recursal/Fanatic-Fandom huggingface dataset:
Burning Sands

The Burning Sands consist of arid deserts. It is located to the East/Southeast of the Fairlands

## Nations

The Oasis controls a large strip of semi-fertile land in the northern section of the Burning Sands, that extends all the way down through Forest's Edge. They also claim the desert to the west, up to the city limits of Puerta Cosa.

Graveltonia claims a small patch of fertile land, and then the entirety of the desert to its south. The Karak Deb-Baraz mining operation operated secretly in this area, and was closed before being discovered.

## Other Locations

* Frostholm has an AEGIS outpost in the extreme southeast of the Burning Sands - a disputed territory, but one that has withstood aggression on the part of Graveltonia.
* Dakkon's Tree
* Dalbinth's Lair

## Restricted Knowledge

DC 10 Local (Create Water):

Any spells cast, that summon water, automatically fail within the Burning Sands. No one is sure why, but it is assumed that there is some connection to the elemental plane of fire.
Invitation to Thundertree

Thundertree invites you to celebrate:

-The Heroes of Thundertree and their many good deeds

-The 16th birthday of Nars Dendar

-The inauguration of Mirna Dendar as Baroness of the refounded Thundertree

The celebration will take place in Thundertree on Telar 16th. There will be festivities abound and any visitors are free to set camp up within or just outside the city if the inn is full. We will be setting up several pavillion tents to accommodate the visitors to our newly formed city.

Please, come and celebrate such wonderful times and honor the great Heroes of Thundertree: Sir Quintus of Rufurio, Ulfar Copperfinder, Dargrim Rustfire, Selgaard Sorenson, Claudius of Elosia,  & Nars Dendar.

Sincerely,

Baroness Mirna Dendar
Pelor's Warmth

Fairlands > Wardensport > **Pelor's Warmth**

Summary / Location

## The Book of Calais: Chapter 14

And as the Heroes of Frostholm returned from their diplomatic mission, they passed the newest light house at the edge of the channel, built on the cusp of the ice which crept along those waters. The Guru entered the lighthouse with one of the two remaining casks of holy oil from the Holy Purification of Northport and blessed it in memory of Pelor's great radiance.

A great battle ensued with the dread pirates of the *Jolly Llama*, but with Pelor's guiding light, they were soundly defeated and their wickedness punished.

And so Pelor's Warmth came to be known, and the ice receded. This was the fourth miracle of Calais - Chosen of Pelor - Light of the Sun.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Postgame A7

**Week 7 (Days 76-90)**
When we left off...

The Vaultsmiters were barricading the Temple of the Silences; convincing a guard of a particular interpretation of the law got him to secure your entry.

Entering the Temple of Silence found Tir Edgedig slain, some number of days ago. The hammer embedded in his chest belonged to the Vaultsmiters, who were seemingly the only ones who had access to the building during the time he was killed. A hidden passage led to the Edgedig Bookbinding shop, but it’s existance was largely covered up.

At the trial, Geth Vaultsmiter was introduced as the quartermaster for the Vaultsmiters, who was responsible for the missing hammer. When it became clear he was going to be charged alongside Rohari in the murder of Tir Edgedig, he “admitted” guilt, but insisted that he worked alone. This led to his execution.

An Ettinslayer was killed, after attempting to siege an ettin camp with their axe “The Ettinslayer”. The party was able to kill off one of the ettins when he was off hunting. A daring solo raid by Warden was unsuccessful in recovering the axe, and ended up with his untimely death to a brown bear, “Bearanor”.

Around town...

A number of the town’s new elves have been involved in some type of construction underneath the observatory. What it is they are building is unknown, but popular rumors link it to the silvery torch that they came to town with.

The execution of Geth Vaultsmiter has cast suspicion over the Vaultsmiters; the lower houses are convinced that their pious nature conceals a group of dangerous zealots, and on the brink of trying to shut down (or otherwise dimish) the house. The upper houses are quietly condemning the actions.

Ktik Redquarrier was found dead, with his throat gnawed open. Redquarriers report that upon approaching a snared squirrel in the woods, a large red bushy squirrel dropped from a nearby branch and “totally demolished him” in one fell swoop. The squirrel then disabled the snare trap (freeing the other squirrel), and disappeared into the woods.
Salvation of Lungdespair

## The Book of Calais: Chapter 13

And so it happened that the ruins of the dwarf fortress Boatmurdered yielded many discoveries and righteous justice won the day.

The Heroes of Frostholm to valiantly smote the roving band of fire orcs terrorizing the lands.

A vile pyromancer and agent of darkness was discovered in the depths of the fortress, wielding energy directly from the elemental plane of fire, and channeling it into his orc captives. Using the blessings of the Sun, Guru Calais blessed Warden Puddle-Stomper with divine fortitude in the face of extreme heat, and Warden smote the wicked man.

Thirty more unadulterated orcs were found; the remains of an orc village that was “rescued” from the storm by the pyromancer.Long experience with Orcs had taught the Heroes of Frostholm to attack on sight, but the divine mercies of Pelor won the day. The Blessed Guru gave a sermon of mercy, persuading the Heroes to spare the orcs. They were not evil, but miserable, tortured, and starving, deserving of pity, not hate. So sayeth Calais, and so it must be.

