerous! (See system notes below.)

### Caution to Mammals

Something about the Aklo language inflicts 3d4 psychic damage on mammalian casters or talisman users for every turn that the mammal spends trying to understand Aklo through magical means.
Dragon's Tooth

## The Dragon's Tooth

### Appearance

The Dragon's Tooth is the fossilized tooth of an extremely large dragon. It is 1.6 meters long and weighs about 40 kilograms. The tooth's coloration is an irregular dappled gradient from charcoal black at the base to a golden yellow in the middle to ivory white at the tip. Every millimeter of the tooth is covered in carefully inscribed runes in Draconic.

### Text

The name, birth date, death death and elemental subtype of thousands of dragons are inscribed on the tooth. Hidden within the script is a yet-undeciphered code that is suspected to be connected to the locations of various magical artifacts and locations of power that are aligned with dragons.

### Abilities

Certain runes inscribed on the Dragon's Tooth light up if the tooth is brought within 25 kilometers of one of The Five Keys. It has already been used to find the Orb of Palantha-Kawon.

It is suspected that the tooth updates itself through a magical process.

### Creation

Divination magic has revealed that the creator of the tooth was a dragon. Nothing more is certain. Given the earliest date on the tooth, scholars suspect it was created at least 3300 years ago.

### Ownership

The current owner of the Tooth is a human named David.

The previous owner was a mad elven mage named Helmark.
Reikol Mine

The Mine of Reikol is an abandoned mining complex that was delved into the side of Mt. Reikol on Reikol Island. The entrance to the mine is located just up the mountain slope from the squalid goblin town of Bromach.

#### Room #1:

* Door (south, 1 from west): wooden, strong, free, smashed to bits
* Features:
	+ partially collapsed ceiling
	+ partially collapsed ceiling
	+ partially collapsed wall
	+ crack that leads to an uncomfortable tunnel, which leads to the Tower of Kela

#### Room #2:

* Door (south, 3 from west): stone, locked

#### Room #3:

* Door (west, 5 from north): wooden, simple, free
* Features
	+ dome
	+ blasted, mostly collapsed mine entrance (east wall)

#### Room #4:

* Door (east, 3 from north): wooden, simple, free
* Features
	+ bed
	+ kiln
	+ tapestry

#### Room #5:

* Door (north, 5 from west): wooden, strong, free
* Features
	+ six mostly decayed goblin skeltons
	+ mining equipment (mostly decayed)
	+ remnants of blasting equipment

#### Room #6:

* Door (south, 1 from west): wooden, good, free

#### Room #7:

* Door (east, 1 from north): wooden, simple, stuck

#### Room #8:

* Door (west, 2 from north): wooden, simple, locked
* Features
	+ scorch marks
	+ hole (blasted)
	+ Tunnel between 9 and 8

#### Room #9:

* Door (west, 1 from north): wooden, good, stuck
* Features
	+ slime
	+ very old stone fire circle
Schmiedeecke Insel

Dawncradle Island, known as *Schmiedeecke Insel* in the goblin tongue, is a very old volcanic island located about 40 miles off the northeastern coast of Ostenhauner.

### Size and Shape

The island is about 30 square miles and is laid out in a roughly pentagonal shape around the central volcano and caldera. The hills of the caldera perimeter rise about 150 feet above the ocean, though the north and southmost sides of the caldera have collapsed almost to ocean level. The island is surrounded by a slender coral reef which has a large gap at the north and south.

A tremendously advanced structure made of some sort of black stone vaults on five great arches above the center of the caldera, whose lava pool smolders and spits about 250 feet below (about 30 feet above sea level).

### Naval Port

The Sonnenstar fleet of the navy of the Zyklon Protektorat keeps a large base at the Island and is the primary port for 14 ships - two iron-sided dreadnoughts, two light galleons, two caravels, three cogs, three longships and a pair of sloops.

The island has a population of about 300 hobgoblin sailors, and approximately 1500 slaves, mainly goblin and kobold, but also including orcs, gnomes, hobbits and lizardfolk.

The Island is incredibly fertile, but the few rain-fed pools are not enough to sustain the population or their crops. Instead, cogs and caravels regularly travel back and forth to the mainland with great shipments of fresh water.

### Anvil of Dawn

The great glossy black structure that perches like a giant spider over the volcano's rim is curiously known to the hobgoblins as *der Amboss der Dämmerung*, the Anvil of Twilight. Every other culture the Dawnforge is known to associates the ancient structure with the rising sun.

The gigantic structure is beyond the understanding of hobgoblin engineering, and is treated with tremendous reverence. Only the most prestigious of smiths are allowed to attempt to work the great, sun-fired forges of the great structure, and many who try their skill at these workstations are suffer horrible burns and psychological scarring as a result of their efforts. Still, the warlike nation believes the price is well worth it. Great weapons, armor, and the steel prows of their greatest ships have been created at the Anvil of Dawn, and even serving an apprentice to one of the Sonnenschmieden is a tremendous honor.
Waritu

The continent of Waritu is home to many sentient races, but is dominated by the wild and powerful orc tribes. Ogres, trolls and fey are also common, as well as dangerous concentrations of giant insects.

### Faiths

The gods of the orcs, like the orcs themselves, are deeply connected to the primal forces of the world.

