recursal/Fanatic-Fandom huggingface dataset:
Desert Temple

Burning Sands > Graveltonia > **Desert Temple**

Summary / Location

## Early History

The Desert Temple existed before The Storm, as home to an unknown population. Little is known of these people, other than they were caretakers of a Light of Civilization.

## Exploration

In AS 70, the Callers of Chaos hired a Lowslayer ship to bring them across the Bay of Breezes. They came in search of the Light of Civilization, with the intent of extinguishing it. Their efforts were halted by a lethal puzzle-trap, that claimed the life of Nbath Cairnmolder.

The Heroes of Frostholm came looking for the missing Cairnmolder Dwarfs in AS 73, fought their way through the temple defenses, and solved the puzzle. They managed to force out the info about the Light of Civilization, and decided to bring it back to Frostholm - along with the Callers of Chaos whom they believed deserved dwarven justice.

## Past Occupants

The majority of the Callers of Chaos escaped the Heroes of Frostholm, and returned to the temple in AS 74, where they began summoning demons and gathering strength.

These "Chaos Dwarfs", along with their demon associates, became at odds with The Oasis over their opposed Chaos/Law agendas, and have been waging fights up and down the Rodious ever since.

In AS 204, CLIPEUS was founded by AEGIS to keep watch over the Desert Temple. They discovered that the Lords of Chaos, led by Matre Cairnmolder, had forged strong alliances with the demons, and that underneath the Temple lie many doors into the Abyss.

## The Firebourn Attack

Emperor Altaris led a coalition army from The Oasis, New Gravelton, Vaultaria, and his own forces to sack the Chaos Temple. Using The Light of Civilization from The Oasis, he killed one of the remaining Lords of Chaos.

The Lords of Chaos were forced to retreat, and Altaris' armies hired Coinpike mercenaries to hold the Temple and ensure it was not reclaimed by demons. This attack effectively put an end to the Blood War in the region, an on-going conflict between the Devils of The Oasis and the Demons of the Chaos Temple.

## Current Occupants

More recently, the Gravelfighter dwarves of New Gravelton have laid claim to the Temple. They are well established in the region, and are considered to be in contention for the Frostholm-claimed CLIPEUS station, which occupies the only arable land of the peninsula.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Garaz-Grong

**Garaz-Grong** is a forge imbued and enveloped by magic, located in Karak Deb-Baraz. It's origins are unknown at present. Items crafted using this forge will show unique qualities, some good, some bad. The forge does not present an aura of evil, but it most assuredly gives off an aura of chaos. The forge is forever stoked by a water wheel fueled by an underground steam. The name is derived from the Khazalid words for "Rebellious Anvil."
Checkpoint Charles

Fairlands > Frostholm > Greater Frostholm > **Checkpoint Charles**

Checkpoint Charles is a Frostholm customs checkpoint located at the far northeast of Greater Frostholm, bordering on Northport.

## Establishment

The initial intent of Checkpoint Charles was to comply with the High Council's mandate that those entering Frostholm be screened for disease.

## History

While the enforcement of this has not been possible throughout Greater Frostholm, the checkpoint has remained to tax goods entering Frostholm by land (a minority), as well as keep tabs on who is coming and going from Northport and Lungdespair.

## Residents

The Town Guard keeps two guards posted at the checkpoint at all times; it's considered a desirable assignment, as there is very little action, or walking for that matter.

Other guards on patrol between the Checkpoint and The Barricade stop there for the night to rest.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Jennavne Hewer

Jennavne is a human female who lives in Frostholm Farms, and is member of the Hewer family by marriage.

## Significant Appearances

**AS 64:** Jennavne is approached by the Heroes of Frostholm, who are looking to get a cache of books for the Frostholm Library for the Edgedigs, that are currently being hoarded by the Hewers. She advises that they barter a greater number of books.
Cairnwright

The Cairnwright are one of the Twelve Houses of Frostholm; specifically one of the Lesser Houses

Their colors are Light Green and Orange. Their crest is a Fern on n Orange Wool background.

## Common Traits & Professions

Cairnwright are creative, kind dwarfs, who love to smoke. They have below average strength, and are often found working as Painter, Excavators, Tobacconist, and Masons.

## History

In the begining of Frostholm, the Cairnwright house was the Cairnmolders. Between AS 70 and 74, over a dozen members of the Cairnmolders (who were part of the Callers of Chaos) left Frostholm to the Desert Temple, never to return. To restore their numbers and preserve their place as one of the Twelve Houses, they chose to merge with the Wright Family.

## Relations

The Cairnwrights do their best to be well liked by all houses, and are especially welcoming to new humans in Frostholm.

## Restricted Knowledge

Knowledge Local DC 10 (Merge)

The Heroes of Frostholm brokered the merge between the Cairnmolders and the Wrights
Postgame A34

Week 34: Backtracking (Day 248-262)

When we left off...

The party took a much needed rest, to train up and relax before investigating the oven-portal.

With the branch from Dak’kon’s tree in hand, the party was able to coax the entity at the other end of the portal to reopen it. The dwarf Garmundi, a prophet of Aoskar (the God of Portals), convinced them to come through, because of a critical matter (that he was extremely light on details about).

Heading through portals to places unknown, the party found themselves in Curst Prison; a jail in the Outlands bordertown of Curst. The inhabitants had mixed reactions - some tried to escape along side them (Jean), others tried to kill them (and/or give them much desired cool guy approval). Ultimately, the party chose to not disturb the holy sword that appeared to be powering the prison, and received instructions on how to leave from someone calling himself the Duke (a link of chain hanging from the body of a nearby Deva would open a portal outside).