Twenty orcs, led by Urk sought not the light, and settled Boatmurdered to live in their traditional ways. They renamed it Lungdespair, for the elephant scourge killed earlier that day.

Ten of the Orcs, led by Erk, heard the word of Pelor, and followed Calais. They sought work in Northport,and moved there permanently, to join civilization and live as best they were able.

And so it was that innocent lives were spared, ignorance and prejudice were defeated, and the colony of Lungdespair was formed. This was the third miracle of Calais - Chosen of Pelor - Light of the Sun.
Ironvine

The Ironvine are a dwarven house that was present at the start of Frostholm.

Their colors are Dark Green and Green. Their crest is a Vine on a Coal background.

## Common Traits & Professions

The Ironvine consist entirely of druids and witches. They are very secluded, but do maintain friendly relations with Frostholm.

## History

The Ironvine left Frostholm on AS 06, staying only as long as they felt themselves needed to defend the larger group during those first few nights.

## Restricted Knowledge

Knowledge Nature DC 15 (Druids)

Druids always have a sacred grove of some type; but to date one has not been found anywhere near Frostholm

Knowledge Nature DC 25 (Druids)

Druids can create links between trees at great distance; there must be some such local portal to allow them to access their grove.
High Council

Frostholm is governed by a High Council of five, elected by popular vote.

## Voting Process

Council member voting is a process in which every adult citizen of Frostholm comes before a panel of representatives, and states their vote for five eligible citizens. Votes are taken verbally, in the council chambers. Tally is kept on the wall, and most houses have people present to keep independent tallies / see that everyone in their house voted. Rolls are kept on who has voted.

Individuals can not vote for members of the same house more than once.

## Council Business

The council is advised by a Panel of twelve dwarfs, one from each of the twelve founding families. These dwarfs hold no official power, but are permitted to participate in debate.

Most business takes place during afternoon/evening hours, and is open to the public. Some delicate business requires that the public exit the chambers, and even some requires the absense of the Panel.

In AS 154, the High Council began to be guarded by the Stonewall, an elite guard designed to protect them specifically.

## Council History

First High Council: AS 18 - AS 147

Midnight Council: AS 148

Second High Council: AS 149 - AS 279

Third High Council: AS 280 -
Ulrig Biggut's Fish Franchise

Ulrig Biggut's Fish Franchise is the oldest and most wide-spread food franchise in the world. They specialize in fish and fish-based meals prepared quickly which can be easily taken away and eaten elsewhere. In fact, many of their locations have no tables or chairs, allowing for rapid turnover of satisfied customers. Their combination meals also allow for ease of selection, as these "pre-set" meal options give customers exactly what they want every time. The combination meals generally pair a fish entree (possibly "on a bun") with a potato side (which may be fried, mashed, or, newly added, jacketed) and a beverage (such as beer or their line of Deepdelver Ales).

While each franchise stocks regional dishes to appeal to their local demographics, they all features some of the same meals available at all other locations. When expansion began, they determined that travelers would always want a little bit of home, so a Fish Filet on a Bun is the same in Avaris as it is in Grimwalt. Paired with their signature selection of alcoholic beverages (Ales and beers), the great taste of their combination meals is beloved across the world map.

## History

Established in Frostholm soon after the survivors emerged from Alistair's protection, the "fast" food service it provided fed many dwarves as the city was built. Its original location on the main street in Lower Frostholm, on the border with Central Frostholm, made it a prime position for dwarves needing a quick bite on their way through the city. When the Dwarven Housing Project began construction, a second, smaller Ulrig Biggut's Fish Franchise was constructed at its entrance. From there, the organization spread to Wardensport and, later, across the world.

## Locations

Ulrig Biggut's Fish Franchise has at least fifteen locations in major cities around the world.

* City of Frostholm
	+ Lower Frostholm, on the main street
	+ Deep Halls, at the Dwarven Housing Project entrance
* City of Avaris
* City of Cuthbertinople
* Town of Delverton
* City of Demetheim
* City of Forino
* City of Grimwalt
* City of Heat Hill
* City of Portlem
* City of Puerta Cosa
* City of Rufurio
* City of Soldier's Rest
* City of Sunspar
* City of Wardensport

## Hidden Lore

<div class="mw-collapsible mw-collapsed" style="width:100%">
Knowledge APPROPRIATE: DC XX

<div class="mw-collapsible-content">TEXT GOES HERE</div>
</div>

## DM Only

<div class="mw-collapsible mw-collapsed" style="width:100%">
DM Notes

<div class="mw-collapsible-content">TEXT GOES HERE</div>
</div>

[[Category:Organization]]
[[Category:V2.0]]
Yukino Fujibayashi

**Yukino Fujibayashi** (藤林 祥乃 *Fujibayashi Yukino*) is the headmistress of the Aichi Coexistence school and the butler/bodyguard of Koharu Narukami.

## Appearance

She has purplish hair and eyes, and wears a black coattail and white gloves.

## Personality

Not much is known about her personality. She appears to be a very silent and serious person who rarely jokes around as seen when Rin and Mary are surprised that she even made a joke about Nomura's expulsion from school following his fight with Amou. She is also intimidating, as is seen when Satomi's girls are afraid of her and immediately ran away when they saw her.

