recursal/Fanatic-Fandom huggingface dataset:
Council Record Fragment 4

See also: Elven Council, Council Record Fragment, **Council Record Fragment 4**

**Council Record Fragment 4**

(Found in a damaged scroll case under a pile of rubble in Star Storm)

…all the evidence to the contrary we appear to be determined to recreate Soratan's ritual and follow him and his horde out of this realm. I am convinced that the humans if they are allowed to grow will provide more than enough mana to ensure the survival of our way of life, seeking to harness the Dragons is possible of course but much more perilous. Of all the races that walk this realm, we alone are blessed with enhanced abilities to shape and employ mana, the lesser races can all be used to ensure that the supply of our power remains reliable we do not need to resort to pursuing the wild creatures that regard Soratan as Lord. I know that Eliezure has talked about careful harnessing of death magic but thankfully Sorlor and the council have banned him from experimenting further, from what we have seen so far the undead drain mana from the world and must be eradicated.

You will soon receive orders to move the Air Star out towards Wilston, I suggest that where possible you remain over land at all times since the timing of the ritual is uncertain – even Renzel admits that. In the meantime, I will investigate ways in which……..
Ghassan

A Dwarven cleric of SARN, who tended to the dying Swanfeather in Thricastle, and then waited for adventurers to arrive (ie us) so that they could fulfil a prophesied requirement for him to achieve his revenge (target unknown). He left a piece of the Drumkit and other magical items for us.

See Zoom 2022-01-11 21:00 and Swanfeather Visions
Email2020-09-10 15:51

Ghoulagabba is the capital city of the Trolls..... apparently not a very nice place.

Darrell

On Thu, 10 Sep 2020 at 15:06, <mreed@globalnet.co.uk> wrote:

Can’t help feeling that there will potentially be more information to find up at Far Haven based on what Gohde said.  The records at Northlake should have been fairly well mined by now but there’s always a chance someone may have missed something or not really been looking with respect to the influx of monsters.  Whereas the Shanah probably haven’t spent a lot of time dredging through Wyldwood records assuming they have any militant librarians at all – however there is always the risk they used them all for loo paper a long time ago.

Quercuis would favour Far Haven for these reasons despite the risk of being Shanahed – but she is also attracted to the idea of trying to find the remains of the original Wyldwood library and the vague sense that this is where stuff began on this island.

Caradoc thinks there will be more fun to be had in Northlake – a city run by the Shanah is not going to be a barrel of laughs.

What’s a Ghoulagabb
Army Magic Resistance

**Army Magic Resistance**

“Armies” have an innate magic resistance that prevents hostile magic use (but also inhibits friendly magic as well). This cuts in for groups of over 25 individuals and as split into two categories:

* Multiple/AoE resistance: Applies to any spell that affects more than 1 individual
* Single resistance: Applies to a spell that affects an individual

In the event that an individual in an army has their own Magic Resistance, the higher value applies.

Note that the resistance only applies to a large organised group with a common goal. So for instance a city full of individuals going about their normal life will not have innate resistance. However the garrison on the wall – could well have.

Implications are that, field hospitals have to be established well back from the front line if the healers are to do their work.

*Reminder: Magic Resistance is always calculated based on an 11th level mage, with +/-5% per level difference. However, negative Army Magic Resistance has no ill effect.*
Assassin's loot

‘**Loot’ From The Assassin**

**2x Daggers**: Non magical, very fine quality, silvered +1/+1

**2x Poison Vials (5 doses for a dagger in each):**

Normal Save vs. Poison

Fail:

* -4 Con (regained 1/hr once poison neutralised or wears off)

* Physical pain and convulsions D3+3 rounds

* 1pt damage per round D4+4 rounds

Save:

* -1 Con (regained 1/hr once poison neutralised or wears off)

* 1pt damage per round D3+3 rounds

* Damage taken is cumulative per hit taken, Con loss is not cumulative

(Poison wears off weapon after 4 hits)

**Poison Dagger Sheath:**

Can be “charged” with a poison – up to 5 doses for a dagger.

Sacrifice an attack to insert and redraw weapon, which is then envenomed.

For non- assassins:

* Charging sheath has a 50%-Dex chance of failing
	+ 60% waste poison dose
	+ 40% get poison on skin

* Envenoming weapon has a 40%-Dex chance of failing
	+ 60% no effect
	+ 30% waste poison dose
	+ 10% cut self with envenomed weapon

**The Ring:**

Runic: +2 Dex, +1 To Hit if unarmed or using small 1h pointed/edged weapoons

Usable by Assassins/Thieves/Monks

Clarification from email 2021-06-30 11:48: *PH has Shortsword as a 2' long weapon, so I would say is at the upper limit (i.e. it will function with the ring).*

Clarification from email 2021-06-30 11:29: *much like the Necklaces you have....this is an attunement item.*
Dog packs?

We saw evidence of many dog tracks around the farmhouse in Zoom 2021-04-15 21:00, despite not having seen or heard them: *All around the house and back up our path are a multitude of dogs tracks - around 70 to 80. (Not the same scent as the dog/wolf that followed us from the OB fight.) We had no indication that they had been around, despite having owl-famliars and other look-outs.*

They may, or may not, have been responsible for eating the OB carcases.

Amomst definitely Blink-dogs - and they may have scavanged the OB carcases, but it seems like the large creatures that killed Tooit in Zoom 2021-05-06 21:00 was probably responsible.
Email2020-04-29 22:39

Yes, not a problem- although you can always "forget" a spell to free up a slot.