Once aboveground, the party saw the ruins of Sigil - the once great city was in pieces on the ground, lying atop the rubble of its collapsed pillar. The silver thread that the party was following lead straight towards it, and they followed it. As the party drew closer, time progressed backwards - briefly placing them at critical events surrounding the storm...

* Ravel’s escape from her maze, as it tore apart in the storm.
* Aoskar’s return to life (?), and his charging Garmundi with delivering a letter to Istus.
* Sigil crashing to the ground, and the Lady of Pain becoming free of “the cage”
* Frostholm piling into it’s pocket dimension, and King Armok heading to his vault.
* The wizard’s council in Sigil dispersing wizards / the Starstruck as the city was in freefall.
* Dak’kon striking the blow that collapsed the spire, and dragons who were witness to it.
* Istus (and Gwen!) being slain at the hands of Dak’kon.

Around town...

The Gravelfighters have identified a blood splatter on one of the chests used to carry goods into the Pocket Dimension, as belonging to Armok Gravelfighter. This is the first breakthrough in attempting to locate him since he went missing during the storm - they intend on using his blood to attempt to divine his current location.

Word from Grimwalt is that they’ve established diplomatic and trade relations with the elven civilization of Lanthir. A Third Internation Council at Pax Transit is sure to follow, as they are introduced to the rest of the known global community.

Frostholm High Council elections are two weeks away! The official campaign season is a scant one week, though cynics would propose that backroom dealings have been going on for months.
City of Frostholm

Fairlands > Frostholm > **City of Frostholm**

The City of Frostholm is the capital of Frostholm.

## Geography

The City of Frostholm is located on a rocky peninsula. Its northern end is connected to Frostholm Farms by bridge, and is defended by the Outer Wall. Six watchtowers then ring Frostholm, providing full view of any approaching threats.

## Upper Frostholm

Immediately inside the gates is Upper Frostholm; a more wealthy, well kept section of the town.

* Deep Halls
* Frostholm Great Library
* Wyrmfighter Arena
* Glitterdigger Mines
* Frostholm Lumber Mill
* Great Forge
* Alister's Manor

## Deep Halls

The Deep Halls are the glowing heart of the city; massive caves lit by lava and carved by hand. They are the center of government in Frostholm, but also house a number of other activities.

* AEGIS HQ
* Old Council Chambers
* wUnderbar
* Honoratorium
* Detention Block
* Ring of the Law
* Black Vault
* Frostholm Storage Depot
* Dwarven Housing Project
* Ulrig Biggut's Fish Franchise
* Acacia Square Apartments
* Birchwood Apartments
* Ruby Road (Upper & Lower) Apartments
* Gold Ore Pub
* Dirk Grimstone Private Eye Office
* Deathbeard Arms Dealers

## Central Frostholm

The crossroads in the center of Frostholm.

* Monument of World's Past
* Emberhearth
* Frostholm Central Apartments

## Chillpeak

Chillpeak is the tallest mountain in Frostholm, on the southern end of the city. It's constantly covered in snow and ice.

* Milltop
* Land's End Monastery
* Frostholm Dam
* Northlander Laundry
* Northlander Pottery

## Poll Peak

Poll Peak is the second tallest mountain in Frostholm, on the northwestern end of the city. It's capped with an Airship Dock.

* Frostholm Airship Dock
* Starstruck Observatory
* Grimcrusher Bakery
* Grimcrusher Funeral Home
* Grimcrusher Mill
* Mage's Vault
* First Vault of Frostholm
* Cairnmolder Inn
* Dwarfgrowery
* Frostholm Schoolhouse

## Lower Frostholm

The Southern end of Frostholm - a slightly rougher area with a great deal of commerce.

* Shopplex
* Frostholm Stables
* Canals District
* Frostholm Hot Springs
* Ulrig Biggut's Fish Franchise

## The Docks

The waterfront area on the southmost end of Frostholm..

* Frostholm Waterfront
* Frostholm Lighthouse
* Harbormaster's Villa
* Flagonshard
Fire Orcs

## Origins

   The Orc settlement of Osh'Cosh'Begosh was one of few fixed locations that orcs could be counted on to be at; where as most orcs roamed about in packs, these orcs were a more social breed.

When The Storm was poised to strike, the wizard Benobinee was sent there. Unfortunatly for all involved, he was one of the least capable wizards dispatched - chosen for this mission based on the low priority given to Orcs.

Benobinee's teleportation went awry, and he ended up arriving late. What orcs he could gather were under provisioned, and his pocket dimension was faulty (at best)... he was an Evoker, first and foremost.

When he and the orcs were ejected back onto the prime material plane, reality had not settled - not by a longshot. They slinked into a nearby empty fortress, and tried to hole up. During their wait, Benobinee found a small tear in the planes that led to the elemental plane of fire - something quite amazing, and very much of interest to him. He quickly forgot about his mission to preserve the Orcs, and began experimenting with the portal.

What Benobinee didn't know, is that mentally grappling with the portal was slowly causing him to go insane; so he did not pause as his experiments got more and more unusual, and cruel. He eventually began using Orcs in them... infusing them with power drawn straight from the portal, and dreaming of an army to establish himself in this new world.

## Appearances

Fire Orcs were one of the original threats to Frostholm. Their presence to the north of the City of Frostholm was hinted at by the Mysterious Signal Fire that was noticed by the Town Guard in AS 57, and investigated by the Heroes of Frostholm in AS 61.

