recursal/Fanatic-Fandom huggingface dataset:
Goldenview

Around 20 years ago, a legendary figure, present since the founding of Skyhope, but known for being averse to public appearances, decided to create their new abode in the middle of nowhere in order to escape Clan politics so that they may practice their craft in peace. That figure was Archmage Taegen Monthall Yeskalyn, one of the Architects of the Ascension, who and a sworn protector of the people of Skyhope. He scouted the untamed lands of the Spirepeak until he found a location that suited his needs and the he started building by binding elementals and commissioning the services of Children of Cognita, a race famous for their ability to craft magical marvels out of stone and other mundane materials. Soon a marvelous stone keep surrounded by three towers was constructed and so the mage bid the courts of Skyhope farewell and moved all his belongings to his new home.

But as some years passed, the safety his presence guaranteed, as well as the mythos that surrounded him started attracting people to the area. And whilst he himself had clarified that he would accept no guests and provide no direct protection, he did not forbid people from settling the area around him.

A decision he would probably regret later.

At first lone settlers, at most a brave, small caravan, braving untamed paths and the Vorthid threat to reach him built their homes, then, a displaced village fleeing from their ruined fields and homes in hopes of a better life. As the years passed, more and more people learned of this sanctuary in the middle of nowhere and the miraculous archmage that presided over it and so, the supplicants started arriving.

Be it a tragedy, a malady, a request for aid, a host of problems, begging to be heard, started begging at the border of the Wizard's property. More and more people flocked to makeshift shanty towns to await their audience and scalpers that dealt in domiciles and essentials started travelling to Goldenview in order to turn a profit. Clan Colinfer were the ones to intervene, by settings limits and a rigid bureaucracy that would catalogue and prevent the supplicants from reaching the Mage. Soon Clansmen started arriving, bringing with them materials for walls and trained guardsmen and bureaucrats who would keep the new system running in perpetuity.

And in such a state we find the Goldenview of today: A filthy, muddy circle of the desperate, surrounding a village built on avarice a greed, which in turns surrounds an Archmage who would rather avoid the light of day, than be witnessed by those begging for his presence.
Surven's Ultimatum

## Explanation

A letter with absurdly good calligraphy whose paper seems to be slowly turning black. Written by Surven and delivered via skeleton to the party who at the time had just killed Morova Ven's heart.

## Contents:

To those that killed my master, I congratulate you. A woman I feared, respected and under which I studied under is dead, yet as with all deaths, the time comes for consequences.

I know not who you are but I know you are strong enough to slay me and my last fellow apprentice. In time, at least. And time I cannot give you. My teacher had failsafes that would see her pupils to an early grave were she to perish and you seem to have triggered them. I cannot undo this, but I know a solution lies in the Tomb itself. You lie between me and salvation and I know you would not grant it to me. So, I am making an ultimatum:

I no longer care for grand plans and prophecies, I see no reason to come find you, stumbling intro whatever traps you have set in the vain hopes of catching you. You will find me south of the entrance to the complex. Me and everything I can muster. You will do this by the time this parchment turns black, or I will unleash Karrix on the villagers. I will ask for a slaughter and he will oblige, starting with Kiznack, dear Glunn. I will meet you with all the might un-life has granted me and with as little honor as you are worth.

You have been unfortunate enough to see me cornered.

We will meet soon

Surven, first hand of Morova Ven and former raid shaman of Grondmeer Pathbreaker
Cece

> How many times has this happened?
>
> Cece, seeing Multiversal Plains on fire.

The character that started it all. Cece is a robot made by Ecec that can see beyond the fourth wall. Meta.

Sometimes he's used as a decoy to lure some people like Tommy3x3 closer to try and kill them.

He is 25, and has a lot of different abilities that even I can't explain.
Tabitha

## Current Status: Killed in Action

Met an untimely end after an encounter against Vorthids. Her body was carted off to Rhoden and is currently located in the Selphid Embassy.

The party attempted to find a way of resurrecting her but Eppa's interactions with Bellavierr reset the party's priorities as he was forced to drop his Gentle Repose spell.

Esperia Lotharin has promised she will attempt to find a caster able of casting the "Resurrection" spell.
Perric Chandler

Also known as Az'kerash (he who returns in Gnomish). One of the Architects of the Ascension and head of the Arcane for the Kheltish voidships.

Officially dead during the Goblin Wars during the Glassing of the Highlands.

## A link to Grondmeer?

When acquiring the mark of Grondmeer Eppa glimpsed a vision of the past through the eyes of the last Goblin king.

He witnessed a large army stationed around the entrance to the Tomb, faithful servants and sublime undead in uniforms and armors. The Goblin complimented a mage named Morova for her work on the teleportation mechanisms that would give access to the independent island of Goblinhome.