Darrell

On Wed, 29 Apr 2020, 22:08 David Gilmore, <[[1]]> wrote:

Thanks.

Last question tonight: Promise!

With you providing the spell selection, can we choose **not** to know one or more of the spells that you put on our initial list? With a maximum of 9 spells per level, I need to be very choosy about which spells I attempt to learn and don't want to 'waste' slots with spells I don't absolutely need.

Cheers  - David
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Email2020-12-04 18:53

Francis' thoughts on **Centaur tactics**

No evidence for Maratasen riders, but any light infantry, especially archers. Centaurs excel at shock tactics and open warfare. They are unlikely to be good at sieges, though useful for raiding in support, and can be fended off by a good pike phalanx, unless they have massed archers available to break the pike line, or force the phalanx to move. While it is conceivable that centaurs might consent to carry troops to battle, it is less likely that they would carry cavalry troopers in battle, who might well impede their close order tactics. Light infantry might usefully be carried into battle, to dismount and disrupt massed pikes, or spears, opening a path for centaurs to charge home. They might also be useful scouting terrain the centaurs suspect has been "prepared". Armoured (barding and heavy armour, plus shield) centaurs would charge home like Sarmatian cataphracts or Crecy knights. The second weapon of the heavy centaur is more likely to be a battle-axe than a sword, even a poleaxe might be feasible.

I am not aware of any stories of centaurs carrying riders, but they are intelligent and adaptable. I have read a theory which suggests light infantry could run beside cavalry, holding a stirrup to keep up. This would only work with relatively slow cavalry - any trip and the infantry is dead weight, though it might just work for some of the quicker races. A cavalry sabre might be a good weapon for the disengaged hand. Such a tactic would tend to disrupt a close order charge, but might work for second chevron troops. All highly theoretical however.

The heavy cavalry needs light cavalry support, to run down troops who have been forced out of position. These would normally be provided by the younger or smaller centaurs, armed with breastplate and lance and sword, though any light cavalry could serve.

Any centaur, heavy or light, could carry a bow. Often depicted in art using a composite or recurved bow to fire Parthian-style back over the flank, there is no reason that heavy centaurs- might not carry longbows to be used conventionally, except that it would put at risk valuable heavy cavalry. Archers are usually cheaper. It has even been suggested that the females might serve as archers, but I could only see this happening in a 'life or death' struggle for the tribe, as females are usually much too valuable.

\*\*\*

So we are left only with evidence that the centaurs are buying, and have been buying, weapons likely to be used by a third party who may be unable to trade directly owing to geography **or** politics.
More worrying is the displacement of Wyldwood by Shanah, especially as it affects a Speaker candidate. Who has been proselytizing? When? Is it a result of the sacking of the library? And does it also account for the relative lack of interest of other centaurs? Perhaps the numenistic features of current centaur religion is more recent than we might think,
Sorry about the length of that. As you can see, Francis is *very* taken with centaurs.
Laeromir

Laeromir

Laeromir was a competent scout in the Alveran Army, before being thrown out and losing his pension about 3 years ago. This followed a series of misunderstandings over the ownership of a number of fellow soldiers valuables. His Windsword is the result of one such episode.
Since then, he has made a moderately profitable living out of hiring out as a guide or bodyguard, with a particularly good knowledge of the region to the East of Northlake and up towards Torgan.

He was escorting a masked character into the wilderness towards the Cracks of Doom when the group was attacked by a strong force of Lizardmen. Laeromir himself was nearly killed, and was possessed by a Lizardman Skinwalker, purpose unknown and whilst he can remember (in a fuzzy way) the time leading up to the party killing him, he still cant fathom what the Skinwalkers purpose was.
Blink Dog Stats

**Wild Blink Dogs**

Number Appearing: 4-16

AC: 4

Move: 15” + Blink 1/round (12”) (Once per turn 2/round)

HD: 40hp + D10

#Att: 3/2

Dam: D6+2

Magic Resistance: 0% (is magic resistant)

Intelligence: Above Average

Size: M

Aligned: Wild

Motivation: Food/Hatred of non Wild (can sense within 3”)

XP: 1450

Special:

Regen 1pt/rnd

If hit on a natural 20, victim is ‘blinked’ with the dog (save vs. spell), normally used as a tactic to isolate a victim.

In areas where multiple packs exist, there is a 10% change per hour of other packs arriving. The Dogs are intelligent and will generally use hit and run tactics to try and wear down prey.

Blink Dog puppies (if found) can be trained, but only by Wild worshippers
Day 233

At the end of the day the following arrive:

* From Vinmira, the best decoding of Eliezure's Prophecy that could be achieved
* From the Library: Details on GARM religion (still working on Lizardmen and Sallahan)
* Instructions given to Library to also look into Ancient Arcana (1gp cost)
* Quercius has successfuly dropped the "Box" close to the centre of the Cracks of Doom (why didnt Gandalf think of this??)
Email2020-10-20 12:05

**Day 27 (cont) – The Two Scrolls**

Joshua and Garaf are returning from another trip to the markets and are nearing the Falling Star when they are approached by a teenage body.

Boy: “Understand that you a interested in valuables like from the old days?”

Joshua: “Possibly, why do you ask?”

Boy: “Cos me dad’n’uncle have a couple of scrolls, really really old and they might be for sale at the right price”

Garaf: “So why weren’t these given to the college?”