## Abilities and Powers

She appears to be rather trained at fighting as shown when she appeared out of nowhere behind Nomura, who is usually cautious, without him even feeling or hearing her presence. She also shows this prowess when she effortlessly knocked three batons out of Satomi's minion's hands without touching them.
Fidmi Ettinslayer

Fidmi Ettinslayer is a male Dwarf. He is a forager.

## Involvement in First High Council

Fidmi was chosen to be on the first council as a compromise between the more ambitious houses.

Fidmi is responsible for setting aside much of the green spaces within City of Frostholm.

## Other Stats

* **Religion:** Obad-hai
* **Class:** Unspecified

## DM Only

Other Info:

* Alignment: True Neutral
Postgame A27

Week 27: This Dungeon Blows (Day 207-214)

When we left off...

The party disguised Tobias as a dwarf, and brought him to Frostholm via the Cat’s Nap.

In a closed session with the High Council, the party requested a contingent of Stonewall dwarves to accompany them on their next mission. An honor guard of two was assigned to ex-Councilorc Warden, and a third (Cyx Vaultsmiter) asked for leave to accompany them to see his (only, remaining) brother in Grimwalt.

As the party descended into the mines of Grimwalt, an eclipse started. Mystical!

Gwen’s forged documents got the group partway into the mines, past the Grimwalt guards and miners - but they were immediately seen through by black tunic thugs, perhaps members of some unknown group. Casualties were kept to an absolute minimum as their resistance was pushed past.

Deeper into the mines, a clockwork foundry was discovered. Judicious application of invisibility was applied, and the bulk of the party passed through into the next area. Gwen, however, became entangled in an engineering crisis. The foundry seemed to be unstable - and not even the guiding hand of “Pelor” was able to stop the cauldrons from erupting and spilling out. The engineer, Frenk, tried to escape - but found himself barred into the control room by Gwen.

Elsewhere - Serig was discovered, shackled to a contraption designed to kill him if King Tobias was spotted in Grimwalt. With all due care, he was removed from the contraption by Mungo and Ariana - and now just needs to make it out alive...

In a nearby cell, an elf woman named Corva called out to Warden by name. Just who is she?

Around town...

The Copperfinders have connected exploratory tunnels with the Volcagnomes! The Singting Memorial Station has connected to Gnome-Man’s Landing. They plan to install a railway, the Mushvroom... which would allow for travel from Northport to Heat Hill in a blazing two days travel. While the cost is likely to be prohibitive, at least early on... the Gnomes have insisted on the creation of the “Badger Pass” - a low cost ticket that would allow passage through the tunnels by foot.
The Storm

**The Storm** is name for the cosmic event which reshaped the multiverse.

## Early Warning

The Fraternity of Order, in Sigil, were the first to notice something wrong. The mannerisms of the Great Wheel were had been established hundreds of years ago, and there had never been a single known deviation.

Reports began rushing in that the planes were suddenly off course; with multiple violent collisions with the prime material plane being anticipated in only a matter of hours. The Fraternity of Order activated its contingency plan for such an event.

Every powerful wizard that could be found was dispatched to cities and towns, with the mission of saving as many as possible. This was done primarily through the creation of Pocket Dimensions - astral bomb shelters.

There is no definitive list of whom was sent where, but the following is known...

* Alister to Frostholm (Old), whom then settled Frostholm
* Benobinee to Osh'Cosh'Begosh, whom then inhabited Lungdespair
* Hinklemar to the Gnomeland, whom then carved out Heat Hill
* Coldpepper to the Shire, whom discovered The Oasis
* Richard to Haven, whom then founded Grimwalt

## Known Contributing Factors

The exact series of events leading up to the Storm are unknown, but the following aspects have been uncovered:

* Ravel Puzzelwell, the insane and powerful night hag, had been imprisoned by the Lady of Pain for... reasons.
* The Callers of Chaos believed that the world was becoming too ordered, and they must make a grand shift towards chaos, lest Chaos awake and end existence.
* Ravel was in contact with the Cairnmolders, many of whom were members of the Callers of Chaos through Ravel's Portrait.

## The New Multiverse

The storm went on for an unknown period of time; assuming time survived intact. Of those who remained on the material plane, many perished. Some who took shelter survived apparently unscathed, while others seemed twisted and mutated.

As the Wizards were forced out of their Pocket Dimensions, they found a world unlike the one they came from. The most notable changes were...

* The stars had been rearranged in the sky.
* Magical spells that crossed vast distances (teleportation, sending, ect) - failed.
* The earth, in many places, was still not set - like the center of a cake that hadn't finished baking.
* Powerful monsters roamed about in great numbers.
* Aspects from the Outer Planes seemed to be permanently impressed on some regions.

Most emerging populations had no way of knowing if they were alone in this new world, and went about rebuilding as if they were. Across the prime material plane, it is assumed less than 1% of people were saved... a figure that seems increasingly generous as time goes on.
Midnight Council

The Midnight Council of Frostholm served a temporary term on AS 147, and a full term from AS 18 - AS 146. They were preceded by the First High Council, and followed by the Second High Council

They are also referred to as "The Un-Coup-th Council".