Coastal orc tribes generally worship Chu’Koi, a sea god whose symbol is an eye in a cresting wave. Plains orcs commonly worship Homina, a goddess of bounty and harvest, as well as vengeance. Mountain orcs venerate Tuma’Tega, the chief war god, and are generally feared by all other orcs.

The gods of the hobbits embody basic drives toward community, balance, and self.

The two primary gnome gods are revered for their stabilizing and nurturing role in their communities, while the third is a whispered horror.

### Cities

Waritu has very few cities worthy of the name, though it is dotted with a number of small settlements and villages.

* The town of Kokoru o Wero is an orcish port on the central west coast of the continent.

* Tatua Kotara is a stronghold of the mountain orcs, ringing a large mountain in the middle-north of the continent. It is situated halfway up the mountain, which has been hollowed out into warrens of impressive complexity.
* Kingitanga Repo Matia is a network of orcish and ogrish villages spread throughout the vast marshlands in the south. There is supposedly a powerful dragon who has united the tribes in this area.
* Panahi Oremua - a cliff dwelling on the south-eastern coast surrounding a shallow harbor. The village is sandwiched between the ocean cliffs and a narrow desert, and has a surprisingly rich copper and ruby mine nearby. It is chiefly occupied by orcs, but there are a number of ogres, kobolds, goblins and naga who also live and work in the area. Drow and ogre magi are not exactly welcome here, but they are not unknown.
* La Madriguera - a heavily fortified, and magically obscured hobbit refuge. Some 35,000 hobbits live and work here, along with about 1,500 gnomes. The land above is tended by friendly fey, hobbit and gnomish druids and shamans. The shallow undercity extends for miles in several directions, and all construction workers here are extraordinarily careful to avoid connecting any tunnels to the Underdark.

### Elf Colonies

The Elves of Kotime founded six colonies near the eastern coast of Waritu, that served as the major point of hostility between elvendom and the wild tribes of Waritu for almost a thousand years. The last of these colonies was abandoned about 800 years ago.
Session 19

Back to previous session - Session 18

## Session 19 - The Harrowed Realm Part 2

After getting your shadows back from Embror the Owl, giving Mourning Choir a shot in the arm of confidence, and defeating the death knight guardian of the Demon's Fen and taking his token, you guys are ready to find another Conspirator's Token.

... that's all that I wrote on 3/27/2012. I think I can remember more than that.

Lazer stayed back with Maggey and Dave at the wagons while Paul, Erin and Sam went off to find another conspirator and snag its token. They began exploring out through the forests of the Harrowed Realm, and were intercepted by a talking rabbit named Brambleson who wanted to fight. Bemused by the battle bunny, they resorted to extreme flattery and managed to massage the ferocious little beast's ego and he gave them his token, a tiny green shoe carved from feldspar.

Not long after that, marching through the forest, they encountered a bizarre owlish creature called Embror. Embror stole their shadows, which turned out to be a pretty rude move, causing the humans to feel tired and disoriented.

Giving chase, they managed to subdue Embror and stitch their shades back in place.

Moving on toward the far northwest of the bizarre realm, they were attracted to a gloomy swamp by the sound of someone crying. It was a strange sort of winged serpent that called itself Mourning Choir. Morning Choir was seriously depressed, having lost her singing voice when she and the other conspirators betrayed Sonnorae, the powerful bard who created the realm. Prior to the betrayal, Mourning Choir was known as Radiant Sunrise, and boasted of the most beautiful voice in the entire Demiplane of Dreams.

Morning Choir had consumed Sonnorae's compassion, but the essence of that compassion was somehow taken from her by the Barrow King. All this, the distraught creature revealed to Paul, Sam and Erin, after Paul halted Morning Choir's attack with (literally) otherworldly music from his iPod. Morning Choir was entranced with the musical device, and warned them of the danger of the Barrow King.

Undaunted, the three went after the Barrow King on a tomb-littered island out in the fen. A huge battle ensued with Sam keeping the death knight's wrath focused on him while Paul and Erin delivered debilitating attacks from the undead creature's flanks. The arms of the restless dead burst up from the ground all over the island to aid their king, but Paul and Erin were mostly able to kick free of them. The undead knight hammered away at Sam with energy draining attacks, but Sam's strength of will held strong. Finally the symbol of the sun on Sam's armor pulsed with holy light and the Barrow King fell. Not letting up, Paul quickly decapitated the unholy conspirator.

After considerable healing and clean-up, the trio searched the Barrow King's possessions and found his token, a ruby set in the center of a brass heart. Paul and Erin supported an exhausted, magically weakened Sam as they walked back to the wagon camp to get much needed rest.

Continue to Session 20
Last Bell

The Last Bell is one of the Five Keys that can be combined to restore Kela the Guardian to her corporeal form. It is thought to be buried deep under ice near the South Pole.

The Last Bell is supposedly a gigantic bell that is said to have been created at the dawn of the iron age. It supposedly weighs more than 3 bull elephants. The legendary device is supposed to have fallen into an ice crevasse after destroying everything within a three mile radius of it.

The humans and their allies brought back to the Arcanum a series of earth from around the bell as well as metal shavings from the bell. The Arcanum plans to use the Last Bell as a test project for their great manhattan project, and should theoretically be able to teleport the Last Bell before trying to teleport the Sampo.

