recursal/Fanatic-Fandom huggingface dataset:
Character Creation

## **An Avatar of the Player**

Building a character is more than throwing numbers on a sheet, it's learning how the characters here are different from the average builds in vanilla 5e/d20. There is an opportunity to guide the player through a kind of Session Zero role-play experience as they build their alternate identity.

The Crucible, where the idea of these character is forged, gives an overview of the wide range of potential backgrounds and starting points. The role-play decisions a player makes regarding being a native of the Stonehearth Marquisate or the Commonwealth, an outsider sympathetic to the cause or an adversary of the values and symbolism of the House. Each of these options has a distinct effect on the actual numbers that will represent that player's character.

Once the generalities of a background story are known, visit the construction page to find the numbers that bring the character to life.

* Overall **Character construction** in the Primal Campaign

## **To Do is To Be**

The character's professional class defines the tools they'll use to interact with the world of this scenario. More often than not, what they do and how they do it defines who they are.

For adversaries and allies, they'll start in the weave-magic world and may follow the stock guidelines for character creations. Beginning as a Weave caster does *not* preclude them from learning Primal casting at a later point, and may actually be the point of a phase of an ally-based campaign.

### **What are a Weave-casters chances?**

Even without direct primal casting technique, a Weave-based caster can benefit from primal magic in spectacularly powerful fashion.

* **Weaving a Way into Semi-Primal Power**

### **Weave-emergency Mitigation Techniques**

Additionally, for allies and cagey adversaries, there are two points that certain Weave-based casters can learn from Primal techniques that can save their life. *Emergency Draw* and *Stabilized Casting* helps Weave casters through dead-magic or Wild Magic zones, respectively. There is no teaching restriction on these classes and the techniques can be taught to *any* class that cast a spell.

* **Weave Mitigation Techniques**

### **Learning the Primal Ways**

Finally, for someone in the Marquisate or greater Commonwealth, they may start a character already steeped in Primal Magic. For those who are "in the system," check out the per-category notes. This includes an entirely new class created for this Campaign: *the wandist*.

* Building **caster classes** in the Primal Campaign
* Building **mixed classes** in the Primal Campaign
* Building **melee classes** in the Primal Campaign
* Building **wandist classes** in the Primal Campaign

### **The Glossary**

Between the rule modifications necessary to actually use raw magic in a D&D campaign, and the halo of effects that has on the rest of the world, here's a link to the key additions that players and DM/GMs will use for piloting their characters or NPCs.

* Education: skill, talents and feature lists particular to the Primal Campaign
Magical Melee

The primal magic world rises and falls... *on magic* – but that doesn't mean the casters are the only ones who express that. The Stonehearth Arms are the premiere military force of Toril, and many in the Arms are trained to have magic ability, but they are *soldiers first*.

The key difference is how they're equipped.

Call them a warrior, a fighter, a gladiator or a soldier, they're all impressive – with long lists of scenarios where they can prove, without any addition but their own blood, sweat and tears just how good they are at what they do. But what happens when the quartermaster hands out extraordinary gear? What happens when the armory issues extraordinary weapons? That when the soldiers can rise above to do extraordinary feats.

## The Stonehearth Arms Applications

The backbone of the Stonehearth Arms is the Fighter Class.

Just as fighters could have ranged skill before, they specialize in ranged skills now. For fantastically regenerative opponents like trolls, though, even ranged fire can let some slip through the cracks. This is where the soldiers bring a personal touch: artisans willing to hand-craft tailor-made violence.

While ranged combat has been the high-profile news, be it spell or slug, melee has *not* lagged in the power of arcane-assisted progression. The key has been research into what exactly makes a weapon’s key qualities and characteristics.

### Damage Research and Development

It started with mundane physics:

* How is damage quantified and delivered?
* How do the physical characteristics affect the way weapons are employed?

This moved into a study of qualitative differences: cost, supply, alloys and composites, material hardness, malleability, temperature performance, edge retention, rust resistance and so on.

Concurrent was an evolving analysis into a complex study of how enchantments operate. What makes magical swords… *magical?* If a weapon appeared to inflict more damage… *how?*

Using the arcane to assist accuracy or amplify damage was tricky enough, but Stonehearth found multiple ways to do both. Further, it developed ways to incorporate multiple methods of accuracy and amplification into single weapons – and how to do that quickly and efficiently.

#### Hand-to-Hand Accuracy: *what helps a weapon to hit?*

* Weight control
* Guidance assist: Wielder-attuned target identification resulting in weight manipulation

#### Hand-to-Hand Damage: *what increases a weapon's damage?*

* Kinetic pulse *(the most common previous form of magically-delivered “generic damage”)*.
* Weight multiplication
* Vibration, single-axis/multi-axis
* Elemental damage (heat, cold, electricity)
AOP:RRE Elturel

## The Merchants from Elturel

Humans *Karoll Adheis* and *Vistii Bursurr* had just sold a cartful of Elturel-produced glue and were returning with casks of Westgate wine.