In AS 63, a large force of Fire Orcs that was headed for the City of Frostholm was engaged by the Heroes, who chased them past the vulnerable Frostholm Farms. At the Gates of Frostholm, the heroes dug in - leading to the Battle of the Bridge.

Fire Orcs continued to harass ships passing through The Channel until AS 98, when the Heroes of Frostholm tracked them back to their source - The abandoned fortress of Boatmurdered

## Liberation

*See Also: Salvation of Lungdespair*

The Heroes of Frostholm fought their way through Boatmurdered, not sure what was at its end. When they found Benobinee, he was dispatched in a single blow by Warden; no questions asked.

Locked in a back room, the group found a mass of unaltered Orcs; those remaining from Osh'Cosh'Begosh. As the most aggressive Orcs had been selected for experiments first, those left represented the most peaceful of the group (which still isn't much, because Orcs).

After being granted their freedom, the group split. The bulk of the Orcs (Led by Urk) decided to remain, and take over the fortress - which they renamed Lungdespair, after the mighty elephant that once rampaged through its halls. A minority of orcs (lead by Erk) decided to make a new life in Northport - only a day away from Lungdespair, and in need of strong backs to rebuild from the recent Siege of Megor.
Postgame A44

Week 44: Ettin is Such Sweet Sorrow

(Day 316-324)

When we left off...

King Tobias, happy with the results of his wedding, gave a three day training intensive in Grimwalt for Calais, on Advanced Leadership Principles. After that finished, the party was back to the Ettin Camp near Puerta Costa, to deal with the monsters.

Inside, the Ettins were enhanced by means of a magical forge - sheer numbers of ettins proved problematic initially. Midway through the battle, both sides strategically withdrew to regroup. To the ettins’ peril, their new strategy “left the gate down”, and Warden was able to strike at their source of power.

Deprived of that, their magical forces faded (after bouncing harmlessly off their last targets...). Iris and Mungo struck down several, and Ariana cleaned up the remainder in a most dramatic and effective fashion.

Around town...

Heat Hill is running into issues finding the space for all the exhibits, as well as the attendees. With the weather still as cold as it is, outside accommodations are still not feasible...

Sunspar has completed their new High Council building, and nearly constructed a new meeting area for the International Council. Other Nations have been offered space on the western half of the island, in what is being called the “High Security International Diplomacy Zone”.

The Oasis has rolled out an aggressive amount of tourism advertising. The entire city is being pitched as a vacation getaway in the desert, with plenty of gambling, alcohol, and every sort of hedonistic pleasure and entertainment. Early visitors have remarked how there no visible devils... despite New Gravelton news that the Blood War has intensified.
Postgame A22

Week 22: Vrock in a Hard Place (Day 162-165)

When we left off...

Frostholm has settled back down following the coup attempt, and the new government is running along smoothly. AEGIS conducted an interview with the party, with varying levels of compliance. The information gathered will go into the historic register.

With the Winter Wolf gear crafted, the party was ready to head into the frozen lands to the west, and see what could be learned about the arctic storm raging there. They departed south southwest from Northport, attempting to take the shortest route through the cold towards the two identified features of interest - the center of the storm, and some type of heat vent.

As night fell, the party took shelter in a cave - one which was not unoccupied. After setting off some mundane traps, demons took note of the party - and attempted to repell them. The Vrock, and his Dretch henchmen, blasted the party with nauseating vapors and lightning - even resorting to teleporting about the cave to prolong the fight - but eventually fell to the holy might of the party.

The danger hasn’t passed; however. Mungo is not only soaking wet in subzero temperatures... but has covered in yellow mold spores, and some strange infection from the Vrock. The cave itself has also gone largely uninspected, save for a glowing shard of ice...

Around town...

The Polar Plunge, which totally has happened already, was quite exciting. “I can’t believe that thing happened to that person!” exclaimed an onlooker. More specific details to follow...

The Temple of Light is still looking for Angel investors. They have had to repeatedly come up with new tiers of investors for the escalating contribution battle between Mungo and Calais, but are still searching for a literal Angel.

Dakkon, a regular at the monastery, has disappeared. Haldo Wyrmfighter, a journeyman tracker, found tracks that showed he just got up and left - no sign of a struggle.

The Mage’s Guild has had a magical breakthrough. While spells involving long distance teleportation or sending have been consistently failing since the storm, they have had success in using large gems to create magical anchor points that can be the focal point of such spells. “We have only extended the range of sending spells from one end of Frostholm to the other - but are hoping to find larger gems to facilitate further connectivity”
Town Guard

The Town Guard is the volunteer defense force of Frostholm

## Composition

The Town Guard is made of unpaid volunteers. Each house is expected to contribute at least a few members to serve on it, and pay for their upkeep.

They have a monthly gathering in the Honoratorium

## Responsibilities

The guard is focused primarily on guarding Frostholm from outside threats; there is generally little need to keep the peace internally; at least from blatant crime or violence.