The group has left the Last Bell where it is for now, planning to summon it only when they need, because the thing is so incredibly dangerous.
Sampo

Sampo comes from legendary times, supposedly forged by the smith Ilmarinen in exchange for his wife’s hand in marriage. It is said to be one of the Five Keys which, when combined, can restore Kela the Guardian to her corporeal form.

Sampo was last possessed by the demigod/sorcerer, Louhi, before her ship was sunk 100 kilometers northeast of Kotime by the demigod/sea demon, Iku-Turso. Few scholars agree on what Sampo looks like or what its purpose was, but the most common explanation is that it was a huge, magical millstone. Other legends say that it was a menhir or obelisk that served as a world tree or the channeling point of a ley line nexus.

The Sampo - along with Iku-Turso, Louhi's ship, and a host of undersea allies of the demonic giant - was brought to a central plain in Kotime by a massive teleportation ritual. In a brief, catastrophic battle, the forces of elvendom destroyed Iku-Turso and its allies and recovered the Sampo. It has been brought to the Arcanum in Jumala for safe keeping and study.

Now that they have it in hand, the Sampo is a huge disc of extraplanar stone with a broad hole in the middle which can be set over an axis. The disc of the Sampo is split into a top and bottom portion, which can, when energized, rotate opposite one another. Providing magical energy to the Sampo, such as on a ley line nexus point, allows the Sampo to transmute raw materials into extremely valuable magical reagents such as orichalcum, phasic silver, or mana.
Tower of Helmark

The Tower of Helmark is located in west-central Waritu, northeast of the coastal village of Kokoru O Wero.

The tower itself features a perfectly preserved, slightly tapering stone spire rising up out of the ruins of a very old courtyard. Strange trees and weeds have gathered in this area, and it is now inhabited by horse-sized insects.

The spire itself is only about 35 feet high, and until recently, was clearly inhabited by an angry ghost who would swirl angrily inside the windows of the tower whenever anyone approached. That ghost (the former creator of the tower, an elven archmage called Helmark) has been released from his prison and has not been heard from since. The tower was also the prison for a nymph a demon, a djinn, and a number of spirits, while a wide variety of common dungeon-dwelling creatures, from animated skeletons and gelatinous cubes to rust monsters and myconids, survived in the underground complex that provides access to the tower.

The tower and the adventures based on it come from Goodman Games' Dungeon Crawl Classics #3: The Mysterious Tower, and was purchased through Paizo.com. It's a great setting for adventurers early in their careers, and a lot of fun!
Sarvoda

The subcontinent of Saravoda is a blasted and frightening place. There are signs that it was home to a sprawling civilization several millennia ago, but there are no humanoids that live there now. Tumbled-down ruins of a long-dead cities dot the subcontinent’s interior, and even after thousands of years there still remains shattered armor and equipment strewn across the landscape.

## Ruins

While there are no cities or towns, the continent does have many ruin sites. Most of the ruins date back several thousand years, and it is a testament to the skill of their original construction that any of them still stand. It is also a testament to the overwhelming sense of foreboding that encompasses the subcontinent that treasure hunters and adventurers have stayed away from these ruins, no matter what glittering treasures may beckon from within.

The few explorers who have returned from Sarvoda have reported that very little grows on the subcontinent besides mold, lichen and giant fungi. The ruins themselves are said to show signs of shockingly potent magical power being wielded there: stone cut by fire, melted pools of bronze and steel, the earth shattered and twisted unnaturally.

## Intelligent Life

Most of the subcontinent is inhabited by ferocious animals, magical beasts and aberrations, though some areas have intelligent (and organized) inhabitants as well. Examples include:

* Dragons, particularly black and green dragons
* Ghosts and intelligent undead
* Unseelie fey
* Hags

## Islands

Sarvoda is surrounded by a number of islands, particularly along the southeastern peninsula. These islands range in size from a kilometer or two across on up to several hundred kilometers wide.

Listed by size, from smallest to largest:

* Saanjh
* Lelajahaja
* Upaya
* Kadavasptha
* Hayupa
* Visak
* Atmarak
* Fatatalvaar
Temple of Takshaka

The Temple of Takshaka is located in the southern third of the abandoned naga city of Vaalki Tanni. It is a huge stone temple built in the shape of a ziggurat. Instead of stairs, it has a series of switchback ramps that lead to the top of the imposing temple.

The interior of the temple is accessed through a sliding stone door at the top tier of the structure. This door was locked until a key, recovered by Blenda Solögon, was inserted into a recessed hemisphere in the center of the door.

The temple was entered for the first time in over 6,000 years by a group of adventuring elves and humans from the surface.

The temple features intricate mosaic tile work, hundreds and hundreds of well-preserved stone tablets and a number of inactive automatons that resemble minotaurs.
Gnome Pantheon

## Les Guides Primaires (‘the primal guides’ - primarily gnomish)

**La Jardinier** - *The Gardner, the Merry Smith, the Radiant Midwife*. The gnomish font of creation and inspiration is also associated with purity and goodness. She can influence selfishness or selflessness equally, but always encourages growth. She is heavily associated with community, fertility and invention. She fiercely opposes undeath and decay. Her domains are Forge, Life, Light, and Nature.