By 1489, Elturel had withdrawn from the Lords' Alliance and now endured a low-grade competition with rival Scornubel for trade with Waterdeep. Karoll and Vistii did not tolerate this rivalry one bit, choosing to go east to Westgate instead.

## Where To From Here?

* **AOP: Random Road Encounters**
* **AOP: Mission Progression**
1341

## **'Stonehearth builds a *'Mythal Defense System'***

With as many enemies as allies, and so many more malcontents and mercenaries, Stonehearth was under a constant state of threat. There was always somebody looking for an angle or an opening to take their shot, whether it was money, status or revenge.

The commercial success had already ensured Stonehearth was a target, but the creation of the working cannons made them a target of espionage as the world attempted to pry this secret out (without getting blasted in the process).

Indeed, House Stonehearth had been subject to kidnappings and ransom demands. The Stonehearth Arms, in turn, were now legendary as crack commandos. Likewise, on the high seas, pirates tried the same tactic – *and were sunk before they even got close*. The power lived up to the promise: Stonehearth ships could clear a port…

By **1341**, to protect themselves against scrying, clairvoyance, telepathy, mind control and a dozen other hostile efforts, House Stonehearth built a Mythal.

This measure stretched over the main estate at the edge of the Upper City. Done entirely in-house, the last four decades of relentless research and development on top of well-rewarded acquisition and analysis had built arcane prowess to a level that Stonehearth was coy about revealing. Just building a working mythal revealed more than they wanted.

From traveling wizards, some said it smacked of Elven high magic. Others wondered if House Stonehearth had gotten their hands on Nether Scrolls. It was all very complementary, but Stonehearth was neither confirming nor denying anything other than “it exists.”

Again, recent allies like Halruaa refreshed their respect and trade with Stonehearth.
Duty to Act

## **A Policy of Applied Ethics**

The Duty to Act is a legally binding initiative created in 1488 DR to set the parameters for thresholds of action. The act ensures, motivates and assists participants with guarantees of mutual aid when responding to particular acts which are harmful (and otherwise objectively evil).

House Stonehearth proposed the *Duty to Act* to the Lords' Alliance during the signings of the North Point Convention, a treaty signed by the major players of the Alliance shortly after the Zhentarim were admitted as members of the alliance.

Stonehearth, unfortunately, couldn’t get a consensus on the Code of Ethics that was otherwise entitled the ***Duty to Act***. There was at least general agreement that there were four common practices that were objectively evil:

* genocide
* war crimes
* ethnic cleansing
* crimes against the Common Good

The key was agreement of what could or should be done about it, and in that respect, just coming off the conclusion of the Shadovar-Netherese War, which included the destruction of Myth Drannor, few polities wanted to be locked into treaties compelling more military action.

### **Semi-Unilateral Adoption**

While the Lords' Alliance agreed in principle, the key members refused to commit.

This was a policy that some members complained made signatories an effective extension of the Harpers. While that organization had good intentions, there were misgivings about the politics and the effects on sovereignty, possible favoritism and so on.

Instead, the components of the Commonwealth of the Charter of Light (CCL) *did*sign the Duty to Act. This included House Stonehearth and the Stonehearth Maquisate, the Kingdom of Halruaa and the Lantan Union.

### **Ominous Portent**

The *Duty to Act* was seen as good "at its core," but too restrictive in the light of the realities of the affairs of nations. In Stonehearth's view, that equivocation was the excuse to continue looking the other for political expediency.

As Commonwealth signed, Stonehearth was crystal clear that they intended to follow this act to the letter – and that was seen as ominous at best. Considered by some to be a shot across the bow, it was fair warning to the Lords' Alliance and the rest of Faerûn that it would not tolerate evil...
1476

## **Neighboring Elturel suffers mysterious tragedy**

**1476 DR:** Word flew to Baldur's Gate that there had been a mysterious tragedy up River Chionthar ...

All the paladins manning Fort Morninglord, west of Elturel, disappear one night under mysterious circumstances that leave every stone of the keep blackened and every window and door fused. Soon after, the High Observer of Torm forbids entrance to the keep.

House Stonehearth investigated but results, at least publicly, were inconclusive.

## **Mana potions*reversed...?***

The Daerlun herbalist Janesse Wyndsur begins selling Spellslayer wine, a concoction that renders mages unable to cast spells for several hours.

According to rumor, it was discovered accidentally when experimenting with painkilling potions. The potion was made from wyvern blood, oak sap, harpy blood, and the herbs alarvaun, drace, and thelmallow flowers.

Given the threat to magic use, it was estimated this would be a huge seller in anti-arcane Amn, but basically anywhere somebody wanted to neutralize a caster-type. As this was just east of Cormyr in Sembia , it was out of Stonehearth jurisdiction but well within their sphere of awareness. It was also right next to Cormyr, whose War Wizards of the Purple Knights saw this with potential tactical implications.

Wyndsur was not shy about sharing a visit from a "mysterious person" from the west... *once they'd departed*. This was widely (and correctly) estimated to be a Stonehearth *Sergeant at Arms*, who was investigating whether this was an attempt to reverse engineer the patented mana potions (there had been dozens of attempts over the decades).

