recursal/Fanatic-Fandom huggingface dataset:
Elleth Salte

Parish priestess of the Temple of the Border Wall in Niska. She took in a helpless old man from the Harllud Barrows and tried to help him but he ran off and she enlisted the aid of some adventurers to find the man. They found only death instead. Besides her normal work in the temple, she has also taken to studying herbology so that she may create potions for the poor adventurers who explore the Marches.
Jennifer

An older woman currently living in Whiteridge. Over the course of her life, she's had many children and has been lucky enough not to have had to suffer a miscarriage; after hearing the teachings of Janet, she jumped at the chance to become a Womb of the Wounded Wretch. Though she may be old, she wants to carry the child she has been blessed with and do right by it.
Niska

Niska is a moderately-sized town at the western edge of the Kingdom of Loriene in a region known by many folk as the West Marches. The town rests on the southern edge of the Emond Plain and is the main hub for a few small suburban communities, mostly based around agriculture. It is home to between three thousand and four thousand souls, making it the biggest inhabited center in the surrounding lands.

Niska's extreme remoteness has contributed to its reputation as an underdeveloped backwater, attracting an assortment of misfits and outcasts from all over the kingdom and beyond. The untamed wilderness around the town is the stuff of many a legend, promising adventure and untold riches alike. Her majesty and the council prefer not to speak much of Niska, although reports indicate the town is, for all intents and purposes, relatively safe as long as one does not venture beyond its walls.
Karrthus

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**Karrthus** is a character played by

Chris.

## Background

Born to a prominent Raksan Dragonborn tribe, Karrthus became a warrior at ten when he took up a sword to aid in fending off a rival clan's raiding party. This shaped the remaining few years of his childhood, distancing him from his brood-mates. Therefore, when of age, he became a proper warrior of his clan, serving as a stalwart defender of the tribe for most of his life thus far. Karrthus found fulfillment in this life, and even married a fellow guardsman in an uncharacteristically-elaborate afffair. The following celebration yielded him and his wife a daughter, who is "about ten." In his late twenties, Karrthus grew restless, desiring to get out, to see *more*, to face stronger opponents and carve his name into the annals of history. So, after fighting the issue out with his wife (she won, but relented), he left his clan and family life behind to venture to Niska, that he might seek glory in charting the untamed wilds.

## Notable Feats and Kills

* Survived two notable brushes with death, early in his adventuring career.

* Is strong enough to take a man's head off his shoulders with a maul, a feat he is fond of demonstrating.
* Assisted in a revolution, leaving thousands of Dwarves dead
Library

* ~~Spend 15gp to gain a Nimbleness die (d4). You can spend this die at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.~~

### ~~Level 2 (150gp) — Purchased~~

~~Spend a downtime action to gain one of the following benefits:~~

* ~~Gain a free Study die (d4). You can spend this die at any time in the next adventure on any Intelligence or Wisdom check, saving throw, or skill use.~~
* ~~Spend 15gp to gain 2 Study dice (d4). You can spend these dice at any time in the next adventure on any Intelligence or Wisdom check, saving throw, or skill use.~~

### **Level 3 (500gp) — Purchased**

**Spend a downtime action to gain one of the following benefits:**

* **Gain a free Study dice (d6). You can spend these dice at any time in the next adventure on any Intelligence or Wisdom check, saving throw, or skill use.**

* **Spend 15gp to gain 2 Study dice (d6). You can spend these dice at any time in the next adventure on any Intelligence or Wisdom check, saving throw, or skill use.**

**Gain the following benefit by spending gold:**

* **Tier 1 Wizard Hirelings. Spend 50gp to gain additional help on your next adventure. You gain a Wizard ally whose level equals the total average of the party’s rounded down.**
	+ **Level 1 Wizard if Total Party Level = 4-7**
	+ **Level 2 Wizard if Total Party Level = 8-11**
	+ **Level 3 Wizard if Total Party Level = 12-15**
	+ **Level 4 Wizard if Total Party Level = 16-19**

### Level 4 (2,500gp)

Spend a downtime action to gain one of the following benefits:

* Gain a free Study dice (d8). You can spend these dice at any time in the next adventure on any Intelligence or Wisdom check, saving throw, or skill use.

* Spend 15gp to gain 2 Study dice (d8). You can spend these dice at any time in the next adventure on any Intelligence or Wisdom check, saving throw, or skill use.

Gain the following benefit by spending gold:

* Tier 1 Wizard Hirelings. Spend 50gp to gain additional help on your next adventure. You gain a Wizard ally whose level equals the total average of the party’s rounded down.
	+ Level 1 Wizard if Total Party Level = 4-7
	+ Level 2 Wizard if Total Party Level = 8-11
	+ Level 3 Wizard if Total Party Level = 12-15
	+ Level 4 Wizard if Total Party Level = 16-19

* Tier 2 Wizard Hirelings. Spend 250gp to gain additional help on your next adventure. You gain a Wizard ally whose level equals the total average of the party’s rounded down.
	+ Level 5 Wizard if Total Party Level = 20-23
	+ Level 6 Wizard if Total Party Level = 24-27
	+ Level 7 Wizard if Total Party Level = 28-31
	+ Level 8 Wizard if Total Party Level = 32-35
	+ Level 9 Wizard if Total Party Level = 36-39
	+ Level 10 Wizard if Total Party Level = 40-43
Saffie Dargen

A resident of Tranmere. Murdered his brother, Ander, in cold blood and stole his gold. Some adventurers stole his gold back in return for not saying anything about the murder. The Shapeshifter returned in the guise of his brother and ruined all his plans. Has a wife named Brey, though she is unaware of his vile deeds.
The Rules

The West Marches is a "common oneshot setting" – many diverse groups can play sessions in the same shared world.