**Le Marchand** - *The Merchant, the Scribe, the Explorer*. The keeper of knowledge and overseer of fair dealing and balance, the Scribe oversees balance in all things. Tradition is important to him, and he records all that has been and attempts to predict all that will be. He sees the value in taking things apart to learn how they work, as well as the tragedy in destroying unique beauty. His domains are Forge, Knowledge, Protection, and War.

**La Tueur** - *The Slayer, the Hungry Jaws, the Tyrant.* The gnomish source of evil, cruelty and bloodthirsty destruction. The Slayer tests all the universe in her unfeeling fires - that which survives is kept and used, that which does not is cast aside. Slavery and wanton destruction are its hallmarks. Le Tueur is rarely worshipped, and only spoken of in whispers by gnomes. Those gnomes who do venerate her are anathema to general gnomish society, and are usually marked with a brand of exile. The Slayer’s domains are: Death, Grave, Trickery, and War
2017 10 04 Game Notes

Back to Previous Session - September 27, 2017

## Campaign Notes From Game on October 4, 2017

After surviving their encounter with the green slaad, the group decided to push hard toward their entry point to the Underdark. The rest of the night passed uneventfully, and the group tried to get as much sleep as they could before morning.

After breakfast, the group made haste to cover as much distance as possible toward their destination, and now the denizens of Sarvoda were not so shy.

### One Eyed Weirdoes and Worse

They first encountered a group of bizarre, one-eyed creatures that were chasing them across the dark sand. Nervous about what these beasts could do, the adventurers struck first! After a short fight, only Mirja was injured, several of the creatures were fleeing, and the rest were dead.

As the last of the cyclopean weirdoes fled, the adventurers realized that the creatures had been fleeing a hunting party of what looked like Umber Hulks. Not willing to chance an encounter with the dangerous beasts, the party made the most of Mirja's Pass Without Trace spell and evaded the Umber Hulks.

### Black Sands and Lurking Evil

Around noon, they passed through an area of black sand that sent everyone's hackles up. Something extremely evil lay beneath the sand. Luckily, the day's full sun seemed to keep whatever it was at bay, and the group hastily cleared out of the dangerous area.

### Bone Nagas

Finally, in the mid afternoon, the adventurers emerged out of the desert into a rocky plain that lay before the foothills to the northern mountains. Here they came across three naga skeletons which quickly reveled themselves to be undead of some sort. The bone nagas tried to cast spells on the group, but were denied by the Dave's superior magical prowess, and were destroyed after a short battle.

It's now late afternoon on the second day, and you have another day and a half of travel ahead of you before you can get to the relative safety of the mountain's cave system.

On to the next session - Game on October 18, 2017
Religion

Religion is the foundation of most of Daera’s cultures.

There are many clerics and priests who claim to wield the power of the divine, and indeed, there are extraplanar creatures such as angels and devils which hint at the power of godlike beings from beyond the mortal planes. While that may be, magic does not originate from these beings, and they certainly are not omniscient, omnipotent, or omnipresent. If there is such an omniscient, omnipotent power that influences Daera and her inhabitants, it does not intercede in detectable ways.

There are numerous religions across the planet. Some are shared across a region or empire, some are particular to certain races or cults.

Dwarf Pantheon - Väg Förfäder

Elf Pantheon - Valpas Valtuudet

Goblin Pantheon - Die Erhabenen

Gnome Pantheon - Les Guides Primaires

Hobbit Faith - Los Eje Celestes

Orc Pantheon - Ko Te Mana Parakore

Many other faith paths exist, such as the primarily shamanic Orc traditions, Giant and Dragon ancestor worship, and the Fey celebration of existence and entropy.
Native Species

### Flora

The land masses of Daera are  dominated by vegetation, particularly between the tropics. Trees reign over much of the land, except in areas where the trees have been harvested or cleared away by one of the sentient races. The oceans are filled with plant life, mostly variants of algae and kelp.  Most of the plants of Daera are mundane, with only a few species that would be considered exotic by visitors from Earth.  These tend to be plants with some sort of locomotion and carnivorous diet. Others are plants that have evolved (or were designed) to use ambient magical energy to create supernatural effects.

### Fauna

There is tremendous variety in the creatures of Daera, from winged horses to 10-foot-tall cubes of cavern-crawling jelly and all manner of things in between. The exotic animals are rare, leaving plenty of room for deer, rabbits, fish and cows.

### Sentients

Due to epic wizardry, divine influence or perhaps cosmic radiation, Daera is absolutely lousy with sentient creatures. Some are humanoid bipeds, many are far stranger. Few get along.

The most common sentient races are goblins, orcs, hobgoblins, dwarves, elves, kobolds, hobbits (halflings), giants, gnolls, gnomes and faeries. The most formidable are dragons, giants and elementals, and extra-planar visitors such as certain angels and devils. Most of the races have broad variation within their type - there are dozens of distinct subclasses of fey, and diverse racial groups of elves, dwarves and giants that not only recognize themselves as distinct but may attack one another on sight. There are no known human inhabitants of Daera. (Though strange things can happen.)

Within the sentient species are many cultures. Most sentient races have their own culture, but some join together across racial group by nationality or common goals.
Antarctic Polar Region

The Antarctic Polar Region is the small chunk of ice-locked land that extends from the southern tip of Waritu and covers the South Pole.

### Climate

The Antarctic Polar Region is extremely cold, almost never warmer than several degrees below freezing, and is constantly battered by powerful winds and ice storms.