While the herbalist's story was "truthy," she was observed to be in possession of SMC mana potions...

No further action was taken by the SA after the quiet inquiry, but the Spellslayer wine represented a very close alchemical engineering near-miss – *and a potential toxin versus casters*. What few knew was that the SA purchased a license to the formula. While they didn't sell it, they did use it in research and medicine, in particular when helping spontaneous sorcerers learn to control their magic.
1417

## **North Point tinkers patent the *grain elevator***

In the last four years alone, the application of seed drills had a major effect on grain agriculture. A mere two years with the threshing machine had turned wheat into the highland’s golden waves. A different, but semi-related tinker group goes produce a Stonehearth patent for a grain elevator.

**1417 DR** marked the true *bulk handling* of food, itself a trend of the future – and began the investigation of standards and practices for safe food handling.
1305

## Stonehearth Arms felt the first touches of the Naturalist Method

The mechanical engineers had a natural pursuit, with the first Stonehearth splash of genius in the realm of martial ranged weapons. In this case, in 1305, they took the standard crossbow and created the first locally-made compound version, vastly increasing the power of the weapon – bringing it on par *or better* than the best longbows.

By 1306 the tinker team created a function for a repeating crossbow and integrated it into the system, complete with replaceable 10-bolt metal magazines. In one integrated creation, Stonehearth rocked the world. The only saving grace: they weren’t selling them, they were keeping them in their security force.

For a very select few, they were offered as gifts or "sponsorships." One thing was certain: they were terrifying, they were powerful – and *they were expensive*.
1323

## *The Inception of the* ***Industrial Age***

### **Under Pressure**

By **1323**, the Naturalist Method was already diving into physics, thermodynamics specifically, and  Boyle's Law. This would be fundamental to engineering harnessing steam.

### **Getting Steamed**

Cannons were already a topic of conversation, Lantan had already grabbed hold of the concept of steam power to design a steam-powered cannon called the Architonnerre. This worked by the sudden influx of hot water into a sealed red hot cannon. The power was very limited, but they were learning, codifying and demonstrating principles of physics, including pneumatics.

The SMC was contributing, and together they discovered gas physics and the need for valves. This was expressed in the design of a new pneumatic weapon – an early version of the Holman Projector. On the momentum of their tools, the SMC built the valves to make it possible.

There were already ideas for a paddle boat driven by a jet playing on a mill-wheel. There were already engineering problems, and major safety issues – the likes of which inspired inventions such as the safety valve.

### **Getting Work done**

The Lantan-SMC cooperative designed a rudimentary steam turbine with the idea of turning a spit. In more modern terms, it would be a steam jack, though at the time, they termed it a mill for the likely industrial application.

With a little adaptation, it was adapted to be a steam-powered water pump, allowing them to drain inundated mines – increasingly becoming a problem as the mines got deeper, and especially in the soggy Lantan isles.

While it was a comparatively modest beginning, this marked the beginning of true steam engines – ***and the beginning of an industrial age***.

### **Inventing *Soap***

With formulas for soap imported from around the world, the SMC cannibalized the chemistry and immediately improved upon it, creating surfactants for washing, bathing, and cleaning, but they are also used in textile spinning and are important components of lubricants.

This tied in to the new drive for cleanliness, complementing the invention of toilet paper and generally helping the Baldurians smell better.
NPC Hobgoblin

* **Armor Class** 18 (chain mail, shield) **Hit Points** 11 (2d8 + 2)  **Speed** 30ft.

* **Senses** darkvision 60ft., passive Perception 10
* **Languages** Common, Goblin
* **Challenge** 1/2 (100 XP)
* ***Martial Advantage***. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

▾ ACTIONS

* **Longsword**. *Melee Weapon Attack:*+3 to hit, reach 5 ft., one target. *Hit:*5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
* **Longbow**. *Ranged Weapon Attack:*+3 to hit, range 150/600 ft., one target. *Hit:*5 (1d8 + 1) piercing damage.
NPC Goblin

* **Armor Class**15 (leather armor, shield)  **Hit Points**7 (2d6)  **Speed**30 ft.

### Stats

* Skills Stealth +6
* Senses darkvision 60 ft., passive Perception 9
* Languages Common, Goblin
* Challenge 1/4 (50 XP)
* Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

### Actions

* Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
* Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
* Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Magic items: noncombat items

Magic Item Pricing and availability

more stuff

> *Noncomat items give some sort of problem-solving ability not directly related to combat. Some, like the Eversmoking Bottle and the Boots of Levitation are also useful in combat, but that isn't where the bulk of their utility comes from. Increase the price of these items if you'd rather have your players resort to combat more predictably instead of coming up with complicated schemes that avoid direct fighting.*
>
>

> **-Saidoro**
>
>
1426

## **House Esparia marries into House Stonehearth**

House Esparia was steward of the barony of Espar, whose namesake was a village-of-note on the western edge of the Cormyrean King's Forest (nestled in the eastern foothills of the Thunder Peaks). The House had risen and declined several times in the last few centuries, to be reconstituted again after the death of Lord Hezom  (a human cleric of Helm in the mid-late 1300s).