## Members

**Commander (1)**

* Delkad Wyrmfighter

**Captains (5)**

* Eoca Ironender
* Tenna Glitterdigger
* Gop Stonesapper
* Fol Lowslayer
* Zec Copperfinder

**Sergeants (Max 10)**

* Hek Grimcrusher
* Vedic Edgedig
* Perb Ettinslayer
* Durra Ironender
* Basta Cairnwright
* Jux Lowslayer

**Corporals (Max 40)**

* Ejj Stonesapper
* Meq Stonesapper
* Ird Grimcrusher
* Minnu Lowslayer
* Ovis Ettinslayer
* Dkak Ettinslayer
* Rast Wyrmfighter
* Siw Wyrmfighter
* Urik Glitterdigger
* Wessl Edgedig
* Xix Cairnwright

**Lance Corporals (Max 40)**

* 2 Human d'Ironenders
* 2 Dwarf d'Ironenders
* 2 Halfling d'Grimcrushers
* 1 Half-Elf d'Lowslayer
* 1 Elf d'Ettinslayer
* 1 Half-Elf d'Ettinslayer
* 3 Dwarf d'Wyrmfighter
* 1 Half-Orc d'Wyrmfighter
* 1 Dwarf d'Glitterdigger
* 2 Human d'Glitterdigger
* 1 Dwarf d'Edgedig
* 1 Human d'Edgedig
* 2 Human d'Cairnwright
* 1 Half-Elf d'Copperfinder
* 2 Dwarf d'Copperfinder

**Constables (Max 40)**

* 1 Dwarf d'Redquarrier
* 2 Human d'Redquarrier
* 4 Dwarf d'Stonesapper
* 4 Orc Northlanders

**Lance Constables (Max 40)**

* 1 Half-Orc d'Ettinslayer
Rio Cosa

Fairlands > Cosan Emirates > **Rio Cosa**

Rio Cosa is a small village about half a day's journey north of Lago Cosa, along the Bargeway. It is approximately equidistant between Puerta Cosa and Tumbleshanks. Rio Cosa is a member of the Cosan Emirates, and is represented by their delegation in International Affairs.

## Population

The citizens of Rio Cosa are primarily Halfing refugees who moved to the area after a water crisis in The Oasis. There are also some Dwarves and Humans living in the area. The village houses about 20 productive adults, but a complete census would come closer to 50 - including children and the elderly.

## Economy

Rio Cosa is a major port along the Pelor River Bargeway. It is connected to Lago Cosa and The Cat's Paw Inn via the trade-barge *Summer's Day*. Many Oasis Tenters have made lives for themselves as Barge Operators in the area.

In addition to river trade, Rio Cosa produces and exports large quantities of mead and honey. Their local Honey Harvest Festival, held each year on the 30th day of Summer, draws in visitors from surrounding towns.

There is also a small smithy and a few shops in Rio Cosa, providing basic goods so that citizens don't need to go all the way to the market in Puerta Cosa for necessities.

## Chaplain Headquarters

The Cult of Pelor's Chaplain Order operates out of Rio Cosa. In addition to the bunk house and offices, the Rio Cosa Chapel serves as the town's primary resource for divinity.

Though technically governed by the Main Office at Zenith Temple in Sunspar, the Chaplain Order operates with an uncommon degree of independence and autonomy that allows them to adapt more quickly to their assigned localities. This flexibility has led the Chaplains to be known as The People's Priests.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Aota Lowslayer

Aota Lowslayer is a male Dwarf. He is the owner of the Inner Harbor Tiki Bar.

## Involvement in Third High Council

Aota ran on the slogan "An Empire on which the Sun never Sets"  He values sea trade and empire building.

Aota Lowslayer came in a distant fifth, with a number of last minute votes from the Grimcrushers and Ironenders. Known platform compromises that Aota had to make to secure the vote include: Scrapping the proposed port at Lungdespair, and establishing a tariff on goods imported from New Gravelton (that will go to support science).

Shortly after her election, he was one of the Frostholm Representitives at the Third International Council

## Political Views

As reported at the time of the Third International Council's election...

* Does not value the landlocked Oasis
* Strongly in favor of an alliance with Grimwalt
* Strongly promotes trade with New Gravelton; but has conceded to tariffs on imports from them.
* Believes Frostholm should side with Lanthir against Tumbleshanks
* Dislikes Heat Hill, as they lack a port.

## Other Stats

**Religion:** Pelor

**Class:** Unspecified

## DM Only

Other Info:
Alignment: Neutral Good
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Postgame A6

**Week 6 (Days 73-75)**

**When we left off...**

A beacon of civilization was found in a desert temple, and taken to Frostholm. It has the potential to draw wandering groups to it, and is very much something that the Callers of Chaos would see extinguished.

The Starstruck Dwarves reached out to the party, and revealed that they are pursuing the agenda of lawfulness. Under the watchful protection of the Starstruck Dwarfs, and Pelor-worshipping elfs, they will strive to keep the torch safe (in a yet unbuilt fortress).

Ten Callers of Chaos disappeared into the desert, after refusing to return to Frostholm. There whereabouts are unknown, but unsubstantiated suspicions are that they returned to the temple.

Matre Cairnmolder was drug back to Frostholm in chains, but not charged with cataclysm-causing, or attempting to lock the party in with the angry temple guardians, and has been released.

**Around town...**

The distinct lack of Cairnmolder dwarves has sparked rumors that they will need to be replaced as one of the twelve families. Their panel member has said “We’ll be back just as strong and rightfully on this council in no time, just you wait”.

Tir Edgedig has not left the Temple of the Silence in days, and Vaultsmiter protesters have been successful in discouraging anyone from entering. Rohori Vaultsmiter has said , “There is a foul stench of evil and decay that comes from this place, and no good citizen of Frostholm should enter”.

Budet Grimcrusher has been enthusiastically inspecting all the doorways and arches in town, waving a burlap sack at them. When asked what he was doing, he skurried away.