### Terrain

The region is a similar to a vast white desert. Powdery snow blows everywhere, gets into everything and constantly gathers into rapidly shifting dunes that tower up to 20 meters high. The shifting snow covers ancient glaciers which have been scoured smooth in the central polar region. The glacial coating is in a in a constant state of buckling and growth in the mid-continental band (about 400 km straddling the 74th parallel), and then slopes gently downward and becomes remarkably smooth again in the near-coast areas and across the region's vast ice shelves.

Under this layer of between one and five kilometers of ice lies the actual land, technically part of Waritu. The land itself covers much less area than the ice atop it. The ice shelves extend up to 150 km from the edges of the actual land, and abut the ocean floor near the continental ridge.

### Life

Not much lives in the Antarctic Polar Region. Along the coast, seals, penguins, arctic drakes and the like compete for resources across the food chain. Further inland, however, very little survives for long. The extreme temperatures and profound lack of any resources beyond ice, sunlight and hellish wind are enough to discourage even the most self-destructive beings.

#### Coastal and Near-Coastal Life

##### Plants

* Arctic fungi (various)
* Kelp (various)
* Flowering Rush
* Lichen (various)
* Long-blade lace grass
* Moss (various)
* Snowflower
* Seaweed

##### Animals

* Bears (polar)
* Deer (Dwarf arctic)
* Crabs (various)
* Fish (various)
* Insects (various)
* Octopi (various)
* Penguins (various)
* Porpoises (various)
* Rats (various)
* Sea Birds (various)
* Seals (various)
* Sea Serpents
* Squids (various)
* Turtles (various)
* Whales (various)

##### Sentient creatures

* Beast Spirits
* Brine Dragons
* Cloud Giants
* Frost Giants
* Ice Drakes
* Ice Dragons
* Ice Spirits
* Ice Trolls
* Orcs
* Remorhaz
* Sea Drakes
* Sea Spirits
* Storm Giants
* Wind Spirits
* Yeti

#### Inland and Polar Life

##### Sentient Creatures

* Ice Spirits
* Wind Spirits

### History

To be updated

Written evidence suggest that The Last Bell, one of a group of artifacts tied to an ancient demigod, Kela, was lost somewhere near the South Pole.
Dragon Stones

Plural form is stavastenar: sta-Vah-steen-arr

### Biology

Known as *Pontes Ex Animo* (the bridges of intention) to dragons and the elven scholars who study them, dragon stones were first recorded among the younger races by dwarven wyrm hunters who gave them the name, *stavasten (magic stone)*. As much a part of the dragon as its heart or lungs, stavastenar are organically grown minerals that occur naturally in brains of true dragons.

Typically, a true dragon has one stavasten nestled in the longitudinal fissure beneath the temporal lobe and abutting the pons, though there are reported cases of dragons with multiple stavastenar. In the case of multiple dragon stones in the same dragon, the stones typically very closely resemble one another. Two are rare, three are incredibly rare, and there is only one recorded case of four stavastenar being discovered in the same dragon.

#### Purpose

Most scholars agree that the stavasten allows the dragon to harness and channel ambient magical energy, tapping into geomantic flows and rhythms and repurposing that energy to fuel the dragon's spells and allow the dragon to perform feats such as semi-magical flight, natural spell casting and spirit sight.

### Appearance

In young dragons, the dragon stones are quite small - a hatchling's dragon stone is typically no larger than a poppy seed. As the dragon matures and grows, so grows the stavasten. A typical adult dragon has a stavasten the size and shape of an eagle's egg.

Most stavastenar are egg shaped, ranging in size from less than a millimeter across in hatchlings to over 12 centimeters across in ancient dragons.

Typically colorful and speckled or veined, the pattern and color of a dragon stone is unique to the dragon it grew in. Chromatic dragons (green, red, blue) and metallic dragons (brass, silver, bronze) typically have their outer scale coloration reflected to some extent in the stavasten.

The surface of a stavasten is smooth and shiny like highly polished marble, and there are no apparent organic connections or junctures.

### Postmortem Uses

Dragon stones make potent spell reagents, and are in high demand among mortal spellcasters as primary components in talismans, staves and other wondrous items.

Members of the Arcanum at the Academy of Rauni in Jumala have developed a way to use stavanstenar in the creation of airships. This magical technology is in its infancy, and is currently unknown outside Kotime.

Dragons typically take offense to the use of Pontes Ex Animo in what they consider the vulgar magic and talismans of the younger races.

Many dragons will go out of their way to recover stavastenar that have fallen into the hands non-dragonic mortals, preferring to either consume them after a short ritual or keep them as trophies or mementos.
Bestial Memorial Pagoda

The Bestial Memorial Pagoda is located in King of the Ten Thousand Beasts' Holy Town. There's an entrance in every town. It enables inhabitants of the city to fight against one another anonymously in order to help them increase their strength.

## Notable Battles

 Lin Feng

\* While Lin Feng won, the poison that he was covered in caused his death.
Tsis Mekhsiereba

## Tsis Mekhsiereba - Seat of Drow Power on Sarvoda

Tsis Mekhsiereba was first founded over 6,000 years ago in cooperation with sponsors from the Serpent Hegemony. It is situated about a half mile above the now-lost naga city of Vaalki Tanni, in the upper layers of the deep Underdark beneath Sarvoda.