Whether the House was extant or not depended on the strength of the family at any given time and whether they had the arms to mount a defense of the area (and collect tax for the king). The family nearly faded a dozen times over centuries of presence, and the political viability of House did rise and fell several times.

Espar, and House Esparia, was at the time afflicted with Shadovar agents of Netheril. Brielle Esparia, heir apparent of the Cormyran House Esparia, was sent to North Point as a student to learn magic. She was also an unofficial ambassador to Stonehearth, tasked with establishing a relationship with the Sword Coast powerhouse (that was otherwise [publicly] neutral and non-interventionist).

Brielle was a budding bard of considerable charm and charisma. Her position as an ambassador for a Cormyrean barony won her an audience with the Stonehearth marquisate. Her persuasive arguments resonated with the Stonehearth court, particularly Hudson Stonehearth, heir apparent to the Stonehearth marquisate. The chemistry was there and the rest was history.

### **Blessing of Cormyr**

Rules of nobility, land portfolios and House sovereignty varied from jurisdiction to jurisdiction. In this case, Cormyr was already dealing with Netheril and Sembia directly and was ill-equipped to the kind of action this would take. Brielle Esparia's outreach was already endorsed by the Crown.

If Stonehearth could help that pocket of the kingdom against the Netherese influx, Cormyr King Azoun Obarskyr V was willing to bless the House Stonehearth presence as a political entity, as long as they (as barons) paid homage to the Crown.

Stonehearth was already comfortable with this agreement, having proven a similar relationship Tethyr. This started a long and very controversial Stonehearth presence in Cormyr, particularly as Stonehearth built other trade relationships and alliances within Cormyr and the surrounding area.

The commercial success of Stonehearth was suspect, so good by some estimations that *something* had be amiss, but the Arms had a level of quiet success that simply could not be argued with. When Stonehearth stabilized the Esparia Barony, that further polarized the Cormyreans over the presence of the House.
NPC Cultists

* **Skills** Deception +2, Religion +2
* **Senses** passive Perception 10
* **Languages** any one language (usually Common)
* **Challenge** 1/8 (25 XP)
* ***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened.

### **Actions**

* ***Scimitar.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage.

**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
Canon

**The Primal Magic campaign recognizes the policy of the Forgotten Realms Wiki that there is no generally accepted, official, hard-and-fast set of rules given by TSR, Inc. (TSR) or Wizards of the Coast (WotC) for determining outright what is canon.**

The policy of this campaign for accepting canon takes authors' recommendations and fan consensus into consideration. For context:

> "Canon", according to Ed Greenwood, is any published source relating to the *Forgotten Realms* campaign setting. This means that if it is for sale in paper (or digital) form then it is official Realmslore. Editors at this wiki have pointed out that this would technically make video games canon, which would cause inherent problems, such as contradictions in the lore and, for example, the outcome of a decision by a player to potentially kill Drizzt Do'Urden in the course of gameplay in the *Baldur's Gate*video game.
>
>

> Some authors disagree with Ed's view. Richard Baker, for example, when asked about the *Baldur's Gate*series, claims that canon in the *Forgotten Realms*is whatever you make of it. You can choose whether a particular work is canon or not. (Some fandoms know this as "personal canon".)
>
>

> **-Forgotten Realms Wiki**
>
>

Given that D&D itself is now deep into the 5th Edition, but the most recent comprehensive Forgotten Realms campaign and player's guide sourcebooks are still 4e – with only a smattering of published localized 5e guides – this campaign leans deep into the Richard Baker "make it your own" philosophy.

The Primal Magic campaign is as much a thought experiment on the application of historical human events to a fictional environment as it is a collection of scenarios and situations to play through. This is a laboratory, with a sprinkle of simulation between the artificialities of a game system. Consider that context and balance when refereeing players through the incidents and events.
1411

## **Stonehearth begins North Point mining operations, strikes gold…**

By **1411 DR,** the SMC was now making the adjustment of working as an arm of local government. To some degree, they always had – but on the very low level that came from the revenue generation arm of a Baldurian patriar. That was important as now the politics of any move was amplified that much more.

### NPK mining operations

Using detect minerals spells, they’re unerringly accurate for quickly finding veins and pockets of whatever material they’re looking for.

There was plenty of mineral wealth under the highlands, and the high profile finds included gold and silver. That geology was easily accessible from the lowlands coast simply by diving right into the side of the hills.

### With the arcane metallurgical divination, they hit gold deposits within a week…

Despite some claims, the “lucky” gold find wasn’t luck at all. Nor was it gold – it was originally lead. By the time it was hauled out of the mine, it was remarkably pure, stable gold.

During the tunneling, Stonehearth created a subterranean alchemy laboratory for transmutation, using the lead to create extremely pure gold.

