recursal/Fanatic-Fandom huggingface dataset:
The Battle for Moonrest Village

Winter 720.

After they fled the city of Southfalls once again, the party of Fillmore, Ernst, Roberto and Nax arrived at the village of Moonrest with the Princess Ciliren Magren and her handmaiden Arven.

The group met again with Arkensval, who they had agreed to help. Sir Ernst being a mercenary knew this time to draw up a contract for the battle that would come. After a rest in his house the group walked the village with Arkensval to sure up the defences.

The night came soon, Fillmore spent the evening in Arkensval's house with the Princess. The bell rang as the undead approached. Roberto and Sir Ernst took the northern defence whilst Filmmore and Nax took the East. Arkensval had told Fillmore that Vrothgar had not attacked with the undead on previous nights so shouldn't this night.

During the battle Nax suffered great wounds from the arrows of the controlling wights. Fillmore managed a few scratches.

On the northern front, Roberto and Sir Ernst held off the undead with relative ease, aided by the local militia and the two ballistae. As the fight went on, Vrothgar appeared in the north, upon a flaming horse. The northern front started to collapse, the east was clearing up, however more zombies approached from other directions. Roberto was blinded in the fighting and his loyal Cat was almost killed. He attempted the killing blow of Vrothgar with his magical necklace, the damage was great, but not enough.

Vrothgar demanded that the village give up Princess Ciliren and Fillmore and threatened to kill everyone within it if they did not comply by dawn.

Arkensval told Sir Ernst that he knew of a way to weaken Vrothgar. He said that Vrothgar had gained his powers by sacrificing a woman, whose still-beating heart acted as a conduit for his infernal magic. Arkensval said that the heart was kept guarded in a nearby keep, and if the party could find it and return before dawn, they could save the village.

Tired of the magician, Rothgar swiped the smaller man and caused massive damage which knocked Roberto unconscious.

To help the group out of this dire scenario, Princess Ciliren gave herself up. Rothgar was going to take both the Princess and Roberto, but Roberto used dimension door to escape to where Fillmore was hiding in the well.

Rothgar flew away, Sir Ernst fired the ballista one last time, a hit but not enough.

The undead shuffled off, leaving a frustrated party of heroes. They had failed to defend Moonrest and lost the Princess, yet they were all still alive.

Sir Ernst argued with Arkensval which led to a punch being exchanged.
The Loss of Elysis

The party of Kargrimm, Valrith, Erevan and Nephrus return to the town of Elysis after inadvertently releasing the Lich Artaxerxes. As they approached the town they heard no workers, empty farm fields and the wizard tower of Penelope destroyed.

In the town square, the peasants were enslaved and were building some sort of structure.

The party continued to Lord Burntleaf's manor which was being besieged by four very large skeleton structures. Inside the heroes learned that Burntleaf did not trust the group enough to tell them about the Lich. They also learn that the Lich and Lord Burntlead have a history.

Erevan also seemed to have some history with Lord Burntleaf and remained outside the manor. Here he had a conversation with Artaxerxes through one of the skeletons, Erevan and the Lich came to some sort of agreement.

An interrogation of some captured cultists tells the party that House Heron and House Vizar could be found in the city of Stonegate. As well as The East Pentar Company.

Penelope returned to teleport the Lord away, leaving the heroes to escape the manor that was being destroyed by the large skeleton creatures.

After fleeing the town the group head southeast to Stonegate. They traveled with the captured accountant of the cult; Dorith, Kargrimm befriended him with food and drink, however over the course of the next few days the party would lose track of Dorith and he would escape.

Near the river just off the road the heroes discovered a camp of well stocked traders, some of the party purchase new weapons. Erevan sneaks into a tent and steals a lock box. Inside were documents and letters that mentioned a Guildmistress Ventrim. Also in the box was a list of reagents required for a summoning ritual.

The party hid nearby until night, when they witnessed the arrival of a river boat controlled by mages and guarded by spectral wolves.

The group then left to continue their journey to Stonegate.
The Failed Quest to remove werewolves from Welton

In the winter months of the year 718 Fillmore Botello and Kriv come under the employment of the village of Welton, located west of Ambroton where they had settled for a while.

Welton claimed that many of their supplies and livestock were being stolen. The village hired the two heroes to find and reclaim the stolen goods.

Fillmore and Kriv did find many of the stolen supplies in a nearby cave. The goods were stolen by some sort of werewolf type creatures, after a breakdown of talks the two attempt to kill the creatures, however they fail spectacularly and end up burning the stolen supplies.

Afterwards the werewolves return to their master, some sort of evil wizard. Fillmore and Kriv return to the village where they convince the locals that the supplies were lost but the thieves killed, and claim the reward before quickly returning to Ambroton.
Welton

Small neutral Town roughly 50 miles west of Ambroton, and 100 miles east of Florea. To the north is a wooded area known as the Greyroot Woods.

### Government

Welton is run by a town council heavily influenced by the Welton Growers and Buyers Association. The current mayor is the Halfling Alexei Merrickson.

### Economy

Economy based mainly on sheep, wool, muton and livestock sales. The land of Welton County is useful for wheat production, grain is sold in large quantities to Florea to the west.