* You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn't appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don't by any means need to take them. The adventure is in your hands.

**The Rest:**

* Players can suggest or join sessions on an at-will basis. There is no assumed *set party* – characters can and should adventure in many different groups.
* Players schedule sessions with each other via the Facebook group page. The DM will NOT take the initiative; if players want to play, it's their responsibility to make it happen.
* Players can make as many characters as they want (though I assume most people will want to stick with one), but characters can't transfer gold or items between characters.
* Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
* Players who are new to D&D or tabletop RPG's must start out with level 1 characters in order to learn the mechanics of the game. All other characters may start at the level indicated by the **Monument of Heroes** town upgrade. Characters keep whatever gold, items, and XP they earn from session to session.
* Every character starts each session in Niska. If characters have not returned home by the end of the session, they automatically return after play has ended.
* The world of the West Marches persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session.
* The town of Niska is, for whatever reason, safe. Adventure is found beyond civilization's edge. Characters can rest here between sessions and come to no harm. Likewise, there is nothing of interest for you back in the Kingdom of Loriene. Adventure is found in the wilds beyond.
* After each session, it's highly encouraged that at least one player add relevant information to the wiki. There are a lot of players, and they won't know what's going on unless you inform them.
The West Marches Wiki

Welcome to the wiki for the Columbus area West Marches campaign!

Inspired by the RollPlay series of the same name. If you're participating in the campaign, DO NOT look it up as I shamelessly steal from it, and I wouldn't want things to be spoiled.

Ruleset: Dungeons and Dragons 5th Edition

## **THE GAME**

### Player Orientation

Head here for rules and basic information concerning the game.

### Sybel's Tavern

Every session begins in Sybel's. Her tavern is a beacon for the adventuring sort, and it's here that local adventurers coordinate forays into the Marches. Here you can find session summaries as well as the Memorial Wall.

### Hanging Threads

A list of all the interesting things that have yet to be fully explored!

### Town Upgrades

1. Spend money upgrading the town!
2. ???
3. Profit!?!!

## **THE PLAYERS**

### Characters

A list of all characters, both active and not.

### Achievements

Some accomplishments are just worth writing down.

### Wild Tales

Fanciful tales that have been traded too long and whose truth cannot be rightly ascertained. The official hub for rumors, both DM-sanctioned and not.

## **THE WORLD**

### Regions of the Marches

Various regions of the Marches. Some of them well-known; none of them well-traveled.
Senarch of Tolban

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**Senarch of Tolban** is a character played by Cooper.

## Background

Senarch of Tolban was born the scion of the house of Tolban from a nearby country, Talleane. His family were largely wizards and sorcerors, arcanists of all stripes. He grew up a life of relative luxury, learning bits and pieces of all types of arcane lore until he was sent to the Boreax Academy. At Boreax, he was disciplined and punished for all sorts of pranks and mischeviousness. This did nothing, of course, except make him despise authority and those who thought themselves above him.

This hatred of those who thought they were better than him, plus a natural curiousity, drove him into a ruthless pursuit of knowledge. After taking all the classes he could, and graduating as a full Academy Arcanist by age 17, Senarch returned home, expecting to fit in with the family better, but found that he despised their attitudes and actions even more.

Chafing at his family's strangling atmosphere, he left home in the guise of traveling to find arcane lore. Spending a few years simply bumming around, spending most of his gold, his curious itch finally got to him. Hitching on a wagon train out west, he began exploring ruins and finding ancient mysteries. During one of these expeditions, he encountered a strange, ethereal being that told him if he continued to seek knowledge, and found the answer to a certain question, he could become very, very powerful. Powerful enough, perhaps, to wrest the family fortune away from his idiot brothers and sisters.

## Notable Feats and Kills

* The Acidic Owlbear at the Ooze Tower
* The Void Ghoul at the Harllud Barrows
* The Pond Witch at the Corrupted Pond
* The Giant Cockatrice & the Cockatrice Knight
* The Banshee at the Magocracy Academy
Bharash Alreja

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**Bharash Alreja** was a character played by Daniel, but he was transformed into Lycan.

## Background

Bharash was raised in a small tribe within the Raksan desert. As a 2-year youngling his tribe was slaughtered in their sleep by a marauding band of Orcs. As the youngest among the tribe Bharash was taken as a trophy/pet. While the Orcs were resting in the mountains one night, a Ranger snuck into the camp and whisked him away without drawing any attention. As this ranger raised him, Bharash realized she was Belvayla, an exile from his destroyed tribe. When Bharash had reached a mature age she disappeared without a word. After this disappearance, Bharash made the decision to go out among the other races in order to immortalize his entire tribe as well as his mentor and savior, and in the process possibly find information on the Orc band that had done him wrong.
Bank

### ~~Level 2 (150gp) — Purchased~~

~~A trustworthy ally is recruited to manage the adventurer's gold supply. Gain the following benefit:~~

* ~~Adventurers may contribute money to a central fund that can be allocated to build Town Upgrades. Any gold contributions are rewarded with an equal amount in XP.~~
* ~~500gp storage capacity~~

### **Level 3 (500gp) — Purchased**

**The bank's capacity is expanded. Gain the following benefit:**

* **Adventurers may contribute money to a central fund that can be allocated to build Town Upgrades. Any gold contributions are rewarded with 1.5 times the amount in XP.**
* **2,500gp storage capacity**