### With the area under the jurisdiction of Stonehearth, access was strictly controlled

There was no gold rush to the area mostly because the area’s mineral rights were now jealously guarded by Stonehearth. Also, there was no gold under them thar hills, though that didn’t matter: the SMC was producing pounds of gold within weeks and the coin was going directly into the local economy.

They only they did do was carefully and quietly institute price controls to negate runaway local inflation.
VtC01

After players have had a chance to read the Ally Path page, they may ask to know more about the "Not Minimum Safe Distance" (NMSD) scenario. The DM can set the stage with this quick script:

### **Not Minimum Safe Distance**

It's a grandiose set-up but does very little to shed light on the actual scenario. The DM should lean into that, let it roll that there's a little recruitment hyperbole in there.

Or at least, that's what we want the players to think...
This scenario is designed in stages, to be adapted to any location depending on where the character hails from. The "Minimum Safe Distance" is actually foreshadowing the final step of this scenario:

1. The PCs make contact with a "shadowy figure" that offers a reward for information. The players will have heard of [Group X] operating nearby, and they can bring confirmation to the contact of this group's identity.
2. That reward turns into another a mission/objective/quest for more specific information, including size of the operation, usual routes of travel, and confirmation of any innocents that may be in the area – and there are innocents in the area.
3. This turns into a rescue operation for the innocents. This should be a stealthy non-combat mission or quick hit-and-run to get in and get out. Once clear, the characters and their rescued folk need to escape to Minimum Safe Distance. When clear and safe, they are to signal with a magical flare.
4. The party will not be pursued – but the idea to use the flare early will occur.
5. From across the [valley], rhythmic thunder echoes. This is actually a magical howitzer barrage – and will obliterate *everything* in the zone behind them. The barrage starts in the middle of the encampment and works it way out, and the characters *might not escape...*
NPC Purple Dragon 02

* ***Armor Class** 18 (chain shirt, shield) **Hit Points** 39 (6d8 + 12) **Speed** 30 ft.*

* **Skills** Athletics +5, Perception +4
* **Senses** passive Perception 14
* **Languages**  Common
* **Challenge** 4 (1,100 XP)
* **Shield Wall**. The Purple Dragon adds 2 to its AC if at least one of their allies is within 5 feet and the ally is wielding a shield and isn’t incapacitated.
* **Sentinel.** When the lionar hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke attacks of opportunity from the lionar even if they use the Disengage action before leaving the lionar’s reach.

### **Actions**

* **Multiattack**. The Lionar makes two melee attacks with its longsword.
* **Longsword**. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage.
* **Heavy Crossbow**. *Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.
* **Leadership** (*recharges after a short or long rest*). For 1 minute, the Lionar can utter a command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll, provided it can hear and understand the Lionar. A creature can benefit from only one Leadership die at a time. This effect ends if the Lionar is incapacitated.

### **Reactions**

* **Bodyguard.** If a creature within 5 feet of the Purple Dragon is hit by an attack roll, the Purple Dragon may use its reaction to force the attacking creature to reroll their attack, potentially causing it to miss. To use this ability, the Purple Dragon must be able to see both the creature and its attacker..

 The **Purple Dragons** were the famous military of Cormyr that were renowned for their discipline, skill, and loyalty. The Purple Dragons were considered to be one of the strongest armies in the Realms, and were well renowned for their heroism and acts of valor in the field of combat. They ranged from young nobles who joined as officers and Purple Dragon knights, to farmers who joined as Blades. The well-disciplined army was made possible through Cormyr's military and hierarchical heritage.

 Lionars are the lowest rank of commissioned officers and the majority of combat-oriented officers can be found commanding infantry companies (about 135 soldiers in a complete unit, including themselves).
AOP:RRE Dissenters

## The Unlikely Religious Pilgrims

A group of heavily armed and armored travelers, silent and grim, seem to bear the weight of the world upon their shoulders. Seven in heavy plate armor, and one friar in robes that travels with them, they tend to stay to themselves. They might be persuaded to assist for a good cause, but they are reticent to get involved in the affairs of others... *at all*. If asked, they're headed to the Sword Coast in a quest of personal illumination.

## The Growing Schism

Even before the Time of Troubles, mortals were as sick of ancient yet adolescent gods as Ao himself. The merest fact that some sentience would choose to embody an inherently destructive portfolio said all that needed to be said about the Faerûnian pantheon.

Just as Primal Magic was studied – and mastered – there were scholars and scientists studying the paths and channels of divine power coursing into the world. Stories have circulated for decades about clerics of the light, who have allegedly found ways to channel the positive (and negative) planar energies that are the wellspring of religious power. Was it a perfect translation? No, but in the tradeoffs, there were advantages.

On a **DC 10 Wisdom check**, a **DC 5 if someone is a cleric**, they might discern this group is not equipped with swords. They might also realize the group had kerchiefs and bandannas tied around parts of their armor, as if hiding the blazons that are likely affixed to the metal. The obvious conclusion: *they are all clerics, save for one monk*.