Attitude surrounding the incoming elfs has been mostly positive. The council believes that they will bring needed diversity. There was nearly a skirmish when Frostholm’s newest residents saw the dwarves selling goods made from wood, however.
Week 1: What a Horrible Night to Have a Curse

**Week 1: What a Horrible Night to Have a Curse**
Year 735, First Moon, First Day
When we left off...

As the fog cleared, the Party was deposited on **Old Svalich Road**with only one way to go... west. They passed through the looming **Gates of Barovia,**that that opened for them like the mouth of a hungry dog (and not a good doggo, either). The scent of death could not sway them from their path, as they pressed on for shelter before nightfall, which they found in the **Village of Barovia**- a bleak, nearly empty town with only the faintest hint of life. Flat faced peasants peered at them from second floor, barricaded windows.

The haunting sobs coming from within an unassuming townhouse was the first thing investigated - inside, the group found **Mad Mary**, a despondent woman who wept for her missing daughter, **Gertruda**. The teenager had broken out of the house a week ago, and Mary fears the worst for her. All she has left of hers, is a doll bearing the tag "Is No Fun, Is No Blinksy!". This was rated a meer "D+" on the scale of things that the party does.

Back near the town square, the group passed by **Blidrath's Mercantile** in favor of the **Blood of the Vine Tavern**. Wine was procured from the flat-toned **Arik the Barkeep**, and hardly touched before **Ismark Kolyanovich** invited them to drink with him! Ismark was the first real bit of life to be found in this land. His intent did become clear with light-to-no prodding... he is looking for brave adventurers who can escort his adopted sister **Ireena Kolyana** to somewhere safe, like the village of **Vallaki**. **Strahd**has taken some special interest in Ireena, which is why Ismark fears for her. After the party agreed to help (after determining this was perhaps the kind of thing they do, but only in exchange for an introduction to the **Burgomaster**) he was willing to answer questions about Barovia, and a bit about the apparent soullessness common to many inhabitants of it.

The Burgomaster, **Ismark Kolyanovich (Sr)** was indeed in his Mansion... lying in a homemade coffin, dead. He had died three days past, but her and Ismark could not find anyone who would help take him to the cemetery for a proper burial. This was *clearly* the kind of thing that the party was into helping with, and they carried the coffin up through town before the dusk turned entirely to night.

The local priest, **Donavich**, was found in a heavily battle-torn church in mad prayer. Screams from the basement revealed his shame and concern - his son, **Doru**, who had been turned into a vampire spawn following a failed assault on **Castle Ravenloft** a year past. Donavich believes that the Morninglord will make clear to him a way to cure his son, without destroying him. Regardless of his son's condition, he declared that they would bury the deceased Burgomaster at dawn, in accordance with the proper rites. The party was shown to rooms where they could rest until then.

**Around Town...**

The night is seriously dark and majorly full of terrors.
Cat's Nap

Fairlands > Frostholm > Greater Frostholm > **Cat's Nap**

The Cat's Nap is a retreat in the woods by Frostholm, which provides weary travelers with food, drink, and a place to lay their heads; for the right price, of course! It is currently being run by a group of Catfolk that Mungo rescued from the desert temple when the Heroes of Frostholm chased the Callers of Chaos there originally.

It has, over time, become a place of rest and relaxation, as well as a place for fine wine connoisseurs to meet and sample some of Chef's amazing delicacies paired with rare wines.

## History

**AS 282-284:** Host of Third International Council Afterparty & Summer Solstice Celebration

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Holy Purification of Northport

## The Book of Calais: Chapter 11

And after the accords of Pax Transit were struck, the Heroes of Frostholm returned to Northport and investigated the foreboding cave they had discovered. Through their battle with the fiends of the pit, they unearthed an army of the undead, led by the vampire Megor. The army of darkness lay siege to the city, clogging the canal with zombies, and crossing into the city proper.

Under cover of night, undead poured from the cave, and Megor and his skeletons decimated the dwarfs defending the barricade, biting and turning one of the defenders.

With no alternatives, Guru Calais made for the Northport Lighthouse. Therein, Pelor's Chosen One discovered three casks of holy oil, and sanctified the beacon in the name of Pelor. But there is no miracle truly achieved without sacrifice. So sayeth Calais, and so it must be.

Lord Pelor spake to Calais, and demanded that His Chosen should lay down on the pyre, sacrificing strength of body for strength of spirit. Without question, the Guru did as Pelor bade, and emerged unburned in a burst of glorious light.

Melgor's army fled in disarray, allowing the Heroes of Frostholm to claim the day. Purified by fire and bathed in holy light, Calais went among the people and healed them with but a touch. And, upon finding a soul corrupted by darkness into an unwilling slave of undeath, released him from his burdens, reciting holy words over the corpse. This was the second miracle of Calais - Chosen of Pelor - Light of the Sun.

## Suggested Hymns

* The Pit. That One, Specific Pit.

* The Sun Will Come Out Right the Fuck Now
Postgame A14

Week 14 (Day 100-108)

When we left off...

The rescued Orcs decided to split up. Twenty of the less social orcs, led by Urk and seeking to return to the life they lead before the storm, have decided to settle Lungdespair (formerly Boatmurdered). Five of them took a large portion of the gold bars to Northport, and purchased supplies to rebuild. When they drug the supplies back, they left a clear trail linking the two settlements... which Gwen then provided clear signage for.

Ten of the more social Orcs, led by Erk, have decided to try and move on, and find work in Northport permanently. Affectionately dubbed the “Northporcs”, they have been put to work performing construction, and cutting down lumber... and a recent influx of gold has insured they can be paid for their tireless work.