### Defenses

Welton has no real established military instead they form some sort of militia in times of trouble. However the wealth of Welton is not shyly spent on mercenaries when they are needed.

### Failed Quest

In the year 718 Welton experienced some sort of werewolf problem. Their goods and supplies, along with their livestock were going missing. The Village hired the adventurers Fillmore and Kriv to deal with this. The two claimed to have done so, removing the werewolves but losing the supplies. The village rewards the two financially, but holds them in poor regard now.

### Landclaim Troubles

After the clearing of the haunted manor by Fillmore and Kriv the area surrounding was cleared of ghosts and ghouls. As a result both Welton and Ambroton started to expand and make use of the land for farming and grazing.

Peaceful at first this turned sour when the Welton Growers and Buyers Association and the Ambroton Cattle Ranchers Guild resorted to violence to settle these issues. Amroton being the larger of the two is more likely to come out on top of any conflict, but this escalated to open warfare in the Spring of 721 when the Welton Growers and Buyers Association hired the Blood Hound Mercenary Company to harass and then later openly attack Ambroton.
Valrith

### Backstory

Valrith hails from the Temple of Silvanus, located in the Carillius Forest in the province of Delamare.

The servants of Silvanus found Valrith as a baby, beside the body of her mother, a merchant who had been ambushed while travelling through the forest. The attackers took everything but Valrith and a sun-burst brooch on her mother's cloak.

Valrith now wears the brooch everywhere she goes, and hopes to track down her clan with it.

The Temple of Silvanus took Valrith in and taught her the ways of the forest, and she swore an oath to serve and protect the temple and its god. She now serves as a Knight of the Greenleaf.

### Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

1. ***Kindle the Light.*** Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
2. ***Shelter the Light.*** Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
3. ***Preserve Your Own Light.*** Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
4. ***Be the Light.*** Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

### Notable Events

* Elysis Monestary Clearout
* Release of the Lich
* The Loss of Elysis
* Stonegate Sewer Kerfuffle
* Company visit with Goblin/Kobold Subplot
* Nighttime Infiltration
* The Next Step
* A Brush With Death
* Now its a ghost town
* Beholders Bidding
* Doppleganger Dip
* Spontaneous Assassination
* Rainy Retreat
* A Moment of Civilisation
* Swamp Struggles
* Battle Of Bones
* Underground Once Again
* Nephrus In Charge
* Graveyard Clash I
* Graveyard Clash II
* Gravity Well
* Lumbermill Bandit Ambush
* Forest Foie Gras
* Curses and Power
* Knowledge in the Forest
The Killing of a Deep Dragon Princess

10th - 12th Early Spring Year 721

A few days after the events of The Merciless Slaughter of Goblins. Togarth Shnizm, Aethia Krureth, Kriv returned to the Middlelands town of Ambroton, they spent their time resting up from the previous fighting, Togarth frequented the Skipping Cow Tavern. Kriv returned to his duties as Captain of the town guard. Bryn Avakiir undertook stewardship of the Adventurers Guild in the continues absence of Fillmore Botello. Meanwhile IV the warforged Cleric of Om carried out his duties in the Church.

One evening in the tavern Togarth and Aethia noticed a newcomer to the town. A claimed princess with her Dwarven guards. The Princess, Eylith Thildra offered a quest to the heroes, to rescue her friend that was taken off the eastern road and into the Weyhurst Mountains. Togarth in his inebriated state did not make note of the details, and Aethia perhaps absentmindedly did not ask. Kriv also present in the tavern suggested that IV aid the pair on the quest as he had a mission to undertake in the western fields, rumour Welton had hired mercenaries.

During the night two Drow spotted by the keen eyes of Aethia, her good friends Alanis Thero and Selussa Neviren. These two were members of the Sword Dancers of Eilistraee, a group that Aethia wished to join. They had come with her task, to find and kill the evil creatures that had recently been unleashed on the surface, rumours of the Kingdom of T'lindhet up to foul deeds here funded by the Kingdom of Mhenoris.

The group of the three heroes set off at first light on the next day. Quickly and easily found the area of the ambushes, the group was then ambushed themselves, giant spiders attacked from the cave, Togarth became poisoned and suffered the ill effects for the entire fight. After killing the spiders a Drider attacked from the cave. The party killed the evil creature, almost losing Togarth in the battle. IV used his holy magic to cure Togarth of his spider poisoning.

Further along the cliffside paths, the party came to an abandoned but resettled outpost, here they fought two Duergars, and recognised them from the Tavern the previous night. They then found a shrine to the lesser goddess of wind, cleaned the statue and received her blessing.

In the final room the group discovered that Princess Eylith was in fact a young deep dragon, she attacked the heroes with nightmarish dragon breath, the fight was short but viscous both Togarth and IV coming close to death. They ultimately succeeded, took the treasures from the outpost and set off again for Ambroton.
The Battle for Ambroton

During a mid spring night in the year 721 the Blood Hound Mercenary Company attacked Ambroton. Two companies of mercenaries and two companies of Gnolls attacking from the Blackleaf woods to the north and the Stonemoss Woods to the south of the town.