It is the parent city to Vetrenayykoron, a thriving drow town in the middle Underdark.

Tsis Meksiereba is an ancient city, but it has been on the wane for over a thousand years. Once badly overcrowded, the city now feels fairly spacious. Once-common political intrigue and outright battles have become rare spectacles, as houses have long since consolidated their power and fortified their own pieces of the deep city.

The city is technically a theocracy, though the matron mothers of the great houses hold most of the power and decision making.

Ruler:

High Priestess of Lolth, Lyudmila Leonidaya

Chief Antagonist:

High Priestess of Ghaunadaur, Zinadia Kuznetsova

Noble Houses in order of prestige:

1. Leonidaya
	* The Leonidaya family controls most important events of the city, and their daughters hold places of prestige in the priesthood and hall of the arcane
	* Chernoye Zhelezo, the Leonidaya stronghold, sits atop a major adamantine vein, and a fresh waterfall flows into their holding
2. Maximavna
3. Afanasievya
4. Kuznetsova
5. Pastirnakya
6. Zima
7. Chaykovskya
8. Yegorovna
9. Ilyinishna
10. Andreevna
11. Shalyapinova
12. Globaya
13. Kozyrevana
14. Zhutovaya
15. Naskova
16. Lipinaya
2018 03 14 Game Notes

Back to previous session

## March 14, 2018 Campaign Notes

Given Paul’s sighting of the drow patrol, the group discussed their options while laying low in the Stink Hut.

* A few different options were bandied about, including:

Fast talking the drow patrol into thinking they were high-falutin’ explorers who wanted to meet with the drow aristocracy

* Conjuring elementals to take them on an alternate route to the naga city ruins
* Hiring/coercing a local gnome/duregar/drow to take them on an alternate route to the naga city ruins
* Finding cities of other creatures in the underdark and enlisting their aid against the drow.
* Transporting everyone through a combination of the Stink Hat and Paul’s shadow walking power.

### Fast Travel

They settle on the last option. Reluctantly, Maggey, Darius and Mirjah pile into the Stink Hat, then Paul pulls Dave into the Shadow Realm.

For an hour, they haul ass through the shadow plane, swiftly bypassing the drow patrol they previously encountered.

In the back end of the tunnel they set up a rest camp in, there was a foul smell coming through a narrow (1.5’) passageway in the back of the tunnel. It was an otyugh, hanging out in a refuse pile of some sort. The otyguh wanted food. Dan came back out and Paul summoned a small elemental to plug the hole.

### Dark Elf Mindslaver Encounter

A dark elf woman, escorted by a pair of horrible looking elf/demon spawn and a quartet of elf rangers comes through their area. The team from the surface hits them hard and fast.

After a lightning strike and flame strike, the drageloth escort is running away with the unconscious drow woman. Dave finally hammers her to death with a magic missile spell from 200 feet away.

* Once the drow dies, the last Draegloth’s collar breaks. It howls and charges back.
* Dave waits until the thing is in range and polymorphs it into a SLOTH.
* Paul stabs the demon-sloth to death, with gusto.
* Maggey obliterates the archer.
* 2 of the drow are unconscious.
* Maggey loots the corpse.
* The crew throw the dead drow and demons to the otyugh.

### Interrogation

They interrogate the last surviving drow, and don’t get a ton of useful information.

The drow group were from Vetreneyykoron

The mindslaver was the daughter of a minor noble house, named Klavdia Yegorovna

Paul uses Shadow Demons and Dave uses terrifying illusions of all manner of dangerous creatures on Dave and Pauls’ faces.

The thing that terrifies this particular drow most is the faces of powerful naga. The images finally settle on naga after a while.

And then they send the drow off to Vetreneyykoron to tell them to leave the travelers alone, they send the scared shitless drow back with the dagger that belonged to Klavdia.

### Loot:

* 2 short swords
* 2 daggers
* 2 shields
* 2 suits of studded leather armor

Continue to the next session
Wyverns

Wyverns are large, winged, reptilian creatures of animal intelligence that most scholars suspect are distantly related to dragons. Dragons typically claim that wyverns are simply an embarrassing example of convergent evolution.

Wyverns are generally ill-tempered and opportunistic, but can be trained as mounts by the extremely brave or foolhardy. Certain tribes of orcs are known to raise Wyverns from stolen eggs and hope for the best.

### Physical Traits

Wyverns slightly resemble feathered serpents in that they have two pairs of limbs - agile rear legs, and wide, sweeping wings. They are considerably smaller than an adult feathered serpent, and have smooth, bat-like wings rather than feathers.

They are omnivores with a particular hunger for magical beings. Certain tribes of giants use them to hunt for barghests and other nuisance magical predators.

Adult wyverns typically have wingspans of up to 15 meters and are covered in thick scales. Their coloration typically matches the area they were hatched in.

### Varieties

Various subtypes of wyverns are known in various parts of the world.

* Ice Wyverns - Ice wyverns are immune to cold and typically pursue magical beasts and spirits.
* Lava Wyverns - these are trouble - highly fire resistant, and inject a particularly virulent venom.
* Sand Wyverns - these creatures typically burrow under sand dunes, sleeping through the heat of the day.