The dream had him go inside to inspect the work of his architect who, unaware of his master's presence, was putting the finishing touches in the murals. What started as a story of unexpected love, horrible betrayal and righteous justice, soon gave way to the harsh reality of the reign of the Goblin King. Brutal murders of all Skyhope raises to feed an undead war machine, cities of innocents slaughtered, the persecution of even his own people, if they dared not kneel before him. Enraged, he approached the Goblin architect and killed him by repeatedly smashing him with his scepter, then a soothing voice calmed him down.

It seemed they had an arrangement and the man, dubbed Az'kerash by Grondmeer, had taken residence in the mind of Grondmeer as a councilor of sorts. The man went on and on about a plan without going into specifics and with very good reason, as he reveals that they are being observed, turning his attention and a myriad of rotten eyes turning on Eppa who assumed he was just an observer. After proclaiming that whoever is watching is already too late, Az'Kerash shunts Eppa out of the dream and back into reality.
Black Murk

## Lyrics

It Corrupted,

the bounty of the land

Despoiled,

the core that made it grand

You hear it call you

in the night

Power, riches,

what delight!

The cost is steep,

the Changes steeper

Twist and turn,

but do go deeper

The distance closes

The depths awake

A new home found,

if you just wait.

## Where did you hear this

As you neared the last leg of your journey, accompanied by an odd character by the name of Tune, she sang this lullaby-like song to an Eppa who seemed to be having a exhausting night after the revelations he faced and the responsibility he was bestowed by the residents of Goblinhome.

As the magical voice of Tune inserted itself into his dreams and almost bent reality around the resting party, they were all carried to a dreamscape.

An old Tortle Shaman/ storyteller from Eppa's childhood recited the same song for excited, then terrified, children as an introduction to the dangers and allure of the Swamp.
Dummin

## A small backstory

A scholar of magic and aficionado for all peculiar curiosities and effects that might occur because of it, Dummin has spent a large part of his life travelling the 3rd Ring to broaden his horizons. He studied in Academies of the Down Deep before being sponsored to the Spellweaver's Sanctum in Cloudpost.

In the middle of his studies there, a stroke of good luck gave him the chance to research one of the mostly untouched parts of magical research, as he was granted to write a paper on the Silver Torrents. He travelled there and ingratiated himself with the community of the village that hosted him. His capabilities let him fend off Sky-pirates and creatures that encroached from the In-between, which garnered him goodwill and a permanent home there.

Unfortunately Dummin knew his journey had not come to an end, a sentiment that coincided with the leader of his small community, Isandra Telishe who confided an ominous vision of ruin for her entire race and claimed she had to reach the capital before the Great Mother passed over it.

He agreed to join her, wondering where the wiles of the weave of Magic would take him next.
The World of the Pocket Wiki

**Welcome to the World of the Pocket**
A realm between worlds.

Were you born in it? Ended up here by participating in a foul ritual? Or simply reached this place by entering a portal on a gut feeling?

Either way you seem to be stuck here, same as everyone.

And you could swear noticing a presence, closer than comfortable, yet worlds away.

Something is watching you.

Expectantly.

## Disclaimer

This page will focus on the worldbuilding of this Plane from the point of view of residents of the 3rd Ring during the Skyhope year of 568 P.L. As such, locations, events and Npcs will exist and be added as they are created and developed over the course of the campaign.
Session 29: Silly Goofy Redwood

- The party debrief with Esperia and Eliza learning more about future avenues they could follow after completing their quest in Fissival.

1. Hunting Lark
2. Hunting Tune (at a later day as Esperia is expecting personnel that would free her up for the hunt)
3. Assisting Eliza with retaking her town to strike back at the Rosenthal
4. Help with extinguishing Bellaviers Vessel

- They receive 8 vials of Vorthid Pheromones (they last 2x1d4 hrs after consumption and help make Vorthids ignore you if you are not hostile towards them)

- Teleportation went well and they found themselves on the topside of the sloping city of Fissival. Traversing a sprawling university they found themselves in the presence of Inadal Tryster Brightstone. He rizzed on them and talked about the mission whilst taking them around his office and compound.

- They left with Eliza to find the promised mercenaries (Leaders: Emmeran (half elf), Goiswith (goliath)). Antagonism ensued but tensions were resolved through the power of fridge.

- During dinner they asked Inadal about his motivations and affinity towards the Rosenthal and their actions in the area. They left dinner having eaten the panacota.

- They left early and got introduced to the Skydocks, Flyjousting and their first in-campaign skyship ride: the Sidewinder

- With a small crew of 3 (Seth (captain navigator), Jada (mechanic), Khaba Tor (general duties)

- They traveled briefly ending up on fort Sarrantor, picking up pieces of information about the Redwood and seeing the Filter for the first time.

- Leaving in the early hours of the morning after refusing the offered slop, they did some banger rolls that let them skip a lot of fun (real) encounters and complications. Spotting a dead Absorber that seemed to have been hunted by some creature using whole chitin arrows they investigated, even spotting the probable killers, but decided to not give chase as this was not part of their mission.