Boy: “Well duh, the college stopped paying for things didn’t yet, just before the Elves invaded like.”

Garaf: “OK, so where were the scrolls found?”

Boy: “They aren’t stolen like, me dad’n’uncle work for the city, general labour, building and stonework. Their gang was renewing the foundations of part of the inner city wall an’found a chest, inside were 12 scrolls and the gang divvied them up. Our family decided to hold on to ours for a rainy day, but then the college ran out of money.”

Joshua: “So what value are you putting on these scrolls?”

Boy: “Twenty five gold each, take it or leave it. If’n your interested, I will be back here tomorrow evening.”

WHAT DO PEOPLE WANT TO DO WITH THIS?
Email 2021-06-27 17:26

Orcs are actually extremely varied in size and stature.

Nomadic Orcs (or Free Orcs): Slightly shorter than humans but much stockier, skin is brown/green, somewhat leatherlike; Somewhat civilized in taste but with a carnivorous leaning.

Dark Orcs (primarily found around Ghoulagabba): Similar build to Dwarves, dark brown/green skin, will literally eat anything

Grey Orcs (scattered, main concentrations in NW with Saurians/Solarans and some coastal enclaves): Human sized and stocky with overlong arms, skin tends towards a grayish palour, again pretty indisciminate in what they eat. Know themselves as 'Native Orcs'.

Darrell

On Sun, 27 Jun 2021 at 00:11, Steve Dodd <[[1]]> wrote:

Just a question on Brokev

Reading Drogo Fatbelly's note on orcish cuisine, one notes:

" ...  these small and slimy cousins of the mightier Trolls, the subject of their diet is of some interest to the serious refectionist. ...  both slave and livestock to their brutal masters. Their lives are thus brutish and short, and an Orc who is nine or even eight is considered ancient. They have no talents, no culture and very little language. ... this degenerate species actually consumes the...how might one put it with a modicum of delicacy? Let us say that their repast is... predigested.

"So, imagine then the challenge in preparing a banquet for Trolls, which will also delight their Orcish servants the next day."

Very Hobbesian. I suspect hobbits do not like Orcs very much. Question is, is Brokev slimy? Is he short, compared to a human? Does he have unusual/copious diseases of the skin? Is crap the preferred diet of the Orc?

I had assumed Brokev was slightly shorter and broader than the average human, and that his skin, while coarse and mud-coloured, was reasonably healthy, owing to the improved diet of the unenslaved. Possibly a close relative of Neanderthal man, but having something porcine about him. His ancestors were grubbing round the tree for acorns while ours were still swinging from the lower branches.

Guidance welcome.
Great Spell Onwen Notes 1

**The Great Spell of Voids 1**

(Notes found in Onwens cellar – most of which are tedious ramblings)

In bestowing upon me the blessings of the Guardian, Wyldwood has determined that there is benefit in keeping the Great Spell in place for as long as possible. I am constantly aware of threads in the weavings unravelling but in the main the spell is holding, with my death I suspect the unravelling will be massively accelerated and irreversible. Bez is content to act as my minder, although I do wonder how much he knows about what has happened, he acts slow witted – but I have come to suspect that there is more intellect in that thick skull than he lets on. I do wonder what is happening within my church though, the Priests will be suspicious of the Druids simply because of the actions of a few idealistic fools, what is worse – in holding the Great Spell together – many of the Priests and Druids will not be aware of the root cause of this distrust. The schism could be dangerous, particularly when the Great Spell breaks down.
Email2021-05-20 19:21

**First Death Of A Familiar**

As your familiar dies you feel a stab of pain inside you hear that
almost causes you to pass out with the pain. This passes quickly, to
be replaced by a sense of loss, of internal grief at the loss of our
bound spirit.

A few minutes later this sense of grief fades as you feel a comforting
presence and an internal knowledge that your familiar will return.
Things will be slightly different, you will be stronger, your familiar
more resilient, the pair of you will be able to accomplish so much
more.

Once your familiar has returned (10 days from time of death):

Your familiar when manifest will have:

* +D4 hp
* -2 AC
* 5% Magic Resistance
* It will appear faintly translucent

You will gain:

* +0.5 hp/lvl
* +1 to a primary physical stat (STR/CON/DEX)
* 0% Magic Resistance when familiar is manifest and within 30’
Vale of Vendor Factsheet

## The Vale of Vendor

In the North-East can be found the Vale of Vendor, a fertile coastal plain separated from Ghoulagabba by a mountain range. Prior to the first Elven invasion, the area was home of a number of nomadic tribes – who maintained a small trading post near the head of the Estuary (Tarkeep), in addition there was the town of Vendor itself an open settlement primarily inhabited by Orcs, Maratasen and Trolls.

In the interim period up to now, the vale has been:

* Ruled over by Tocsin the Vampire Lord and his 5 shapeshifting servants (or was that before)
* The site of a number of battles between the Elven Empire and forces of the Wild
* The probable site of Soratans gate summoning
* Resettled by Orc and Troll nomad exiles from the cities
* Invaded by Ghoulagabban forces (to clear out the ‘rebels’)
* Abandoned by Ghoulagabba, troops stationed there seem to desert or vanish and undead stationed there dissipate in a few days

Nominally now part of Trollheim the area is largely deserted, except for a small Lizardman/Troll nomadic tribe, who maintain a peaceful and very low profile in the hills to the East. Trollheim is aware of the tribes presence but for reasons of their own do not interfere.

