recursal/Fanatic-Fandom huggingface dataset:
Gottard Masser

**Name**: Gottard Masser

**Level** 1, Human Warrior

**Homeworld**: The Old World, Altdorf

**Age**: 28

**Backstory**:  Born the son of a rat catcher, Gottard never expected much out of his life.  That was until a merchant's carriage struck him in the market square.  The guardsmen happened to see the occurrence, and rather than bribe the guards to look away, the merchant told them the lad was his son, and it was no bother.  The merchant, Liobald Hartanerer, then took Gottard in and paid for his recovery.  Obviously, Gottard had to repay such generosity, and spent the next 10 years working for Liobald at low wages.  During this time, Gottard was sent on the dangerous routes, and given the worst jobs.  This allowed Gottard to gain combat skills, and negotiation skills with disreputable folk.  When the storm took him, he was a natural salesman in this frontier world.  He eventually found himself unemployed, and wandering Frostholm Farms, wondering what his next step would be.  He then tried to steal from Ulfar Copperfinder on the road.  The pick pocketing attempt was impressive, but observed by Ulfar, a skilled pick pocket himself.  Ulfar followed Gottard and confronted him on a quiet stretch of road.  Prior to being murdered, Gottard attempted to persuade Ulfar to spare his life.  Ulfar hesitated with his knife in hand, which gave Gottard an opportunity to really bring it home with his persuasion skills.  After a few more minutes of talking, Ulfar was given his coin back, and Gottard was offered a job.  Over time, Gottard showed himself to be a capable salesman and gatherer of information.  Gottard found Ulfar to be unlike any other employer he had ever worked for, and found himself incredibly loyal to the dwarf.  More than that, Gottard felt cherished in his role, and so he performed it happily. Gottard is currently a traveling cigar merchant for Dragon Kicker Cigars. He gathers gossip for Ulfar everywhere he goes, which Ulfar then uses to benefit the Free Lands Underground.

**Characteristics**:  Gottard his pock scars on his face from scratching too much when he was younger.  A piece of the top of his right ear is missing from a knife wound years ago.  When he laughs hard, you can see he's missing two molars from a rather nasty left hook.  When Gottard winks, you feel as though you're in on a joke with him.  For some reason, he just seems like he has all the answers.  When Gottard brings the shipment of cigars, the businesses know their in for a good afternoon.  Gottard's main vice is spending his income at places of leisure.  Growing up in poverty has made him greatly appreciate the finer things in life.  Which makes him ask for raises often, even if he doesn't always receive one.
Gravelfighter

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

Their colors are White and Pink. Their crest is Flint & Steel on a Pink Wool background.

## Common Traits & Professions

Gravelfighters are a small family of buracratic, scheming dwarfs, who are wealthy by inheritance. They have above average Wisdom, and are gravitate towards positions as nobles when possible.

## History

The Gravelfighter claim to fame is that the former king of Frostholm was Armok Gravelfighter.

After The Storm, only five Gravelfighters remained, and the king was not among them. The majority of dwarfs were happy to not include them as one of the Twelve Houses, but they managed to strike a deal in which they could still be elected to High Council.

## Significant Appearances

AS 61: Despite all evidence to the contrary, the Gravelfighters continue to insist Frostholm's “proper ruler”, King Armok Gravelfighter, is “totally coming back”.

AS 143: High Council member Cneh Gravelfighter staged the Coup of Frostholm, with the involvement of the Redquarrier dwarves. It was foiled when the Heroes of Frostholm rallied the displaced Wyrmfighter Militia and Town Guard, and stormed the city. Cneh was killed by Gwen during the transition.

AS 162: the remaining Gravelfighters left Frostholm with the intent of founding their own city. They recruited a group of incoming human immigrants, sailed east, and founded New Gravelton.

## Relations

The Gravelfighters hold a deep grudge with Gwen over the death of Cneh.
Tug Redquarrier

Tug Redquarrier was a female Dwarf. She was an animal trainer.

## Involvement in Frostholm Coup

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

## Embarkment to Tumbleshanks

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

## Death

* **AS 283:** Tug was having a pretty good day, all things considered. While on the way to get something to eat, Rkur Redquarrier kills her with a half finished Morningstar.
* **AS 286:** Her body is discovered by elves from Lanthir, placed in a coffin, and sent off towards Frostholm.
* **AS 290:** Tug is buried in the Frostholm Tombs

## Other Stats

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

## DM Only

Other Info:

* Alignment: True Neutral
Postgame A17

Week 17: Valjnor’s Demise (Day 127)

When we left off...

The second cave, containing ice trolls, was cleared out. King Tobias Grimwalt was discovered inside; petrified through unknown means.

Valjnor’s attendant, a druid, nearly spotted out the party twice as they passed through the valley - and realized something was amiss when smoke and flaming orbs appeared (smoldering corpses are trademark signs of dastardly do-gooders). The battle began on undesirable terms for the party.

Much of the fight, Valjnor was able to remain in his den - breathing lightning and letting his frozen spire inhibit access to him. He emerged once, but found the smites and arrows of Mungo to be outrageously unfortunate.

Warden eventually provided means to ingress in the most personal fashion. Once cornered, Valjnor could not weather the combined onslaught of the party, and was slain. He seemed to know something about why the party was sent there, but the cost of this information (his life) was found to be laughably high.

Serig was shocked to find the statue; and unsure what to suggest be done with it. He was only sure that if it was discovered by Altaris, that he would take measures to ensure the king was never restored to a condition from which to reclaim the throne.

Around town...

Lowslayer ships laden with goods and travelers to and from Frostholm seem to be coming into Grimwalt on a semi-regular basis. Ships from Grimwalt are too large to pass through the channel, and can only go as far as Northport. It doesn’t seem like any smaller ships are being built, either - with rumors of Northport collecting a fee for passage on their end, and Lowslayer dwarfs similarly requiring ships in the bay to “register” with them.

The Cat’s Nap Inn finished construction recently, in the woods between Northport and Frostholm. Passage by land between the two cities is considerably safer, now that travelers aren’t forced to spend the night camped out.
Dek Copperfinder

Dek Copperfinder is a male Dwarf. He is a banker.

## Involvement in Third High Council

Dek ran on the slogan "Herald of a Golden Age" He desires friendly relations with all major powers, and wants an international bank / currency.

Dek Copperfinder came in fourth, after he came out in support of taxing lumber sales to Northport, and dialed back his support of a New Gravelton alliance. These concession gained him votes from Ettinslayers and Glitterdiggers, who otherwise felt their candidates were not going to make the cut.

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

## Political Views

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

* Strongly in favor of an alliance with the Oasis
* Supporter of King Tobias
* Strongly in favor of an alliance with the New Gravelton
* Believes Frostholm should mediate a Peace Treaty between Lanthir and Tumbleshanks
* Strongly in favor of an alliance with Heat Hill
* Friendly towards Lungdespair, but conceded to push for taxing their lumber sales.

## Other Stats

**Religion:** Not Disclosed

**Class:** Aristocrat

## DM Only

Other Info:

Alignment: Lawful Evil

Religion: Mammon
Fanro Stonesapper

Fanro Stonesapper is a male Dwarf. He is a mason.

## Involvement in Second High Council

Fanro ran on the slogan "A Safer Frostholm" He wanted to bolster national defense.

Votes for Fanro were erratic, at best. He received small blocks of votes early in the day, that then fizzled out in the afternoon. Regardless, Stonesapper representatives were keeping close watch on the vote all day.

## Significant Appearances

* **AS 153:**  Fanro is a founding member of AEGIS; second only to Amber Stonesapper.

## Other Stats

* **Religion:** St. Cuthbert
* **Class:** Unspecified

## DM Only

Other Info:

* Alignment: Lawful Neutral
Leff Everoak d'Pelor

## Brother Leff

Leff Everoak took the name d'Pelor when he and his flock met Guru Calais Lux at the Desert Temple and heard the word of Pelor. They also witnessed the Miracle of the Light of Civilization. Leff and his followers returned to Frostholm and began his tutelage under Guru Calais.

Currently, he is the chief cleric at the Temple of Pelor while Calais is abroad. He serves Calais and Pelor loyally, and Leff was tapped to be the Defender of the Faith - effectively Calais' chosen champion - as the cult of Pelor grew.

## Bishop Leff

Since the Cult of Pelor reached its zenith, Leff has become the faith's first and only Bishop. He travels all over the world, as needed, but when he's not traveling he can often be found at Fort Searing Light.

A natural-born defender, Leff works hard to keep the followers of Pelor safe. He can be difficult to persuade when it comes to deploying Pelor's might for pro-active violence, preferring instead to obey his Guru's calling to the preservation of respect and life. However, when it's time to fight, there are very few who could stand toe-to-toe with this elf.

Doing paperwork is his least-favorite thing, and he tends to leave most of his administrative work to Lady Andromeda Manzana, his second in command.
Pax Transit

Great Sea > **Pax Transit**

Pax Transit is a small island located in the Great Sea, approximately halfway between Northport and Grimwalt. It's considered neutral ground between Frostholm and Grimwalt, and is used to host diplomatic meetings between the nations.

## History

AS 40: Pax Transit first surveyed by Grimwalt; found to be unsuitable for development, and left unnamed.

AS 93: The First International Council between Frostholm and Grimwalt is held. Pax Transit established as neutral territory, and named by Calais.

## Hidden Lore

Knowledge Local: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Postgame A30

Week 30: Lesser of Two (D)Evils (Day 224)

When we left off...

The party was getting the lay of the land of the Oasis.

In their search for Dak’kon, the High Conservator of the town was petitioned. While he did seem to know where Dak’kon left to... he also was someone from Warden’s past. Someone Warden did not seem happy to see.

This did not stop him from making an offer - If the party went south and helped turn the tide against the Demons that were coming up from the Desert Temple, he would point them in the right direction.

With extra water rations in hand, they traveled South along the Rodious, met with a one-eyed, battle hardened halfling general... and went off to face the demons.

Around town...

“The Silent Monks” are occasionally mentioned around town. Crypt keepers to the east of The Oasis, doing thankless work in isolation, to better understand the cosmic balance.  If you don’t bother them, they won’t bother you.  It goes without saying that it’s forbidden to approach their temple, except for funerary purposes.  This is so obvious it’s not even considered a crime.  Neither is suicide, for that matter.

To those in the know, the lit jack-o-lantern outside a home is a sign that the Light Pantheon is still honored within.  Whether that god is Yondalla, Sheela Peryroyl, or some other deity, the carved faces are always lit, and usually kept around the entrance to the home.  Clan Calabaza is thought to have started this tradition, and will give away free pumpkins from time to time.
Panel

The High Council of Frostholm is advised by a Panel of twelve citizens, one from each of the Twelve Houses. Each family is required to assign someone to this privilege for each month, and no one may be assigned it more than once every twelve months.

Panel members advocate for their houses during debates, and bring news back to their house.
Beftan Ironender

Beftan Ironender is a male Dwarf. He is a Master blacksmith, who works at the Great Forge in the City of Frostholm

## Significant Appearances

* **AS 92:** Smith Beftan falls under a Strange Mood, and claims a workshop in the Forge.
* **AS 92:** Smith Beftan makes off with a torso from a slain ettin, and a great deal of timber. He is unable to find the ruby he desires.
* **AS 92:** Warden gives Smith Beftan a large ruby, and he immediately begins work on a mysterious creation.
* **AS 96:** Smith Beftan completes Ironendest, “Gloriesfatal the Points of Spring”

## Other Stats

* **Residence**:
* **Relationships**:
* **Religion:** Moradin
* **Class:** Expert

## DM Only

Other Info:
* Alignment: Neutral Good
Stonesapper

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

Their colors are Black and Light Grey. Their crest is Stone Blocks on a Stone background.

## Common Traits & Professions

Stonesappers are earthy, stoic dwarfs, who have the most magnificent beards. They are often found working as Masons.

They dislike the ʺfloweryʺ masonry that the Cairnwrights do; preferring their own brand of highly functional stonework.

## Relations

The Stonesappers allied with the Edgedigs during elections for the Second High Council, and jointly formed AEGIS shortly after.

## Restricted Knowledge

Knowledge Local DC 20 (Intelligence Community)

The Stonesappers have a secret subdivision called Stonesapper Intelligence 7 that deals with espionage-related national security.
Scarlett

**Scarlett** is one of the members of Robin's gang and a lady-in-waiting for the princess Marian.

## Appearance

Scarlett has apricot skin, green eyes and long black hair that she ties into a ponytail using a red scrunchie. She wears a red dress with elbow-length sleeves, a darker red sleeveless vest and red flats.

## Personality

Scarlett is very loyal to her friends. She is Marian's best friend, and is a very kind person. She has a playful nature - which is shown to be inherited from her mother - and often plays tricks on Prince John. She might have a crush on Little John. She accepts his invitation to a dance. She has also tickled Tuck though, and allowed both to hide under her skirts, while Marian allowed Robin to hide under hers.
Mysterious Signal Fire

Starting on AS 57, the Frostholm Town Guard noticing a signal fire to the north, in unexplored territory. The task to explore it was the first quest undertook by the Heroes of Frostholm on AS 61.

When the Heroes arrived at the fire, they found a recently empty campsite, that overlooked a much larger hoard of Fire Orcs. This advanced warning of the threat allowed Frostholm to evacuate the fledgling Frostholm Farms, and prepare defenses.

The Heroes also found a letter, presumably prepared for them. It warned that someone(s) in town may have played a part in causing The Storm, so to beware of who they trust. The author of this letter, and the fire, \*was\* eventually discovered - but remains a closely held secret.
Postgame A55

Week 55: Battle of Lanthir, Part 2

(Day 376-382)

When we left off...

Lanthir began its rebuilding effort, helped by the party (sans Warden) for three days. As aid/supplies began to roll in, one particular ship held a great deal of gold for the Heroes of Frostholm, as the nations that were in favor of a anti-Fireborne army (but could not get one) sought to secure their services in future battles.

Ravel finally was brought to justice, when the party brought her aspect’s remains to Dak’kon, who was able to bait her out and slay her. After completing his quest, Dak’kon desired to see justice done for the countless lives he had ended in causing the storm - and wished that he be slain (so that he was not again used as a tool to some nefarious means). None in the party felt this was right (for various reasons) - but Warden was able to convince him to go into service to the Lady of Pain. The Lady, as is well documented, utterly destroys anyone who would dare worship her - and she did so with extreme prejudice.

Down at the Oasis, Lady C(something) saw the party, and they discussed how the heroes could help the Oasis (and what they could expect). Calais shared her suspicions that their water was totally ducked because of a mummy in the temple of the silent sands - and thinks that they can deal with it. Lady C seemed like if the water problem was dealt with, and a sufficient force was made available to keep them safe - they could defect from the Fireborne army.

Attempts to track the missing Erizo turned up a boat schedule for New Gravelton in his stored personal effects - with the “Iron Oar” circled. The boat showed round trip service from New Gravelton to Grimwalt.

Around town...

“Fireborn? Firebourn? Fireborne? Firebjorn? I hate this name.” - Yakra

Nations from around the world are setting up campaign shops in Frostholm ahead of the coming high council elections. While only Frostholm citizens can vote, special interest groups are pouring money into efforts to direct those votes towards high counselors that nudge their three international council votes in their favor. “Democracy in action!” - Lorla Copperfinder

King Tobias has confirmed that intelligent undead who are committed to resisting their evil nature, and being productive members of society, are welcome in Grimwalt - and to that end, one boatload has already arrived. He has suggested that as an alternative to killing that they try wholesome activities like drinking coffee, writing legal textbooks, or perhaps joining the night watch.

As the Cat’s Nap franchise continues to spread across the globe, citizens of host nations are left wondering where its focus lies. Companionship, Culinary Arts, Magical Transportation, Lodging, Erastil Temples, Peacekeeping, Intelligence? “I hear they’re opening a branch in Lanthir now? It’s like too little freshly churned butter scraped over too much artisanal bread”
Postgame A12

**Week 12 (Day 95-99)**

**When we left off...**

With the Undead invasion thwarted, and the Vampire slain, Northport begins to rebuild. There are still a number of lingering issues that stand between now, and a smooth visit by the emissaries of Grimwald, though.

There was a great deal of news to give to the council at Frostholm upon return - that contact was smooth, Grimwald seemed friendly, and diplomats were going to be exchanged. It was decided that Frostholm would be represented by two elves, and dwarfs from the Edgedig, Lowslayer, and Vaultsmiter clans.

The Ironenders were able to construct braziers to ward off the full blockage of the channel by the supernatural ice. They hope this will keep the ice at bay while a more permanent solution is constructed.

Two days up the channel by foot, the trail of a fire orc was traced back to a scorched dwarven ruin; the apparent lair of the fire orcs, and at least one (now dead) elephant. What lies inside?

**Around town...**

Ayla has been sentenced to death for her involvement in the invasion, following a campaign led by the family and friends of the fallen guardsmen. Her execution is set for one week out.

The Pelor-worshiping elfs are conflicted about going to visit Grimwald and look for family. They feel their duty to protect the Light of Pelor comes first, and wonder how much of their old life is worth digging up.

The Lowslayers are rumored to be looking for some way to take the matter of securing the dwarf held hostage by pirates into their own hands.

The Copperfinders and Glitterdiggers are concerned that the diplomats chosen won’t accurately represent the Upper Houses, and are considering sending independent representatives to Grimwald.

Smith Beftan Ironender seems on the verge of despair.
Alister

Alister is a human wizard who resides in Frostholm. While he is only middle-aged for a human, he appears much older.

## Savior of Old Frostholm

When news of The Storm broke, Alister was dispatched to the dwarven settlement of Frostholm (Old). He was able to gather several hundred people (mostly dwarfs) and usher them into a temporary Pocket Dimension before The Storm hit.

His Pocket Dimension began to falter after three weeks, but he pushed himself to maintain it for a full month - drawing on his own lifeforce to maintain the sanctuary. When he was finally forced to end it, and the population exited it - he had aged noticeably, and his magical powers were essentially gone.

## Current Life

Alister was furnished with an estate in Frostholm, and is given a pension for his service. He spends much of his time keeping involved in the politics and happenings of the dwarves, of whom he has grown quite fond.
Week 19: Enter the Amber Temple

**Week 19: Enter the Amber Temple**

Year 735, Sixth Moon, Day 1

When we left off...

**The Heroes of Thundertree** returned to Argynvostholt to find the beacon still lit and **Pidlwick II**still an evil dick. Clyde did get his sun sword back, though, which had  been at the forefront of his mind.  Nobody could quite decide what to do about the demented little automaton, but it made the decision easier by trying to perform a "saw the lady in half" trick with a real saw and Selgaard's knee.

From Argynvostholt, most of the group journeyed south, along the marshy river, towards the ruins of **Berez**. Nars peeled off to his second job with the Raven Express, but thankfully Druid Prime does same-day deliveries in this zip code: he returned with some very expensive cold weather clothes and supplies. You all reunited in the ruins to confirm that Daran Edermath had cleared out the monsters and recovered the **seed** for Wizard of Wines.

P.S. He also cleared out all the treasure. Kthxbai.

From Berez, the river led you to the land that time (and the DMs) forgot: the **Tsolenta Pass**. There, you found an abandoned gate house and towers blocking the steep assent to The Amber Temple.  A pair of Vrocks posed a small hurdle, but it actually turned out to be an OK base of operations for the frigid mountain once you cleared them out.

From the Pass, it was only a few hours up hill to the dark and foreboding bower of ancient, unknowable evil that birthed the Devil Strahd. So just another day at the office for the five of you.

Almost as soon as you walked through the doors, it went real sideways. Fireballs and Magic Missiles for everyone. You go, Glen Coco.  Ulfar was able to scout the main atrium a bit, and noted the enormous statue with a big, black space instead of a face. Unfortunately, he also noticed a sudden lack of hit points when it shot another fireball at him.  A trio of Flame Skulls made quick work of Nars' conjured bears, while another trio took a bite out of Selgaard, Clyde, and Quintus. Fortunately, you remembered to douse them in Holy Water - even the two that fell down into the chamber with the ominous '*Amber '***Sarcophagi**(which were given a through nope-ing).

After a near-death experience for Nars (prevented by some masterful shielding and item synergy from Quintus), you all managed to get out of the line of fire. Sadly, a bone-breaking Amber Golem spotted you. Selgaard did the Nordish Boogaloo and charged the damn thing, which resulted in another difficult encounter before anyone had a chance to rest. This prompted a debate about the wisdom of continuing your exploration for the day, but Team Clean Up The Enemies We Know About and then Rest persuaded the rest of you to do likewise.

The wisdom of that decision remains to be seen, as Nars barrels down the atrium in T-Rex form and a troupe of berserkers rouses from a nearby room that you agro'd.

**Around Town...**

There's a gargantuan Roc hunting the skies nearby.
Ironendest

A helmet crafted by Beftan Ironender on AS 99, following his Strange Mood.

## Ironendest, “Gloriesfatal the Points of Spring”

This is a iron helmet. All craftdwarveship is of the highest quality. It is encrusted with Limestone and Platinum, studded with Gypsum, and encircled with bands of ettin leather. This item is adorned with hanging rings of silver and menaces with spikes of ettin bone. On the item is an image of a flaming orc in ruby. The orc is falling off a bridge. The artwork relates to the victory of the Battle of the Bridge on the 62nd day of Frostholm. On the item is an image of dwarves in oak. The dwarfs are baking a cake. The artwork relates to the discovery of Frostening by the Grimcrushers of Frostholm in on the 92nd day of Frostholm.

The helmet passed into the possession of The Warden and became known as "The Cake Helm" during that time. It was later given from The Warden to Sir Quintus of Rufurio. The helmet is now believed destroyed, with rumors stating it was cast into magma to stop the eruption of the volcano under Wyvern Tor.
The Pelor Plunge

## Good, Clean Fun

When the Vaultsmiters left Frostholm, the bath houses and laundry services in the city ceased their operations. Dwarves are not naturally fastidious in anything but ale and crafting, so after a few weeks they started to stink. In order to coerce the dwarves into having a bath with the limited resources available, the Heroes of Frostholm concocted a scheme.

The Cat's Nap Inn provided hot cider and warm towels; Lorelei washed the worst of the laundry. The Temple of Pelor advertised heavily that the Pelor Plunge would provide good fun and test the stamina of the most stalwart dwarves.

Each dwarf was challenged to swim through the cold, mountain water and compete in tournaments of strength, wit, and ale quaffing. At the end of the day, the difficulty of each challenge was increased and the Heroes' Invitational began. The whole city turned out to watch its heroes compete, and - surprising everyone but him / her self - Calais Lux, chief cleric of Pelor, won.

## The Book of Calais: Chapter 21, Verse 30-35

With great faith come great blessings. We must always look to the Light for aid in times of strife as well as celebration. So sayeth Calais, and so it must be. Clutching victory from insurmountable odds - this is the sixth miracle of Guru Calais - Chosen of Pelor - Light of the Sun.
Postgame A32

Week 32: tRaveling (Day 227-234)

When we left off...

The party followed Warden across the desert, hugging the strange forest that tried its hardest to keep Ariana’s prying eyes from uncovering its secrets. He succeeded in leading them back to Fort Starstruck, where they boarded their ship bound for Northport.

Mayor Krieg indicated that Ayla’s remains had been tossed into the cave that undead were coming from, so the party went in after them. Recent alchemical-explosives tossed into the cave, however, had collapsed the entryway. A crack in the cave wall let the party slip into to the tomb, but it closed behind them.

Now inside, the party has found recently tended to altars to Nerull, and a number of powerful undead zombies, skeletons, and a mummy (who infected Calais with a horrid disease). Ayla’s body is still undiscovered, but eyes are currently on some horror seated on a throne...

Around town...

CLIPEUS’s report to Frostholm’s High Council confirmed that the Callers of Chaos are responsible for the demon presence in the Burning Sands, but could not get close enough to figure out how. There are a number of human and dwarven cultists that have joined the Callers; and are active in and around the Temple. Further details were given behind closed doors.

The Wyrmfighters have placed large orders for materials to be delivered to the Western Barricade Extension; presumably to reinforce the wall or provide housing for their new house members.

The Church of Pelor has more formally organized, and is increasing in mission and visibility. With added size comes added scrutiny; though. The High Council has opened debate to taxing the Church.

The Aasimar who came to Frostholm recently have settled into a house near the Cat’s Nap, and have been spending most of their nights there recounting stories of their travels since the Storm.
Week 10: Did Someone Say Heist?

**Week 10: Did Someone Say Heist?**
Year 735, Fourth Moon, Day 10

When we left off...

With the addition of hairs from a Blinksey toy, the party's journey back into the mists found the deposited outside the Toymaker's Shop in **Vallaki**. The entire town was enveloped in mist, which had the guards rushing about the streets warning for citizens to take refuge inside. Under this cover, the group slipped over to the **Blue Water Inn**.

**Urwin Martikov**, the alleged Wereraven, quickly ushered everyone upstairs to his private bedroom before they were recognized. Some months had past since the incident with the guards, but they were sure to be found out eventually (especially when the town went to high alert). The innkeeper noted that wine had begun to be shipped out of the Wizard of Wines in the last few weeks, and it was... acceptable.

The burgermeister's mansion became the target of a heist, as contained both **Ireena**, as well as the best leads towards one of the items that **Madam Eva** had foretold in her **tarot reading**. Ulfar and Clyde were on point for the stealth mission, and climbed/shadowstepped their way onto the roof (while Nars rode along in mouseform). Clyde was spotted by one guard, but managed to quickly reposition himself to a nearby building, while leading the guard away with a clever illusion. Quintus and Selgaard remained on the ground, asked around about " Vasili von Holtz", and begrudgingly joined their allies only after they were sure things had gone tits up inside.

Mouse Nars descended the chimney, and navigated some (mostly) mundane rooms, until he found a quiet bedroom that looked to lead to the attic, and had a window he could let in the rest of his party through. The three members of team subtle creeped through a standard mess of clutter to a door marked up with a **skull motif**, and an "ALL IS NOT WELL" sign. This was the first door in all of Ravenloft, therefore, that was not worth checking for traps.

*It was trapped.*

All three party members were blasted by a Glyph of Warding, and the inhabitant was able to turn themselves invisible... a position from which he hammered on the heroes with magic, while they put down his skeletal cats and messed with his various arts-and-witchcrafts projects. Some persuasion checks later, the matter was de-escalated, and **Victor Vallakovich** accepted the parties promise to do everything in their power to help him escape Ravenloft (provided he abandon necromancy). In return, he dismissed his fathers concerns about the noise, and began talking about his in-progress teleportation cycle. Selgaard and Quintus arrived once the danger was past.

Ulfar, never one to talk when there is looting to do, began rummaging through the contents of the attic. Clyde, though, was the one to discover the hilt of the **Sun Sword** - a blade which would certainly come to aid them against Strahd.

**Around Town...**

It's November, and the moon is waxing gibbous.

In two days, there will be a festival in Vallaki.
Great Sea

The Great Sea is a vast body of water, controlled by no one.

## History

The Chillbeard Dwarfs were the first to bring news of the Great Sea to Frostholm, who previously thought that there was only one Sea, the Inner Sea.

It was on the Great Sea that Frostholm was signaled by ships belonging to Grimwalt, leading to their eventual peaceful contact on the neutral island of Pax Transit.

The Channel provides a means for smaller ships to pass from the Great Sea to the Inner Sea, and eventually reach the City of Frostholm. The Channel's northern entrance is located at Northport, which has the profitable position of middleman between the two great cities.

## Nations Bordering

* Frostholm
* Northport
* Lanthir
* Redgate Prison
* Cloudwood
* Forino

## Bays

* Bay of Cogs, named by Cogswell
* Lanthir Bay

## Locations

Pax Transit
Isle des Chats
Postgame A10

**Week 10 (Day 93)**

**When we left off...**

Upon returning from the Diplomatic mission with Grimwald, the reality of vampires, fire orcs, and other national concerns must be confronted...

Krieg Chillbeard was briefed on three citizens who were unaccounted for, and thought to be still on the dangerous side of the canal. So far, one of them was found not-undead and holed up in the second floor of the tavern by the river by the tavern.

The cave that previously existed, was seemingly non-existent. A close investigation revealed a door that would only open at night time... or when a talented scholar tricked the mechanisms. Inside, a variety of traps, vargoyles, and wights stood between the party, and the resident vampire spawn. While the spawn was killed, Megor is still at large...

**Around town...**

There is no clear decision yet on the matter of allowing the Jolly Llama to pass through the channel. The pirates are seeking to exchange their dwarven prisoner for safe passage - a move supported by the Lowslayers. Other houses are concerned about releasing the pirate plague into (now) international waters.

Smith Beftan Ironender made off with the torso from the slain Ettin, and a great deal of timber. He is still mumbling “ЯЦBY ЯЦBY ЯЦBY” with increasing despair and anger.

Marta Chillbeard recounted her story of the night spent amidst the walking dead to horrified listeners, “When things got dark, all number of horrible creatures appeared out of the woods!” Walking corpses, flying heads, wolves... none of em made it up to the second floor of the inn, though. It’s like they say... wightling never strikes the same spot twice”.
Sep Redquarrier

Sep Redquarrier is a male Dwarf. He builds and maintains siege engines.

## Involvement in Third High Council

Sep ran on the slogan "Obliterate Chaos" He rallied the side of his house that was still angry after the Frostholm Coup and felt Denk Redquarrier's time on council was unsatisfying. He was not elected to High Council.

## Political Views

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

* Strongly in favor of an alliance with Oasis.
* Indifferent regarding Grimwalt
* Strongly promotes trade with New Gravelton, feels it is critical to war efforts.
* Believes Frostholm should come to the aid of Tumbleshanks against Lanthir
* Indifferent regarding Heat Hill
* Wants to send arms to Lungdespair to increase Frostholm's military might.

## Other Stats

**Religion:** Hextor

**Class:** Unspecified

## DM Only

Other Info:
Alignment: Neutral Evil
Hewer

The Hewer Family is a group of humans who weathered out the Storm along with the dwarfs of Frostholm. They live in Frostholm Farms.

## Relationship with Frostholm

The Hewers broke off with the dwarfs of Frostholm in AS 07, shortly after the town charter for Frostholm was ratified, citing a lack of human representation. A somewhat tenuous peace was established in AS 21, when they began to trade animals and wheat to the dwarves, in exchange for finished goods.

Tensions again flaired in AS43, when the First High Council announced the establishment of taxes - which the Hewers promptly refused to pay.

## Significant Appearances

AS 63: The Hewers refused to evacuate their farms, which were in the path of the incomming Fire Orcs. They released crossbow fire as the Orcs passed by towards the Battle of the Bridge, and ended up engaged in battle with two of them.

## Members

* Armand Hewer
* James Hewer
* Jered Hewer
* Alita Hewer
* Sue Hewer
* Jennavne Hewer
* Carlton Hewer
* Jethro Hewer
* Nate Hewer
* Stenis Hewer
* Farrah Hewer
* Caleb Hewer
* Kenir d'Hewer
Phone/Transcript

**Luke: AUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUGGGH**

**[Luke starts crying] [his mom comes]**

**Nikki:Honeybear**

**Luke:[sniff] can you please stop calling me that**

**Nikki:i got you a phone**

**[Luke suddenly jumps and his tears are gone]**

Luke:really!!!!!!!!!!!!!!!!!!!!!!!!!!!

[runs to his room and starts playing on it]

[The next day]

Nikki: honey bear..i mean Luke time for school
Edgedig

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

Their colors are Light Blue and Black. Their crest is a Quill and Book on a Light Blue Wool background.

## Common Traits & Professions

Edgedig are fragile, peaceful dwarfs, who are often lost in thought. They have below average constitution, and are often found working in the papermaking, bookbinding, dye making, and brewing industries (which they control).

Despite having a monopoly in several areas, they keep prices as low as possible as to make books and booze affordable. They also help keep the library.

## Relations

The Edgedigs have close ties to the Temple of the Silence.

## Notable Edgedig

* Homare Edgedig
* Tir Edgedig

## Restricted Knowledge

Knowledge Local DC 30 (Secret Passages)

The Edgedigs have (or had) a back entrance to the Temple of the Silence that went through their bookbinding shop.
Fihoro Ironender

Fihoro Ironender is a male Dwarf. He is a blacksmith, who works in the Ironender Lab in the Deep Halls of the City of Frostholm.

## Significant Appearances

**AS 149:** Fihoro buys the Axe of Sankis for 5,000g from the Heroes of Frostholm.

## Other Stats

* **Residence**:
* **Relationships**:
* **Religion:** Moradin
* **Class:** Expert

## DM Only

Other Info:
* Alignment: Lawful Good
Benobinee

Benobiee was a Wizard sent to the Orc settlement of Osh'Cosh'Begosh, to rescue them from The Storm.

As an Evoker, he was not well suited for the mission. After only managing to save a small amount of Orcs, for a short amount of time, he went insane from his obsession with a tear in the planar fabric that lead to the elemental plane of fire.

Benobiee infused his Orc Refugees with raw fire energy; in an attempt to create an army. These Fire Orcs were uncontrolable, however - and ended up just leaving his fortress to terrorize the surrounding lands.

He was slain by Warden in AS 98, with a single critical blow from The Ettinslayer.
Postgame A36

Week 36: Have Fun Storming the Castle!

(Day 264-267)

When we left off...

The party first sailed to CLIPEUS, looking to plot their attack vector on the Chaos Temple. Yukson Stonesapper warned them of the temple’s massive Magic Missile defense grid, and suggested that they piggyback off the chaos at the front line. She also gave them notice that there is (was?) an undercover AEGIS member inside the temple somewhere.

Circling around to the Crossroads outside New Gravelton, the party reunited with Chip Tortilla; the one eyed halfing general. He enthusiastically agreed to help the party gain entry to the temple, by providing cover fire that would create barriers against the missile barrage.

With only one false start, the party charged across the expansive desert, blasting and slashing as they went. Now at the footsteps of the temple, they’ve come face to face with the first of the eleven Chaos Dwarflords, Eihi.

Around town...

All twelve Frostholm Houses are setting up candidates for this coming election. Their focus is centered mainly on relations with other nations, as the Third International Council looms - and the results from that are sure to set the tone for the rest of their term.

Also expected at the Third International Council, are...

* From Grimwalt: King Tobias & Prince Sereg
* From Heat Hill: Bipp
* A Contingent from the Elves of Lanthir
* From The Oasis: Lord Erizo del Mar the High Conservator
* From Northport: Mayor Krieg Chillbeard

New Gravelton has not indicated that they will be participating.

Tumbleshanks is unable to attend, as they are besieged.
Wardensport

Fairlands > **Wardensport**

Wardensport is a nation of many races located west of Frostholm, and noted for housing the Warden Academy.

## Formation

Warden the Monster Hunter inspired many citizens of Frostholm with his exploits in the battle against monstrous foes. Haldo Wyrmfighter, a hunter of Warden's adopted house, developed a good working relationship with Warden and eventually came up with the idea of an entire force of "Wardens" to hunt monsters across the lands. In pursuit of this goal, Warden and Haldo, with the permission of the Wyrmfighter Clan, began setting up the Warden Academy at the western edge of the Wyrmfighter Hunting Grounds.

Based at first out of a small fort, the population grew from just a small group of Academy Instructors to encompass a large number of support staff and generally supportive citizens. The village's expanding population came from all areas of the known world, with Frostholm, Grimwalt, Northport, Heat Hill, and the Oasis represented. With the influx of population, the town expanded west towards the Channel, spilling over from the original island.

The conversion from Frostholm protectorate to independent Free City came at the Third International Council. Warden, in what is believed to have been an impromptu move, brought forward a motion to have Wardensport recognized as a City State before the council. With the support of Frostholm, Grimwalt, Northport, and Heat Hill the motion was passed (opposed by Lanthir, The Oasis, and the Chaos Temple). Frostholm became an internationally recognized City State.

Almost immediately after the Council meeting, Warden disappeared, informing Haldo of the events set in motion in a series of hastily-scrawled letters. Currently, Haldo is attempting to deal with the resultant chaos of the transitional period of Wardensport's development (See: Wyrmfighter FAQ, Wardensport FAQ)

## Government

* Headmaster, Warden Haldo Wyrmfighter
* Mayor
* Magistrate

## Cities & Regions

* City of Wardensport
* Greater Wardensport
* Deepdelver Mines

## DM Only

DM Notes

TEXT GOES HERE
Stonewall

The Stonewall is an elite contingent of Frostholm guards, selected from the top Town Guard members.

## History

They were formed by the Second High Council, after Miri Wyrmfighter's proposed that a team was needed to help protect against hero-level threats to the city. Their primary directorate is the saftey of the High Council.

Former High Council members can request the services of up to two Stonewall guards, at any time, and for any reason. This privilege has only ever been exercised once, by Warden.

## Hidden Lore

Knowledge APPROPRIATE: DC XX

TEXT GOES HERE

## DM Only

DM Notes

TEXT GOES HERE
Ghal-Dum

Ghal-Dum - ("Skull Doom" or "Doom for Skulls") - The weapon of choice for King Bharrig Blackaxe I.  It is a Great Axe, that was forged on Garaz-Grong, the Chaos Forge in Karak Deb-Baraz, with the blade etched his signature black.  The weapon gained certain qualities from the chaos forge during construction.  The blade glows red when it is near undead.  The glow emanates from the red garnets inset between the blades. Also, should the blade ever be disarmed, dropped or placed down, it floats several inches off the ground. The weapon is also sacred to Grimnir as a holy symbol and can only be wielded by worshipers of Grimnir. The weapon was also enchanted to be a Holy Weapon.

*Rumor: It is said that the axe floats, because it refuses to be put down "until it is finished".*
Hirod Redquarrier

Hirod Redquarrier was a male Dwarf. He was a mechanic.

## Involvement in Frostholm Coup

Hirod was one of the Redquarrier "peacekeepers" used by Cneh Gravelfighter to carry out his coup. He was guarding Cneh in the Council Chambers when the Heroes of Frostholm entered, and saw Cneh slain.

## Embarkment to Tumbleshanks

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

## Death

* **AS 284:** Hirod loses his mind from the carnage surrounding him, and begins running around throwing switches. After flipping the lever to the lava trap, he follows Gagili Redquarrier into the bottom floor, where he is killed by the lava trap.
* **AS 286:** His body is discovered by elves from Lanthir, placed in a coffin, and sent off towards Frostholm.
* **AS 290:** Hirod is buried in the Frostholm Tombs

## Other Stats

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

## DM Only

Other Info:

* Alignment: Lawful Evil
Viru Edgedig

Viru Edgedig is a female Dwarf. She is a brewer.

## Involvement in Second High Council

Viru ran on the slogan "Open Doors" Viru Edgedig wants to grow the population of Frostholm by reducing barriers to citizenship.

Viru's campaign was quiet, but sufficient to beat the competition. A high amount of Stonesapper votes were cast in her favor, indicating some type of potential alliance.

While on the council, Viru succeeded in opening a national archive to capture and store the history of Frostholm; as well as start a census, and vet those applying for citizenship. To all these related ends, AEGIS was created: the Agency for Educational Growth and Investigative Services.

## Significant Appearances

* **AS 214:**  Viru teams up with Miri Wyrmfighter to try and convince the High Council to ban exporting foodstuffs to New Gravelton. They were unsuccessful at getting the ban to pass.

## Other Stats

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

## DM Only

Other Info:

* Alignment: Neutral Evil
* Religion: Vecna

*Italic text*
Copperfinder

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

Their colors are Orange and Grey. Their crest is a Chest on a Grey Wool background.

## Common Traits & Professions

Copperfinders are savvy, curious dwarfs, who tend to get involved in everyone's business. They have below average Dexterity, and are often found working as Bankers, Clerks, Carpainters, Merchants, Jailers.

They are attempting to spread their banking business throughout the known world.

## Relations

The Copperfinders seem to have some type of alliance with the Lowslayers.

After Heat Hill was discovered, the Copperfinders worked with (funded) the Mushvroom, and collect the majority of the proceeds from it.

## Restricted Knowledge

Knowledge Local DC 30 (Money Movement)

The Glitterdiggers were secretly marking some gold pieces, and found that some pieces that were circulating in Frostholm, suddenly showed up in Grimwalt with absolutely no time in transit. The only commonality, seems to be that people who the money passed through, use Copperfinder banking services.