- The session ended with the party finding themselves in an area afflicted with magical glass and getting ganked on by the first experiments of the Teleporter.
The Great Mother

Much like a weather phenomenon, take shelter when you learn of Its presence, or face the consequences. Last living dragon in the Pocket. It is beyond gargantuan and its followers focus on following it's movements on the 3rd and 4th Rings, travelling in pilgrimages to the locations it might pass over. It needs no name or title. It exists and flies where it pleases and nothing can or is willing to stop it.

The faithful witnesses of it's passings describe the flapping of it's wings as a storm that can destroy flimsy structures and blow the unprepared off. It's rare roars can render those present deaf. Shattering pots, glass and even killing smaller or weaker creatures. It's very presence twists the lands it flies over gifting its strength to the environment and the creatures present in it, twisting them into dragonic abominations that cannot survive due to their uncontrollable powers or granting boons and mutations of strength.

The Dragonborn are an extremely rare race of the 3rd Ring as only by being exposed to the Dragon and surviving can one be created. They and their descendants are also called Scaletouched as they sometimes occur in the areas in which the Dragon shed one or multiple of its scales. They their lives as well as their condition allows. Health complications from their powers can occur at any point, latent characteristics can manifest after generations have passed and their mental health and behavior can fluctuate when they are present in a Passing or near a shed part of the Dragon. Some abhor the creature whilst others deify it, feeling like worthy survivors of a trial all should experience, they go by many names, depending on the Isle on which they are found and the only common constant between them is their unwavering fanaticism towards the Dragon.
Glunnn

The greatest of his people.

After the first coming of the heroes in Goblinhome and the teachings of Master Allamir and his clique,he decided he wanted to become a hero too.Through the hardships he endured and the exhausting training sessions he managed to do just that,if not even more.When a new danger in the name of (insert correct typing of the goblish bitch here) arose he was ready to protect his village.With some help he deafeted the goblitch and became the rightfull god of his people.
Session 31: Confronting the Teleporter

- The party talk with the teleporter and he grants them leave of his facilities so that they may rest before they start working on sharing knowledge between themselves.

- An excellent dinner was followed by the party loudly planning the wizard's demise in their rooms

- The next day is filled with a flurry of activity as both the wizard and the party advance teleportation magic by combining Rashida's expertise with the Teleporter's insights.

- After hours of work and competent spellcasting a gate is ready to open. Alamir is prompted to direct it and he does so, manifesting it in his parent's lab. He telepathically speaks to his parents but is unable to go through the gate. The teleporter, smugly, informs him that he knows of their goals and that he will neither escape, nor reunite with his parents. Roll initiative!

- The teleporter keeps using his crystals to manifest minions, heal himself, teleport and even supersede the action economy. A grueling fight against summons, separation and focusing of non combat oriented targets occurs. During that time: Ixxy gets freed with a nonbinding contract signed by Alamir, Garm is having a bad time and Eppa is being chased by targets he wish he had aoe for.

- The party is almost dead but the same is true for the wizard, attempting to recuperate he teleports away but the party manage to highjack his network to follow him. Thinking he will be able to at least finish off one of them he dodges their attacks and goes back to a Garm but the bard has other plans. Two high level Shatters and a good initiative are enough to finish off the foe that taunted him for the duration of the combat.

- Time to Loot! Gems that control the staff, works of art, expensive wines and spirits and magical reagents are some of the things the party manage to find. Alamir though is able to find a mysterious magical book that he proceeds to read. He goes to Jesus Watcher our lord and savior.

- The remaining members and Ixxy leave the compound in a panicked fashion.
SRB2!Sonic The Hedgehog

Up-close portrait of Sonic.

### Move 3

Lightspeed Attack | Store up energy with the Ancient Light to unleash a powerful blast at all foes. Inflicts Blinded for 3 turns on top of Down when it crits.

### Move 4

Observe | Guess what the enemy's doing next based on their idle stance.

### Ability

Hedgehog Sense | If an attack would hit Sonic, roll an additional 33% chance that he avoids it regardless.

> Oh, right. I never introduced myself, did I?... I'm Sonic. Sonic the Hedgehog!
>
> -- Sonic, Interdimensional Chaos Act 1

Sonic is the main character of Interdimensional Chaos's story, being the famous hero of Flipside Island, as well as Mobius as a whole.

# Appearance

Sonic generally retains his Classic attire, aside from a few "loose" quills coming off of his head spikes. His quill color resembles the color he had in Sonic The Hedgehog 2. His eyes are still black, but they are able to change color based on the powers he's using (notably the Hyper Form, changing his eye color to a glowing green).

He wears white gloves and socks, and his iconic red Speed Shoes, still without the buckle. He also has what appears to be a miniature Chaos Emerald necklace around his neck.

# Overworld abilities

Sonic is able to jump to a medium height, enough to clear most of the gaps. If it isn't, however, he can use a Speed Thok to jump the gap regardless. The thok also doubles as a rebound dash if aimed at a wall, able to perform it twice in that case.

Sonic retains his ability to roll down slopes and through badniks, as well as the Spin Dash.

