recursal/Fanatic-Fandom huggingface dataset:
Academy of Rauni

## The Grand Academy of Rauni

Fully 8% of the Elven capitol of Jumala either works at or attends the Grand Academy. The Academy itself is broken into divisions dedicated to the various arts and sciences. The most famous of these is the Arcanum.

### The Arcanum

The Arcanum at Jumala is the world's most prestigious institute of magical learning. Its history dates back to the founding of the academy, and has boasted numerous breakthroughs in the magical arts over the centuries.

#### Projects

##### The "Manhattan Project"

A tremendous amount of resources are being poured into this project, which has been deemed critical to recovering the legendary elven artifact, Sampo.

##### Airship Technology

First proposed by the human wizard, David, the airship technology of the elves is still in its infancy. There are limited resources which can be diverted to its development, but the mages and and smiths working on the project have the excitement of ten elves. Twenty members of the Arcanum (professors and senior students), along with thirty craftsmen from the city and surrounding towns have been recruited to the project.

#### The Athenaeum

This vast archive houses copies of most media known to elvenkind. The grand library also features many original works of art, ancient maps, musical scores and recipes.
2017 05 31 Game Notes

Previous Session - April 12, 2017

## Game Night - May 31, 2017

The group inspected the lower perimeter of the huge ice cave at the heart of the South Pole. While they found a few promising cracks and minor fissures, there was no clear way out of the cave except through the hole in the roof.

After some debate the group decided to pack up their gear, take some soil from around the Last Bell, and head back to Jumala.

As the rest of the group made preparations to depart, Paul, Darius and Dave worked to re-key the powerful shadow dragon illusion they had created to scare off the orcs, and managed to transfer control of it to their friend, the shadow spirit of the frost giant mage.

While everyone rested, Paul and Zach took first watch. After a while, they noticed a strange shaking in one of the ice stalactites high above. The long spear of ice broke away from the cavern ceiling and plummeted toward the cavern floor, quickly disappearing into darkness as it fell. Paul and Zach cleared out far away from where they expected the impact zone to be and about 20 seconds later, the huge projectile slammed into the ground with a thunderous boom!

From the shattered ice rose a translucent figure - it looked like an old orc wearing fur robes of some kind and carrying a staff. It was quickly apparent that the figure was either a spirit or astrally projecting spellcaster that had somehow managed to get stuck in the ice. The being appeared extremely disoriented, and through it was aware of Paul and his familiar, it wasn't able to maintain a coherent conversation before fading out of sight.

Taking the very obvious clue that they were being watched, the group broke camp, and made all haste up and out of the ice cavern. Paul used his elemental form spell to serve as an elevator for the rest of the group, bringing sharp-eyed Mirja up first so she could keep a watch for incoming creatures.

As Paul ferried the rest of the group to the top of the glacier above the South Pole, Mirja reported sighting a group of creatures flying toward them from far off.

Dave and Maggey summoned up the giant ice elemental that had originally brought them down to the cavern floor, and bid it to use its last owed service to fill in the hole in the top of the ice. By the time the flying creatures came in sight, the elemental had finished covering up the hole with a thin layer of snow.

Soon seven huge ice wyverns touched down, ridded by six heavily armed orc warriors and a shaman.

The orc group, originally hostile, was quickly swayed by Paul's high-speed diplomacy, and they left peacefully, excited by the promise of a visit from the mighty Mendelblatt the Honest and a great shipment of pillows.

The group of adventures set off on a three week journey north toward their ship, glad to be completely unperforated by orcish weapons. We left them as they approached the huge mid-antarctic mountain ridge system.
The Stink Hat

### Description

This floppy and stained hat is (probably?) made of dark felt. It looks about a hundred years old, and even the most generous observer would suspect that it has served at least a few seasons as a squirrel nest. No matter how well cared for or how thoroughly washed, the hat looks stained and trampled, and smells of freshly upturned soil and pine sap. It is definitely odorous, just not particularly *mal*odorous.

### Owner/Wearer

The Stink Hat is proudly owned and worn by David, a traveler from another world. It was supposedly found in the Tower of Kela. There is no previously known owner of the hat. Dave doesn't mind how the hat looks or smells at all - the Stink Hat is by far the most comfortable hat he's ever worn, and it give him a well-traveled look that he appreciates.

### Powers

Despite it's aggressively humble appearance and scent, the Stink Hat boasts incredible powers!

#### Hat of Holding

The Stink Hat's primary function is as an extradimensional container, similar to a bag of holding. All manner of items can be stored in the hat, and yet it always weighs less than a kilogram.

#### Durability

The hat is incredibly tough, repelling spear blows as if it were made of boiled leather. It regenerates any damage done to it within a day. It also acts as armor against any attacks directed at the wearer's head.

#### Mage's Friend

The Stink Hat grants the wearer improved resistance to spellcasting drain.

#### Portable Home

The greatest power of the Stink Hat comes when it's removed. Once each day, the owner can command the hat to transform into a secure cottage that greatly resembles the hat. The transformation to cottage size takes ten minutes, but just three seconds to shrink down once all occupants have left.

Inside the house, all of the items previous stored in the hat are neatly organized in various cupboards, closets, shelves and racks.

There cottage features a common room, a study/master bedroom, a kitchen, a bunk room and a mysteriously advanced bathroom with running water.

### System

 1/day transforms into a Secure Cottage (description below), takes 10 minutes to transform, but just one round to shrink down once everyone is out. It will not shrink back into hat mode until all living creatures are out. The size of the shelter is equal to David's magic rating in meters on all sides. (magic rating 6 = 6x6x6 meter cottage.) The cottage gains an additional floor for every 3 meters in height. (Magic rating 6 = 2 floors, magic rating 9 = 3 floors).
Regardless of its appearance, the structure is as strong as a normal building its size made of stone, and resists all forms of damage as if it were stone as well.
The door, shutters and chimney are secured against intruders with mana barriers and arane locks. The chimney also has an iron grate embedded in the flue. All three possible points of entry are further warded with an alarm spell.
A hearth spirit with a Force of [Dave's Magic Rating - 3] cheerfully maintains the interior of the cottage. It is obsessed with logical organization systems.
The cottage has an armor rating of [Dave's Magic Rating x2] and a structure rating of [Dave's Magic rating +2].
Naga

### Physical Traits

Naga are sapient reptilians. They appear as 5-10 meter long serpents with humanoid torsos, arms and heads. Naga are not mammals, and as such do not have hair, though regional variants within the naga species display cobra-like hoods or scaly crests. Coloration varies widely throughout the species.

Naga are only slightly dimorphic between sexes - males typically are bulkier and more muscular, while females have slightly higher fat stores in their tail and torso.

Naga physiology functions optimally in warm, humid climates. The reptilian creatures suffer chills and sluggishness in temperate regions. They avoid arctic regions and winter as much as possible; the typical naga circulatory system shuts down quickly in sub-freezing weather.

Despite their sinuous, serpentine form, most naga are clumsy compared to other humanoids. This might be due to lower sensitivity and fewer nerves in their arms and hands than the mammalian races of the world.

### Culture

Naga are sophisticated, often cosmopolitan creatures, who value learning, tradition and mastery. Aloof and observant, naga enjoy the company of highly intelligent life. They are known to join the communities of elves, hobgoblins, giants and even dwarves, and acquit themselves well by their adopted community's cultural measure. Naga gravitate toward large cultural centers and frequent centers of learning, art and trade.

#### Religion

Naga venerate the cycle of life itself, as well as a small group of pre-naga progenitor figures. Naga typically hold the concept of gods as the other races know them in polite (but clear) disdain.

#### Language

Naga typically speak Draconic and Elven. Well-traveled naga will speak Lexi (common), and can learn and speak most other languages. They have difficulty with languages that are reliant on hard consonant sounds due to their mouth and tongue structure.

##### Aklo

Naga also maintain a very difficult language of their own, Aklo. Many mammalian spellcasters who have tried to learn Aklo have gone mad.

#### Arts

Naga celebrate the arts, but their aesthetic values are rather different from most mammalian species. They particularly value sculpture for its tactile beauty, and hold architects and spellcasters in high regard.

### Diaspora

The homeland of the naga race is said to be the subcontinent of Sarvoda, from which the naga were driven in the cataclysm that scoured that place of most life. In modern times, most naga live in tropical climates, and large naga communities can be found in Westlichhauner and it surrounding islands. Small, isolated 'braids' (groups of 3-5) of naga can be found in many tropical cities throughout the world.
Vaalki Tanni

## The Lost City of Vaalki Tanni

Vaalki Tanni was a thriving city of some 25,000 naga in the days before the fall of the Serpent Hegemony.

Vaalki Tanni lies several miles below the surface of the subcontinent of Sarvoda, in the deep reaches of the Underdark. The dome of the main cavern of the city reaches up to just about a half mile below the lowest reaches of the dark elf city of Tsis Mekhsiereba.

It has been discovered to be the final resting place of the semi-mythical dwarf heroine, Blenda Solögon, an important ancestor figure in dwarven religion. The dwarf paladin was the only one of a questing party to make it to the city, and were said to be searching for a geomantic relic sacred to the early surface dwarf cultures of Heligastenen. It is not known how Blenda Solögon died, as the city had been abandoned for several hundred years by the time of her quest.

The city of Vaalki Tanni was founded between 10,000 and 7,000 years ago, but records are spotty. Naga citizens were known to venerate a wide pantheon of gods, but the patron god of Vaalki Tanni was a demigod called Takshaka.

Elf and Human adventurers from the surface reached Vaalki Tanni on a quest to find the Heart of Gold, and fought with a group of golems that apparently killed Blenda Solögon thousands of years earlier, and also tangled with a kind of undead beholder, a 'death tyrant.'

Once reaching their goal, the adventurers from the surface pressed on to explore the ziggurat Temple of Takshaka.
Anvil of Dawn

## Der Amboss der Dämmerung

*Also called The Anvil of Dawn, The Dawnforge, Yr Einion o Wawr*

Said to be one of the Five Keys that can restore Kela the Guardian to her corporeal form, the Anvil of Dawn is supposedly the central piece of a legendary forge. It is said to be located on an island where no other land can be seen. It is a sacred piece of hobgoblin mythology, and is remembered in giant texts as *Yr Einion o Wawr*.

### Location

The Anvil of Dawn has recently been rediscovered on a previously uncharted volcanic island far off the coast of Ostenhauner. An elven scout ship found the island, and noticed a strange structure vaulting above the caldera of the island's volcano. The vaulted structure and the shape of the volcano matched the description in a very old giantish text.

The island is apparently a port to one of the hobgoblin naval fleets, which spotted the elven vessel and attacked. The elvish scout ship sustained serious losses, but was able to escape by deploying powerful illusion magic to make it look like the ship had been set afire and sunk by ballista fire from a hobgoblin dreadnought.
Lehtivihreä

## Village of Lehtivihreä

Lehtivihreä is a small elvish village about 60 miles northwest of Jumala, and about 50 miles northeast of the ruins of Stenberin.

The village is built into a rocky, tree-covered valley in the foothills of the Isoäidit mountain range.

About 45 elves and a hobbit family live here, mostly living off the land in a magically-enhanced pastoral existence. Four of the families keep herds of mountain goats and domesticated elk, whose fur and horns are used for many crafts.

### Notable Structures

#### Hall of Leaves

The Hall of Leaves is the village gathering place, tavern and inn. There are 4 individual rooms and a common bunk/hammock room. Mauno Nybom is the head vintner and owner. Kotiliesi wines - the family's prime vintage - are highly regarded throughout Kotime.

#### The Mill Run

An interesting mill is built over the healthy creek that runs near the village. The mill is designed to handle many kinds of grain, and also includes an innovative press for grapes and berries.

#### Library of Rauni

A library and holy sanctuary dedicated to the elven mother goddess, tended by two priestesses and their children.

#### Temple of Taipo

A small, but beautiful temple devoted to the nature god of the elves, tended by a priest and her family.

#### Temple of Laufi

A dome-shaped building at the outside of the village, tended by a particularly religious wizard and his apprentice.

#### Airship Dock

After making a deal with a noble of House Hopea, Lehtivihreä has built a strange-looking dock for use by airships. The dock is conveniently close to the Hall of Leaves, and the Nybom family hopes to become a destination of choice for wealthy nobles looking for a wine vacation in the idyllic countryside.
Underfort of Greb-Bithan

## The Underkeep of Greb-Bithan

### History

The Underkeep, or Underfort of Greb-Bithan was built in ancient times by dwarves, in the early days of remembered history when most dwarves still lived deep underground. The structure was originally created deep underground, near the high reaches of the underdark, and then excavated further upward. When the dwarves reached the surface, they created a small fortress and gathering hall to guard their access point to their homeland.

Thousands of years later, the deepest reaches of the Underfort were intentionally collapsed and sealed against access from the Underdark.

This bought the dwarves some time, but within two centuries, they were driven out of Greb-Bithan entirely by a race of serpent people, who took over the underground structure for themselves. Little is known about the brief period the serpent people held the Underfort, but the Dwarves of Heligastenen never returned, and consider the place cursed and haunted.

### Location

The Underfort is a three-day hike north of the town of Llangelynin, centrally located in the southern region of Heligastenen.

Structure

Inhabitants

Present

The artifact known as the Dragon's Tooth Codex revealed that an otherworldly force guards the Orb of Palantha-Kawon in the deepest reaches of the Underfort of Greb Bithan.
Etiäinen

## Etiäinen - Unseelie Spirits

Etiäinen are spirits aligned with the unseelie court of the fey. They are typically summoned to attack a particular target, whose shadow they inhabit and steal to interact with the material world.

They can speak, but it sounds like fading echoes. Each word is distant and dopplers out. It is creepy. They can bleed, but their blood is like drops of congealed light. Their wounds shine. A badly injured Etiäinen is positively luminous.

The Etiäinen have similar looking equipment, but all of it is simply normal equipment, with the exception of magic items. Then the Etiäinen have a mundane masterwork version of that item. They do not have consumable items, but their pouches and gear look the same.

When an Etiäinen is KOed they splash apart into shadow and join back with their physical counterparts. When an Etiäinen is destroyed, it bursts apart into an explosion of bright light. (Roll Willpower+Body, target 6 to avoid being dazzled. Every success fewer than 6 imposes a +1 die target number to any visual activity.  +5 to the target number means that you’re essentially blind. The penalty decreases by 1 every two turns.) A destroyed Etiäinen does not reform as a character’s shadow. A character without a shadow has trouble sleeping and healing naturally. (Treat as sleep deprived, ½ normal dice on all natural healing rolls) Their shadow slowly reforms over the course of several weeks (101 days/(Essence+Body)). In the time in between, it is stunted and patchy, and frequently points in the wrong direction.

Within the shadows they steal, the Etiäinen have the same skills and stats as the victims, but have an Edge stat of 0. Etiäinen have a +5 bonus to their initiative score.
Kadavasptha

Kadavasptha is part of a chain of islands off the southeastern coast of Sarvoda. Like the other islands near Sarvoda, several feet of soil and (up to 6 feet in the northwestern part of the island) have been ripped up off the land and blasted into the sea. Only a few ruins dot the island, and no sentient creatures live on the surface.

### Features

The island is approximately 100 kilometers across at its widest point, and its highest point rises about 70 meters above sea level. There are no rivers or lakes on the island, though rain water often collects in rocky pools that pockmark the southeastern half of Kadavasptha.

### Life

Small rodents, reptiles, amphibians and insects have found their way to Sarvoda and are fairly common. Because resources are scarce, animal life swings through wild flourish and famine periods.

The island's nutrient-starved, thin soil does a poor job of supporting life, and so only the hardiest plants survive here. Tough grasses, thistles and other tenacious prairie plants grow here, along with scrub bushes, dwarf firs and larch trees.

### Ruins & Structures

Very little remains of the cities and farmsteads that were said to have once covered Kadavasptha. A few ruins dot the surface - Occasional walls, some foundations here and there, and on the southeast tip of the island, the low-shorn remains of a keep and what might have been a lighthouse.

A completely intact, buried structure has recently been uncovered. The strange structure, shaped like a right triangle and 80 meters across on its longest side, is buried about 10 km inland from the western shore of the island. The structure seems to be connected to a form of geomancy and is oriented around the nexus point of two strong ley lines. A vault-like chamber of the structure is also situated on the nexus point of a very weak ley line and one of the two strong ley lines that cross through the center of the building.
Session 15

Back to previous session - Session 14

Lassier introduced his human friends to the crew of the *Sammumaton Aruingon*, and they were welcomed aboard. There was a small celebration as the elven ranger revealed that his quest for the Jade Mask was successful, and then the crew weighed anchor and set sail for Kotime.

The beautiful elven caravel is captained by a suitably brash and confident elf named Joukah Hainen. He and his crew were among the very few elven privateers still operating in the north seas of Daera in the time after the Decline. In addition to the other crew members, Allotar, Kalervo, Lakko, and Paavo, the ship was equipped with a series of finely-crafted automatons that were built into the deck, rails and masts of the ship. Animated ropes and sails obeyed the crews commands as well, and as such, the powerful vessel runs quite smoothly despite it's skeleton crew.

Allotar explains with pride that the Sammumaton Aruingon has been sailing for over 1,000 years, and she and Joukah have made it their home for the last 300.

Just a few days into their sea voyage, the ship came under attack from a large pack of sea drakes - lighting spewing cousins to dragons. During the attack, the ship suffered some damage, but the combined power of the humans and elves was more than enough to destroy the dangerous predators.

Another week of westward travel brought more bad luck. While slowing to do some fishing and restock, the ship was surprised by a colossal squid nearly the size of the ship! The huge beast attempted to drag the ancient elven vessel under the waves, but it couldn't have accounted for the ferocity and absurd magical power of the Sammumaton's defenders. It was a hard fought fight, but the massive squid fled the scene after having four of its tentacles hacked or blasted apart.

The humans and elves were victorious, but the battle was not without casualties - the first two masts of the ship were crushed and cracked in multiple places. They'd have to be replaced before the ship could make any speed again.

Continue to Session 16
Goblin Pantheon

## Die Erhabenen (‘the exalted ones’ - primarily goblin pantheon)

**Gipf** - *Chief of the Gods*; a stern and wise old warrior who still has the strength of youth. Also known as the Many Scarred, Mountain Shoulders, and Oak Lifter. He wields the Sky Spear and controls weather, particularly storms. His domains are Destruction, Knowledge, Law, Nobility, Strength, War, and Weather

**Islate** - *Goddess of Fertility and War*; a cyclical goddess who inspires lust, greed and avarice in her people; she rewards her chosen destroyers with strong children and healthy crops. Most goblinoid berserkers pray to Islate before battle. Her domains are Animals, Chaos, Lust, Destruction, Plants, Strength and War.

**Schriber** - *God of Engineering and Learning*; a slender and quiet man whose only love is power through knowledge, and whose only pride is creation of ever more clever instruments. The few heretical goblin mages tend to venerate Schriber, believing he would sympathize with their quest for knowledge and power. His domains are Artifice, Exploration, Knowledge, Rune, and Protection.

**Sammlin** - *Goddess of Death and the Underworld*; a grim woman who oversees the kingdom of the dead and demands retribution from souls for their failings in life. She is particularly hard on oathbreakers. Her domains are Death, Honor, Law, Repose, and Trade.

**Holfig** - *God of Night*; a cunning and stealthy fellow, honored by military scouts and thieves alike. Holfig grants his blessing to tricksters, sneaks and musicians. His domains are Charm, Darkness, Luck, Travel and Trickery.

**Teige** - *Goddess of the Seas, the Moons and Wealth*; Capricious and deadly, Teige is always depicted as incredibly attractive (as hobgoblins go), but with a face that changes by the moment. Her domains are Air, Moon, Strength, Travel and Water

**Ulmach** - *The Relentless Builder*; Ulmach advocates industry in all things. He and his followers are tireless road pavers, builders and craftsmen. He mandates that old things be smashed aside to make way for new construction. He sees little need for nature, except as raw materials. In the last few generations, Ulmach’s popularity and esteem has risen immensely. His domains are Community, Earth, Fear, Slavery and Toil.

**Hailwic** - *Goddess of the Wilderness*; depicted as a savage woman riding a huge beast, Hailwic extends her blessing to the wild spaces, and exhorts goblinkind to stay clear of the weakling’s crutches of ‘progress’ and ‘civilization’ and find strength in the land itself. She blesses archers, rangers, druids and farmers. She and her church utterly despise Ulmach. Her domains are Animals, Earth, Moon, Plants, and Seasons.
Queenswatch

## The Queenswatch of Jumala

This group of former soldiers was recommended and implemented as the civic guards of Jumala by Queen Regent Estrid Storrada, early in her reign, about 325 years ago. The current 75 members of the Queenswatch are all elven men and women (and three halflings) recruited for their sharp intellect and superior attention to detail. Each of the watch spent at least a decade in the Queen's army prior to their recruitment to the watch.

Most of the watch are trained in the arts of combat, scouting and investigation. Eleven members of the Queenswatch are also trained in some kind of magic. Most of these spell casters are clerics, but there are three wizards as well.

### Role

As the standing army of Kotime shrank and the role of the churches and other public institutions played a less active role in the lives of elves, some of the traditional social order had begun to fray. Queen Estrid perceived that her people felt less safe than they had in generations past, and this insecurity was likely behind many of the mounting social problems. She formed the Queenswatch as an elite, highly-vetted and highly visible civil protection and investigation force, not just to stop crime in Jumala, but to seek out root causes of social problems and work with citizens and the government to mitigate or end the trouble.

The Queenswatch is challenged to "make life better for every citizen," and has been lauded by the Queen for striving to protect the civil rights of non-elven citizens with every bit the vigor devoted to elves.

### Standard equipment

Most watch members are outfitted with studded leather armor, a leather helm and a buckler. On a standard patrol, the watch carries a lightweight truncheon.

In dangerous times, or when investigating a serious threat, watch officers have the option to wear breastplate armor, a barbute helm, and a large shield. At such times, watch officers are usually armed with a longbow, a longsword and a glaive, and serve to protect the city of Jumala and its citizens, freeing up the army to destroy the threat.
Warrior Hamsters

***Warrior Hamsters*** is an animated mystery series about a team of warrior hamsters lead by main character Head Warrior K. The show is first mentioned in the episode "The Sidekick".

## History

### Season 1

In "The Sidekick", Cookie Rose and Dan are at Frozen Milk Place discussing the latest episode of the show.

## Plot

The show revolves around a group of bunnies who are warriors. In one episode, it is revealed that the protagonist of the series, Head Warrior K., killed her family.

## Trivia

* The show's tagline is, "*You can never know everything.*"
Vossaprus

Vossaprus, (from putrid+dig in the draconic root language) was an extremely powerful, greater green dragon and is strongly aligned with elemental earth.

Vossaprus' lair is on the north side of Lake Rautavesi.

### History

According to the magically updated records on a dragon horn artifact, Vossaprus and three other elemental dragons were hatched conspicuously close to when the species-wide elven curse known as the Decline was laid down on the elven people, 2013 years ago.

According to elven historical archives, Vossaprus came to Kotime from Southwestern Hauner.

Since his arrival, Vossaprus has picked fights with, and either defeated or destroyed much older and larger dragons, leading the elves to believe that he has abilities that exceed even that of 'normal' greater dragons.

#### Death

Vossaprus was slain on {Date Needed} by a combined army of 35,000 Seelie and Unseelie fey, as well as 50 elves from Jumala and a group of traveling adventurers, including two elves, an orc, a phoenix kin, and three creatures called 'humans.' Over 16,000 fey and eight elves died in battle.

### Physical Description

Vossaprus was over thirty-seven meters in length, three meters or so high at the shoulder, and had a wingspan of approximately thirty meters. He had four legs in addition to a pair of wings. Like most dragons, his rear paws were adapted into feet, though the forepaws had opposable thumbs and could manipulate objects easily.

This dragon's scales were mostly shades of deep green, though they exhibited darker shades along the spine and paler shades on the belly. As a greater green dragon, he had the ability to spew corrosive acid from his mouth in the same way red dragons project fire.
Tower of Kela

## The Tower of Kela the Guardian

### History

Kela’s tower used to look out over the world from the top of Mount Reikol. Very old histories from elven archives suggest that Kela's tower was once a sort of lighthouse that radiated light strong enough to be seen from from almost a full day's journey away (4 knots at 18 hours = roughly 133 kilometers, which suggests that the source of light rose at least 1500 meters above sea level).

The elven histories say that the tower simply disappeared after a powerful cyclone passed over the Island.

In spite of the usual accuracy of elven historians, Kela's tower now lies over 400 meters below the peak of Mount Reikol, with no trace of it on the top except for the faint remnants of the path that used to lead there.

### Description

The inside of Kela’s tower is spacious – wide with vaulted ceilings that stretch high above.  The walls are smooth and seem to be made of gray-blue river stone that was shaped by hand rather than cut or hewn. There is a gently twisting hexagonal pattern to the walls and any columns.

The center chamber is about forty feet in diameter, with a domed ceiling that lofts some fifty feet above.

There is one breach in the walls of the tower, caused by what may have been a mining accident several centuries ago. Since then, many creatures have entered Kela's tower, but none that would serve the powerful creatures purposes besides gathering necessary materials that could be worked into a summoning spell.

### Exit/Entrance

On the inside the tower, there is a crack in the southeast wall of the tower, about fifteen feet up.  The crack can be squeezed through, but is slow going for any creature bigger than a large dog.  After about five minutes of crawling, the crack leads to an abandoned mine complex.

If visitors manage to leave the mine, they will find themselves within view of the goblin village of Bromach.
Airship Yritys

## The Airship Yritys, Passenger Caravel

The airship Yritys is a light, 50’-long caravel, with five 10’-long, 8”-diameter copper drums affixed to the side and held in place with an elegant mithril ring structure. This propels the ship along at a swift 8 miles an hour. The ship has two masts on the deck with sails that can be run up in case of favorable winds, increasing speed up to as much as 20 miles an hour, depending on wind speed and direction. The sails also help the ship move around when not on a ley line.

The ship can move vertically at a speed of 100 feet per minute. On a strong ley line it has a maximum altitude of about 1,500 feet, but typically cruises at 200 feet.

### Systems

The ship is built around a pair of dragon stones that are integrated into the lift and drive magical elements. A member of the crew links to each dragon stone while situated on a ley line and channels the ley line energy through the dragon stone in an extended ritual. A third member of the crew, the captain, then creates a telepathic link between himself and the two crew members linked to the dragon stone in order to coordinate the airship's flight.

### Crew

The airship Yritys is crewed by 5 elves - a lift mage (leijai) , a propulsion mage (tuuli), the captain, a mechanic and a steward. The captain, leijai and tuuli are from the Arcanum at the Academy of Rauni and are full wizards.

* Captain - Väinö, an applied transmuation theory professor and former sailor of house Hopea
* Leijai - Venla, in her 25th year at the academy, comes from House Pyhä
* Tuuli - Niilo, in his 22nd year at the academy, comes from a merchant family up by White Harbor.
* Mechanic - Eevi Koristo, a clever metalworker with a talent for functional detail, of no great house but renown ability. She has always wanted to fly, otherwise the academy probably wouldn’t be able to afford her time.
* Steward - Elsa, a squire to a duke Valdemar Lindqvist of house Hopea, the ship’s sponsor.
Session 16

Back to previous session - Session 15

With 2 of the ship's 3 masts destroyed after the encounters with the giant squid and the sea drakes, you were limping toward a large, wooded island. Up in the rigging, Paavo called out the sighting of lights on the water, far off toward the western horizon. Paul sent his familiar crow, the esteemed Zach de la Crowcha, to go and scout the contact.

Zach came back about 90 minutes later - wet, a little burnt, and not at all happy. The crow had spotted a very large ship with several masts, and a whole lot of oars. The sides seemed to be covered in metal, and there were two bonfires on the deck as well as a couple ballistas. There were dozens of people on the deck, and at least one of them was a magic user of some sort. She somehow spotted him (seeing a crow flying at dusk is no small thing), and blasted him with some sort of fire spell. Zach evaded the worst of it, and dropped into the ocean to put himself out. Luckily, he was able to avoid any further firepower.

Allotar, the sorceress and first mate of the Sammumaton Auringon, as well as Lakko, the younger elf with the spooky aura, were able to use a number of water spells to get the waves to push the elven ship toward the island, where you went around the island's coast a bit and hid in a cove. If the heavy ship from the west managed to spot and follow you, it'll be at least 8-12 hours until they catch up.

Once anchored in the cove, Lazzier, Sam, Erin, Lakko, and the ship's navigator, Kalervo, set off inland to find a few good trees to replace the two masts.

Dave and Maggey stayed aboard the ship, along with the rest of the elves, while Paul worked on constructing an explosive dinghy filled with rocks. Captain Joukah and first mate Allotar went below-deck to work on something, while Dave and Maggey worked on plans for disguising the ship. Paavo stayed up in the rigging of the remaining mast to watch out for anything unusual.

*And of course, something unusual showed up.*

Two aquatic giants took it upon themselves to blanket the ship in a mist spell and then try to sneak aboard. Dave, Maggey and Paul unleashed steel, fire and lightning on the giants, first confounding, then killing both the brutes. It was a pretty awesome battle.

Anyway, we left off there. The tree-felling crew is on their way back with a pair of proto-masts, and there's still another 8 hours until nightfall, which is the earliest you'd have to worry about that large ship showing up.

Continue to Session 17
Junkarsborgin

## Ruins of Junkarsborgin

The ruins of this once-mighty castle glower atop the flattened peak of Siilinjärvi, a steep, spruce-dotted mountain that rises about 6,300 feet above sea level in the central Rystyset mountain range in western Kotime.

### History

Siilinjärvi and its surroundings have been the seat of power of House Vaarasta since the early days of recorded Elvish history. The warlord, Tuule - legendary daughter of Kalev the Hammerer, first commissioned a small ring fort on the peak of Siilinjärvi almost 12,000 years ago. In the strife-rattled centuries that followed, forts fell and rose again until finally, seven thousand years ago, Kaarle Kallio commissioned the great castle's construction. It was completed after his death, by his daughter, Liisu Vaarasta, the first of the line given the title Vaarasta from birth.

House Danger and its people made Junkarsborgin their home for all the centuries that followed until their ranks had been badly thinned by war, adventure, and the Curse of the Decline. With more of the family fighting in Waritu or seeing to defense of the coasts than maintaining their ancestral seat, the seneschal Heleena the Lonely gave the order to leave the castle and shore up the defenses of Jumala in the 584th year of the Curse.

In the half-dozen centuries since, the few remaining members of the Vaarasta family occasionally return to Junkarsborgin to celebrate family events, or mourn losses.

### Airship Port

Recently, an agreement brokered by Lazer, the hero of the Jade Mask, with the duke of House Hopea has led to the creation of an airship way station on on the southwestern slope of Siilinjärvi, just a stone's throw from the castle ruins. With a grant from the silver house, the Vaarasta family and its retainers are working to rebuild at least the castle's great hall and some of the living quarters so they can host travelers, entertain guests and become relevant to Elven politics once more.
2017 10 18 Game Notes

Back to previous session - October 4, 2017

## Campaign Notes from October 18, 2017

The group bypassed a canyon of mausoleums, a forest of green and purple mushrooms, and instead opted to trick a group of fire snakes out of their dinner when Darius and Paul created a very effective illusion of a waterfall.

Later, Zach returned with a spy report of a great camp of some kind of group of demons only a few miles ahead, and directly in their path.

The group decided to make camp so that they could heal up and the casters could prepare new spells. A long day of fighting weirdos had severely depleted the group's resources.

Only three hours into their rest, the group was interrupted by a ten foot tall devil named Salagath, who demanded the group allow it to take them to its master, Rimmon, who was apparently some hot shot baron of the Nine Hells who'd gotten stuck on Sarvoda a few millennia ago.

Dave stalled Salagath with arcane rambling until the rest of the group had stealthily positioned themselves to jump the creature. Finally, Dave invited the Salagath in to the Stink Hut to "have some Earl Grey Tea."

With the attack phrase spoken, the rest of the group pounced on the unsuspecting Salagath. Domingo put Paul's unicorn horn to horrifyingly effective use, and the rest of the party piled on the pain as well.

Within 10 seconds, nothing remained of the demon but a swiftly evaporating pool of noxious ichor. Paul quickly scraped up a vial of demon ichor and stoppered it with gusto. After 30 seconds, nothing was left of the demon but a foul stench and its 10-foot tall pitchfork. Without any need for discussion, the group decided to leave the pitchfork alone.

At this point the group still hasn't had a decent rest, and suspects that Rimmon will be alerted to the destruction of its minion. There's at least a day's ride between the group and the entry point to the Underdark, but now there's a small army of devils in the way. Time to pick a different route.

Continue to the next session - Game on November 1, 2017
Spirits

## Spirits of Daera

'Spirit' is the catch-all term for any sort of sapient being from another plane that is able to enter Daera. Many, but not most, are able to manifest a physical form and interact with mortals.

Spirits are ageless and immortal unless destroyed through violence.

Spirits are sapient, though their mental abilities range widely, from slightly-above-mold to beyond-mortal-reckoning.

Spirits are related to, but separate from dual natured beings.

Spirits come from many planes of existence, but spirits from the Astral Plane are the most common, as it is the closest to the Material Plane. There are extraplanar beings that inhabit the other two inner planes, the Shadow Plane and the Ethereal Plane, but these creatures do not typically cross over to the material plane.

### Common Spirit Types

Air

Anthro (Spirits of Man)

Beast

Earth

Ice (Air + Water subtype)

Fire

Lava (Earth + Fire subtype)

Water

### Spirits from the Deep Planes

#### Demons

* Quasit
* Vrock
* Incubus
* Succubus
* Glabrezu
* Marilith
* Balor
Queen Estrid

Queen Regent Estrid Storrada is the high queen of all elvendom. She maintains her seat of power in the capital city of Kotime, Jumala.

Queen Estrid is the senior member of House Terävä, and has been married to Turku Hedlinger (583), of House Hopea for almost 400 years. The Queen and King have been blessed with two children, Harald (341) and Ulricka (235).

Estrid was born in Jumala, 604 years ago, and is the only child of King Tuomari Storrada and Queen Tarja Heitala. Estrid took the crown after the death of her father, 371 years ago, and her mother passed from the realm about 65 years after that. Estrid is the second of the Storrada line to rule Kotime. The last of the direct line of the Terävä family, princess Maija, died in a magical accident in Talinn almost 700 years ago.

Most of Estrid's rule has been characterized by her attempts to stabilize her people's falling numbers and promote the security of Kotime's borders. Under her rule, coastal patrols have been doubled over those of her father's rule, and the order of sky knights has been reinstated.

Estrid is staunchly against elven forays into other continents and rejects colonialism as a tragic mistake that led to her people's decline.
Hobbit Pantheon

## Los Eje Celestes (‘the celestial axes’- primarily hobbit, unembodied)

**La Quietud Tranquila** - *The Quiet Stillness, the Tranquil Way, the Breath of the People.* The hobbit concept of law and just behavior stresses adherence to order and the communal well-being. Its priests frown on selfish behavior, but make few moral judgements so long as the greater community is served. The church of the Tranquil Way encourages hobbits to follow traditions and stick to proven methods. It accepts change if it serves to enrich the community. La Quietud Tranquila’s domains are Community, Evil, Good, Ice, Law, Protection, Rune, Stone

**El Equilibrio Abarca** - *The Encompassing Equilibrium, the Harmonious Balance, the Greater Whole.* The hobbit concept of balance and neutral action seeks to balance the desires of the individual against the needs of the whole. It asserts that there is a time for selfishness and a time for selflessness, and true followers will effortlessly pass through life knowing when these moments are. In doing so, these faithful will achieve the highest level of self-actualization. El Equilibrio Abarca’s domains are Animals, Good, Evil, Healing, Plants, Resolve, Sun, Seasons and Water

**El Siempre Cambiante** -*The Everchanging, the Shifting Winds, the Inner Way.* The hobbit concept of chaos, selfishness and change recommends a constant quest of self-discovery and exploration of personal growth. Treatises of the loosely-organized church suggest that by empowering the individual, the greater community is served better than by trying to lift the whole at once. El Siempre Cambiante’s domains are Chaos, Good, Evil, Fire, Imagination, Liberation, Trickery, and Wind.
Джашмут и Равшан

Джашмут и Равшан - Работники

## Джашмут и Равшан

Профессия: Работники, строители

Дата рождения: Дата рождения вселенной

Дата смерти: ???

Образование: Школа строительного образования

Вероисповедание: Строительство(он верит в строительство)

Рост: Джашмут - большой, Равшан НЕ ОЧЕНЬ!!!

Вес: ХЗ

Семья: ::: ::::

Цитата: Не ругайся Насяльника
The Physical World

Daera is a world physically very much like Earth.  It is very similar in size, composition, rotational speed and orbit around its sun, Ymis. Daera is slightly older than four billion years. It is a green and blue world, home to vast oceans and vegetation on both land and sea. Animal and sapient life is abundant on almost every landmass, and due to Daera's high concentration of magical energy, supernatural creatures abound as well.

There are four large continents that support the land-dwelling life of Daera. The largest, Hauner, is separated into three barely-joined branches and is nominally connected over the North Pole to the continent of Heligastenen and the mostly lifeless subcontinent of Sarvoda. Kotime and Waritu straddle the equator, though the southern reach of Waritu also extends over the South Pole.

Daera is orbited by three moons: Rama, Medro and Loi. Medro is only a fraction of the size of Rama and more distant. Loi is the smallest by far and has a transpolar orbit.

Invisible ley lines criss-cross the planet, connecting subtle points of magical strength to one another. In the days before recorded history, these centers of magical strength led to the practice of geomancy among the mortal races, though it has been mostly abandoned for modern, more readily accessible magical practices. Supernatural creatures such as fey, dragons, and elementals can perceive the ley lines and their nexus points, and are most likely to be found near strong nexus points, or along the path of a powerful ley line.
Serpent Hegemony

The Serpent Hegemony was a massive empire that, at its height, spread from its point of origin in Sarvoda, across most of Hauner and Heligastenen, and through the northern half of Waritu. Only the continent of Kotime was able to keep relatively free of governance by the Naga and their serpentine allies.

The time that the Serpent Hegemony existed is typically referred to as the Naga Dominion Era.
World of Daera Wikia

## Welcome to the World of Daera Wikia

This site provides information about the fantasy world of Daera, and the RPG system that supports the exploration of it.

## The Game

Daera is a fantasy game world for a tabletop RPG that originally started with the D&D 3.5 system, switched to Pathfinder, and then switched again to a heavily house-ruled version of Shadowrun 5th edition. That was a hot mess, so we've moving everything into D&D 5th edition. It's been a great switch, and the campaign is humming along once again.

There are a few house rules, system notes, and recommended sources that you may want to read up on.

## Campaign Notes

Campaign notes are periodically posted and can be found in the Campaign Notes category of this wiki.

The gang is currently trying to figure out how to reshape Sarvoda with the help of an ancient dwarf geomancy artifact.

Most Recent: September 19, 2018 Game Notes

## Latest activity

Find videos about your topic by exploring Wikia's Video Library.
Session 4

Back to previous session - Session 3

Mash’tun the orcish scout led the gang across a stretch of hilly scrubland, and then through the thick forest to the north. Later, they would learn that the forest was referred to as ‘the Forest of Spiders’. There were... a lot of spiders.

In the forest the group fought and defeated a number of beasties, including a giant spider, a cockatrice and a clearly-insane ettercap. They also encountered a five-headed hydra in a swampy area. Thanks to the swift application of a command spell by Maggey, the group managed to escape the hydra, which was good for everyone’s health.

The group also manage to avoid tangling with with a traveling clan of hill giants, and a flight of manticores.

Once they made it through the forest, Mash’tun pointed out the wizard’s tower, rising up out of some ruins about a quarter mile to the north. With that, the orc turns and beat feet back into the forest, citing health reasons for his departure.

The group decided to camp out about a hundred feet outside the forest and approach the ruins in the morning.

Continue to Session 5
The Five Keys

The Five Keys are artifacts of great power that were created when Kela the Guardian's physical form was destroyed. It is thought that Kela's corporeal form can be restored if the Five Keys are brought together in the Tower of Kela.

The keys are said to be: The Anvil of Dawn, The Heart of Gold, Heaven's Compass, The Last Bell, The Orb of Palantha-Kawon, and Sampo.

The keys are briefly mentioned on an artifact called the Dragon's Tooth. Certain runes inscribed on the Dragon's Tooth light up if the tooth is brought within 25 kilometers of one of the keys.