### Level 4 (2,500gp)

The bank's capacity is expanded. Gain the following benefit:

* Adventurers may contribute money to a central fund that can be allocated to build Town Upgrades. Any gold contributions are rewarded with twice the amount in XP.
* 25,000gp storage capacity
* The bank can store Astral Shards
* Players can purchase farms and mines that will continually contribute gold to the central fund.
超階乘數陣記號

**超階乘數陣記號**（英語：**Hyperfactorial array notation**，縮寫**HAN**）是由Lawrence Hollom發明的大數記號。它於2013年4月發佈。另外，Hollom也開發了它的修訂版——階乘數陣記號（FAN）。

基礎
--

我們需要定義數陣。數陣由0個或多個項組成。每個項可以是正整數或是另個數陣。一個有效數陣的例子是：

[1,1,[1,2,[3],4,[],1,1],1,3,10,1,[4,[4,3,1],5,6],1,[1,2],1,1]
接著，定義以下符號：

\(n!m = n\uparrow^{m}(n-1)\uparrow^{m}(n-2)\cdots 4\uparrow^{m} 3 \uparrow^{m} 2 \uparrow^{m} 1\)
超階乘數陣記號形如\(n!A\)，其中\(A\)是數陣。超階乘數陣記號的一個良好格式如\(5![6, [7, 8], 9]\)。

## 線性數陣

定義*活動項*是首項後第一個非1項。這類似BEAF的駕駛員。

* 數陣結尾的1可以去掉：
\([@, 1] = [@]\)
* 空數陣可以簡單替換為*n*：
\([] = n\)
* 如果首項是數字\(k>1\):
\(f(a) = a![k-1,@]\)
\(n![k,@] = f^n(n)\)
* 否則：
\(n![1,1,\cdots,1,1,[[...[[k @]]...]],@]\)
\( = n![1,1,\cdots,1,[1,1,\cdots,1,1,[[...[[1 @]]...]],@],[[...[[k-1 @]]...]],@]\)

\(@\)表示數陣的其他部份。

分析
--

超階乘數陣記號的增長速度尚未達成共識。Hollom認為它達到了塔克第-費佛曼-布克霍爾茲序。

來源
--

1. ↑ Hyperfactorial array notation
2. ↑ Lawrence Hollom's large number site

## 外部連結

* List of faxul numbers

參見
--

* 階乘數陣記號
* 上箭號表示法
* BEAF
* 鳥數陣記號
Calendar and Holidays

## Calendar

Because the passage of time is so important in the West Marches, I've simplified the calendar. There are 12 months each made up of 30 days. Each month is made up of 3 weeks which are each 10 days long. This calendar is really only for the DM's benefit, so don't worry about memorizing all the proper nouns. As long as you know what season it is, you'll generally be fine; the DM will tell you everything else as it becomes relevant.

 Cies (February)
 Min (March)
 Bira (April)
 Raas (May)
 Ries (June)
 Li (July)
 Tyrus (August)
 Tiar (September)
 Vio (October)
 Cine (December)

* First day of Spring—Min:20
* First day of Summer—Ries:20
* First day of Autumn—Tiar:20
* First day of Winter—Cine:20

## Holidays

Life in the West Marches is often harsh and unforgiving, and the way most people cope is through the numerous holidays and feastdays that sprinkle the calendar.

* Kupala Night: the human celebration of the summer solstice
Goblin Mound

A smaller Ziggurat located in the Udrin Foothills and containing what Lorna has decided to call "Goblins." These dwarf-sized creatures are fearsome in battle and seem to exhibit enough intelligence for language and ceremony. They're often covered in ritualistic totems and strips of leather which cover an incredibly thick hide. In addition to its smaller rooms, the Goblin Mound contains a large central chamber that's exposed to the outside due to ruin and decay. The periphery of the room contains a series of detailed illustrations of a figure wielding what appears to be a branding iron.
Hungry Horse Stable

* ~~Gain the use of a horse for the upcoming adventure.~~

~~Spend gold to purchase one of the following:~~

* ~~Horse Rental (one session) - 15gp~~
* ~~Draft Horse - 50gp~~
* ~~Riding Horse (travels 4 hexes per day on average) - 75gp~~
* ~~Mule - 8gp~~
* ~~Light Horse Armor - 4x~~

* **Gain the use of a horse for the upcoming adventure.**

**Spend gold to purchase one of the following:**

* **Horse Rental (one session) - 15gp**
* **Draft Horse - 50gp**
* **Riding Horse (travels 4 hexes per day on average) - 75gp**
* **Mule - 8gp**
* **Light & Medium Horse Armor - 4x**
* **Stallion (travels 6 hexes per day on average) - 400gp**
* **Warhorse (travels 6 hexes per day on average; allows mounted combat) - 500gp**
Player Housing

### Level 1

Adventurers start the game with inconsistent and unstable housing choices. They may sleep above a tavern one night and in a flophouse or on the street the next night.

* Adventurers receive one Downtime Action to spend during their Downtime.

### Level 2 - Small House (500gp)

These small houses are located in the cheaper, more run-down parts of Niska, though they are well-built and sturdy.

* The owner of a Small House may roll on the "It's a Beautiful Day in the Neighborhood!" Table in addition to their normal Downtime Action.

### Level 3 - Large House (2,500gp)

These large houses are located in the government district of Niska. They come fully furnished and boast two stories as well as a live-in servant.