## Members

* Cyx Vaultsmiter
* Fidmi Ettinslayer
* Warden
* Larla Glitterdigger
* Radora Copperfinder

## Major Accomplishments

The Midnight Council formed following the failure of the Frostholm Coup, in which High Councilmember Cneh died. Warden was nominated to replace Cneh.

Their primary goal was to establish measures to prevent a similar coup from ever occurring, and better set out guidelines for martial law.

* Future Martial Laws will be entirely carried out by the town guard, not any of Frostholm's house militias.- Threats outside the city walls will be answered first by militia members, not the guard.
* Three council members are necessary to declare martial law.
* Following the end of martial law (as declared by the Town Guard captain), a popular vote will be held within one week to decide if new High Council elections need to be held, requiring a simple majority.
* During Martial Law, citizens can only be encouraged, not compelled, to remain in their houses.

Other decisions made include...

* The leader of the Redquarrier Militia, Ooho Redquarrier will be tried for his place in the coup.
* A blanket pardon is being issued for those who participated in the counter-coup.
* Cneh will be buried in the city tombs, as his crimes have been answered for in death, and no further exile is necessary.

The Council Chambers now bear an inscription of the Warden Clause: "Try to avoid martial law. Seriously, you guys. Normal law is good enough. I'm serious" - Warden

## Reception

The Midnight Council is applauded for their tireless efforts to secure the rule of law before the impending elections, and considered to be a success.
Rterh Redquarrier

Rterh Redquarrier was a female Dwarf. She was a hunter.

## Involvement in the Frostholm Coup

Rterh was one of the Redquarrier "peacekeepers" who were "drafted" by Cneh Gravelfighter to maintain martial law.

## Death

**AS 147:**  Rterh is killed by counter-coup forces. While many dwarfs fought with her, Rast Wyrmfighter is credited with the fatal blow.

## Other Stats

**Religion:** Unspecified

**Class:** Unspecified

## DM Only

Other Info:
Alignment: Lawful Evil
The Symbol of Radiance

## Origins

Crafted by the dwarves of Frostholm from the scales of the white dragon Valjnor, this arrangement of white dragon scales in the shape of a snowflake overlaid by a sunburst glows with cold light. It is the winter sun, a holy symbol of Pelor. And, like the distant winter sun, it is all the more valuable for the warmth and hope of summer that it provides. This is Calais' primary holy symbol, proudly on display across her chest at all times.

## Properties

The wielder can use their Turn Undead feat against creatures with the fire sub-type.

If worn as a neck slot item, confers Resist Cold 3.

Functions as a masterwork Holy Symbol in all other capacities.
Postgame A52

Week 52: The 4th International Council

(Day 349-372)

When we left off...

Wardensport was raised to Nation status, earning them two votes (up from one)

Cosan Emirates was recognized as a Nation, earning them two votes.

Tumbleshanks was recognized as a City-State, earning one vote

...after Denk Redquarrier showed up late to the council.

Chaos Temple had their membership status revoked, after not showing.

Grimwalt proposed that Intelligent Undead be recognized as people, and failed.

...by the narrowest of margins, after Lanthir missed the vote due to acute “illness”

Frostholm proposed the Teleportation Safety Authority, which failed.

Chaosdwarflord Matre Cairnmolder requested an army be drafted to fight the Firebourn, and was denied.

Cloudwood was recognized as a City-State, earning one vote.

Cuthbertinople was recognized as a Nation, earning them two votes.

Warden Cogswell did not get Redgate Prison recognized as the official world prison.

...after Northport had a last minute change of heart.

Northport was able to convince the council to pay for a “Lighthouse Upgrade”

...to drive out the Undead accumulating across the Channel in Frostholm.

...after Heat Hill had a last minute change of heart.

It is yet to be seen if Wardensport will comply with the 5 Wealth Tax.

Lanthir passed a motion to limit logging.

It is yet to be seen if Wardensport will comply.

Oasis gave a speech about how Fort Atonement was a joint venture.

Frostholm asked for sanctions against the boat-stealing Vaultsmiters, but revoked it.

Private concessions were brokered in a Recess.

The Temple of Silence returned control of the abandoned St. Cuthbert Temple to Sir Cuthbert

...after the lighthouse initiative rendered it un-un-liveable.

Copperfinder Banking Collective had their membership denied.

...after the merits of small government were pointed out.

At the end of the session, it was revealed that Lanthir was under attack by the Firebourn Nations - a message that arrived by bird.
Second International Council

The **Second International Council** was a meeting held between representatives of Frostholm and Grimwalt on the island of Pax Transit.

## Attendees

Representing Frostholm: The Heroes of Frostholm

Representing Grimwalt: Altaris, Serig

## Happenings

As a followup to the First International Council, Frostholm and Grimwalt met to exchange diplomats.

**Frostholm's Diplomats**

* Tir Edgedig
* Beto Lowslayer
* Didi Vaultsmiter
* Evelyn Cairnwright (human)
* 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.

**Grimwalt's Diplomats**

* Vaul, Military Advisor (Elf)
* Rune, Cultural Advisor (Human)
* Merris, Trade Advisor (Halfling)
* Seffy, Political Advisor (Human)
* Kellin, Religious Advisor (Elf)

Grimwalt also brought along three Catfolk, who were members of Mungo's Clan.
Lungdespair

Fairlands > Frostholm > **Lungdespair**

Lungdespair, previously called Boatmurdered, is an Orcish settlement in the Wilds between Northport and Frostholm.