## The Shadow Clan

Split evenly between Lizardmen and Trolls, this small clan (about 1,000 strong in total) has adopted the Wyldwood religion wholeheartedly, opting for low profile total non-interference in the affairs of the wider world. Once the Wild returns and the Wyldwood religion reintegrates to emerge as Wildwood, the clan will be torn as to what to do…

### Personages:

#### Colm Hillwalker

(Troll): The Clan Knight (although in the Shadow clan this role is less about warrior skills and more about stealth). Very much on the fence as regards Wildwood, although once the Lizardmen for Ur’rah arrive in Vendor he will begin to shift towards a more interventionist approach.

#### Shadowspeaker

(Lizardman): The Clan Speaker, a strong conservative believing that the Shadow clan should remain out of sight and out of mind.

#### Greenscale

(Lizardman): The Clan Shaman, strongly progressive – sees the re-emergence of Wildwood as a sign that the Shadow Clan should seek to find out what occurs in the wider world.

## Notable Events

Around mid-July, Ur-Rah will petition Trollheim to be allowed to search the Vale for the 3 Piece Drum set. Trollheim will grant this permission for a period of 3 months, on the understanding that the party sent over will be on their own.

The Lizardmen will send a force of about 100 warrior priests and seekers but will be unable to locate anything (the Drum Set has been split into 9 parts, runic in nature – and scattered throughout the vale with the exception of 3 parts – one from each drum - which are in Hightower. The runic enchantment on the pieces hides them from detection by any being who has friendly relations with undead – which will make it difficult for the Lizards).

After the 3 months are up, the Lizards will leave empty handed, but their searching in the area will have annoyed the Shadow Clan – which will begin to make moves to leave the Vale and move West to find other Clans.
Hit Points

1st Level = Automatic max

2nd Level = Max or Max - 1

3rd Level = Max -2 to Max

4th Level = Max -3 to Max (so normal for magic users)

etc.

NEW FROM DM:

**HP & Death**

Rather than the simple -10hp = Death, which makes no sense for high level characters, the following rules will be used.

Stability limit = 3 + 5% max hp

Death limit = 10 + 20% max hp

0hp = Incapacity/unconsciousness (if <1/2 con rolled on D20)

-1 to -Stability limit = stable, if not unconscious can try to move but will lose 1hp per round of moving/taking action

-Stability limit to -Death limit = bleeding, 1 hp/round unless stabilised, no movement or taking actions.

So, a 5th level fighter with 50hp, does not die until -20hp

Note: Coup-de-grace if dealt is deemed to inflict enough HP to cause death.

1. ↑ Email2020-10-02 14:56
Email2020-05-18 13:24

Am happy with option 5 on this one.

Cheers

Darrell

On Sun, 17 May 2020 at 19:58, David Gilmore <david.gilmore@virgin.net> wrote:

Hi Darrell,

Given that we can anticipate our mages increases (slightly) in intelligence over the levels, how do you want to play 'chances to learn spell' when our intelligence changes? This will obviously be quite important to David L and me - and maybe for Paul and Dafydd as well if they got some unlucky rolls.

Possibilities:

1) Complete re-roll on intelligence increase. (Really generous if you give us this one!)

2) We note down the roll that we made for any failed chance to learn a spell, and then if that roll was good enough for our new intelligence, we can now learn the spell. A simple and 'fair' method, but we do know in advance what spells we might learn. (Not unreasonable - we may feel that we can almost understand a spell, but just can't grasp it. Or its way out of our reach!)

3) As 2, but you roll and keep note of the scores so we don't know. (Far too much work for you, I'm sure!)

4) If our chance to learn a spell increases by n% from an increase in intelligence, we now have an n% chance to learn that spell. (This is definitely wrong.  Consider having had a 90% chance to learn a spell, which you fail. If your 'to learn' chance now increases by 5%, you should have a 50% chance to learn a spell, not a 5% chance).

5) The correct way to do number 4: If your chance increases by n%, then your have an n/(previous chance to fail)% chance to learn the spell. (This now works: If you failed a 90% chance and have a 5% chance increase, 5/10 = 50% chance to learn the spell.)

6) Something else.
Legend 24 - The First Rune

See Also: See also: Legends, Sorleaf, Runes, First Rune

The story of the First Rune has always been sung, but the why of Runes has
been a mystery to all. Know that the Runes are the language of the Arcane,
and that this.....(scroll torn here)

Onwen NOTES (On the back)

The great spells used runes yet were linked to magic.... need to follow up
Legend 35 - The Cynod Bird

See also: Legends

The 'Netters Sister...

In a small troll village south of the Drake Cliffs, the residents had
started to fish in a shallow bay. Being too dense to swim, trolls
normally stay clear of water, but the teenagers in this village were
remarkable in their anti-traditional mannerism. The teens would wade
out into the bay and standing in the water up to their chests, the trolls
would fling around a net to capture their tasty meals. Immediately upon
capturing something, they would bite up the heads of the fish to as to
insure there was no trouble getting it to the dinner pot, as well as to
enjoy a quick immediate reward for their efforts as is the practise of
teenage trolls everywhere. These odd trolls were sometimes called
'netters' by the rest of the villagers, who would make fun of them but
still share in their meals.

One of the Netters had a small sister who always wanted to join her
brother netting, but was too short to go to the waters his height allowed
him to obtain. No amount of pleading and temper could dissuade the
brother from his usual spot.