### System

#### Combat

Wyverns are aggressive until seriously injured. They typically flee if they take more than 4 boxes of physical or 6 boxes of stun damage. Wyverns used as mounts will attempt to resist their riders if they are injured to this point, and riders must make a Reaction+Riding check vs the Wyvern's Willpower (minimum 2) to get it under control.
Zyklon Protektorat

The Zyklon Protektorat is the second-largest country on the supercontinent of Hauner, but has the most powerful and active military.

### Territory

The Zyklon Protektorat occupies southeastern Ostenhauner and the coastal islands

### Population

With only few exceptions, Hobgoblins are the only true citizens of the Zyklon Protektorat. There are many more secondary citizens, called freemen, such as bugbears, giants, goblins, naga, and ogres. By far, the overwhelming population of the Protektorat is made up of slaves, and this unfortunate group is amazingly diverse.

The 5 million individuals living in the Zykon Protektorat are broken down as follows:

#### Citizens (700,000)

* Hobgoblins 99.2%
* Others 0.8% (includes 900 dragons, mostly adult and younger)

#### Freemen (1,500,000)

* Bugbears 12 %
* Giants 8%
* Goblins 68%
* Naga 3%
* Ogres 6%
* Other 3%

#### Slaves (2,800,000)

* Bugbears
* Elves
* Giants
* Gnolls
* Gnomes
* Hobbits
* Hobgoblins
* Kobolds
* Lizardfolk
* Ogres
* Orcs

### Military

The military takes the fore in all aspects of life within the Zyklon Protektorat. All citizens (hobgoblins) serve in the military from adolescence until their 16th year. Roughly half continue their service in some form. Veterans with 15 or more years of service are common, and are treated as lesser nobility by the rest of society. Military officers are accorded the same respect given bishops and archbishops in highly religious societies.

Freemen are encouraged to serve for at least five years, and it is only through exemplary military service that a freeman could be made a full citizen.

Slaves are typically uses as battle fodder and brute labor. Hobgoblin war leaders recognize that enslaved troops make poor warriors, but value saves for tiring out foes, creating distractions and for taking on tasks inappropriate for trained soldiers.
Kokoru O Wero

## Town of Kokoru o Wero (Bay of Spears)

Kokoru o Wero is a large (by orcish standards) village on the central-west coast of Waritu. It is just a few day's walk from the Tower of Helmark, the tower and refuge of a long-dead elven wizard. Fishing and farming are the primary businesses of the village, though there is a family that has recently figured out how to make a surprisingly good beer and has begun to export it.

 Population
 GP Limit
 Wealth
 Full Time Guards
 Conscriptable

### Notable Citizens:

Kanohi’Wehke - A complete dick. He is the war leader of the village and is built with muscles on muscles on overt misanthropy.

Captain Kanawa - captain of a fishing/merchant ship, friendly and honorable

Mash’tun - a talented scout and son of the local brewmaster
Dwarf Pantheon

## Väg Förfäder (‘the path of ancestors’- primarily dwarven and reincarnationist)

**Jafnhar** - *The Father:* lord of fires and metal, judge of battles, holder of pacts and runes. Jafnhar and his wife, Välsi are thought to be the progenitors of all dwarves, and it is they who receive the souls of the virtuous dead in their golden hall. Jafnhar is fatherly, and loves to teach. He revels in fighting and song, and in the creation of strong and clever things, like dwarves. Jafnhar rewards persistence, endurance and valor above all else. His domains are Ancestor, Artifice, Community, Fire, Law, Metal, Rune, Strength and War.

**Välsi** - *The Mother:* lady of the earth and water, teacher and healer, righteous defender. Välsi honors families above all, and extends her blessing to those who defend their kin. She urges wisdom in all things, and encourages cleverness in her warriors so as to reduce unnecessary bloodshed. Her domains are Ancestors, Earth, Family, Healing, Knowledge, Loyalty, Nobility, Protection and Water.

**Nidd** - *The Dragon:* corrupter and defiler. Nidd is the terror in the darkness, the penalty of greed and the dark fate of the too-curious. It is a force of destruction, entropy and horror. It is said that Nidd causes dwarves to fall from the path of ancestors so that it may harvest their souls and steal them away from the cycle of reincarnation. Most dwarves can never be in too much of a hurry to slay a cultist of Nidd. Nidd’s domains are Darkness, Destruction, Dragon, Entropy, Evil, Madness, Trickery, Void and War.

**Våra Fränder** - *Our Kin:* the honored ancestors whose deeds have laid the path for the men and women of today. Most dwarven families have a patron ancestor who they particularly venerate, and the church of the Väg Förfäder maintains extensive genealogy lists and histories. While no particular ancestor is venerated at the same level of the three primary gods (even despicable Nidd stands high above any ancestor in status) it is not uncommon for a dwarf to pray to his favorite ancestor in times of need. Ancestor spirits are seen as much more interventionist than the three primary deities, and provide inspiration toward a state of honor that most dwarves wish to achieve. Any given Våra Fränder will have no more than three domains, and very few govern domains that overlap with any of Nidd’s. A dwarven priest will almost always call upon Jafnhar or Välsi first in their prayers, and then possibly one of the fränder as well.
Reikol Island

Reikol island is part of an island chain to the southeast of Ostenhauner, formed by a mountain spire rose from the sea millennia ago. Curiously, the island was not created by volcanism, and standard plate-tectonics would be hard-pressed to create such an isolated spike so far from any undersea mountain range. From shoreline to shoreline, the island measures about fifteen kilometers across, and the spire of Mount Reikol extends about 1200 meters above the sea.