## Establishment

The majority of the civilization is an underground compound, re-purposed from a pre-Storm Dwarven ruin. Although it is situated in the forest, the immediate area outside the fortress is scorched earth, scarred by torrents of lava. Notably, there is a massive bone-yard and anvil of unknown origins remaining from the dwarves who originally inhabited the place.

## History

The decorations of the fortress are almost entirely dwarven. They depict dwarves being murdered by elephants and many images of cheese. This is all that is known of the ancient history of Boatmurdered.

In its modern incarnation, Lungdespair was liberated from the control of a vicious pyromancer by the Heroes of Frostholm. The orcs currently inhabiting it were the survivors of the pyromancer's abhorrent experiments, and they patrol the wilderness along the primary trade channels.

Under their stewardship, the Upper Wilds became safer to traverse. Mostly left to themselves, the Orcs are valuable trade partners for Northport. They barter gold, game, hides, and services for the luxury items they cannot easily make.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Postgame A54

Week 54: Battle of Lanthir, Part 2

(Day 374)

When we left off...

The battle raged on.

The party moved to the bridge, where they caught invading forces in a pincer, and dispatched them. They then turned towards the grove - using invisibility to bypass the ruins of the Fire Altar, and instead tracking the scorched earth. At the end of the path, Emperor Altaris was ablaze with the power of the light of civilization, and confronting the druid Tau.

Tau was saved by daring heroics, and escaped. Altaris himself withstood punishment after punishment, before drawing on the full power of the flame to restore himself and become immune to the parties attacks. This power did not embolden him, for some reason, and he withdrew shortly thereafter.

Cleanup was then carried out at the Fire Altar, and at the Water Altar. The forces then collapsed at the gates of Lanthir, as the last of the attackers were driven off or killed.
Outer Grimwalt

Far North > Grimwalt > **Outer Grimwalt**

## History

While initial development of the City of Grimwalt focused largely on the construction of the walls and the buildings therein, the need for additional structures caused expansion beyond the walls.

## Buildings

* Grimwalt Chartered Mining Company Offices
* Grimwalt Chartered Mining Company Primary Mine Shaft
* Grimwalt North Cemetery
* Grimwalt Harbor Watchtower
* Grimwalt Housing
* Kenning General Store
* Outer Grimwalt Barracks
* Outer Grimwalt Harbor
* Outer Grimwalt Watchtower
* Grimwalt Trade Alliance Market
* Grimwalt Trade Alliance Offices
Postgame A51

Week 51: Ain’t Cuthbert?

(Day 349)

When we left off...

Assembling the mace drew the attention of a robed figure (matching the description of St. Cuthbert), and four Chaosdwarflords - charged with elemental might, and chained to Cuthbert (or was it the other way around?)

St. Cuthbert began to advance towards his mace, as the dwarfs absorbed attacks and fought off attackers. The party waged combat right in the thick of the crowds, but were able to avoid casualties, as well as being mobbed by the faithful. As the dwarfs fell, Cuthbert’s pace increased - right up until only one dwarf remained.

The final dwarf, sensing the danger, siphoned off the full might of Cuthbert, transforming him into a towering monster of vines and arcane energy - clearly this was the work of Ravel.

Only with the prayers of the town’s faithful, and those of the party, was Cuthbert able to stop the transfer of energy to the abomination - and it was felled with a resounding double-fireball explosion from Ariana.

As the smoke cleared, Cuthbert revealed that he was no longer a god, but a mortal once more. He has become fractured by the storm, and in his weakened state drained of his divinity by the Chaos Dwarfs. Still a figure of authority and wisdom, he now seeks to help guide the Vaultsmiters back onto a truly righteous path.

Around town...

The Oasis can no longer hide it - Lord Erizo is missing (or has fled), and they don’t know where he is. Those remaining officials are attempting to carry on his vision, but lack the conviction to turn away foreign aid.

The Temple of Silence is claiming that a vampire was abducted from their grounds, and later found dead. “While we are withholding the name of the redeceased, the conditions surrounding his death are worth reporting: His ashes were found in his coffin, which had been tethered to both sides of The Channel, with its lid removed. He was very likely conscious in the minutes leading up til dawn, during which he was unable to leave the coffin because of the surrounding flowing water. Such an elaborate setup shows a deep understanding of the weaknesses of vampires, as well as a sadistic desire to watch them agonize in the moments leading up to their dusting”

More Oasis refugees (as well as other emerging migrants) are settling in the new towns of Rio Cosa and Lago Cosa, across Frostholm’s eastern border. Denk Redquarrier is so far happy to welcome his new neighbors, and is particularly pleased that they have stuck to building footbridges for all their river-crossing needs.
City of Feldheim

Far North > Grimwalt > City of Feldheim

The City of Feldheim is in central Grimwalt in the Fertile Plains, west of the Scrublands. It is north-west of the City of Grimwalt.

## Establishment

The City of Feldheim was founded as part of the Edict of Expansion by King Tobias. The second city built under the Edict, it was designed as a center of agriculture for the kingdom. It was termed the "Breadbasket of Grimwalt," and was to provide food for the nation's ever-growing population.