One day, seeing a fallen meldorian tree in the bay floating by with a
small Cynod Bird asleep on it, the sister jumped on the trunk and floated
out to her astonished borther, who scratched his head wondering what type
of magic this floating was.

Suddenly the Cynod Bird woke up and took flight squawking past the sister
in a violent lerch. Started by the noise she fell off the log and was
drowned.

It is said to this day that the cry of the Cynod Bird brings ill luck
to trolls.
Historical Timeline

Year Zero will be our arrival at Braerk. Day 45 is around the end of March (its a bit vague!) and would be roughly full moon. The moon does appear to have a 28 day cycle – currently!

## Elven Calendar

The Elven calendar is based around based around cycles of 25 years, each cycle named after a Dragon, cycling through 5 Dragon names.

* White Dragon – Associated with a time of quiet instrospection
* Bronze Dragon – Associated with intellectual discovery
* Crimson Dragon – Associated with conflict and war
* Green Dragon – Associated with growth and recovery
* Golden Dragon – Associated with great change or disruption

1. ↑ Zoom 2020-11-19 21:00
2. ↑ 2.0 2.1 2.2 2.3 Day 49-57 – Centaurs
3. ↑ Or it could be plus a multiple of 125 years previously
4. ↑ A Conversation with Apana
5. ↑ For ten years and ten days .... and it was then that the Elves struck. Background
Followers Of The Wild Wood

From Research (Week 3)

We know very little of the creatures fundamental secular, theological or spiritual beliefs, and indeed for many of these creatures their intellect is unlikely to support great complexity in this area, but from careful observation and an exhaustive analysis of their behaviour over the past decades my learned colleagues and I have put together a paper that we will present at next years Symposium of Reason. This presentation will assert, and provide unassailable evidence that supports our theory, that the denizens assaulting the Empires borders, who when interrogated claim to be following the decree of the Wild Wood, are in fact simply religious fanatics.

I have attached a synopsis of the presentation and would welcome the sponsorship of the College as this would allow us to further refine the efforts and apply even more stringent diligence to the validation of our theories.

(This short note – the attachment has been lost, is stamped “Reject”, with a scribbled note “wordy, pompous and unstructured”)
DarkStar

The Cloud Castle that was grounded to near Dalzon, and which according to Bez Drock is now being either fought over or disputed between the Solarans and the Lizardmen.. Given the Elves had taken Dalzon, it is not clear what happened to them...

**DarkStar** was/is the Cloud castle of Earth.

The remains of the city are known by the locals as **The Dark Temple**.

This may be referenced in Legend 26 - GARM: *"you are but to reach for the stars and seek the star that is no light"*.

## From Legend 23 - Temple of the Dead:

"*The Dark Temple is a Cloud Castle built around the Guild of the same name.*"
Onwen's notes question why the Elves would have been involved with the Temple of the Dead, and why the city was grounded in the East rather than nearer Ghoulagabba.

1. ↑ Zoom session 18th March – Meeting Bez Drock
2. ↑ Zoom 2020-04-22 21:00
Legend 22 - Mithril

Legend 22

When the world was young and gods walked the earth peace reigned and
it was a time of great joy and creative outpourings. But soon tensions arose
as the gods began to encroach upon each others playgrounds. Metals were
created by the gods that were not just for decoration but could be used
for tools and weapons. Soon the sound of singing was replaced with the
ringing of iron upon iron.

When the gods themselves engaged in conflict great damage was done to
the world. Chasms opened up in the ground and the blood of the gods
soaked into the earth.

Many years later, when the Dwarves first encountered mithril, deep
under the ground their early enchanters termed it godsblood and they
treated it with great reverence. The name has faded, but still mithril
holds great significance to the religions of the North Island, particularly
for the greater holy symbols and the manifest.
Eliezure

See also: Elven Council

Overlord of Dalzon and rumoured to be the Elven Spymaster. He has a specific emnity with Rasten

From Council Record Fragment 4: *"I know that **Eliezure** has talked about careful harnessing of death magic but thankfully Sorlor and the council have banned him from experimenting further, from what we have seen so far the undead drain mana from the world and must be eradicated."*

As one of the two Elves (**Eliezure** and Elsiurs, or these could be the same person) whose name we know starts with the letter 'E', it is possible that he was responsible for the warning in the Song of the Spheres.
Time Lords

Referenced in Legend 26 - GARM:

...A separate part of the Trance lore deals with 'Time Lords' who are feared above all else except for GARM. There are many legends about horrible things that befall those who have any dealings with, even so much as to talk to one, let alone attack one. As such any follower of Garm avoids encounters with anyone identified as a Time Lord
Flying Cities

Also known as ***Cloud Castles*** or ***Stars*** by the Elves who presumably created them. Each corresponds to one of the five Elven elements .