Captain of the town guard Kriv commanded the defense of the town, he split his forces to defend the vital points of the settlement, the church of Om, the keep on the bluff, in which the people shelterd, and the market square, where he planned to trap and finish off the attackers. He also deployed two companies of town guard to the ranch manors in the south of the town.

Kriv's southern plan worked to an extent, a battle broke out in the ranch fields leading to heavy loses for the 2nd town guard troop, the 1st Town Guard Troop managed to trap in the streets the attackers by coming in from their rear.

The heroes; Togarth Shnizm, Bryn Avakiir, Aethia Krureth and Kriv fought with the town militia in the market square. Meanwhile IV fought off Gnoll attackers from the Church of Om in the western end of the town, the believers of Om suffered heavy loses but ultimately won the fight, IV moved into the town to aid the other adventurers.

The battle ended with the arrival of the Durgeddin Clan heavy Dwarven Infantry mopping up any remaining attackers found in the town, they then aided with the towns reconstruction. Kriv after the heat of battle, was displeased with the Dwarven efforts, claiming they had arrived late and did not carry their weight in the battle.

Following the battle for Ambroton a town council meeting was called, several options were put forth to the voters, to align closer to The Holy Empire of Om, to swear feality to Konigsreich or to carve a new path, an indepepndent republic of the middlelands inspired by The Republic of Threetowns in the west. This last option won the second vote after a tied first round.

> *In the spring of the year 721, the thus known as town of Ambroton declares a free and independent self governing Middlelands* *The formation of The Republic of the Middlelands joining Ambroton and Hoogewarden, and the establishment of a Grand Council of the Middlelands in Ambroton.*
>
>

The Republic of the Middlelands was to be born.
The Cleansing of the haunted manor near Ambroton

In the Summer of the year 717 Fillmore Botello and Kriv while on a break from caravan guarding duty come to a stop in Ambroton. While there the two encounter strange occurrences involving something known as 'the three faced man'. Fillmore and Kriv were then hired by the town to investigate a nearby haunted manor.

This investigation resulted in the cleansing of the manor, ultimately the structure's destruction and an end to the haunting of the areas surrounding Ambroton. The two learned of the involvement of an organisation called 'The Snake'.

Fillmore and Kriv return to Ambroton where they stay to later find more adventuring work, forgoing anymore caravan work.
The Exploration of Orynheim

During the winter of the year 720 a copper dragon known as Galadros summoned Fillmore Botello, Nax Dreadgibber, Roberto Angier and a new character Count Drowcular to a ledge high in the Whispering Tips Mountains.

Galadros and the heroes venture into the long abandoned Jotun city of Orynheim. The group encounter a viarety of puzzles and traps, using their combined intelligence the party work their way though the almost empty halls of the city.

The party encounter various foes in the ruins, creatures in the caves, undead Jotun, Cave worms and a crazed immortal mage.

The heroes find clues of the city's demise and inform Galadros of the events of the past. As a result of their bargain with the dragon the party members leave the city with much accrued wealth. They are returned to the location and time they were summoned from, except for the Count who seemed to remain in Oryheim with Galadros.
Tresoa Monastery

Devoted to the sea God Porcan, built on the island of Tresoa in The Argent Isles.

An order of bishops, priests and monks work in service of Porcan and for The Kingdom of the Argent Isles.

They offer innocent children to the great sea dragon turtle Treosanth.

### Watchtowers

The order operate four watchtowers throughout the isles, their purpose is said to be to control the great turtle, but also to give it instructions.

* Eastwatch
* Northwatch
* Westwatch
* Southwatch
Reclaimation of Khundrakar

In the Autumn of the year 719 a large group of Dwarven refugees had arrived in the town of Ambroton where they had set up a camp on the eastern side of town. The Dwarves claimed their home of the Stone Tooth Mountain was to the north and they were on their way to reclaim it. Through discussions with the mayor and town guard captain Kriv.

The Dwarves belonged to the Durggedin Clan formerly of the Khundrakar Kingdom. The Stone Tooth Mountain had been taken over by Orcs some time ago, forcing the Dwarves out.

Kriv along with Bryn Avakiir had agreed to help the Dwarves for a suitable reward.

In the mean time IV had received instructions from the Holy Church of Om to aid a Bishop Rittingham in the town of Ambroton, The Bishop had found that a cell of the nefarious Cult of Hu were operating from the lower levels of The Stone Tooth. IV was tasked with the destruction of this heretical cell. IV decided to work with Kriv and Bryn in this joint venture.

The group succeeded in their task. Claiming the three upper layers of the Dwarven citadel, killing all the Orc inhabitants, as well as the execution of all cult members including their leader Nimera.

However the group discovered on the lowest level a young black dragon had settled in the caverns below. The dragon had started to amass a horde. After a brief encounter the group decided to leave the mountain and return to Ambroton. Where they informed the Durggedin Clan that the Kingdom was reclaimed.

The Dwarves thankful to the group rewarded them and even negotiated a trade agreement between Khundrakar and the Dragonborn City State of Stegadon.
Tobias Whitbottom

### Family Life

Family: He was raised by his mother and father. Mother: Willow Underbough, works as a Merchant. Their relationship was friendly. She is alive and well. Father: Gildmak Whitbottom, works as an Academic. Their relationship was friendly. He is alive and well. Siblings: Older Brother Pip who is to inherit the family titles.