## History

As part of the Edict of Expansion, King Tobias elevated three people to the noble title of Duke and/or Duchess. To oversee and rule Feldheim, Tobias selected Eugene Feldner. Duke Feldner was a personal friend of the king, known for his logistical prowess.

## Buildings

* Feldner Keep
* The Watchtower

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Population of Frostholm

## Racial Composure

Frostholm is 66% Dwarf, 11% Human, 8% Elf, with the rest made up of relatively equal parts Half-Elf, Halfling, Gnome, Orc, Half-Orc, Catfolk, and Other.

## Religious Composure

* 46% Identify with a Good-aligned god; typically Moradin, Pelor, or Erastil.
* 29% are unaffiliated
* 15% Identify with an Evil god; with no clear majority over nearly a dozen gods identified, and only Vecna pulling ahead.
* 9% Identify with a Neutral god.

## AS 160 Census

Of the 463 Original Residents of Frostholm... 401 Remain.

**12 Have Died**

* Hakem Glitterdigger, of starvation in the caves.
* Kura Grimcrusher, of injury at the Battle of the Bridge
* Nbath Cairnmolder, by a trap found in the desert temple.
* Geth Vaultsmiter, executed for murder of Homare Edgedig
* Homare Edgedig, (supposedly) murdered by Geth Vaultsmiter.
* Yrigf Lowslayer, by unknown assassin, aboard the Jolly Llama.
* Tgivr Ettinslayer, by an Ettin.
* Rterh, Tigagi, Tudak, and Ktik Redquarrier, during the counter-coup.
* Cneh Gravelfighter, at the hands of Gwen.

**11 Have Turned against Frostholm**

* Callers of Chaos

**21 Are Missing**

* 20 Vaultsmiter
* 1 Grimcrusher

**11 Have Embarked to new settlements**

* 7 Redquarrier to Tumbleshanks
* 4 Gravelfighter to New Gravelton

**7 Are residing in Grimwalt permanently**

...as diplomats and lobbyists.

**10 Are residing in Northport permanently**

**There Are 201 New Residents of Frostholm...**

* 2 Humans, found diseased and quarantined, now guard members.
* 30 Elfs, found in the desert, whom have come to identify as d’Pelor
* 20 Orcs, found in a cave, who settled Lungdespair and are now Northlanders
* 10 Catfolk, found in the desert and immigrated from Grimwalt, now Northlanders.
* 5 Diplomats from Grimwalt.
* 124 Others who have wondered in, in small groups.
	+ 10 Half-Orcs
	+ 34 Dwarfs
	+ 10 Elfs
	+ 30 Humans
	+ 10 Half-Elfs
	+ 20 Halflings
	+ 10 Gnomes
Lesser Houses

The less wealthy, (mostly) Dwarven clans of Frostholm.

* Grimcrusher
* Northlander
* Ettinslayer
* Deepdelver
* Cairnwright
* Redquarrier

## History

In the beginning 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.

The Lowslayers were originally a lower house, but rose up to the Greater Houses in AS 153 when the Vaultsmiters left.

The Northlanders are an entirely new house, formed to fill the gap left by the Vaultsmiters.

The Edgedigs were originally a lower house, but left Frostholm in AS 415. They were replaced by the Deepdelvers
Hellpig Cave

Fairlands > Frostholm > Frostholm Farms > **Hellpig Cave**

Hellpig Cave is a small underground cave south of the Wyrmfighter Hunting Grounds.

## History

Shortly after Frostholm Farms was settled, reports of "Hellpigs" began to circulate - Seemingly demonic pigs that were on fire, but were not consumed by it.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Postgame A20

Week 20: Hedge Your Bets (Day 142-145)

When we left off...

Amber Stonesapper inquired about the goods moved off of the Jolly Llama - indicating(?) she’s not quite sure what’s in them. What’s in the box, indeed...

The party dove cheese-first into the painting formerly known as Ravel, where there was reason to believe Rune was taken. Inside, Gwen identified that they passed through some shadow-plane connector, and back into the prime material plane - specifically, the canopy of a massive tree. Inside Ravel floated about talking to herself - pausing only briefly to watch the party go a few rounds with a living topiary.

Ultimately; Mungo solved the puzzle, and the party escaped with the rattled Rune, and some mysterious seeds. Upon returning to Frostholm, though... things were not good. Loreli’s best understanding of the situation was that martial law had been declared, and a mostly Redquarrier force was enforcing an never-ending “curfew”.

Metaphorical dicks were waggled at the Redquarriers - who were knowingly outmatched by force, but (mostly) firm in knowing that the law was on their side. Warden and Gwen stalked around invisibly a bit - revealing...

- A situation room setup in the council chambers, and Cneh solely at the helm.

- Wyrmslayer forces being kept at bay (?) on the northern bridge.

- The distinct absence of the rest of the council.

- Smoke coming from near the docks.
Postgame A3

**Week 3 (Days 65-66)**

**When we left off...**

An investigation into the tomb found a ghost, who demanded the return of the stolen “Ordinary Necromancy” book in exchange for a return to peace. It was recovered and returned, allowing Kura Grimcrusher to be laid to rest.

The Cult of Vecna was discovered, after finding one of their altars in the depths beneath the city. The priest in attendance, Tir Edgedig returned the copy of “Ordinary Necromancy” at the parties request. When questioned about the storm, he revealed that Vecna had the means (a plan) to inflict such a cataclysm, but no motive.