1. Skyfleet (Mana): Actively being used by the Elves, and a base for their Drakes.
2. Starport (Air): (Now flying): Alvera's capital, which he has succeeded in raising.
3. Starstorm (Water): Near Willston (Grounded - ruins): Although Willston was taken by the Elves, Starstorm was capture by the Centaurs and Maratasen.
4. The Dark Temple/Dark Star (Earth) Near Dalzon (Grounded - ruins): Although Dalzon was taken by the Elves, the Dark Temple is now being disputed between the Solarans and Lizardmen
5. In the Cracks of Doom (Fire): (according to Swanfeather) - trashed by the Elves to power their GSOV. This was corroborated by the Interesting Times Gang

This list was confirmed by Vinmira who also said that these matters were 'above our pay grade'

## Previous musings

* The flying city Skyfleet helped the Elves take Stormhaven.
* We believe that the Elves may refer to these as 'stars'.
* We suspect the Starport and possibly Wingsport are grounded Flying Cities.
* We suspect that Alvera is trying to 'raise' Starport

It is known that one of the Elven manifestations of power was embodied in 5 flying cities, each city was associated with one of the elements with the city associated with Mana housed the Empresses palace. The only mention of “Stars” that appear to be common are related to temples, again 5 main temples, again each associated with one of the Elven elements.

Evidence for Starport/Wingsport being grounded flying cities:

* They do not appear on our 'old' map - though the map does have several illustrations of flying cities around its periphery.
* They are called ports but are not water-based. Both **'Star**port' and '**Wings**port' have sky based connotations.
* Both cities historically have avian based inhabitants.

1. ↑ Zoom 2020-04-22 21:00
2. ↑ Day 65 - Far Haven - Tripwires
3. ↑ Day 64 – The Vinmira Monologues Vinmira: “Dalzon and Willston eh? Why there? Well that is a tricky one, since I believe I know why, but it might be above your pay grade so to speak. I think you know a lot of the jigsaw pieces, so let me say that ruins similar to the old Starport were identified as being near those two cities. With the Skyfleet as number four, that leaves one unaccounted for – lets just leave it at that shall we?”
4. ↑  "I also picked up some phrase about the Empress and her five stars" Days 11 - 13
5. ↑  Elf Commander (in Elven): “Unfortunately the directions from Oranzer are quite clear. Did you know that these rabble are trying to raise one of the stars.” Days 11 - 13
6. ↑ Starport has been calling for mages of power to attend court although the reason for this is unknown
7. ↑ [[Day 21-27 – The second week in Northlake
Acronyms

* BRB - Big Red Button - Something ("Pushing the BRB") believed to have happened in the Wyldwood Shrine in Far Haven, triggering its destruction and possibly initiating the breakdown of the Great Spell of Voids and/or return of the Legendary Creatures
* BSLC - Back-stabbing little xxxx critter. A term applicable to certain characters of dubious character and reduced stature.
* CoD - Cracks of Doom
* CS - Clear Sight
* DF - Daimond Fort: the protected villa in White Beach rented by Onwen and Bez Drock, and used by the party.
* FVs - Superior Doppelgangers "Fake Vinmiras"
* GSOV -  Great Spell of Voids
* NSS -  Nice Shiny Spell - Caradoc's name for the Great Spell of Voids
* SOTS - Song of the Spheres
* SSSs - Secret Soratan Societies

1. ↑ Editorial perogative applied
Day 204: A mini siege

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Castle Urquart
Day 204 (4th September)
The combat continues

One from Twoo arrow fire
One from Francis arrow fire (poisoned)
One crispy fried
One part fried then finished off with a lighting bolt
One part fried then finished off by Twoo arrow fire
3 Ogres are down (missile fire)
3 Blink dogs are down (missile fire & poison)
Side of castle:
1 Minotaur has left Stinking Cloud and is moving around
Front of castle:
3 Minotaurs are down from doing the quickstep with Umar
3 Remaining Minotaurs are engaging Umar
Francis has jumped down and is charging Minotaurs from rear
There is an Ogre Shaman watching proceedings from the edge of the woods.
Characters:
Umar (Res Fire 2hrs, Res Cold 2hrs, Strength 14 hrs, Slow Poison) – outside of doorway, berserk
Francis: (Res Fire 2hrs, Res Cold 2hrs, Strength 14 hrs)

Joshua is fleeing up the stairs, a Gargoyle Shaman type is facing off against Brokev
Characters:
Joshua ( Shillelagh –5r) – running upstairs
Brokev – Fighting
2nd Floor:
Main doorway is part blocked by a cracked lintel stone. There is an Ogre and a Blink Dog engaging Wun, Hamish and Riff Raff.
Characters:
Wun – Parrying like mad
Riff Raff: Engaging Ogre
Hamish: Engaging Ogre
3rd Floor:
Gargoyle is coming out of wall heading for Bazin, Quercius plus her swarm of bees has just arrived
Dead gargoyle in centre near Bazin
Characters:
Bazin: Central area, Chanting
Querciu: Stairwell, followed by insects
4th Floor:
Nobody in the central area, characters are out in the Gallery
Characters:
Garaf: At North wall (Shield -7r, Mirror Image-5r) – moving in gallery around to front
Roof:
Twoo is providing missile support all round, currently at North wall
Characters:
Dougal, guarding Twoo (Shield -4r, Unseen Servant)
Caradoc, guarding Twoo, tidying up the mess he made on the roof
Twoo, shooting arrows (Potion of Speed -7r) – peppering anything that looks like regenerating

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Email 2021-01-29 17:46

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**Roadside Encounter**

**Current Status:**

Party on road heading South-West.

Kherak has just been spooked by a big raptor, high up, not acting normal.

Each hex is 5’

Terrain is gently rolling grassland with the occasional shrub, and very occasional tree (usually wind stunted), so visibility is out at least 200’ in any direction.

**What I need:**

Location of each character & the mules.

Who has the potions of invis and the wand.

Any specific actions planned in the event of combat…….

Do you keep moving forward until something else changes or halt to see if what spooked Kherak is coming closer?