Lifestyle: Modest. Grew up in a small house Childhood: He had a few close friends and lived an ordinary childhood.

Motivation for adventuring: His family recently came by its title, and that elevation thrust them into a new and strange world, his brother was set to inherit these titles so Tobias set off to explore the world in his late teens.

### Past Adventures

* He nearly died. He has nasty scars on his body, and is missing two fingers on his right hand.
* He was ensorcelled by a fey and enslaved for 1 year before he escaped.
* Helped a wizard capture a small demon for a new familiar.
* Retrieved an important stolen missive for the king from a half-ogre.
* Resolved a fight between two dragons that was devastating the countryside.
* Explored an abandoned school of magic and defeated the illusions within.
Temple of Selûne

Selûne and her teachings of compassion and guidance were appealing to all folk who lived their lives by the moonlit night sky, and hence her faithful were a very diverse group. She was followed by those who were lost and those who were questing. Sailors and navigators, who traveled by the stars, often prayed to the Night White Lady to protect them from Umberlee, the Queen of the Depths. Others who labored by night at honest work prayed to her for similar reasons. Some sought her for protection in the dark or from dark forces.

Lycanthropes, whether those of good heart, neutrality, or a few who relished their condition, honored the Moonmaiden as the mistress of their nature. Astrologers, diviners, fortune-tellers, mystics, and those just curious about the future acknowledged her as a ruler of fate. Female spellcasters revered her, particularly those born during a full moon or who had an interest in divination, and a few dedicated themselves to her. She was also worshiped by illusionists, some sages, and good thieves.

Meanwhile, the church's philosophy of self-reliance and finding one's path made her popular with all kinds of mavericks, eccentrics, and outsiders, such as adventurers and outcasts.
Troublesome Tower

The Crew entered the left door. Inside they found a circular room, in the centre was a statue of a bull in a circle of blood. The bull looked much like the gorgon that the crew fought by the beach earlier.

There were four statues, four staircases with different coloured light, Tobias climbed the first staircase, where he found a barrier of light that the bard thought something would happen if he passed through it.

The bull statue breathed on the Captain's neck as he examined it.

After climbing the stairs, the Captain summoned his familiar crab and sent him through on an adventure. The Crab entered a spiral staircase, a dragon hunted it and killed it.

Tobias climbed the other stairs, where he appeared on an arcane rune made of rock sitting out of a room of lava, A salamander was curiously approaching, The Halfling waved, it was confused. Tobias took out his lamp and walked towards the altars, lighting them one at a time, the salamader seemed pleased.

The other crew members were spoken to by a voice, they were told to play the game.

The salamander jumped into the lava, the portal on the stairs opened near the rest of the crew, they all entered and were teleported to another floor of the tower. There was a tremor, they kept their feet. As the captain looted some coins from the floor he was ambushed by another creature.

The party found a bedroom, on the bed was a mummy, it was ancient. Surrounding it were skulls, the voice told them that this was his dead wife, and the skulls were the beings sacrificed to bring her back. The captain put the mummy into the portable hole.

Tobias found the portal to the next room. The room started to fill with water, very quickly the captain and Grug fastened some planks together to form a raft that rose up into the next room with the water. A shark appeared, Kronos seems to think it is called Jeffery.

Grug talked to the shark, he called it Bruce, it said it's name was Jeremy. It wanted to get out of here and said it was hungry. Tobias played his pipes of sewers to summon a swarm of rats, Jeremy feasted on the rodents.

The Captain devised a plan to transport the shark with an elaborate wooden contraction, after Grug had built the structure the shark refused to leave the water. So the crew climbed the ladder to the next floor.

On the next floor of the puzzle tower, the party arrived at a room with a clockwork device that when activated seemed to turn the central room to allow access to another doorway.
The Boar Glade Tower

On the first day of Autumn in the year 721 Marshal Kriv decided that it was time to investigate the tower named on the deed he had found some years ago. He put notice on the board of the Ambroton Adventurers Guild offering total 1000 Gold to help him investigate and reclaim this tower. Aethia Krureth, IV, and a forlorn Roberto Angier would take up the quest.

After a mornings journey the group arrived at the northeastern edge of the Savage Loch, then they travelled south along the shoreline to reach the northern entrance to the ruined keep. The party entered the cramped keep on the ground floor, discovering the entrance trapped and the room next door guarded by two death dogs. They killed these and decided to work upwards first, discovering an empty kitchen and pantry, then upstairs again to clear out the library and bedrooms of the Gnolls that had come to squat in the tower. Then up another floor that had the roof collapsed under a mysterious bird skeleton. Gnolls that were outside the upper entrance door were alerted to IV's maul smashing the locked doors of the keep. Roberto tried to end the fight quickly launched a fireball indoors, collapsing and large portion of the wall.

After climbing down the ladder to the basement, they found a storeroom and wine cellar, behind a hidden rack Aethia found two bottles of quite a fine vintage. The heroes descended further to a lower level, there they encountered a specter, the ghost of Ferrous Blackroot, IV was able to calm the former lord of the keep, who offered to help the heroes if they rid the tower of the Gnoll Warlock Larghan.