* Buying Town Upgrades no longer requires a Downtime Action.
* The owner of a Large House receives two Downtime Actions to spend during their Downtime.
* The owner of a Large House may also roll on the "It's a Beautiful Day in the Neighborhood!" Table in addition to their normal Downtime Actions.
White Rock show

video File:Placeholder

The White Rock show

The white rock show is a performance that KS2 children do every year, if the children want to do it. Every year each class does something different and at the end of the show there is a finale, it changes each year. in 2013 it was a sing along that we sang walking up and down the aisles. The White Rock theatre is on the Hastings sea front.
they are putting more floors on the waiting room so its year 3 and 4 and year 5 and 6.

```
backstage there is musical instruments and DJ stuff like  turn tables. it is 7 o'clock to 9 o'clock in the evening. it is usually on Fridays.

```
Cockatrice Knight

A terrifying demon of a man with trained Cockatrices at his command. For some time, he was perpetrating a scheme to create terror and blame it on the elves in the nearby Starkwald. Also enacted a plan to massacre the Elven village of Orstar but that plan was foiled. After that, he captured the village of Larnwick and was planning to sacrifice them to a demon in the Giant's Cleft. That plan, too, was foiled and led to his capture. He subsequently stood trial in the Elven village of Flederhind, during which the elders announced that they planned to rehabilitate him. He currently resides in Flederhind.
Session 22

* Jath
* Ramsey
Session 21
Session 23

In which the weather is shitty, Senarch becomes a cult leader, everyone bothers a shapeshifter, and Saffie is a bad person.

## Story

### 998:Caipo:4-8

After much debate about where to between Jath, Senarch, and Ramsey, Gragnarax enters and decides they should go after Ander Dargen in Tranmere. Getting there in a little less than a day, they proceed to eat dinner with May, the town elder of Tranmere. Jath is rude and is kicked out, and while the others have a lovely dinner, Jath goes and talks to Ander's brother, Saffie.

It all goes horribly, and Jath invades Saffie's home and frightens his wife. Because of this, the adventurers are kicked out of town. Senarch investigates Ander's house, and finds that there are things that are not threre that should be there.

The next day, the group arrives in town to find that Ander is back. Senarch detected transmutation magic, and it turned out that this new Ander's is a shapeshifter named Ko. Jath, Ramsey and Gragnarax leave to talk to Meliore at the Elven Waystation, while Senarch stays back to 'observe' Ko. This is after they convince Saffie to give them all of his money.

The three go meet Meliore at the Waystation and learn how to defeat the shapeshifter. Senarch talks to it, and learns some crazy stuff. The three get back, and they decide to not kill the shapeshifter, as of yet. When they make camp, Jath and Gragnarax both go see the shapeshifter and piss him off a little bit.

## Key Events

* Ander Dargen went missing.
* He's actually a shapeshifter.
* Ander was killed by Saffie, Ander's brother.

## Quotes

```
"I think I spent it aggressively teaching people to cook." - Lizz

```

```
"Dobbin begins to talk, still flexing." - Jordan

```
Session 27

* Nero
* Senarch of Tolban
Session 26
Session 28

In which...

## Key Events

* Discovered a traveler's cabin
* Killed a Basilisk ( and stole its egg afterwards)
* Found the Shaper and convinced him to move to Niska

## Quotes

* "He died. He was very upset about that." - Nero
* "It is gnome that gnomes are gnome-ads." - Casey
* "UuuuUuUUhHhhHhhh..." - Douglas
Session 37

* Jezre
* Noni
Session 36
Session 38

In which the Temple Giant is killed, gnomes are helped,

## Story

### 999:Raas 21- Ries 4

The intrepid heroes go to the Magocracy Temple, where they killed the giant that was in horrible pain. There were some cool frescos and stuff, and that was it! So the guys decided to swing by the giant hand and head off to some more Magocracy ruins! Senarch finds a message at the Giant Hand!

The group finds some gnomes who got robbed by bandits. The group agreed to go save the gnome's stuff! They head out for a while. They are attacked by bandits. They bandits realize their mistake as they are incinerated.

The party goes to the bandit camp, and through the precise application of fireballs, convince the bandits to join the Flenseworm cult! Yay! The bandits reveal that some of their others are raiding Penrith. The party goes and saves the day, kind of! Yay!

## Key Events

* Killing the temple giant!
* Killing bandits!
* Saving most of the townspeople!

## Quotes

* "You can only come at level 8? Is that a racial ability or is that from druid?"
Tranmere

A small village west of Niska and bordering the Starkwald. One of Tranmere's prominent citizens, Lora, abandoned the village after conceiving a child with a bear. May, the village elder, has since reassigned Lora's home to a new resident.

One of Tranmere's most prominent citizens, Ander Dargen, went missing in the woods and supposedly made his way back home a few days later. In actuality, his brother Saffie murdered him in cold blood and his identity was assumed by a shapeshifter.
Magocracy Academy

A stone temple dedicated at one point to the desperate pursuit of knowledge in an era of decline. Some ancient specter from the time of the Ancient Magocracy was guarding the structure for some yet-to-be determined purpose, though it might have something to do with the massive hourglass now ticking down. There also lies a mysterious, unopened dragon door guarded by acidic gas.
Player Orientation

Days beyond the western borders of the Kingdom of Loriene rests Niska, a town of ill repute. While most civilized men and women are content to rest within their villages, enclaves, and holds, a very few feel the call of the wilds beyond civilization. By tradition, Niska is where these men and women gather to venture forth. Bold or quiet, selfish or generous, discontent or curious—you have come here to leave the civilized lands behind and forge a new destiny for yourself. Social mobility is limited, and adventuring is one of the few ways a person can rise above the station of their birth.

For more information, check out the main page or consult one of the following:

* The Rules
* Races and Classes
* Travel
* Weather
Points of Interest

## Emond Plain

* Abandoned Mine
* Castow
* Cockatrice Castle
* Damerel
* Gambling Den
* Hagfish Still
* Harllud Barrows
* Hextia's Hut
* Larnwick
* Magocracy Academy
* Niska
* Serpent of Death
* The Ziggurat
* Tranmere
* Wallowdale
* Whiteridge
* White King's Door

## Starkwald

* Corrupted Pond
* Elven Waystation
* Flederhind
* Lightning Tree
* Lora's Cave

## Wraefen

* Bullywug Village
* Buried Magocracy Statue
* Eldham
* Magocracy Temple
* Ooze Tower
* Ruined Shrine
Tura Ratley

The former blacksmith of Whiteridge. She's sent adventurers on two different quests so far: one quest to search a mine for Bloodmetal and one quest to find pictograms detailing magical rituals. A dour woman and weary of late. After receiving the pictograms, she sold her smithy and left town for parts unknown.

After her disappearance, a pair of women dressed all in black have been asking after her. They've even gone so far as to place a 2,000gp bounty on her.

She looks like Gwendoline Christie in case you were wondering.
Session 19

* Aylleah
* Senarch of Tolban
Session 18
Session 20

In which...

Day begins, Senarch drinking heavily, Sylvar begins speaking to him. Suggests Adventure.

Larnwick - no news at all recently - possible Cockatrice Knight incursion; the party rushes there to check

Run into cultists of the Flenseworm; Senarch catalogs their practices.

Adrian and Senarch convince cultists that Senarch is working for the Flenseworm.

They tell of the Flenseworm's prophesied arrival. Senarch convinces them to send Cale to talk to him. They leave.

Nightfall - About a half mile outside of Larnwick, the party runs into Tor. He hasn't heard anything at all from the town.

 Get to town, abandoned - footprints human and cockatrice, a large group has gone / has been led out into the Starkwald.

Party rests for the night.

Follows trail and finds that the people are being led on a forced march. Find dead old man. Party follows but exhaustion sets in and they rest.

During the night, Giant Spiders attack Sylvar.

Party defeats spiders after a tough fight.

Catch up the next day, more dead along the way.

Ambush him and kill the cockatrice. he grabs a peasant girl and holds her hostage.

We manage to free the girl and knock him out.

"Advanced interrogation techniques" from Senarch and Adrian reveal he was attempting to summon a demon by sacrificing the peasants.

We return the the peasants and take the Cockatrice Knight to Flederhind for trial

Senarch and Adrian visit Ferrel and Parthel for Senarch to study. They are able to determine (using magic and mindreading!) that what we thought was Debbie being healed was actually an illusion and that Debbie is not actually there.

 Cockatice knight found guilty but not sentenced to death. He's to stay in Flederhind and undergo rehabilitation.
Starkwald

The Starkwald is a dense forest just to the west of Niska and home to the reclusive Elven courts. Many wild beasts roam the forests and the Elves themselves care little for outsiders, making the place inhospitable to many adventurers.

## Borders

* The northern edge borders the Amet Plain.
* The northeastern edge borders The Giant's Cleft.
* The southern edge borders the Selaba Mountains.
* The eastern edge borders the Emond Plain.
Regions of the Marches

The West Marches are a diverse place, and certain regions are definitely more well-known and well-traveled than others. Generally the higher the region is on the list, the closer/safer it is.

## Emond Plain

A relatively safe plain with multiple pockets of civilization.

## Starkwald

A mysterious forest just to the west of Niska. Home to the secretive Elven courts.

## Wraefen

A swamp filled with deformed creatures of all descriptions.

## Udrin Foothills

Some scattered settlements, though most travelers steer clear of the foothills for unknown reasons.

## Selaba Mountains

A once plentiful mining region, now mostly abandoned.

## Amet Plain

Primary point of travel for the wandering Gnome caravans.

## Rünwald

An unnatural darkness hangs over this forest.

## Meerwald

Little is known of this strange forest southwest of the Wraefen.

## Kocari Sea

A faraway sea. Unspeakable horrors are said to infest its watery depths.
Aylleah

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**Aylleah** ("ai-LAY-yah") is a character played by Casey.

## Background

Before she began interacting with humans, Aylleah belonged to a small village of Autumn elves. She spent her younger years in the village, but eventually phased out into living in the woods indefinitely. Aylleah developed a deep connection to the physical world around her and felt a bond she had to protect. She understood that she could not save every life, but she felt she had to preserve the natural order of life. This finally came into practice when she came across her first humans traveling in the woods. They had no idea where they were going and were trampling all over the place. Although irritated with them, Aylleah took the time to steer them in the right direction and taught them how to respect the woods they were marching through. These instances started becoming more common, so Aylleah traveled to Niska, the town these people are coming from, to investigate. It was here where she became an official forest guide to travelers, humans and dwarves and many other types.

One of these travelers, Senarch of Tolban, hired her for a long journey. However, Senarch proved to be a difficult client as he believed he knew everything about nature from reading his books. Aylleah has tried to prove over and over again that he could not learn all that he needs to know from books, but he actually needs to experience nature to understand it. They had been traveling for over two years before they had returned to Niska and still Senarch was stubborn about his books.