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Legend 125 - Herding Sheep

Legend 125 - Druids and Shepherds

There once were two brothers. Both were Druids fond of adventuring, and
the two were as different as two people could be. The one was called Logar,
and he was arrogant and short-tempered. The other was named Jaxe, and he
was a friendly and reserved fellow.
One day the two of them were riding together over a field when they
encountered an old shepherd. "Out of the way, old man! Can't you see
two druids are coming your way. Make way with your sheep." said Logar.
"Peace, Logar.", spoke Jaxe. "We have time".
The old shepherd pushed his cap back and lifted his shepherd's crook.
"Druids, eh? Lazy lot!", he spat on the ground. "Ride around the area
all day and using magic to save them from real work."
Logar had already drawn his scimitar half out of its scabbard, when his
brother grabbed his arm. "Easy, Logar."
"Pah, I bet you wouldn't last a week as shepherds without using your magic.
Honest work is not for the likes of you." The shepherd waved derisively.
"WHAT? Laughable, I have already slain manu unnatural beasts to protect the land!
Herding sheep would be a vacation for me!" Logar was in a genuine rage.
The old shepherd unwrapped something from a tattered blanket and showed
it to them. "Old family heirloom. It's yours if you herd sheep for a
week without using magic. If you can't last that long then I get your horses."
The two looked at each other for a moment, then nodded; and their duty
as shepherds began...
A week later Logar had become quiet and stable. The sheep obeyed his
every word. His brother by contrast only cursed, was aggressive, and
had lost all manners.
"You have won, here is your reward."The old shepherd held out the
prize to them. "Keep it." said Logar. "It would not be honorable for a
to accept..." "You've lost your mind!", Jaxe interrupted him.
"Why else this woeful drudgery? Give me the prize!" Brutally Jaxe tore
the packet from the old man's hands and knocked him down in the process.
"And now, old man, I'll show you why you should give Druids your respect"
Surprised, Logar moved to stop jaxe, but the scimitar was already in his
hand, and Jaxe swung it down with full force -- only to see if deflected
harmlessly be the shepherd's staff. A split second later an astonished
and disarmed Jaxe lay on the ground. An unimposing shepherd's staff
pressed on his head and drove him further into the dust.
"Some things call forth what is otherwise not seen - and sometimes
things simply change. You, Logar, have matured into a true Druid of the faith.
You Jaxe, have lost your way and the path..." At this observation both of
them were enveloped for a brief moment by a strange aura. Each had
received his reward... then the old shepherd and his flock disappeared.
Many believe it had been a manifest of Wyldwood itself, and for that reason many
Druids and Priests of the faith still look toundergo this trial,
and spend a week herding sheep. But where do they find this Shepherd and his
flock of wayward sheep?
Dark Elves

The Elves remained aloof, with only the Dark Elves - somewhere between a servant and slave caste - making any kind of an attempt to communicate with the North Islanders.

However, the letter from Onwen describes Sorlor as a Dark Elf - and she is a high ranking member of the Elven Council.

## From Day 66 – Far Haven – Planning A Beach Holiday

Whilst wandering around you spot a mid size longship (think viking style), about 30 oars. The vessel is loading up supplies and what looks like bales of leather or animal hides. The longship is obviously making preparations for departure, but does not seem to be in a particular hurry.

The boat crew appears to be mostly human with a small number of individuals that you infer are Dark Elves. There are four Dark Elves on the quayside, currently in conversation with a Giant, on board ship you can see another six.

The Dark Elves are the only armed individuals on board ship, and seem to be ignoring the humans. The humans in turn are generally just seated on the rowing benches, occasionally you see one getting up to piss into the harbour, get a drink of water or similar activity. The humans do not seem to be restrained in any way, but have a somewhat servile attitude towards the Dark Elves, shrinking away whenever a Dark Elf comes near.

The Dark Elves on the quayside complete their discussions with the Giant and hand over a small purse, in return the Giant gives the a piece of paper and then heads back down the quayside. The Dark Elves return to their ship.

After a couple of hours, the Longship slips its moorings and heads out under oar. Joshua can take Kirsten over to the longships berth and quite easily pick up the scent of the Dark Elves.

## From Day 65 - Far Haven - Tripwires

A Dark Elven trading ship berthed at the Docks two days ago, traders have been seen operating in the Northmarket;

1. ↑ Background
2. ↑ Inside The Underfloor Cubbyhole
Alveran Military

**Alveran Military – Elite Units**

The Alveran military is based around a number of elite units that are supplemented by a number of “regular” regiments plus conscripted militia. In general, King Alvera tries to minimise the use of militia believing that their heavy casualty rate is counterproductive to the kingdom. Since the Elven invasion, the Kingdoms coffers have been funding an extensive expansion of the “regular” units, will some engagement of speciality mercenary companies.

### Royal Sky Knights

Starport – approx. 1500

Heavily armoured knights, all mounted on Giant Warhawks as found at Starport. Individuals or small squads from this regiment often function as royal emissaries/justiciars/troubleshooters.

Commander: King Alvera

Important NPC: Sir Cagrun

### Pearlstone Pathfinders

Pearlstone – approx. 1000

Officially classified as light infantry, the Pathfinders are more of a scouting/raiding force that tend to be split up into small companies and sent out to support other units.

Commander: Baron Duprez

Main article: Pearlstone Pathfinders

### Kings Own Lancers

Sabarath – approx. 700

Super heavy cavalry, often used at the spearpoint of any Alveran attack force.