A deadly fight broke out in the final room of the keeps lower basement, IV was knocked unconscious twice, Roberto and Aethia also came close to death. After much struggle the party defeated Larghan and his pet Gibbering Mouther, with some help of Blackroot. After the fight Roberto dispelled the magic of the portal to the demon realms, a portal Larghan was using to summon Gnolls to the mortal realms.

Kriv was rewarded by Ferrous to half his vault on the condition that the ghost could remain in the basement. Since Kriv held the deed the tower belonged to the Dragonborn. Kriv paid his friends, and the party set off again for Ambroton.

Much work needed to be done on the keep to make it livable.
The Next Step

Autumn of year 720.

After they left the tunnels in the morning that followed their infiltration of the East Pentar Company headquarters, the party of Kargrimm, Nephrus, Erevan and Valrith emerged into the early morning in the market district.

After a brief bit of shopping, the group quickly headed for the keep to hand over the evidence to the Marshal. When they entered the keep the party learned that Lord Burntleaf was already there with the Marshal.

The evidence was a map with markings, the markings showed the runes, some glowing, all at locations that the East Pentar Company has headquarters. Towns such as Elysis, Stonegate and even Pentar.

Erevan and Lord Burntleaf had a heated discussion of the distant past, this was the first they had met and yet such animosity between the two Elves.

Lord Burntleaf and the Marshal seemed to think that the crystals were the key, that the town guard were not equipped to take on the company themselves. The party must steal of destroy the crystals. The crystals were thought to contain the souls of Artaxerxes followers.

Kargrimm asked Nephrus about the voice he heard in his head. Kargrimm had begun hearing a voice too, the voice told him to kill the elf. The party needed rest so they returned to the inn, bought rooms for the day and settled down for a rest.

During the day Nephrus heard a voice from the floorboards, it was a Goblin ambassador named Grotscar, Nephrus woke up Valrith to go meet with this emissary. Nephrus met with the Goblin in an alleyway, they discussed the idea of a treaty of peace in the tunnels below.

After dinner at the inn the party travelled to the market district to enter the tunnels again under the darkness of night. In the tunnels the party meet with Deand the Kobold leader, who escorts the party down a layer.

In the lower layer the party found green lights on sticks. Once Kargrimm stepped out from the lights he was attacked by spectral wolves. Further in the tunnel more wolves appeared, more skeletal than spectral, those wolves did not fear the lights and pounced to attack Valrith.

The party ventured further into the cavers, Erevan ahead to scout, in the darkness he discovered a giant insectoid creature seemingly defending treasure, then large hordes of rats. The heroes avoid these foes, further into the caves the green lights terminate and the party discover a collection of Goblins surrounding a skeleton of what appeared to be a dragon.

Nephrus persuaded the Goblin Warg rider to leave the cavern, the party of heroes then engaged and killed all the Goblins, guards and cultists alike. The summoning or reanimation of the Skeletal Dragon was stopped as the last Goblin fell, however in the fight Nephrus was brought to the brink of death.

The heroes settled in for a long but watchful rest, in the morning, more spectral wolves appear in the darkness.
Barbelle

Barbelle

**Barbelle** is the older sister of Mimi. Unlike her sister, Barbelle prides herself on her physical strength rather than book smarts. She can often be seen carrying a weight meant to be lifted with both hands in just one hand. She tends to use this weight as a conversation starter. "Gains, check this out!", she would say as she points to her muscles using her free hand.

## IRL

Barbelle first appeared on a Freakyforms Deluxe stream: https://www.youtube.com/watch?v=ZI9g\_YaCqrE&t=6415
Water Elemental Burglary

Autumn 721 - Argent Isles

The captain awakens from his rum nap, he is yelling on the ship, I and waving from the shore and yelling about the treasure map. Eventually I have to row the boat out to him and collect him.

On the shore the captain unsuccessfully tries to capture a turtle.

The party then traverses through the jungle where we spot a brightly coloured bird, the captain tries to capture it, Grug talks to the bird to convince it to join the crew, it doesn’t seem interested but warns of snakes with legs.

Further in the snakes with legs approach us, they see through the captain’s attempt to disguise himself. Grug ambushes them, we fight and kill one, then the lizardmen run away.

Grug chases them through the jungle and avoids their trap. We are again fighting the ambushing Lizardfolk. The party takes many wounds, the captain is wounded unconscious. We kill all the Lizardfolk, Kronos heals Billy Bob, then we have a short rest.

We follow the river upstream, after cutting through the thick undergrowth a log drops onto Kronos trapping him, with the combined strength of the whole group we lift the log.

After further trekking we come upon a clearing full of mushrooms. Billy Bob knows these are rare and valuable. Warned not to get too close, however Kronos does, one of the mushrooms stands up, sprays spores and runs away.

Kronos has the trip of his life, experiencing ego death in the foetal position.

I collect 5 small mushrooms.

Billy Bob sprinkles some onto his mysterious dried meat and eats it. He believes that the mushrooms are his friends and they must be defended at all costs.