### The Conversation

Should the PCs engage them in conversation, they will speak of their desire to good in a world that so desperately needs it, but finding themselves so disillusioned that no level of atonement could bring them back in harmony to the gods they once prayed to.

The realization had come, collectively, that there would be no consilience, no similitude, no accord between a pantheon that has gone increasingly silent and the ethics that drive their followers.

Even now, there were deep religious divisions brewing between followings – *whole lands* – that should be brothers. Crowns and coronets were more concerned with religious blessings for the wars of expanding their holdings against their neighbors than they were in addressing the true threats fraying away at the edge of the kingdoms. They could stomach it no more. They were headed to the west to see if the rumors were true – and perhaps to learn these new ways.

 They will answer questions if asked in earnest, and even assist if they can, but otherwise they travel very carefully – and prepared for battle.

## Where To From Here?

* **AOP: Random Road Encounters**
* **AOP: Mission Progression**
Aspenfishie

***Aspenfishie*** was a ship made by Aspen Pellot. It started around 2018 and ended one year afterwards.

It is unknown why Aspen was in love with Emilee, but he had gone as far as making them a "married" couple and having a (fictional) child with her.

## History

It was first revealed that Aspen had a crush on Dorkfishie on her Rhythm Heaven Amino post "Do Any of You Have A Link To This Video?" However, he shown his "love" by stalking her across Amino and FANDOM.

On Wikiamem's Rhythm Heaven Wiki talk page, it was revealed that Aspen's crush was a "joke". However, due to his previous behavior, this seems very suspicious.

After his "break-up", Aspen started to "date" his fictional girlfriend Penny, which used to be his genderswapped version beforehand. (So, is that technically incest, even ignoring her origins?)

~~Ever since he changed Penny completely, he is no longer dating anyone. Hooray?~~ ~~Oh wait, not only did he change his persona into a furry, but he has a new girlfriend as well? Oh well, at least he's portrayed as an absolute loser.~~ He became another furry AND he got his old girlfriend back? Oh, this is getting confusing...

On November 11, 2023, on "The Play-Singer Club" Discord server, it was revealed that Aspen pretended to be in love with Dorkfishie because she "disrespected his opinions" on Yo Yogi! and Ren & Stimpy: Adult Party Cartoon having dubs mentioned on the Aspen Pellot (animation studio) page She also didn't like the former show being on the Paramount Network (Japan) article. She also heavily disliked Go!Animate, which she also complained about. In hindsight, she *was* overreacting, but this doesn't excuse Aspen's behavior.

Oh yeah, it was also because of the Aspen Family Picture, too. *Because of course it is.*

## Links to Aspenfishie-Supporting Behavior

### FANDOM

* Most pages in the Aspen & Emilee category (including ones which formerly had it)
	+ Aspenpellot and Dorkfishie Adventures (formerly)
* Rolling Sky Dream (technically)

### Amino

* Heard of this? (Nintendo Amino)
* \*Sigh\* (Nintendo Amino)
* Dorkfishie is the best women in the world, I drew some cute outfits for her (self-explanatory)

### YouTube

* My girlfriend's breaking up with me (deleted)
* I drew Dorkfishie in cute outfits
* Earthbound/Mother 2: Naming (Paula was nearly called Dofie, which is short for Dorkfishie.)

### Other

* Aspenfishie but in the wedding outfits (Dorkfishie was changed to Penny, but the former's sprite is still hidden in the project.)
	+ Also see This remix, which shows pretty much the same thing as the original project.
* Fix-It Dorkfishie (perfect metaphor for this "relationship".)

## Trivia

* The name Aspenfishie comes from the Scratch project mentioned above.

## References

1. ↑ https://aspenpellot.fandom.com/wiki/Aspen\_Pellot\_(animation\_studio)?commentId=4400000000000023093
2. ↑ https://aspenpellot.fandom.com/wiki/Paramount\_Network\_(Japan)?oldid=860
Bard (academic)

There was a man of significant intellectual prowess, but he didn't hoard his knowledge in the corner of a noble's library. Rather he performed with it, five days a week, speaking to dozens at a time on a regular basis. He spun stories that gave the dusty data new life, giving context and meaning, and helped the audience to see how they themselves connected to each of these narratives.

He was a teacher, a professor of archaeology perhaps, and he wasn't limited to the library or classroom. Rather he went to the source. When his adventuring companions verged on stumbling into a trap, he was there to warn them. Could he inspire them in battle? Certainly: he knew the weaknesses of most of the local threats – and was able to brief his fellows on where the "soft spots" were.

Did he sing? No, in fact he mumbled a lot, but he had just enough insight to be able to tap into the arcane on his own. The Bards prove one didn't have to be a Fighter to be tough, or be a Wizard to be smart. All one had to do was have an ear for the stories and a Jones for adventuring...

## The Academic Subclass

The Bardic Inspiration comes from the "Briefing" – like a guided tour, it's a quick fill-in of the local pitfalls, known monster types and things to watch out for. It may not have musical accompaniment or poetic value, but if the Bard can shout what to do loud enough, then it can save the bacon of anybody he advises.