Commander: Duke Shinefield

### Royal Marines

Point Richmond – approx.. 1200

With the significant Elven naval presence in the area limiting Alveran naval mobility, the Marines are currently fielded as a Medium Heavy infantry force.

Commander: Earl Hampton

### Skymages

Northlake – approx. 250

Primarily Ariel, although there are a few non-Ariel members, this unit is the primary battlemagic unit within the Alveran military.

Commander: Duke Adamas

### Golden Axe Legion

Hightower – approx. 3000

Almost exclusively Dwarves, the Golden Axe Legion has a long and honourable history of leading the Alveran response to Orcish incursions.

Commander: Baron Lopezgem

### The Dedicated

Torgan – approx.. 800

Elite Giant infantry, all sworn in loyalty to Grih-Torgan, they serve both as his bodyguard and also the core of Torgans military might

Commander: Grih-Torgan
Days 167-176: Vale of Vendor

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**Vale Of Vendor**

**Day 167 (29th July evening)**

Party moves away from encounter site towards the woods. Looks to set up camp

**Day 168 (30th July)**

Camping interrupted (as always!), by scouting party from the Shadow Clan.

Party is escorted to a small Shadow Clan encampment.

**Day 169 (31st July)**

Joins Shadow Clan group, moves North to join main Shadow Clan encampment.

**Day 170 (1st August)**

Interrogation by Shadow Clan, reasonably friendly terms, clan sends out scouts

**Day 171 (2nd August)**

Lizards discovered to be excavating near Thricastle. Party and clan await reports, exchange stories and legends.

**Day 172 (3rd August)**

Reports that Lizardmen excavation was covered by an illusion – actually looks as though already complete. Clan begins to shift warriors South.

Follow on reports indicate that Lizards excavated a large hand

Party heads out West, other clan groups spread out to cover ground (and also to call muster)

**Day 173 (4th August)**

Indications are that Lizards headed South West, party heads to rejoin clan – guided by some Shadow Clan scouts.

**Day 174 (5th August)**

Party rejoins main body of Shadow Clan, a large muster (around 70% of clan strength, including all major players). There is a closed discussion in progress as to what the Clan should do now.

**Day 175 (6th August)**

Clan opts to stay in Vale of Vendor, route south has been scouted but is currently blocked by groups of “Blink Dogs”.

Party Druids learn “Camp without trace” enchantment. Investigations and info of the Vendor forge site

**Day 176 (7th August)**

## Investigate Thricastle………

* Caradoc – scouting etc.
* Dougal – cast invis servant
* Brokev – checking out symbol
* Twoo – Det magic

On stairs:

* Bazin – checking stonework

In inn:

* Wun – Dispell Magic
* Francis – Guard

Outside:

* Umar
* Garaf
* Joshua
* Riff Raff
* Hamish
* Quercius

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Alveran Politics

**Alveran Politics - General**

Whilst Alvera is a generally popular leader, particularly with the general populace, his natural tendencies to rule by consensus have led to elements of factionalism within the Alveran leadership structure. The key figures in this are:

**King Alvera**

Twin to Solara, allegedly the elder, he claims the Kingdom by birthright. Raised for the most part in the East, he has numerous friends and advisors amongst the Dwarves, and was pronounced Giant Friend by the pre-eminent Giant Tribe of Torgan for gallantry in a skirmish with them. He supports the House of Barons and the Council of Mayors, but is often slow to act, preferring to play a waiting game. Considered one of the best poker players in the Kingdom. He currently holds exiled Court at the Cloud Castle of Star Port, keeping it as a Wyldwood sanctuary even though his own religious inclinations are elsewhere.

**Duke Shinefeld**

Brother of the late King William and uncle to both Alvera and Solara. Aloof and contemptuous of the Council of Mayors - and indeed all commoners - nevertheless he is fiercely loyal to Alvera. Fond of horse racing and breeding, he fields the best mounted Knights in the Kingdom from his lands at Sabarath.

**Duke Adamas**

Bastard Ariel half-brother to King William, he earned his Dukedom and recognition in the last Troll War. Proud and seething with suppressed anger at the many affronts of his childhood, both perceived and actual, he openly flaunts his magic ability and obvious mixed blood, and has caused numerous problems with both the Universal Church and the Royal Family. A favourite of the young Alvera, he holds Northlake against all invaders.

**The Earl of Hampton**

Giant Admiral of Point Richmond. He commands the Royal Fleet, or what is left of it, and was elected to First Baron in the House of Barons shortly before the Elven invasion. He harbours a deep hatred for the Lizardmen, whom he believes sold information to the Elves prior to the invasion.

**Baron Lopezgem**

Senior Dwarven Baron and chief architect and engineer of the alliance which saw the Council of Mayors develop into a viable force, uniting the people and the nobility both in opposition to the Elves. Very popular in the cities, where his administrative aptitude and ruthless prosecution of governmental incompetence comes as welcome relief to his people. Nothing like beheading a corrupt tax collector to gain popular support. Owns Hightower.

**Baron Duprez**

The Black Baron, so-named both for his propensity for wearing black and purple garments, and famed ill-humour. The short tempered Dwarf frequently leads raiding parties in the vicinity of the old capital, with the aim of rescuing slaves and striking back at the Empire. Always at odds with the King's so-called `time and space' plans. Owner of Pearlstone, an appropriately named city perhaps, given its ruler.