The party was contacted by some Cairnmolder dwarves, who revealed themselves to be part of the Callers of Chaos. Their belief is that Chaos is a great primal force, and if the world ever became too peaceful and settled... it would awaken to inflict a permanent and life-ending destruction. The dwarfs questioned admitted that the Callers of Chaos carried out a plan to cause the storm, but the only dwarf that knows what was done (or how they came into the knowledge of how to do it) is now crazy, and locked up in the town’s jail.

The Callers of Chaos seem very interested in keeping knowledge of the pocket of limbo away from “the Gith”, Dak’kon.

**Around town...**

The Wyrmfighters are proud to welcome Warden, following his successful Hellpig hunt.

“He’s every bit as fierce, and pretty, as we are. He’ll fit right in”

A new watchtower, wall, and ravine-extension have extended the borders of what the Town Guard can keep safe. This has lead to an increase in farming, and the High Council allowing all dwarfs to come and go into this area.

Of the three humans who were in quarantine, one died, and two have been cleared to enter into the town. Jerod has joined the town guard, and Altip is in discussion with Copperfinders regarding financing a bar he’d like to open.

The Vaultsmiters have begun a crusade to root out the Followers of Vecna...

“We will shine a light into the dark places of Frostholm, and the shadows will find no quarter”
Postgame A16

Week 16: Dire Wolf Straits (Day 123-126)

When we left off...

An “official” document was read in the town square, that the party would be helping Grimwalt with its dragon problem, and for no treasure... only the goodwill between nations.

In the middle of the night Serig snuck into the party’s quarters to hand over the mail they delivered. A coded message revealed that Cneh Gravelfighter had been “bought”, and that his seal was smuggled into Grimwalt in an axe hilt.

On the morning of the trip, Serig found himself pressed into service as the guide. He lead the party to the north, on muleback. Dire Wolfs, Worgs, and Ice Trolls were found defending the Dragon Valjnor’s lair, a cave set in the side of a cliff, in an icy valley. The party cleared out the wolf cave, and settled in for the night.

Around town...

Citizens of Grimwalt are eagerly awaiting the return of the party; are they indeed the heros that Frostholm claims they are? Or are they on par with those warriors of light previously sent, who’s orbs of light were merely lukewarm with destiny.

Rumors again circulate about the existence of the Armor of Invincibility, in the fabled Cave of No Return. But then again... how does anyone know what’s inside the Cave of No Return?

A ship full of Grimwalt civilians set off for Frostholm. One onlooker claimed that at least some of those loaded on board were in shackles, and the manifest has not been released.
Undercouncil

The Undercouncil is a secret group in Frostholm.

## Restricted Knowledge

Knowledge Local DC 15 (Basic Knowledge):

The lesser houses have formed in secret what they call, the Undercouncil. It’s existence is not spoken of, and most dwarfs even within the houses are not aware of it. The Undercouncil seeks to insure that the lesser houses stay relevant.

Knowledge Local DC 20 (Undercouncil Holdings:)

The Undercouncil controls The Underpass. They also have a headquarters somewhere underground.

Knowledge Local DC 25 (Contacting the Undercouncil:)

Those wishing to address the Undercouncil must go to the Flagonshard, rent out room #2 with exact change... and wait in it.

## DM Only

Members of the Undercouncil

Oedi Grimcrusher

Gol Lowslayer

Rhafl Ettinslayer

Fargi Edgedig

Nakdum Cairnwright

Rase Redquarrier
Week 19: The Crooked Lord

Week 19: The Crooked Lord

Callux 6/28 - Pelora 7/1

*AS 986 - 989*

When we left off...

Clyde and Nars got all fucked up on psychadelic black toadstools, and then **Team Good Guys** made their way toward the Fey Barrow at the edge of the Deep Wood.  You found disturbed earth, axes, and signs of a struggle at the barrow, and as soon as you crossed the perimeter of the standing stones an eerie chill swept through your ranks.  Selgaard and Ulfar struggled to master their fear while Nars and Quintus dealt a heavy dose of hurt to the **Barrow Champion**-- a large, humanoid fey dual wielding a quarterstaff and longsword.

Three mummified bog bodies emerged from the nearby mounds. Luckily, you were able to mop up the adds after Clyde punched the retreating Champion to death.  When the field was cleared, nobody was quite sure what to do next... but a Sutherin elf with a cane emerged from the Deep Wood and ordered you to leave, so that was definitely an option.  Selgaard recognized the elf as the archfey**Croom, The Crooked Lord**, from the book Sister Garaele gave Nars.  With that vital piece of information, you were able to negotiate with Croom, who demanded 4 more sacrifices to pay the blood debt owed after the barrow was disturbed.

Croom wasn't too particular about who those sacrifices were or where they came from, so you all decided to go find 4 bandits, bring them back, and let the fey do what they wanted with them.  But first you needed to cure Nars and Selgaard of their **Mummy Rot**.  The group took a detour to Holzdorf, where Father Vien Benu at the Temple of Moradin.  **Father Vien** instituted a 2-day quarantine, which got right under Ulfar's skin, but he perservered and was rewarded with some tasty pie.