The Academic Subclass automatically belongs to the Bardic "College of Lore" (PHB pg. 54).

The Academic Subclass automatically begins with the Dungeon Delver Feat (PHB pg. 166).

* You have advantage on Perception and Investigation checks made to detect the presence of secret doors and on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps and traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.

The Academic Subclass begins with one additional tool proficiency that would be appropriate to the character backstory and gains a second additional proficiency at third level.
1413

## **North Point University: the Reinvention of the *Seed Drill***

### In **1413** **DR**, North Point University was formally chartered and opened

Stonehearth College was still going strong back in The Gate, but North Point had a population now – and it was rebuilding a complementary new brain trust at the new House headquarters.

Where Stonehearth College supported its “schools” (subdivisions), North Point’s subdivisions were whole colleges.

There were four Colleges at this point: the North Point College, which handled general education, communication and business. The College of Agriculture, the College of Engineering and the College of the Arcane.

### The UNP College of Agriculture was the first to boast a major invention…

The most laborious, inconsistent point of planting was automated with the *seed drill*.

A seed drill is a sowing device that precisely positions seeds in the soil and then covers them. Before the introduction of the seed drill, the common practice was to plant seeds by hand. Besides being wasteful, planting was very imprecise and led to a poor distribution of seeds, leading to low productivity.

First starting with a single-tube seed drill, then quickly evolving to a multi-tube seed drill. The use of a seed drill can improve the ratio of crop yield (seeds harvested per seed planted) by as much as *nine times*.

Over the next few years, improvements were made to practical use, including a two row, single-horse device that could:

* Plant without tilling, preventing soil loss and protecting seed from birds and animals.
* Plant at set distances and depths, maximizing germination efficiency.

### The College was given a Stonehearth patent for the device

By the end of 1415, the impact was already being felt, with crops and livestock surging.
1398

## **The Stonehearth Decision to Rebase**

In what was otherwise a quiet year, **1398** was the lull Stonehearth needed for big-picture clarity. The surge of allied Lantan, Halruaan and Cormyran refugees into Baldur’s Gate tilted the politics, but not enough to peacefully tip it over. Despite the infusion, it wouldn’t justify the political overhaul the Gate would need to implement the changes that Stonehearth’s scholars and advisors were proposing.

There would be blood in the streets if they did so.

The Decision was made to rebase House Stonehearth into an area where they could start absolutely fresh from a political sense. Further, they needed to put down roots in 10 years or less. This would mean founding a city where there was nothing, and make it a sustainable location.

The deadline was self-imposed, and based on the patterns of events that seemed to wash over Toril.

There was no shortage of world guidance on how to make a castle defensible, but they had to make the support city more than livable, they had to make it inviting. This was the application of central urban planning, with a nod to environmental design and the long-term, strategic consideration of sustainability and conservation.

*Oh, and where was far enough out to ensure their own room to grow without running into territorial issues with civilized races?* There were a myriad of sites, but one rose to the top: the ruins of the former fishing and pirate village Lathtarl's Lantern.

This site was a “virtual peninsula” right on the Sword Coast, on the south banks of the Winding Water River. Roughly 235 miles north of Baldur’s Gate by boat, it qualified as “the middle of nowhere.” As for critical criteria:

* It was by rich farming grasslands (affectionately known as “The Fields of the Dead”)…
* It was in the middle of territory so troll-infested that there were three different landmarks that had “troll” in the name. That was a good clue as to why this land was otherwise unpopulated. It was a serious consideration that the short-lived kingdom of Shavinar had made a go of it even further south than North Point, and stood from 227-277 DR before collapsing after constant attacks by trolls.
* And the site was *just south of Warlock’s Crypt*. Building in the shadow of an insane lich was a risk not unlike building in the shadow of a volcano… but it was a defensible point.
* It was also halfway between Baldur’s Gate and Waterdeep. The Gate itself had proven that mid-trip waypoints on a maritime trade route were likely successful. Throw in that they would be virtual neighbors with the otherwise difficult-to-navigate Orlumbor shipbuilding port and they were looking at founding a maritime powerhouse.

**It was perfect**.
Wand of Arcane Vision

## The Premiere Method of Magic Detection

The Wand of Arcane Vision (WAV) builds on the foundation of greatness: the classic *Wand of Magic Detection*.

The WMD was a magical wand that had the power to detect the typical magical auras emanated by spells and magic items. It has been designed and built in various versions, from some that could cast *Detect Magic* three times daily and recharged d1-3 charges a day. Less expensive version were made that could cast an unlimited number times per day but only held 50 charges before depleting.

The key to the Weave-based wands was using it as a tool to cast the *Detect Magic* spel without having to burn a memorized spell slot of the magic-user wishing to employ the effects of the spell. The spell itself has evolved (over D&D versions), with the latest allowing wizards and priests the ability to determine the intensity of magical auras, classifying them as dim, faint, moderate, strong, and overwhelming. In addition, wizards had a chance to identify the school of magic to which an aura belonged. Priests were likewise able to identify the sphere of magic.