The final group of diplomats was as such: Tir Edgedig, Beto Lowslayer, Didi Vaultsmiter, Evelyn Cairnwright (human), and Berk d’Pelor (elf). Holba Copperfinder also made his way on to the boat’s final spot, but no space could be bought for Gurt Glitterdigger. The exchange of diplomats and maps was a success, and there is expected to be a healthy relationship between the two nations. Also - three catfolk were found to be among those living in Grimwald, and have returned to be with Mungo!

During Calia’s dedication ceremony for a new lighthouse, the crew of the Jolly Llama made a break for the channel, thinking that their hostage would provide safe passage. Arriana’s draconic heroics, and a well placed anchor token foiled their plan... and multiple violent blows to the torso foiled their escape. The captive Lowslayer was saved, and the diplomats saw the whole thing.

Around town...

The Northporcs’ common-language is still being developed. Some of the locals are already tired of hearing the handful of phrases they can speak... “Something need doing?” “I can do that” “What you want?” “Ok”.

One Chillbeard has expressed discomfort at the presence of the orcs, saying that they shouldn’t just be taking anyone in. They quote the dwarf philosopher Urist Stottle, “A Friend to all is a friend to none”

A small rift has occurred between the mineral-rich Glitterdiggers, and the Copperfinder bankers, regarding only one of them getting to board the first ship to Grimwald. Holba Copperfinder was heard to say “It’s not the weight of your stones, it’s the size of your sack”.

CORRECTION: I’ve overused the name Tir Edgedig, by accident. From thenceforth...

Tir Edgedig = Vecna-worshipper found in underground cave, worked at the library, returned the copy of Ordinary Necromancy to you. Now a diplomat to Grimwald.

Homare Edgedig = Vecna-worshipper who worked at library, you tipped him off about the Vaultsmiters learning about the existence of the underground shrine. Went on to found the Temple of Silences, and found dead in it from mace-blow.
Kratul Kegmaker

**Name**: Kratul Kegmaker

**Level** 1, Dwarf Warrior

**Homeworld**: Faerun, Waterdeep

**Age**: 27

**Backstory**:  Kratul was the middle child in a large crafting family.  Every day was the same, get up and make kegs.  His family drank too much and laughed often, which made it a comfortable existence.  Kratul was happy in life, until he fell through some weak floorboards in the crafting hall.  He found himself in a secret cellar, which he discovered belonged to his great uncle who lived some 350 years prior to Kratul's birth.  Everyone in Kratul's family had always said no one in the family had ever done anything other than craft, and low and behold he finds out his Great Uncle Krad Kegmaker had become an adventurer and taken the name Krad the Endmaker.  Despite the terrible name, Kratul's imagination ran wild, and he idolized his adventuring ancestor.  Finally, Kratul decided to follow in his footsteps and left home armed for adventure.  On his 3rd night, a storm struck while he was sleeping in camp, and he woke in a different world.  He is inexperienced in combat, but loyal as a dog, and eager to earn and name for himself.  He works with the Free Lands Underground with hopes to perform great deeds in the region.

**Characteristics**:  He has light brown hair, and keeps his bear loose to make it appear longer.  He prefers axes and uses a shield in combat.  He tries to spar with his fellow Bank guards nightly, in order to learn their skills in combat.  He has not yet earned his first battle scar, something Hadac points out often when Kratul becomes an unbearable youth.
Rkur Redquarrier

Rkur Redquarrier was a male Dwarf. He was a weaponsmith.

## Involvement in Frostholm Coup

Rkur was one of the Redquarrier "peacekeepers" used by Cneh Gravelfighter to carry out his coup. He was guarding the gate at the time the Heroes of Frostholm infiltrated the City of Frostholm, and was knocked unconscious by Calais.

## Embarkment to Tumbleshanks

When Ooho Redquarrier was exiled for his part in the coup, Rkur joined him (and five other dwarfs) to found a new dwarf fortress, which came to be known as Tumbleshanks.

## Death

* **AS 283:** Rkur finds the body of Nikdag Redquarrier, and is overcome with despair. He takes the half-finished Morningstar he was crafting, and beats Tug Redquarrier to death. Eoni Redquarrier then pushes Rkur down the stairwell, to his death.
* **AS 286:** His body is discovered by elves from Lanthir, placed in a coffin, and sent off towards Frostholm.
* **AS 290:** Rkur is buried in the Frostholm Tombs

## Other Stats

* **Religion:** Unspecified
* **Class:** Unspecified

## DM Only

Other Info:

* Alignment: Neutral Evil
City of Grimwalt

Far North > Grimwalt > **City of Grimwalt**

Summary / Location

## General Layout

The City of Grimwalt is enclosed by a high wall and many buildings are built into or on top of the walls themselves.

On the lower level are three primary streets (north to south):

* Lanstras Road
* Central Boulevard
* Tobias Road

At the East End of the lower level are (north to south):

* The Palace
* City Dungeons
* The Gallows
* Grimwalt Market
* Inner Harbor
* Grimwalt Municipal Building
* Temple of Pelor (and Hospital)
* Grimwalt Military Command Center

On the lower level are two primary streets built onto the walls (north to south):

* Upper Avon Road
* Upper Rhys Road

Running the length of the south wall, outside of the main wall:

* Municipal Jousting Grounds

## Housing, Inns, and Brothels

* Allium Apartments (Lanstras Road)
* The Cat House (Tobias Road)
* The Green Donkey Inn (Lanstras Road)
* The Weary Traveller's Inn (Tobias Road)

## Restaurants

* Bready or Not Bakery and Cafe (Tobias Road)
* The Thirsty Skellington Pub (Lanstras Road)
* Ulrig Biggut's Fish Franchise (Grimwalt Market)