Once they returned to Niska, they settled in Sybel's Tavern and learned that things were starting to go awry while they were gone.

## Notable Feats and Kills

* Giant Spiders: 7
* Acidic Owlbear (death by king-sized bed)
* Pond Witch
* Befriend a Faerie Dragon
* Killed the Giant Cockatrice and captured the Cockatrice Knight
* Banshee
* Gibbering Mouther
* Basilisk
* Teagan & his Golems
* Killed the White King and unlocked the Spring Elves
Emond Plain

The Emond Plain lies on the western boarder of the Kingdom of Loriene and exports primarily grain, chickens, and potatoes. The inner portion of the plain consists of a civilized center containing farm steads and small towns dotted around Niska. The outer portions of the plain are wild and filled with mysterious places.

## Borders

* The northeastern edge borders the Udrin Foothills.
* The northwestern edge borders The Giant's Cleft and the Rünwald.
* The southern edge borders the Wraefen.
* The western edge borders the Starkwald.
* The eastern edge leads back to the Kingdom of Loriene.
Gondor Archer

## Gondor Archers in Plate-Armor

Although these archers are not as skilled as Elves, nor do they wield the fabled hollow steel bow of the Númenóreans, they should still be a force to reckon with. The strength and stature of these archers means they can shoot a Longbow with ease, even if they’re clad in full plate armour. The armour means they need a longer time to reload their great bows and are slow to move, but they will stand their ground in melee combat. Armed with a sword and trained as Gondorian Infantry, they fear few enemies and are expected to fend off most attacking infantry.
Barracks

* **Spend 15gp to gain a Fitness Training die (d4). You can spend this die at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.**

### Level 2 (150gp)

Spend a downtime action to gain one of the following benefits:

* Gain a free Fitness Training die (d4). You can spend this die at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.

* Spend 15gp to gain 2 Fitness Training dice (d4). You can spend these dice at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.

### Level 3 (500gp)

Spend a downtime action to gain one of the following benefits:

* Gain a free Fitness Training dice (d6). You can spend these dice at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.

* Spend 15gp to gain 2 Fitness Training dice (d6). You can spend these dice at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.

Gain the following benefit by spending gold:

* Tier 1 Fighter Hirelings. Spend 50gp to gain additional help on your next adventure. You gain a Fighter ally whose level equals the total average of the party’s rounded down.
	+ Level 1 Fighter if Total Party Level = 4-7
	+ Level 2 Fighter if Total Party Level = 8-11
	+ Level 3 Fighter if Total Party Level = 12-15
	+ Level 4 Fighter if Total Party Level = 16-19

### Level 4 (2,500gp)

Spend a downtime action to gain one of the following benefits:

* Gain a free Fitness Training dice (d8). You can spend these dice at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.

* Spend 15gp to gain 2 Fitness Training dice (d8). You can spend these dice at any time in the next adventure on any Strength or Constitution check, saving throw, or skill use.

Gain the following benefit by spending gold:

* Tier 1 Fighter Hirelings. Spend 50gp to gain additional help on your next adventure. You gain a Fighter ally whose level equals the total average of the party’s rounded down.
	+ Level 1 Fighter if Total Party Level = 4-7
	+ Level 2 Fighter if Total Party Level = 8-11
	+ Level 3 Fighter if Total Party Level = 12-15
	+ Level 4 Fighter if Total Party Level = 16-19

* Tier 2 Fighter Hirelings. Spend 250gp to gain additional help on your next adventure. You gain a Fighter ally whose level equals the total average of the party’s rounded down.
	+ Level 5 Fighter if Total Party Level = 20-23
	+ Level 6 Fighter if Total Party Level = 24-27
	+ Level 7 Fighter if Total Party Level = 28-31
	+ Level 8 Fighter if Total Party Level = 32-35
	+ Level 9 Fighter if Total Party Level = 36-39
	+ Level 10 Fighter if Total Party Level = 40-43
Harllud Barrows

A large group of burial mounds north of Niska. A black obelisk stands at the center, and unspeakable horrors roam the area.  Nilus Leerstrom's brother, Arthur, met a gruesome end here.

During a second expedition to the Barrows, some adventurers returned to the obelisk and did battle once more with terrifying monstrosities. One of their number, Bharash met a gruesome end and was sucked into the obelisk along with his wolf companion.

While traveling through the Barrows, the adventurers also discovered an ancient sacrificial altar whose purpose is still unknown.
Travel

When a new adventure begins, a new season starts, or a region is entered, the party designates one character to lead them in the upcoming portion of the journey—the Pathfinder.

First, the Pathfinder makes a Survival roll to determine how difficult travel will be while in that region (see Survival table below). Rangers with the appropriate Favored Terrain feature may make this roll with advantage.

Once the Pathfinder has resolved the Survival result, the DM will roll on the Weather table and resolve any effects.

## Survival

 5-9
 10-14
 15-19
 20-24
 25-29
 30+

### Boons

 Paranoia
 Lurker
 Swift
 Weird

## How far can I see?

Distance to the horizon is governed by your height, as follows.

 40 feet (tree height)
 100 feet (plains hill)
 500 feet (hill)
 1,000 feet (mountain)

\* Mountains can be seen from 70 miles away
Uruk Reavers

## Uruk Reavers were scouts using two handed bardiches and axes.

While the Uruk-hai are capable of higher orders of organized warfare Reavers emphasize typical orcish aggression and brutality.