The island is rocky and largely covered in tough, deep-rooted plants that resist the high winds and heavy storms that frequently ravage the area. There are sheep-like creatures on the island, along with a number of birds, lizards and hardy fruit trees. The weather is oppressive, with lots of fog and rain. The island's climate is on the chilly side of temperate.  The goblins who live there are generally miserable and grouchy, though their crops are bountiful and hearty.

There is more going on within the island than meets the eye, however. In addition to the extremely humble goblin town, Bromach, Reikol Island hides an abandoned mine complex, the sunken Tower of Kela, and the trapped spirit of Kela herself.
Han Xue Tian

**Han Xue Tian** is a character of Peerless Martial God.

Notably he held the position of patriarch of the Ice and Snow Village.

## History

When Duan Tian Lang allied the martial forces of Xue Yue in order to march on the Yun Hai Sect, Han Xue Tian was part of the collective and thus helped oversee the destruction of the Yun Hai Sect.
Calendar

Many cultures around the world have created their own calendar systems, and most base their months on the orbit of the world's largest moon, Rama.

## Elven Calendar

The Elven Calendar, also known as the Otermai Calendar, after the elvish queen who set it in place over 3200 years ago, begins its year with the first full moon of Rama. The year has 360 days, neatly divided into 12 months for each of Rama's orbits around the world. Each week has 6 days and there are 5 weeks in a month.

### Days of the week

Each day of the week is named for the primary elvish gods:

* 1st day: Uktai, named for Ukko
* 2nd day: Rauntai, named for Rauni
* 3rd day: Kuutai, named for Kuu
* 4th day: Ahtai, named for Ahto
* 5th day: Kyllitai, named for Kyllikki
* 6th day: Lautai, named for Laufi

Uktai and Rauntai are typical days where elves refrain from much work, and most non-essential businesses are closed. Lautai is a frequent holiday as well, with at least one major holiday falling on the sixth day of the week every month.

### Months of the Year

The Otermai Calendar begins on the vernal equinox, starting with the month of Versokuu

The months are:

### Current Year

It's currently the year 3252 by elvish reckoning.
Grand Temple of Ukko

Tavoittelevat Taivasta (**tav**-oy-tele-**vat** tie-**vas**-ta), the grand temple of Ukko, is situated on the southeastern shore of Lake Rautavesi. It is about a day's ride from Jumala, the capital city of Elvendom.

Ukko is the chief god of the elven pantheon.

The temple is tended by 15 priests, about 30 acolytes, and 50 dedicated parishioners. There is a permanent guard of 24 warriors who patrol in and around the temple.

Tontu Haltija is the highest ranking priest of Ukko, with about 50 years more experience in the clergy than the next highest ranking priest. He kind of like the elf pope.
The Jade Mask

## The Jade Mask of Mastoran Kirdi

### Appearance

The mask itself is formed out of pure green jade and is apparently indestructible. It is carved to look like an elf's face made out of leaves, vines, berries and bears very ancient elven runes and sigils. The top edge of the mask is carved to look like a set of elk antlers that wrap around the wearer's head like a crown.

The mask's effects always manifest with a brilliant, beautiful green energy signature.

### History

The Jade Mask is a priceless artifact, holy to the church of Taipo, and created over 1,500 years before the Curse of the Decline. It was lost 900 years ago on the continent of Waritu, when its bearer was slain by a coven of hags and their foul servants.

Recently, the mask was recovered by the hero, Lazer of House Vaarasta, and returned to the church of Taipo in Jumala.

### Battle Aura

Upon wearing the mask, the wielder faintly glows with green energy and becomes notably more effective with all melee attacks against supernatural and unnatural creatures. (This never includes true fey or uncorrupted elementals.) The wearer can also gather his energy to make a channeled attack that inflicts enormous to supernatural and unnatural creatures. This channeled attack may only be used a few times each day.

### Attunement

To gain the full abilities of the mask, the bearer must wear the mask for one full day and night. During this time, the mask and bearer enter a mental contest to see who is in control of who.

Once attuned the wearer gains the following, while wearing the mask:

The ability to commune with nature (as the spell) 3/day

Fast Healing (as regeneration) when in natural, unworked environments.

Additional persuasiveness in all social interactions with fey, elementals and elves.

Improved stealth and alertness when in natural, unworked environments.
Session 7

Back to previous session - Session 6

The group spent a couple days on the surface, hunted a boar, fought a whole bunch of bugs, collapsed the barracks, finished off the ghost of Glorian, found some sweet loot, and beat up the owl bears.

It was all pretty exciting, and I forgot to take good notes.

Continue to Session 8
Фовар

Форд Повар, или Повар Стэнфорда, или, просто, ФОООООВАР!!!!!

## Фовар

Профессия: Помощник Повара

Дата рождения: Дата рождения вселенной

Дата смерти: Дата смерти мира

Образование: Школа вселенной

Вероисповедование: Верит в себя(уверенный в себе)

Рост: Огромный

Вес: Большой

Семья: Повар(учитель).

Пол: Мужской

Избранная цитата: Надо учится, как я.