We walk to the top of the waterfall, and enter one of the four caves. We see a creature that seems humanoid but sinks into the water.

The captain becomes invisible and then disappears to gather the coins and treasures. He made us empty our bags, then collected coins in them. It went well until Kronos stood too close to the edge and we were in trouble.

Kronos attempts to talk to the Water Weird, mixed results.

Billy Bob hatches a plan to force feed the elemental the shrooms, I sneak and succeed in forcing the shrooms into the mouth, it has no effect and the thing grabs me, causing great harm.

Billy Bob drags me, my stuff is on the floor.

The elemental demands we return the gold.

Billy Bob uses an illusion to trick the elemental to think we had returned the gold. It is fooled slightly and chases us down the river. We get away with half the treasure.

Return to the ship with our 6 giant crabs and 1 giant turtle.

The captain organises the crew to go and collect mushrooms that we may then trade, in the future. Mirrian tells us that the mushrooms are illegal so we will have to find the right buyer.

The crew shore party are given the map and directions.
The Amaranthus

A recently liberated from pirates sailing vessel in the Argent Isles. Previously sailed under the flag of the Sea Serpent pirate fleet, now crewed by freed slaves and freebooters. The ship boasts a crew of 40 men and women, 7 officers, and 9 Marines. The Amaranthus now sails under a neutral flag as a freebooter vessel available for hire by business and nobles of The Argent Isles.

### Ships Crew

* Captain - Billy Bob Bones
* First Mate - Mirrian
* Second Mate - Tobias Whitbottom
* Quartermaster - ~~Kronos Vælfroth~~ vacant
* Boson/Shipwright - Grug
* Ship Surgeon - Dennyse
* Ships Cook - Bartholomew Ravenor
Pleedo

Pleedo is a lime-green alien dawning a pink bunny ears headband and a slightly oversized suit with a nifty little bowtie, it also has quite chiselled facial features in contrast to its cat shaped mouth.

From an unknown area of outer space it somehow ended up in Babytown.

Pleedo's vehicle of choice is a Lilac UFO

## IRL

Created on "Grab Bag Stream - 'Cooking' Japanese Candy, Cart Cleaning and a Marriage!?" -https://www.youtube.com/clip/Ugkxc8INpKPXnadU5vm-Z\_i4WR4UinshBPhN
Welton Growers and Buyers Association

An organisation respobsible for the trade of wool, muton and grains grown by the farmers of Welton. The Welton Growers and Buyers Association holds great sway over the politics and policies of Welton, often influencing the decisions of the mayor.

The Association had engaged in violence with The Ambroton Cattle Ranchers Guild over a land dispute.

After The Battle For Ambroton, Alexei Merrickson fled Welton leaving a vacuum in the power structure of Welton.
Westershire

Once, ages ago, an old queen lived in a great castle near the Tranquil Harbour Bay. Her pride and joy was a menagerie, home to wondrous beasts, birds, and all manner of creatures. She loved every one, and would delight in visiting each, and making sure it had a more than adequate habitat to reside in. Eventually the queen passed, and the menagerie continued to be taken care of by her loving family and servants. Over time, others moved near by to visit the site. Some brought families. Eventually, a town grew out of the old castle, taking care of the incredible creatures contained within, and occasionally harvesting food, ingredients and other supplies to sell to other towns or apothecaries. The Menagerie is still active today, using the castle as some sort of zoo and no longer a seat of power.
The Neptunal Emissary

An organisation of the Neptunal Triton Protectorate, they answer only to the highest echelons of the Protectorate's government.

Protectors of the upper ocean floor. A global Triton intelligence and security guild specialising in aquatic peace-keeping and the maintenance of order for the benefit of all ocean dwellers.
Troubles at the Rustmine

Continued from The Sunken Keep

The Middlelands - Spring 722 - Aethia, Kriv, IV

The party awoke feeling rested and healed at the Church of Om in Ambroton. After some shopping at the market to replace lost gear, and an unsucessful attempt to learn information about the Weyhurst Hills, the three heroes decided to travel south to Kriv's new home, The Boar Glade Tower.

Kriv caught up with the happenings of the tower in his absence, talking to Ghesh. He also decided to expand and improve the tower and fortifications. Armag Farbrow would take on the role as foreman for the construction until the mine was secured. Kriv allowed Armag the funds of 5000 Gold for the construction. Armag also told Kriv that perhaps the village of Slagpoint would be a good future settlement for working the iron ore found in the mine.

Aethia spent the night "dicking around" or rather scouting the woods for the location of the mine. She noticed smoke rising to the east near the cliffs. In the morning the group set out towards the rising smoke.

However on the road a mysterious knight ambushed the party declaring them heathens. After an intense but brief fight the knight was slain. This knight was another Champion of Hu. IV collected a medallion of Hu and threw it in his brazier.

Further up the trail they came upon a wooden wall, smoke was rising from a campfire behind the wall. After negotiations with two bandit guards the party were allowed access to the mine as they had promised to find a missing lieutenant and slay the ghosts haunting the mine.