### The WAV Method

There are several types of Wand of Arcane Vision, but in Northpoint, the most well-known is an always-on wand that can even be used by non-magic users. Someone with Arcana Skill will be able to identify schools or spheres, but even the untrained will see magic as a kind of glow. Note: *only the person holding the wand will see that glow*.

This is a passive effect, essentially using the wand as an antenna and receiver. In the vision of the user, the brightness of the glow is based on spell levels. A person with Arcana Skill can determine the level of spell on first analysis, but just holding the wand, there is a physics to the magic: the glow for a level-1 spell is visible for about 10 feet. Every level above that is essentially another 10 feet.

A level-3 spell, then, would be visible from 30 feet away. A level-9 spell would be visible from 90 feet away. Given some of the hazards of level-9 spells, 90 feet is a nice buffer. Meta-magic effects amplify the spell level by about 1 equivalent level. A maximized level-3 spell, then, would be visible from 40 feet away.

Note: this is an arcane glow and doesn't follow the rules of optics. That glow has a fast decay, so even if it's brilliant at 30 feet (like a ream of charged Fireball spell scrolls would be), at 40 feet, that stack is invisible.
1400

## **Stonehearth reestablishes contact with Lantan**

15 years after the Spellplague, solidly into **1400** **DR** Stonehearth builds portal-ships: normal maritime vessels, but who can project a portal of relative position between Abeir and Toril. There are hazards, as geography is close but not identical.

On the sea, the ships are able to safely traverse and soon locate Lantan. Diplomatic relations resume as Lantan has found some stability and work discover both what happened, how they might correct it and how to prevent it from happening again.

Stonehearth’s technological and arcane development are invaluable tools to the Lantanese.
Weave Mitigation Techniques

## **Stayin' Alive**

There are a few techniques that were discovered by Primal research, that Weave casters can pick up with minimal, low-risk training at the kind of cheap "Get Yer Primal Training Here!" traveling schools that operate outside the usual reach of the Marquisate.

*There are no Stonehearth teaching restrictions on these classes*.

There is no MSRP for ED I or SC I training, but the going market rate in places like Cormyr hovers between 800-1200 gold for an in-game week of dedicated training (what it takes to learn the technique). Double that for the second level.

### **Emergency Draw I**

* Casters using Emergency Draw are usually weave-based casters who draw magic through the membrane where the weave would be if it was intact at their location. This is most common in dead-magic zones, where there is still raw, primal magic underneath, but there is no weave for normal access. ED I powers weave-based spells at half effect: roll the full effect, half it and round down.
* This counters dead zones caused by natural phenomena, such as post-Spellfire areas. This will not pull magic through a dedicated Antimagic Field.

### **Emergency Draw II**

* Weave casters who have trained to ED II can cast in dead zones at full strength.

### **Stabilized Casting I**

* Weave-based casters who know they'll be operating in Wild Magic zones may learn to draw from the weave in a way that's more conscious of where the weave draws its power. This lowers the possibility of Wild Magic effects by half.

### **Stabilized Casting II**

* Stabilized weave casting that lowers the possibility of most wild magic to 5% or less. Roll a d20, and don't roll a "1".
AOP:Primal Magic item use for Dummies

## A Different Kind of Magic

This is the first taste of true Primal Magic for Player-Characters. Whomever signs to possess and use these tools will notice differences before they ever pick it up... *because* *the custody agreement is a low-level geas to return the item after completing the mission*.

Stonehearth does not simply lend out magic items that are worth more than some baronies on a signature and a promise.

It is recommended that different characters sign up for the individual devices to spread the experience. It also prevents the party from losing both should one person die by falling off a cliff (or similar).

### Wand of Arcane Vision

The **Wand of Arcane Vision** is a Primal Magic version of the old Wand of Magic Detection.

The WAV can be used by anybody, and non-magical characters will be able to see basic field presence and strength of intensity while holding the always-on wand. Only the person holding the wand can see the glow.

A player with skill in Arcana who spends a day attuning to the wand will be able to identify the School of Magic.

### Paired Discreet Conversation Devices

The "**Paired Discreet Conversation Devices**" (PDCD) are similar to normal weave magic Sending Stones, but this is Stonehearth Arms. It helps to imagine that Stonehearth Arms has a complete rack of $435 contractor hammers, except the Stonehearth versions will practically build a barracks themselves...

The PDCDs, or "Convos" for short, are possibly lent to the party by Lieutenant Azirejann if they agree to additional duties. The convos operate according to Stonehearth military specifications...

* These stones can be used as unlimited daily communication with the paired recipient, including sending and leaving messages even if the recipient is unable to answer at the time.
* Further, these stones are tied to act as beacons. Someone who is attuned will be able to tell direction and distance of the matched device.

If Lieutenant Azirejann is in Westgate, she can reference a map and will have an excellent idea where the convo box is at any given time (and hopefully that's on the person to whom it was issued). This can be extremely helpful if the party needs Stonehearth to send reinforcements... or rescue.