Meanwhile, Sir Quintus visited with the Steward and got permission to transport 4 prisoners to "The Nation of Fey" for execution.  Nars likewise paid the castle a visit, but the guards were dicks and he didn't have any luck convincing them to pay a retroactive monster hunting bounty.

**Around Town**

Tomorrow is National Hero Day in Blackaxe.  This marks 1 year since the fall of the Starstruck Temple and the Tipping of the Scales, when Draugluin, Son of Faradrim, was killed.  It also marks 1 month since false or unconfirmed rumors of Dragon sightings began to spread around the world.

The Sleeping Giant Inn is getting a much needed (and unexpected) makeover! A traveling artist has been spotted working on a mural on the side of the building.

Rep. Sing Ting is sending a delegation from Heat Hill through Blackaxe, to Phandalin.  They plan to travel to Wyvern Tor and meet Lana the Geologist, to see if they can utilize their lava engineering skills in an exciting new way. There's some competing interest from the dwarves of Redforts, but they are much farther away.

Banditry between Vaultaria and Avarus is on the rise.  Allegedly.
Fairlands

The Fairlands consist of temperate mountains, forests, and plains - Specifically those found between the Frozen Wastes and Burning Sands.

## Nations

Frostholm has laid claim to the Fairlands between The Channel and the Pelor River.

Northport occupies Fairlands to the West of The Channel.

Redforts and the Cosan Emerites claim the plains east of the Pelor River, With a rough border halfway between Tumbleshanks and Rio Cosa.

Lanthir occupies the woods in the extreme northwest of the Fairlands.

## Unclaimed Regions

* The island to the extreme north of the Fairlands, beyond the Sunspar Grand Temple of Pelor.
* The scrubland past Lanthir, to the far far east, which is flanked by desert.
Lago Cosa

Fairlands > Cosan Emirates > **Lago Cosa**

Lago Cosa is a small city, about half a day's travel north of Puerta Cosa and half a day south of Rio Cosa. Its name-sake lake is the terminus and turn-around point of the Pelor River Bargeway. Together with Puerta Cosa and Rio Cosa, it makes up The Cosan Emirates, which have Nation status at the International Council.

## Establishment

Prior to its settlement, the territory of Lago Cosa was home to a tribe of goblins and Ettins. The Ettins were defeated by the Heroes of Frostholm, with special help from Warden Hawk. After clearing out the cave and dredging the Pelor River, the Cult of Pelor founded Lago Cosa as the first suburb of Puerta Cosa.

## Population

The population of Lago Cosa is a mix between Humans, Dwarves and Halflings. Originally founded as a river-port, several Human and Dwarf families settled there prior to the second mass-migration of Halflings along the Dryway, from The Oasis. Some of these new settlers found homes in Lago Cosa, but many more went on to live at the new settlement in Rio Cosa.

The village houses about 20 productive adults, but a complete census would come closer to 50 - including children and the elderly.

## Economy

In addition to reliable barge trade, Lago Cosa sees a steady influx of pilgrims and travelers hoping to visit their Historic Ettin Camp. Tours are available year-round -- fun for the whole family!

Every year on the 85th day of Summer, Lago Cosa celebrates a reenactment of the Historic Ettin Slaying. The Ettins are played by Halflings, two per costume, with false fangs and stilts. The Heroes of Frostholm have a standing invitation to appear as themselves in the performance, but those roles can also be performed by Halflings in the event of a scheduling conflict.

Lago Cosa is also home to several important ranchers, whose cattle graze in the valley, north of Puerta Cosa; many of Puerta Cosa's outlying farms also split their trade between the barges in Lago Cosa and the marketplace in Puerta Cosa.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE
Ironender

The Ironenders are one of the Twelve Houses of Frostholm; specifically one of the Greater Houses

Their colors are Light Grey and Red. Their crest is an Iron Bar on a Red Wool background.

## Common Traits & Professions

Ironenders are hands on, thinking dwarfs, who are generally well liked. They have above average Intelligence, and are often found working as Blacksmiths, Locksmiths, Goldsmiths, or Tinkerers.

They also are known for their particular mastery as Shield Fighters.

## History

The Ironenders were the principle builders of the Great Forge in AS 11.

## Notable Ironenders

**Originals**

* Ghon Ironender
* Doru Ironender
* Beftan Ironender
* Bik Ironender
* Dadha Ironender
* Dhatr Ironender
* Fihoro Ironender
* Gak Ironender
* Tadan Ironender
* Riyo Ironender
* Noca Ironender
* Penti Ironender
* Sora Ironender
* Rufe Ironender
* Iago Ironender
* Lare Ironender
* Lera Ironender
* Nida Ironender
* Peoln Ironender
* Suof Ironender
* Durra Ironender
* Eoca Ironender

**Immigrants**
See: d'Ironender

## Restricted Knowledge

Knowledge Local DC 15 (Acquisitions)

The Ironenders purchased the Axe of Sankis, and took it to their private workshop in the Deep Halls for reasons unknown...

## DM Only

Secret Projects

The Axe of Sankis has been worked into a colossal construct, in their workshop in the Deep Halls. It's so large, the only way it will be able to egress is by bursting through the bottom of the reservoir... leading to the conclusion that it will only ever be activated in a time of most dire need.