## Use of this Class

Brandishing bardiche type axes Reavers are able to utilize their enhanced strength to produce powerful swings capable of severing bodily extremities in one clean strike. Even cases of completely cleaving poorly armoured opponents in half are not nearly as uncommon as Isengard's enemies would like them to be. Armour usually does little to alleviate great damage to the torso though the victim may at least be "fortunate" enough to remain in one piece literally speaking. To achieve these great feats of dismemberment the Reavers need to remain fairly mobile and flexible so with the exception of shin guards and some upper arm protection the Reavers' own limbs are exposed to allow for easier and faster movement. Hard leather with some iron plates covers the torso and waist but the weapon requirements deprive them of shield protection. However the increased mobility and the axes' polearm design make the Reavers ideal companions for the Raiders on their forays especially against the Rohirrim as long axes are well suited to taking down even heavy cavalry provided they don't take the brunt of the charge. All in all the Reavers are an excellent "hammer" for as long as there are other troops present to take the role of the "anvil".
Orc Raiders

### Orc Raiders are ment to skirmish and like to do quick attacks and small raids to their enemies. They are easy to kill but if you can catch em.

These Orcs are snaga or smaller orcs in Saurons vast armies. They are send to raid and sack villages or sometimes in battle to banter and annoy the shieldwall or a phalanx sally out and charge Mordors forces.

### Origin

Orc Raiders are common orcs around mordor, used as henchmen more than soldiers of war, they are fast, agile, weak and bare scars of earlier outputs in orc society. They are send forth mostly to raid and pillage.

### What you need to do to kill or do the job of an Orc Raider

You need to be more careful, most people that don't know what they are doing often would charge out to meet the enemy but thats not what Orc Raiders are ment for, these are quick skirmish units, used throwing axes and arrows, having bone cudgels and bone weapons, if lucky they can carry swords.

They are ment to distract or break the shieldwall before the bigger ones come and slaughter them, together with warg riders support, these armies would be unstoppable. Throw Darts or Axes at them, attack them and run. These tactics are must or you will be another victim of a Gondor Sword.
Session 6

* Jon "Iron" Roth
* Mira
Session 5
Session 7

In which...

## Story

### 998:Bira:21-Raas:2

Our Heros dicked around a bunch without accomplishing a great deal. They attempted to do three quests simultaneously and completed none of them. They tried to track down Anod at his last known whereabouts, figure out the shiz biz with the blacksmith's son, and also help crazy lady McGee transport all her hoarder shit to the border.

Blacksmith's son: The party heard about it but wasn't willing or able to spend the time in the town.

Crazy lady: She was a hoarder, and couldn't actually pay up front. She was going to "get a job" once she was done moving. It was all very sketchy. So naturally the party "negotiated" (casual "accidental" breaking of useless knick-knacks was involved) and got a weird ass magic seed thing up front.

Anod: While escorting ladyface, the party stumbled up plague bandits! One murder session and fruitless interrogation later (they can't feel pain), the party found a note mentioning a Ziggurat. Upon reaching the blacksmith quest town, the party discovered the location of the ziggurat and decided it really wasn't worth it to take crazy lady the rest of the way, and quietly abandoned her and her stupid junk. They found the ziggurat, but didn't have time to quest through it, so went back to Niska until the next time.

There was an encounter with drugged up dudes in which dreamweed was confiscated, and also some staked down people from whom evil amulets were retrieved, and a magical Siga spring of water which the adventurers inadvertently poisoned with an evil amulet.
Eronia Sten

Eronia Sten is an infamous former adviser to the House of Roxley in Loriene. She claims that the scandal results from an atrocious discovery she made. According to her, the House of Roxley engages in human sacrifice for the purposes of demon summoning. She fled to the Marches and now coordinates the excavation of an ancient Magocracy statue.
Class Trainers

There are many experienced adventurers out there, some of whom could be persuaded to impart their knowledge and wisdom to new adventurers. For a price...

Class Trainers provide an XP boost to all players of that same class. If the character is multiclassing, only one class trainer can ever be applied at one time.

Class Trainers must be purchased in order.
Sybel's Tavern

An infamous tavern of ill-repute and a gathering place for social outcasts seeking riches, social status, or adventure in the wild frontier of the West Marches. The bar is run by Sybel—a former adventurer who enjoys a good story and is sympathetic to those of her ilk. Countless adventurers have spent an evening regaling her taproom with their heroic deeds, slowly piecing together the obscure secrets of the wild frontier. It was in this spirit of exploration that a few clever adventurers went so far as to carve a map of the region onto their favorite table. The table, much like those adventurers, is long gone, likely destroyed in some brawl, but recently some new adventurers have revived the tradition.

## Upgrades

### ~~Level 1~~

~~Spend your downtime action carousing:~~

* ~~Purchase up to two carousing dice (d4) for 50gp each and roll on the Carousing table.~~

### ~~Level 2 (Unlock by Purchasing 3 Carousing Dice) — Unlocked~~

~~Spend your downtime action carousing:~~

* ~~Purchase up to four carousing dice (d6) for 50gp each and roll on the Carousing table.~~

### **Level 3 (Unlock by Purchasing 10 Additional Carousing Dice) — Unlocked**

**Spend your downtime action carousing:**

* **Purchase up to eight carousing dice (d8) for 50gp each and roll on the Carousing table.**

### Level 4 (Unlock by Purchasing 50 Additional Carousing Dice)

* Bard Hirelings
* Unlocks the Veterans' Club in Sybel’s Basement
* All characters may roll 1 carousing die as a free action.