They quickly explored the upper layer of the mine finding little but some very old wine and some Rust Spiders. The heroes fought these spiders, Kriv finding great success with his adamantine blade. The party inspected the creatures, and harvested some of their acidic saliva before deciding to descend down to the lower levels.
The Witchhunters of the 6th Century

During the middle decades of the 6th Century in the lands of Egoa north of The Neck many of the petty Kingdoms experienced a great "witch scare". Those of society, typically the more noble born were often accused of witchcraft. In a land of magic this may seem off, however the targets of this hunt were typically warlocks or wizards and sorcerers practicing in necromancy.

The small Kingdoms from Florea to Blutstrom each had their own Witchhunter guild that operated in their own Duchies. A mixture of warriors, clerics and paladins usually made up the forces of these guilds.

Though perhaps the Witch hunter guilds began with and claimed to keep a good and just purpose, they were often made use of by the ruling elites to eliminate political rivals of other noble families.

One notable victim of the Middlelands Witchhunters Guild was Ferrous Blackroot, who held titles of a Barony southwest of Ambroton. He was executed in the year 562 near his tower, he would go own to haunt The Blackroot Tower until the present day.

Typically after the guilds had done their work and finished their executions without trial, the lands, buildings or temples were left alone. This over the past 161 years has resulted in many places in the world being occupied by other nefarious beings and creatures.

By the end of the 600s most of these guilds had been disbanded, either after a considered success of their mission. Some experienced a fallout of favour from their ruling Lords and Kings, others simply died in combat. A handful of these guilds do remain in the world hunting "witches".
The Feast of Om

During the days after The Battle For Ambroton things changed quickly in The Middlelands. Sensing a void to be filled The Church of Om acted with haste, IV was dispatched to the now rudderless village of Welton. IV was instructed by Bishop Rittingham to work with the people of Welton in the aims of securing votes in the newly formed Grand Council. He started this process with a grand feast, tables upon tables of food were laid out in the village square amongst the autumnal foliage, villagers walked from miles around to be part of this event. Nax was also dispatched into the greater county of Welton to investigate the smaller villages and hamlets.

The Merricksons who had held power over Welton and who were largely responsible for the violence against Ambroton had fled the county. The church was ransacked and left in a state of disrepair. IV took it upon himself to consecrate the church grounds in devotion to Om, he did so without the permission of Welton but it was unlikely anyone noticed.

Welton remained leaderless for some time. In the winter months a new leader of The Welton Growers and Buyers Association was elected; Curtis Relt, he was deemed that he could be loyal to The Church of Om.

A mayor of Welton has yet to be elected, leaving this seat on the Grand Council vacant for now.

The Rural Advocate Kaela Cartwell remained in power after the unrest, she seemed to have no part in the organisation of the violence. She held a familial friendship with the wealthy Angier Family.

The small and seemingly unimportant village of Welton had become a key party of The Holy Empire's plans.
Waterways of Egoa

### Oceans and Seas

* Forsaken Sea
* Great Cove
* Polar Waters
* Amethyst Bay
* Red Depths
* Merchantile Tides
* White Swells
* Tranquil Harbour

### Rivers

* Greatwinter Channel
* Prismal Channel
* Moon-lit Run
* Florea Waterway
* Lilypad River
* Borch Channel
* Warmwater Flow
* Grey Falls
* Laughing Tributary
* Woussinift Waterway
* Dragonfly River
* Iftens River
* Kessor Waterway
* Vantan River
* Tadpole Run
* Slime Crick
* Cobalt Stream
* Somberflow
* Orcbelch Stream
* Jade River
* Elsorgate Crick
* Blue River
* Savage Creek
* Latchdare Run
* Beavergough Creek
* Dorheim Rill
* Rustwater Surge
* Soundless Creek
* Turtle river
* Raginf run

### Swamps and Marshes

* Barver Quagmire
* Undying Bayou
The Removal of the Cult of the Warhawk

Fillmore Botello and Kriv are joined by a Wood Elf Sorcerer named Bryn Avakiir in the city of Kingston. They are hired by the steward of Kingston, Jace Eus to investigate three strange occurrences.

The trio are tricked by Jace Eus and end up helping him complete his ritual for the Cult of the Warhawk.

Throughout the events of these few days, Kriv comes into possession of a cursed sword, which helps him kill his enemies but at the cost of his morality.

The group also help the collapse of a world tree in the Barver Quagmire.

Eventually they come to the site of the ritual, the Temple of the Warhawk. Where they put a stop to the nefarious deeds of the cult.

This is also the first appearance of the merchant Boris.

Afterwards the group return southwards to the town of Ambroton.
The Treachery of Nathak

The party in Southfalls learned that Mayor Renduil Ilnorin is returned, claimed to be his own son. Clues lead to a group known as the Serpents in The Dark Timberland. Fillmore and Roberto go shopping around the black market district and meet up with Nax.

The city guards arrived in the district with intend to arrest Nax. With the help of Hest and Saphria the party hide under the inn, awaiting the arrival of Nathak. The party were advised that they should visit The Serpents.

Nathak while exploring the streets of the city found himself in the employment of the mayor, tasked with returning a missing girl. He then found his way to the basement of the inn with the others beer and pie in hand. girl he searched for was in the basement. The group decide to wait until nightfall and use the tunnels to leave the city.