Sonic is able to channel the power of the Shields he's able to acquire, allowing him to use a unique ability for each Shield type.

Despite never going through *Sonic Adventure* and despite not having the Light Shoes, Sonic is able to utilize the *Ancient Light* technique from that game, using it either as a transportation method through a line of Rings, or as an all-out attack as described in the infobox.

Sonic has access to many of the exclusive Chaos Skills he has obtained throughout his journey. Most of the time, it requires all of his automatically-generated Chaos Energy, unless he has obtained enough Chaos Emeralds to exceed the requirement.
Custom House Rules

Several custom rules will be suggested, tested and implemented during the campaign. This list is meant to be an easy way for the players to check if something is possible, or for them to simply confirm the exact wording of a rule they will try to use or have fallen victim to.

These rules are broadly categorized in the Combat and Out of Combat Categories. Rules that are being suggested, worked on or being beta tested will have their own category.

## Combat Rules

### Flanking.

If two allied creatures occupy two squares on opposite sides of an enemy creature, that is at most one size larger than them (left to Dm discretion when it concerns two large and one huge creature), they benefit from a +2 bonus to all their attack rolls as long as neither ally is incapacitated.

### Surrounded.

If a creature becomes cornered by becoming flanked by 4 enemy creatures, or 3 enemy creatures and terrain, all surrounding creatures gain +4 to their attack rolls against the creature as long a none of them are incapacitated.

### Potion Consumption.

Healing potions can be consumed as a bonus action by the user, If an action is used instead, the user benefits from the max rolls from that potion's healing effects. Feeding a potion to an ally still costs an action.

### Breaking AC.

When an attack roll total is equal to the AC of its target, damage from that attack becomes halved, rounded down.

### Gain Insight.

You may use you bonus action or action to make a skill-check (type of skill at the DM's discretion) to obtain information about your foe.

Depending on your roll you may either learn minor information in relation to its stat block (DC13), like its AC, status immunities, current Hp etcetera.

### Delayed initiative.

A player may choose to hold their turn during the first round of combat, declaring at which point in the initiative they want to take it. That is their new initiative for the rest of combat. Using this feature does not consume a resource. This can only decrease your placement in the initiative order, not increase it. If another creature joins the initiative order your new initiative is calculated thusly (Next Creature's initiative + 1 + Your initiative modifier).

## Out of Combat Rules

### Exhaustion.

This mechanic has been completely reworked.

When a creature gains an exhaustion point they suffer a -1 penalty to all D20 rolls per point of acquired exhaustion. After acquiring 6 Exhaustion points, the creature falls to 0 Hp, does not regain Hp but is considered stable and dies if 8 hours elapse from the time it collapsed without exhaustion falling to 5 or lower. A creature may remove a point of exhaustion per long rest performed in a location deemed safe by the DM.

Besides resting and magic, other roleplay activities in a safe location can help with exhaustion. Consume good food, relax with those important to you and perform activities that would soothe your soul. Or just make some potions that remove exhaustion.
Aytes

The Aytes are characters similar to Elice and her friends. All of them are different in appearance in at least 3 ways, and personality in at least 1 way.

The Aytes are all parts of one Ayte's soul, as the Nynes are part of one Nyne's soul.

Tommy3x3 Ayte

Shyll Ayte

Darky Ayte

Hykki Lyon

Aurylia

Melany & Carolyn Ayte

Shyft Ayte

Syn Ayte
Astali

## A brief overview

### Founding.

The Astali had a peculiar start, as far as ascensions to power are concerned. They can trace their family name back to the initial plan of the Ascension as a somewhat rich Extant noble family fascinated with the finer things in life. They hated the Everwar with the same passion. After they learn about parts of the plan, perhaps not even understanding its scope, they liquidated their assets and enthusiastically undertook an important role:

They would be safekeepers, saving and preserving the history, art and literature that could interrupt the cohesion of the settlers. Propaganda, slanderous books, religious texts. It was all too important to destroy, but also too incendiary to not phase out of the public eye. So, whenever such materials were found, they were confiscated and added to the spatial storage of the Crescent Star, the skyship the Astali built, their small addition to the fleet.

Years later, they had continued to embody the same love for the finer things in life that earned them a place in the Ascension. Their coffers still preserving a vast amount of the now long lost history of the 2nd Ring.

### Estates and temperament.

The Astali have always had a more playful way of going about things, yet no one would dare call them out on it, for "one can both focus on aesthetics whilst remaining efficient" as said by Emmet Astali after he stopped a horserace due to what he deemed poor color coordination on the part of the riders.

They reign over the breadbasket of Skyhope, wide plains to the west they named the Painted Lands after settling there. Their towns are almost always prone to cooperate with neighbors, as well as act as links to their fertile territories so a lot of Clans let them build them in their lands. Because of that they can be found unexpectedly far from their own territories.