OR

Spend your downtime action carousing:

* Purchase any number of carousing dice (d10) for 50gp each and roll on the Carousing table.

## Memorial Wall

The Marches can be a cruel and unforgiving place. Carved on the back wall are faded eulogies praising individuals long forgotten.

Recently new names have been etched. It is immortality of a sorts...

* Ellamina and Xun'lyn - entered the keep of the Cockatrice Knight, never left
* Kaineth - idealism didn't last long
* Aeronna, Jon, and Urist - Aeronna and Jon fell in glorious battle, Urist became *something else*
* Bharash - perished in the Barrows, joined in death by his wolf companion
Criminal Underworld

* ~~Spend 15gp to gain a Nimbleness die (d4). You can spend this die at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.~~

### ~~Level 2 (150gp) — Purchased~~

~~Spend a downtime action to gain one of the following benefits:~~

* ~~Gain a free Nimbleness die (d4). You can spend this die at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.~~

* ~~Spend 15gp to gain 2 Nimbleness dice (d4). You can spend these dice at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.~~

### **Level 3 (500gp) — Purchased**

**Spend a downtime action to gain one of the following benefits:**

* **Gain a free Nimbleness dice (d6). You can spend these dice at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.**

* **Spend 15gp to gain 2 Nimbleness dice (d6). You can spend these dice at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.**

**Gain the following benefit by spending gold:**

* **Tier 1 Rogue Hirelings. Spend 50gp to gain additional help on your next adventure. You gain a Rogue ally whose level equals the total average of the party’s rounded down.**
	+ **Level 1 Rogue if Total Party Level = 4-7**
	+ **Level 2 Rogue if Total Party Level = 8-11**
	+ **Level 3 Rogue if Total Party Level = 12-15**
	+ **Level 4 Rogue if Total Party Level = 16-19**

### Level 4 (2,500gp)

Spend a downtime action to gain one of the following benefits:

* Gain a free Nimbleness dice (d8). You can spend these dice at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.

* Spend 15gp to gain 2 Nimbleness dice (d8). You can spend these dice at any time in the next adventure on any Dexterity or Charisma check, saving throw, or skill use.

Gain the following benefit by spending gold:

* Tier 1 Rogue Hirelings. Spend 50gp to gain additional help on your next adventure. You gain a Rogue ally whose level equals the total average of the party’s rounded down.
	+ Level 1 Rogue if Total Party Level = 4-7
	+ Level 2 Rogue if Total Party Level = 8-11
	+ Level 3 Rogue if Total Party Level = 12-15
	+ Level 4 Rogue if Total Party Level = 16-19

* Tier 2 Rogue Hirelings. Spend 250gp to gain additional help on your next adventure. You gain a Rogue ally whose level equals the total average of the party’s rounded down.
	+ Level 5 Rogue if Total Party Level = 20-23
	+ Level 6 Rogue if Total Party Level = 24-27
	+ Level 7 Rogue if Total Party Level = 28-31
	+ Level 8 Rogue if Total Party Level = 32-35
	+ Level 9 Rogue if Total Party Level = 36-39
	+ Level 10 Rogue if Total Party Level = 40-43
Sybel

Gray-haired proprietor of Sybel's Tavern. She was an adventurer in her youth, and now she helps out as many adventurers as she can by giving them a place that's unquestionably theirs, untouched by the rigid social norms of Loriene.

For a brief time, she gave Mira a job in the tavern, but after an unfortunate incident with some flames, Sybel was forced to terminate her employment. At least Mira was nice enough to replace the scorched bar!
The Shaper

The Shaper is an ancient Orc afflicted with some sort of curse. Now that he has a proper forge and the right materials, he offers smithing services as well as basic item enchanting.

## Goods

* Bag of Holding - 1 Astral Shard
* Ring of Good Fortune - 1 Astral Shard
* +1 Weapon - 3 Astral Shards

## Services

Most of his services are commission-based. You tell him what you want, and he quotes you a price and an amount of time. There are a few other things he offers, however:

 **Duplicate** | This process copies the item.
 **Transfer** | This process transfers an enchantment from one item to another.
 **Masterwork** | Creating a Masterwork weapon gives the weapon a larger attack die than normal. For example, a shortsword normally deals 1d6 damage, but you could commission a Masterwork shortsword which deals 1d8 (or more) damage.

## Upgrades

### ~~Level 1~~

* ~~Mundane Items~~
* ~~The Shaper Quest appears on the Notice Board~~
Patricia

A middle-aged, tired-looking woman currently living in Niska. Janet discovered that Patricia's had to put up with her husband's infidelity alone and without comfort, infidelity that stems from two miscarriages. Janet offered her a chance to become a Womb of the Wounded Wretch and give one of the Wretch's lost children a second chance. She took the deal, suckled at Janet's breast, and became filled with the life of a child. She's due on 999:Bira:15.
Jon "Iron" Roth

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**Jon "Iron" Roth** was a character played by Mason, now deceased.

## Background

Jon Roth is a former barbarian brigand become bounty hunter. "Iron" Roth comes from the rough around the edges city-states to the east of the Kingdom of Loriene. After retiring from a life of banditry, Roth became a bounty hunter and payed his way through his growing alcoholism by catching the petty crooks that frequented the cheap taverns he favored. His life was comfortable until the day he pissed off a certain important merchant, ending his bounty-hunting career and forcing him to flee the free cities. After a stint of wondering Jon Roth arrived in Niska seeking his fortune.