## Shops and Services

* Alchemical Creations (Lanstras Road)
* Drazig Armorers (Lanstras Road)
* Erwin Totensky Scribe/Scholar (Lanstras Road)
* Grimwalt Market
* Jorgie's Laundry Service (Lanstras Road)
* Upper Rhys Open Market (Upper Rhys Road)

## Government Facilities

* City Dungeons
* Grimwalt Military Command Center
* Grimwalt Municipal Building
* The Palace
* The Red Garden
* Walltop Garden

## Organization Buildings

* Adventurers' Guild (Tobias Road)
* Fox Society Member Library (Lanstras Road)
* Fox Society Office (Lanstras Road)
* Mages' Guild (Tobias Road)
* Mages' Guild Dormitories (Tobias Road)
* Mages' Vault (Tobias Road)
* Temple of Pelor and Hospital
* Warriors' Guild (Upper Rhys Road)
* Warriors' Guild Annex (Tobias Road)

## Other Points of Interest

* City Gates to Outer Grimwalt (Western Wall)
* Condemned Building (Tobias Road)
* The Gallows
* Inner Harbor
* [Noble Family]'s Estate (Upper Avon Road)
* The Sinkhole (Central Blvd)

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Northlander

The Northlanders are one of the Twelve Houses of Frostholm; specifically one of the Lesser Houses

Their colors are Cyan & Yellow. Their crest is a Diamond on a Wheat Background.

## Common Traits & Professions

The Northlanders have no commonalities, as they are an amalgam of different groups. Their most shared trait is that they inhabit the areas outside the City of Frostholm.

## History

When the Vaultsmiters left Frostholm in AS 144, there was a gap in the Twelve Houses. The Second High Council decided to create a house primarily consisting of the Catfolk of the Cat's Nap and the Orcs of Lungdespair. Their logic was that those living out in the wilderness faced unique situations, and needed their own representation.

House Northlander has used a portion of their wealth to buy the industries abandoned by the Vaultsmiters.

## Restricted Knowledge

Knowledge Local DC 15 (Town Guard)

The Northlanders rely disproportionally on their Catfolk to act on the Panel, and on their Orcs to serve in the Town Guard
Hera Grimcrusher

Hera Grimcrusher is a female Dwarf. She is the owner of the Grimcrusher Bakery.

## Involvement in Third High Council

Hera ran on the slogan "Connecting People" She values places and nations that can be connected by road. She was not elected to High Council.

## Political Views

As reported at the time of the Third International Council's election...

* Likes the Oasis, wants to build a road to it.
* Does not value Grimwalt
* Dislikes New Gravelton
* Does not believe Frostholm should be involved with Lanthir / Tumbleshanks
* Indifferent regarding Heat Hill
* Wants to direct funds to improve roads connecting Frostholm Farms to Lungdespair and Northport

## Significant Appearances

* **AS 88:** Hera invents Frostening, an event viewed (and later immortalized by) Beftan Ironender.
* **AS 92:** Hera Grimcrusher alerted the Heroes of Frostholm to a portal that had opened in the bakery. She believed it was Aoskar, (dead?) God of Portals, reaching out to Bobportal. They attempted to get the entity to come through to which it responded “Not while she watches”.
* **AS 262:** Hera clears out the bakery so that the Heroes of Frostholm can attempt to re-contact the mysterious voice in the oven.

## Other Stats

**Religion:** Moradin

**Class:** Unspecified

## DM Only

Other Info:
Alignment: Lawful Neutral
Mighty Geokles

Sir Geokles of Fort Geo, known popularly as "The Mighty Geokles" or "The Shovel Knight," is a Champion of New Gravelton. He famously survived the expedition through King Armok Gravelfighter's Tomb of Horrors, and used his reward from the adventure to establish Fort Geo on the Isle des Chats.

## Appearance

Geo is a muscular Oread with a gritty disposition. His skin resembles granite. He often wears Elysian Bronze armor, optimal for fighting monsters. He carries a shield and sword, but often prefers to work his way through a dungeon using a shovel as a probe.

## Employment History

The Mighty Geokles first came to public awareness when New Gravelton hired him as part of the Tomb of Horrors expedition. He famously traded a share of assorted magical treasure for a chest full of gems, only to discover that it was actually quartz and of little to no value.

However, Geo did manage to remove the Crown of King Armok from the Tomb and return it to New Gravelton, earning himself enough money to found Fort Geo.

As one of only two living people with full knowledge of the Tomb and its many perils, Geo makes a living taking aspiring adventurers through its many rooms. He also rents space in his harbor to the Cat's Nap, whose Ile des Chats resort is the only other permanently inhabited structure on the island.

Geo supplements his income by posing for artists, and has been featured on the sides of at least 500 pieces of pottery that he knows of. He is also the subject of several sculptures, and has a flair for striking dramatic, muscle-bulging poses with no provocation whatsoever.
Redquarrier

The Redquarriers are one of the Twelve Houses of Frostholm; specifically one of the Lesser Houses

Their colors are Red and Grey. Their crest is a burning ember on a coal background.

## Common Traits & Professions

Redquarriers are cruel, cold dwarfs, who are somewhat withdrawn and sadistic. They have above average Constitution, and are often found working as Engineers, Trappers, Hunters, Blacksmiths, and Animal Trainers.

They maintain the war machines in Frostholm.

## History

After "accidentally" injuring a Wyrmfighter dwarf during a hunting trip, the Redquarriers were banned from hunting in the areas close to Frostholm (South of The Ravine).