They are the more patient and even tempered of the High Clans and have always been proponents of peace and mutually beneficial agreements rather than conflict. Still, when it comes to more subjective and small-scale disagreements that concern the arts or their peculiar aesthetics, the Astali can grow quite petty.
Lotharin

## A brief overview

### Founding.

The magical forerunners of magic on Skyhope would be a good description for the Clan that its leadership would still disagree with. That would be because the Colinfers are not just in the business of dealing with magic, they are in the business of perfecting it. Their journey is one of wrangling the secrets of the Weave from it, of taming hurricanes and optimizing all aspects that affect magical capabilities.

Yet they were not always known for that.

After the Ascension the Lotharin where a Clan ambitious enough to leave their new in order to discover the rest of the Ring, hoping to establish themselves away from the Skyhope sphere of influence. Their small fleet landed on the Academy, which at the time was quite the desolate Isle, filled with roaming automatons and little to no other sentient life. The leadership, emboldened by the fathomless opportunities that would await them in the depths of the Isle, started exploring. Not much is known about that endeavor bar the fact that the then Matriarch returned changed. Zerkyra Lotharin was no longer an Aasimar, instead her body had be remade, shimmering with intense, shimmering magic. She was adamant about leaving and not much is known about her reasons for doing so. The expedition returned to Skyhope, the Matriarch's new powers allowing for an easy rise to High Clan status.

### Peculiarities and growth.

The city in which they built their power base was Cloudpost, a city uncomfortably close to the capital. There they started organizing their Clan doctrine and priorities, focusing on unifying the then magical communities of Skyhope under their banner. They founded academies open to those talented or rich enough as well as complexes for their own odd fixation: selective breeding focused on producing optimized mages.

It is unknown why they focused on that, although theories claim that Zerkyra could never produce children after her transformation, leaving her with few choices if she wanted her descendants to ever have a chance of reaching her level of mastery over the Weave. Still, the Clan's fixation with controlling the marriages and childrearing of their scions led to many circles dubbing them as perverts and even revisionists who wanted to reinstate the Purity Protocols of Arcadia. Yet their liberal and often oppressive policies eventually bore fruit. The Lotharin had entire schools filled with magical progenies bearing their blood and they would sooner spit on the Watcher than let anyone forget it.
Session 21: Meeting the Archmage

- Judging that they would rather get in line early the party decide to turn in at the Yarn of Yore. Eppa and Garm engage Eliza Margrove in conversation, divining parts of her backstory from her fervent rambling.

- Waking up early, they head to the Administration building in order to arrange a meeting with the Wizard. After a close call with some Clan Rosenthal guards who just arrived in town in order to spread wanted posters of Garm, they manage to enter the building and tackle Skyhope bureaucracy head-on.

- After sharing their affiliation with Esperia Lotharin, the clerk they were talking with called in her superior, a woman by the name of Maevis Colinfer who decided to easily grant them access to a teleportation device that would allegedly lead them in front of the Wizard's abode. This proved to be a ruse, as the party was teleported in the clearing of a massive hedge maze.

- As they navigated it, they fought animated statues, the maze itself, as well as fire snakes. Tired and battered they escaped the notice of the snakes' mother, a huge Flame Wreathed Stonecoil before stumbling on the groundskeeper as he gathered the parts of the statues they previously destroyed.

- He introduced himself as Actelios, a Child of Cognita and the individual responsible for maintaining the WIzard's house and maze. As they cleared up any and all misunderstandings he at last granted them access to the Tower proper.

- After a long journey, the party finally managed to meet the wizard. During their extensive conversation, Garm learned more about the infernal conduit he had been carrying, Alamir the possible origin of his powers, as well as the seeming impossibility of escaping back into Faerun and Eppa of the perhaps more complex thoughts and motivations that guided Artevic during their last meeting.

- The party also gained some insight into Taegen's choice of remaining neutral in most public matters, Esperia Lotharin's plight and backstory, as well as the presence of a still (publicly) unnamed menace, better known by Eppa as Bellavier.

- As the session winded down, the Wizard tasked the party with investigating another point of incursion located some days away from Goldenview. For their work they will be payed 700 gold after successfully completing their mission and, if they manage to do so within 7 days, Taegen will teleport with them to Rhoden.

- The epilogue had the party swagger out of Taegen's fenced in property before hearing a man being beaten in an alley, claiming that he and his party were attacked by a pitch black Vorthid that could talk coherently.
Eulogy for Lynn

## Lyrics

<poem>
Our heroes forged,
A path for days
Through peaks and nests
To hunt their prey

With guile and guts, with grit and spit
They hunt the foul protect the meek
Once found the bandits hid in mines,
Then like hares ran between pines

An ancient fort their last redoubt,
Blood was spilled there is no doubt
Our heroes won or so they thought
But in the mill an evil lurked

It shattered minds, commanded fiends
Left our heroes, shaking like leaves
Yet Yorrel braved its lair alone
Not just to slay it but to avenge our own

It's death never was in doubt
Such braves don't often come about!
Raise your glasses, toast your wine
For those that fell in both Aery and the Mine.

## When did you hear this

In the eve of the glorious return of the guards and mercenaries that left for a long time to cleanse the surrounding area of the Bloodfeast Raider menace, the bard accompanying them them, Faeris Swiftsong, catalogued their heroic deeds, as well as the dangers they faced during their trip.

He sung it for the first time in the Dozing Boar Inn.

### Story Related

What seemed like a simple search and destroy mission became so much more when the warriors of Rhoden stumbled upon something worse than bandits: one of Vossen's Monsters. The creature used psyonic means to defend itself and seemingly managed to slay multiple guards with its minions, but the hero of the song, Yorrel Ironside managed to slay it, thus saving the expedition.

Of course that is not the story our party knew and the Monster was not considered a Monster by Tune who were also present in the tavern, who thought of Lynn as her sister. Unfortunately for Rhoden, the song and jovial atmosphere drove them past the brink. They left the inn and proceeded to use their enchanting voice to drive the city to madness in an attempt to bring the leaders of the expedition as well as Esperia Lotharin, the one who ordered it, to them so that she may enact her revenge.
Mycelium Might

## Description

### Outside

A old-seeming brick and wood building that reaches the height of two floors. The area around it is filled with equally decrepit houses but it still stands out amongst them as on closer inspection, the decay has been a lot less gradual than the one seen on neighboring buildings. Large vines sprout asymmetrically from the cobblestone around it, piercing the masonry. Additionally an oppressive humidity suffuses the area around it, facilitating the creation of mold.

The only way one could look inside the shop are large, foggy, glass windows, yet the view of any onlooker is obstructed by heavy curtains, no products are on display.

The front door has a small wooden plaque denoting the name of the shop as well as a larger one can be found. The text on the second one reads:

> To properly enjoy the wares of this shop, clients are kindly requested to close the door after entering, extinguish all unnatural light torches and touch no product they are unable or unwilling to buy. The shop bears no responsibility for any damages caused from ignoring this signage.
> Kindly, Fungomancer Teverith
>
>

### Inside:

The moment one enters the humidity intensifies tenfold. Light sources are plenty, in the form of glowing mushrooms, flora and insects and they reveal a larger than life indoors garden. Quite quickly wooden flooring gives way to moist ground and the jungle one finds themselves in indicates in no way that it is native to Skyhope. No appliances related in any way to a shop can be found. Product prices, catalogues, display cases or areas in which one can pay are as elusive as the owner.

## Location

This shop can be found in the Waterlanes, the poorest district in Fissival.

## Owner/ Personnel

The shop is owner by Fungonmancer Teverith. He seems to employ no other sentients.

## Products

### Puff-shroom (30 gold):

As a reaction you may consume the mushroom. Upon consumption your body puffs up, becoming extremely porous and air resistant. Until your next turn you gain resistance to bludgeoning damage and can reduce the next fall damage you take by 10d6. Make a DC 13 Consitution Saving Throw. On a failure your transformation persists for 1d4 hours giving you a ghastly appearance and disadvantage on all Charisma rolls with the exception of intimidation.

### Adrenaline Mushroom (70 gold):

As a bonus action you may consume this mushroom to enter a rage for 1 minute. During that time you have advantage on Strength checks/ Strength Saving Throws, gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks but you also make all concentration checks with disadvantage. Unfortunately the unnatural nature of this rage will attempt to consume you. Make a Wisdom Saving throw (DC 13), on a failure, you become unable of distinguishing friend from foe, using each turn, all your movement and actions to attack the target closest to you.
Teleporter's Lair

After defeating Griamet Semenor, the so called Teleporter the party gained access to his lair which so far included the following loot.

### Location Bound

- 8 Control Crystals for unseen servants that are bound to the location

- The control Crystal for Door, the front door of the lair.

- The maintenance system of the mansion, including facilities to preserve food, keep the lights lit up, the food preserved and the baths clean and hot.

- The Magical Cages that can contain up to large creatures.

- Magical Circles to different Planes (one way and currently underpowered) and a destroyed two-way portal to Faerun

- A teleportation Circle whose runes you can remember

### You can grab these off the walls

- A cellar filled with expensive liquors and spirits

- Paintings and books from famous 3rd Ring Artists

- 50 Platinum

- 2 Diamonds Worth 300 gold each

- Generic Gems, paints, inks with a total worth of 400 gold

- An introduction to the bouncing shield

- 8 Doses of Pacifying Pheromones and 2 Ochre Pheromones
Back From the Brink

## Lyrics

> “Wings of the Last Flight, you granted me this shield of Faith to protect myself. You granted me your sanctuary to protect my allies. You granted me your spirit guardians to punish the unrighteous. And yet my allies died in my hands. And yet my friends were bound in darkness because of me. And yet my foes got the best of me, leaving the ones that I was supposed to protect, in the battlefield struggling to protect me. I ask of thee, oh Heartbeat of the Luscious Green, how am I supposed to fulfill my purpose when I am unfit to use your gifts?”
>
>

## A prayer from the dead

Eppa died and for all intents and purposes he should have stayed dead, barring a miracle. That miracle, whether through the divine grace of Gelledon, the quick tongues of Alamir and Eppa, or the grateful offerings of Cathair and Rashida, occurred.

As his dying soul was graced by Bellavier's taunting presence, as he denied deal after deal, feeling his soul leaving his mortal coil only to find himself in the Swamp, as close and as far from his God as he had ever been, again feeling the Stitch-Witche's perverting presence even here, his faith held strong. And as her pompous words declared her the definite winner of their little feud, a strand of light shone through the darkness, and he returned to the living. Taegen Monthal Yeskalyn had used powerful magics to bring him back to life, in return for under the table deals, magical knowledge and gold.

Shaken by the affair and feeling inadequate in defeat, Eppa composed the above prayer.
Session 27: We have a cultist encounter at home

- The party faces off against the cultists of the Flesh-shaper

- The encounter turns sour as Lark appears and the party is left with a dead Eppa on their hands and a Lark that has escaped once more, this time with Serenna in tow.

- In a foul mood they arrive in Goldenview and are rushed to the wizard by Achtelios

- The Wizard seemingly accepts Rashida's knowledge and a payment of 1k gold in exchange for using a scroll of resurrection on Eppa, unbeknownst to the rest of the party he accepts the deal with an addendum of Garm's assistance in matters that concern a permanent gate in this world.

- Leaving the Wizard's home the party return to the Yarn of Yore. Maximillian has an odd request and Eliza has odder behavior. Cathair expresses his suspicions on Eliza being possesed by a Selphid.

- Plans are made, innkeepers are knocked out and a struggle occurs to free Eliza as the party learns more about Selphid on Selphid warfare.

- Freed at last, she expresses her thanks and reveals that this happened on the orders of Marcus Rosenthal as part of a takeover of her real Clan and City (Orellen and Tunthaal respectively). Apparently the Rosenthals needed to poach detail-oriented artisans for a project.

- Goodbyes were said and downtimes activities were performed. Rashida is leaving for the North with a promise of reaching out to the party with news on dimensional travel or if they need assistance with anything. Cathair thanks them but will return to the Brinestones in order to orchestrate a hunt for Serenna. Nobody said goodbye to Harold the guard :(

- A dripped out Wizard teleported himself and the party to Rhoden unannounced. Chaos ensued.

- The party were given some time whilst Esperia gathered people she could trust on the Wizard's behest.

- In her underground lab Yorrel Ironside, Evindal Copperweave, 2 Clansguard (one of which is named Catherine) and a bookish middle aged man are also present.

- Taegen says the name that should not be said whilst triggering a magical device.
Colinfer

## A brief overview

The Colinfers have had a long existence yet their run as a High Clan has been briefer than one would expect. Their humble beginnings as charismatic diplomats known for their mostly neutral outlook of matters had them enter the service and gain the trust of many. For reasons only known to their ancestors they never abused their increasingly higher status, instead concerning themselves with further improving what they would soon become known for:

Institutions.

If it could exist, they would be willing to help in its creation. The Colinfer name was always present in founding documents for innovative companies, festivals that spanned the entirety of Skyhope, some even becoming holidays, universities and even mercantile companies. You could always expect a silver tongued Clansman, there to make sure that contracts did not fall through.

Their success eventually led to their assignment in the Council of Arches as a High Clan. Their administrative aspirations were rewarded with a truly headache-inducing administrative job: running the capital and managing northern stability.

Since then, they have spread themselves too thin to sport the spotless record they were originally known for, as their increasing influence left a lot of members prone to bouts of corruption. Unfortunately that would soon be the least of their concerns, as on the turn of the 5th century P.L, the Colinfer patriarch became insane, his madness spawning the Siege of Lord Starver, marring irreparably the name of the Colinfers for the foreseeable future. His successor, Hawgin Colinfer, has been trying to salvage their reputation, but the Clan's status has been in jeopardy ever since.
Session 20: Entering Goldenview

- Followed the surviving Druid to the Goldenview Grove. Investigated the scene, buried the bodies of his comrades and performed a Sending to druid Ogaan, who seems to be in decent health

- Arrived to Goldenview and got stood in line. During a guard inspection the Bloodfeast Raider metal Ore carried by Alamir was confiscated by Harold the gate leader and Eppa was briefly arrested and accused of unlicensed grave pilfering.

- The Party toured the city noticing the air of misery, inflated prices and how meeting the Archmage might prove impossible. They became privy to the following locations: Black Ring, Yarn of Yore, Wizened Abode and Administration building

- The Party entered the Black Ring. Met Lars, the owner and learned about Artevic and his challenge. Eppa took him up on it, almost dying to a critical hit before being proclaimed worthy and awarded 46 Gold coins.

- Everyone but Zero learned about Sever and some of Artevic's exploits and were offered a simplified way of meeting the Wizard. Zero met Maximillian, the owner of Yarn of Yore and booked rooms for the party. Additionally he briefly talked with Eliza of Clan Margrove.
The 5 Rings and the God Beneath

The World of the Pocket is comprised by 5 rings of floating Islands the size of countries, they exist in sets of 3 and rotate on the same invisible axis, thus giving the impression that this world is vertical. Whole professions are built around predicting the weather, rotation speed and seasons as the environment behaves oddly and is influenced from things of an incomprehensive nature

Independent Isles float between the main landmasses, some broken by the weather, freak magical accidents, wars or other phenomena.

At the base of this World the Watcher exists, ever present, ever vigilant.
Session 33: Rumble in the Abandoned Pallaster

- A mild conversation with Adveron convinces the party that the man is indeed not hunting them currently, instead having a new client. He seems to know who attacked them but is unwilling to share. An arcane eye spell Eppa cast follows the preacher noticing that he and his accomplices singled out someone from the audience who they then proceed to kidnap. The eye follows them, leading them to massive derelict building in the poorest districts of the house.

- Eppa and Garm decide to stop losing time and attempt to meet the Brightstone patriarch. They find him in a massive church and he leads them to his office so that they may debrief in peace.

- They learn of the Quiet ones, Inadal's plans for the facility. Additionally they are rewarded with an Orb of Sending, the Shepherd's Trident and access to the facility when they gain the ability of using teleportation circles.

- They return the Unruly Mule meeting the mercenaries and Ixxy who seems to have buttered them up. They learn that Emmeran is pessimistic about their chances currently as he insists on learning if the party will be able to help. They promise to sleep on it before retiring to their rooms to talk with Ixxy. She tells them she asked around about the man, learning he is called Tormund, his scope of influence and recent conversion. Our heroes decide to rest before paying the Shard a visit.

- They awake bright and early, questing through the Waterlanes, towards the large building Eppa saw. On the way there they are distracted by a shop called "Mycelium Might" that for some reason reminds Eppa of Virizion, even emulating the heartbeat of his God. Ignoring the distraction, they get back to task, only to stumble on some hoodlums who spot them. A brief massacre ensues.

- Ixxy transforms into Tormund and the party pretend they are newly converted. A dramatic performance ensues.

- They reach the basement unmolested and find Taliesin, a man who is as scared of his captors as he is of the person he works for, thankfully the party helps them and he shares as much information as he can. They decide that he and Ixxy should leave when they cause a distraction.

- Eppa tests his new items, Garm learns he enjoys kaiju fights then Tormund decides to make the mistake of giving everything to his new goddess who in turn makes sure to take that literally. A grueling fight ensues that ends with Adveron and Vorpal reappearing just as it ends.

- Our bloodied heroes learn that he too was tasked with rooting out this new cult and that they inadvertently killed his target. Garm realizes that Adveron used Eppa's request for payment to hide the fact that he is getting a favor instead. As they root around the dead man's office, they find a list of new converts that they attempt to abscond with, before their non-actually-that-friendly bounty hunter asks for its return.

- A new rises on a depopulated building. Yet as the party start their trek home, Eppa once again comes in range of a certain thumping.
Glorious Catch

## Lyrics

Madeleine you like bold men

Heroes of the field of battle

Yet here I stand before you

Catching fish and herding cattle

To catch your love, at least your gaze

I rowed my boat into the haze

A prize for you, a price for love

The water scourge will pay for both

I found it, fought

Both lost and won

It shredded my boat,

i harpooned its back

It dragged my boat around the lac

A well fought battle

Of sweat and blood

But finally my boat

held the key to your heart

The town applauded

My friends seemed proud

Yet lovely Madeleine,

are you not around?

I stuffed the fish,

showed you my mettle

Yet when I met you

I heard not your heart

But your estomac

## Where did you hear this

In the Dozing Swine during the night Tune attacked the city. The song followed a newer one as it tried to raise the spirits of a tavern shaken by a woman who was injured after breaking a glass. Performed by a middling bard by the name of Faeren Swiftsong (a probably fake name) who was attempting to sway an audience back to a night of partying that would end in tragedy.

The lyrics were not deep and hidden messages where hard to find.
Giant Rings

The **Giant Rings** are a reoccuring gimmick in areas affected by the Interdimensional Chaos sub-arc. They are giant golden rings that can appear out of thin air, defying gravity.

## Behaviour

Giant Rings can appear anywhere that they can fit. There are four\* different types of Giant Rings found so far, each with their own purpose.

 **Exit** *("Flashlight")* | Forces out
 **Free-Pass** *("Portal")* | Yes
 **Static** *("Stack")* | No

> *\* Some Whirlpools can also trap you inside an unknown realm. These are erroneously called "Trappers" by Tails, although they are just a variant of the Whirlpool.*
>
>

## Trivia

* There were several attempts at recreating the Giant Rings. Not many of them came out successful.
* Static Giant Rings can also sometimes disguise as Free-Pass Rings, showing a location through its hole.
* The *Flashlight* is nicknamed that because whoever travels through a Whirlpool-Flashlight pair usually experiences a flash of white, as if a flashlight was aimed at their eyes.