Nathak left to inform the mayor of the girl. In the meantime Saphria informed the group guards are coming and that they must leave. The trio of heroes emerge into the woodlands, Saphria and the girl, Lucette with them. Guards pursue the party.

A fleeing battle broke out, Nathak shows himself in the woodlands, he appeared to be working against the party using magic. The group get away with the girl and arrive at the Serpents cave base.

Fillmore was reunited with his long seperated daughter Felicia. She informs Fillmore of the truth of the past, his memories were altered by Renduil.
The Fates of Egoa Wiki

**Welcome to the The Fates of Egoa Wiki!**A little wiki about our DnD world. Expanding as we go, added to as we learn more about the word.

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The Kings Companions

> *Justicars of the Borderlands*
>
>

The Loyal Lords and Ladies of the King of Königreich Kingdom.
Many noble houses send their children to serve as squires.

They serve as royal guards, administrators of the realm and as protectors of important locations.

They serve as judge and jury in many small towns in crisis.
Vrothgar's Ruined Redoubt

Winter of the year 720

The party of Fillmore Botello, Nax Dreadgibber, Roberto Angier, and Sir Ernst Einplatz ventured north and east from the village of Moonrest.

They soon found the ruined keep described to them by Arkensval.

As the party examined the keep and its defenses from the outside Sir Ernst explained that he had previously been involved in the siege of Tyr. Fillmore used wizard magic spells to break the chained that held up the drawbridge and the group entered the keep.

Once inside the keep the heroes were attacked by living statues and gargoyles, then later suit of armour attacked. The party defeated or avoided these foes and further explored the ruins. They found some items or worth or use, including armour for Sir Ernst and maps to avoid further traps in the keep.

As the party entered the library Fillmore was constrained by a mimic door. After a short fight the mimic retreated and transformed into a bookshelf, which then attacked Sir Ernst. The party killed the mimic and had a look around the library. Einplatz found himself a new set of plate armour.

The party climbed the spiral staircase into a study above. Before long a ghost appeared, a brief fight broke out during while Fillmore and Sir Ernst flee in terror, Einplatz was so terrified he appeared to age 30 years. Roberto and Nax killed the ghost however Sir Ernst is so terrified that he fled even further, Fillmore tried to retreive him.

Nax and Fillmore found the skeleton of Valanthia, Arkensval's sister hidden in her bedchamber behind a bookshelf. There were letters found explaining that to kill a Rhakshasa, a blessed weapon must be used. The group then learned that there is a blessed weapon hidden in a clearing in the woods.

The party settled in for the night in the study.

In the morning after the party fought a pair of gargoyles on the roof. Nax and Sir Erntst took a 40" tumble to the courtyard below, but managed to survive the fall.

In the northwestern tower, Fillmore fell through a trapdoor, Sir Ernst fell into a gap in the ceiling and Roberto attempted to jump the gap on Cat the tiger but also fell in, Only Nax managed to lower himself down safely. The party discovered Vrothgar's study, found jewellry, letters and an unmelting ice cube.

Fillmore entered the hallway to the east, finding a hallway lined with traps and voids in the floor. The wizard adeptly avoided the voids and only took slight damage from the fire traps. The rest of the party managed to avoid the traps and voids completely. The group entered the central landing only to learn of the animated statues waiting for them...
Temple of Silvanus

### About

The Temple of Silvanus was the main organization of worship of the god Silvanus. Spread throughout Egoa and loosely organised, nevertheless the greenleaf priesthood was far stronger than people thought.

Clergy of Silvanus were expected to protect forests, plant new trees whenever possible, and banish disease. They also were friends of Dryads, and were expected to seek them out and serve them whenever possible. While expected to kill only when necessary, they were fierce enemies of those who would harm the forest with axe or fire. Silvanites should use violence only when the situation or hostile enemy leaves no other option.

### Holy Days

While the Silvanites worshiped the Forest Father at all times, they had several holy days.

* Greengrass
* Midsummer Night
* Highharvesttide
* Night the Forest Walks

This festival could occur at any time of the year. During this festival, when Silvanus is restless, the forests and trees themselves move about. Streams and ravines can change and caves can appear or disappear in the forest. Forest magic is particularly strong and wild, and monsters who live in the forest become very active.

### Worshipers

Silvanus has paladins, clerics and druids in his faith, though their presence varied by location, with druids being the more prominent due to his narrow focus on wild nature without concern for balance. One could even find halfling druids revering him over their own pantheon's nature deity, though this was a rare occurrence. Some barbarians, hermits, wilderness dwellers, and rangers also worshiped him.

His clergy often worked together with the clergy of his allies, Mielikki and Eldath, towards common goals. With the latter two being instructed to support, protect, and (if the need arose) obey the clergy of Silvanus. These included protecting the wilderness from further encroachment by civilization, such as the felling of trees and limiting farms or ranches to already cleared land. Also the fighting of diseases, planting new plants, and fighting those who did the bidding of Malar.

### Organisations

The church of Silvanus was often called the Greenleaf Priesthood due to their use of the oakleaf symbol of their deity. Armed Paladins of Silvanus in Egoa are members of Knights of the Greenleaf.