The Redquarriers provided the majority of the muscle for the Frostholm Coup, which ended in failure, and the death of several Redquarrier dwarves.

For his role organizing the coup, The Midnight Council decided that Ooho Redquarrier would be given the choice of jail or exile. He chose exile, and embarked with six of his most loyal associates. They went on to found Tumbleshanks.

## Relations

The Redquarriers absolutely hate the Wyrmfighters.

## Notable Redquarriers

Denk Redquarrier
Ooho Redquarrier

## Restricted Knowledge

Knowledge Local DC 5 (Wyrmfighters)

The hunting "accident" was totally on purpose, but it was treated as an accident to maintain group cohesion during the early days of Frostholm when there was no legal system in place
Postgame A4

**Week 4 (Days 67-68)**

**When we left off...**

The order of books was picked up from Hilar Edgedig and delivered to the Hewers, who exchanged them for a number of interesting books. “Night Hags of the Lower Plains” was kept in reserve, and the rest returned to the Edgedigs. Mongo and Loreli also joined the Edgedigs!

Hakum Glitterdigger was discovered dead, in a dark cave deep underground. The party used the 500g gold found on his body to purchase a 200g casket, and retained 300g as a reward.

Calia bought her way out of the rest of her performance engagement for the Copperfinders, and was given the Cairnmolder’s paintings as reward. One of these paintings had a twisted, thorny vine motif around the edges”

In a quest to find Clearleaf to help treat a crazy Cairnmolder, the party involved themselves in the rescue of two Lowslayer sailors who had been captured by pirates. The crew of the Jolly Llama were camped out in a fortified island compound crawling with goblins. A bloody skirmish lead to a hostage exchange, and one Lowslayer was recovered. The pirate crew escaped to their boat, where they made off with their other captive.

A clearleaf-based-remedy allowed the crazed Sigdi Cairnmolder to regain some lucidity. He indicated involvement in the storm, but lost it when shown the portrait of the night hag he identified as “Ravel”

**Around town...**

The Snowbeard dwarfs, a group of cataclysm survivors, showed up at the front gate. They plan to establish a northern port as a sister city with the aid of Frostholm.

A recent ballot has established that evil deity worship is not criminal. Vaultsmiters have temporarily closed their shops in protest. “Those who worship dark forces will doubtlessly commit horrible acts. Allowing them to establish public places of worship and recruit openly will give evil a foothold in Frostholm, and endanger the lives of all good people. We will not be idle as darkness falls on our town”

Lowslayer dwarves have come into possession of a fully built (though woefully unfurnished) island fortress. They plan to establish themselves there, while also building up a naval force.
Galmor Blackbuckle

**Name**: Galmor Blackbuckle

**Level** 1, Dwarf Warrior

**Homeworld**: Faerun, Hundelstone

**Age**: 84

**Backstory**: Galmor was raised by parents who loved him, and he grew up with 4 siblings.  His younger brother Gigmor was always getting into trouble with the village elders, and had to be bailed out by Galmor.  Due to this, Galmor learned to always have good relations with people in charge.  He was on the path to leadership in Hundelstone, when the storm took him when he wandered off to take a piss on a crooked pine tree.  Galmor has been weary of pine trees ever since.  In the new world, he has been a traveling merchant who sold belts for the tanner in South Bastion.  Eventually he found himself drinking in the Bridgeside Inn, when Ulfar Copperfinder happened in to also partake of a drink.  Ulfar and Galmor got to talking, and eventually the two began smoking some of Ulfar's Cigars.  Galmor had never experienced such quick friendship and amazing cigars.  He offered his services to Ulfar and claimed to be the best salesdwarf in this new world.  Ulfar was in need of exactly that, and sent him to the tobacco farm in Frostholm Farms to begin work.  Over time, Galmor got to know his clients, and began bringing gossip back to the farm.  Ulfar got wind of this, and secretly began paying Galmor to get even more intelligence.  Galmor is no hero, but he can't turn down the free coin, it's almost as if everyone really does want to spill their beans to him every time they see him. Ulfar is using the information gathered by Galmor to help the Free Lands Underground, but Galmor is just happy to gather gossip for his friend Ulfar.

**Characteristics**:  A black bearded dwarf of average height.  He has exquisite leather crafts about his person, as reference to his prior employment at the tannery in South Bastion.  With his new found income, he likes to treat the old tanner to a few drinks when he happens to be in South Bastion.  Galmor is usually grinning, but this seems inviting, rather than strange.  Most of the time, the grin is contagious and the group is found to be lifted in mood.  Galmor has a crudely crafted ring with a yellowish stone on his right hand.  It is one of the only things he has that ties him back to Hundelstone.  He cherishes it, and would part with it for no amount of coin.  Galmor has a fear of naval travel, and begs for the overland routes.  He will accept the naval routes, but only if he must.
Fort Lowslayer

Inner Sea > **Fort Lowslayer**

Fort Lowslayer is an island to the southwest of the City of Frostholm.

## Establishment

The island was originally occupied by the crew of the Jolly Llama. On AS 69, the Heroes of Frostholm came looking for the captive Lowslayer Dwarfs; the ensuing combat forced them to flee, and left the island in the possession of the Heroes.

Said heroes, not wishing to be responsible for defending or maintaining the fortress, turned it over to the Lowslayers - whom immediately moved in. The island now serves as the base of operations for the Lowslayers.

## Strategic Value

Fort Lowslayer has allowed the Lowslayer Dwarfs to solidify their control over the Inner Sea, as well as carry out business with a measure of privacy/secrecy that is unparalleled among the Twelve Houses of Frostholm.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE