recursal/Fanatic-Fandom huggingface dataset:
Garathon

Garathon is an adventurer. He is notable for his dual-wielded broadswords.

## Description

A cocky, well-groomed dwarf. His beard is tight and well kept. His bodily hair is even trimmed, in as far as his current predicament allows for. The sigils of many a dwarven clan are tattooed on his forearms. He shows no allegiance, like a sell sword, one with the sharpest of tongues.

## Dark Secret

I am using my profession to fund the establishment of a new Dwarven King.
Demon

Demons are extra dimensional monsters brought into this world primarily during the Alder Wars by Zygofer the Sorcerer and his ilk. As a rule, they are generally powerful, malevolent, cunning, and extremely dangerous. They do vary widely in appearance, ability and temperament, however; great caution is advised in any dealings with demons.

Demons encountered so far.

* CHAX Said to be worshipped by kobolds in Abiggaboi

* IS-MOG

* The Dark Enemy

* The Lantern Wyrm

* Tamol the Spellbound
Bea Naturalis

Bea Naturalis is an adventurer.

## Description

Lanky and lithe elf with rosy skin, a sky blue tunic and a heavy wool cloak. Usually has their hair tucked up under a hat. Friendly, helpful, sometimes shocks people with her generosity.

## Pride

I can always find a solution to make any situation much better.

## Dark Secret

I have a temper that flares if someone insults my music. It has led to unpleasantness in the past.

## Trivia

Vaguely inspired by Mr. B Natural

Known as Bea the Battle Bard because of her War Cry ability and skill with a spear.

Full name is a secret, but Bea is rumoured to be of the Silverwind line of elves.
Otzi

Otzi was an adventurer, who now resides in Gardentop as its resident elder.

## Description

Otzi is an odd fellow. Clearly scarred, both physically and mentally, he entered Dryvault. He hasn't been too lucky on his first venture, his sleeping furs getting destroyed, his ankle sprained, and being teamed up with someone who decided to stab a demon while close to him. He does seem to have a talent for communicating with demons like Tamol the Spellbound, although not often soliciting a friendly response from them.

Nowadays he is focusing on construction, to keep himself and others safe from the demons and enemies beyond Dryvault's boundaries. Since the founding of Gardentop, Otzi is now styled "the Builder" instead of "the Grey".

After fighting to defend Gardentop in session 6x1, Otzi decided to retire there permanently to safeguard the stronghold. The finger he lost in the fight was fixed into the foundations of Gardentop's ramparts, forever making him a part of its defenses.

## Pride

I recognize patterns like no other, magical and mundane.

## Dark Secret

The Rust Brothers used me as carving material for their symbol magic. By tending my wounds and reading my scars I was able to cast it myself.
Gregor Blackhall

Gregor Blackhall is and old half-elf adventurer. Stoic and observant he keeps a close eye on all of his traveling companions in his search for the truths of this world.

Gregor died in the forests of the The High Wilds.

## Description

Gregor is about 6 feet tall with long hair and a beard. Recent calamities during adventuring has drained the colour from his hair leaving it as a grayish unkempt mess. He has emerald green eyes that seem to pierce through your soul. His robes are old and ugly patchwork mess.

## Pride

Gregor's pride was "I know I'm the smartest person around." He lost this Pride during Session 2x7.
Faywater

Faywater is a former hamlet currently in ruins, located in the northern Gatelands just south of Blaudwater Lake. It was once renowned for its inns and dwarven ale. During Session 1x3, the party encountered a dying Rust Brother acolyte who told them that the settlement had been attacked and occupied by the Demon of Faywater. They claimed the community had been abandoned and is said to have at least partially sunk into the water since the attack.

### History

As of Session 2x8, it was reported that many Raven Sisters from across the Gatelands were gathering here, but for unknown reasons.

During the faction turn for block 5, Faywater reportedly stopped being covered in ice as a result of a blow struck against IS-MOG by the Rust Brothers.

1. ↑ Changelog for Block 5
Player Characters

A list of all currently active player characters. To make a character page from a template, try using the creator below. Remember to link it back here!

## Graveyard

*"Most will end up here, covered in the poisoned earth, awaiting merciful oblivion."*

## Retired Characters

 Nordin | Otzi the Elder | Session 6x1 | Retired to become an elder of Gardentop.

## Backup Characters

For when things inevitably go south.

 Jschlies8 | Dregg
Flaming Spike Inn

The Flaming Spike Inn is located in Dryvault, and serves as the main place where the adventurers of the Dryvault Fellowship and others have gathered, the starting base from which they will set out to explore the Forbidden Lands. The inn located in the community of Dryvault in Southwestern Raven Lands, and is comprised of a single large room carved form a giant tourmaline crystal, with a fireplace and bar. It is considered safe area during local occurrences of the Blood Mist.

the Inn is maintained by Voarni Bullstopper, a stout and wiry Alderlander man known to be a bit gossipy.

Mechanically in game, it is treated as a prepared campsite and as a stronghold.
Death knight

Death knights were a powerful kind of corporeal undead monster encountered in the Forbidden Lands. Unlike other kinds of undead, they were known to have a malevolent free willed intelligence and cunning, and they projected a strong charismatic influence when encountered. They were most often found in or around their original tombs or death sites, but others were known to wander the lands on fell missions of their own devices. Thus far, little is known as to their powers and abilities in combat.

A dwarvish death knight was first encountered at Cragfall Cave in Session 2x4.
Rust Brothers

The Rust Brothers are a militant human-centric religious cult that worship the protector god Rust and his wife Heme. They worship disfigured, rough idols of their gods, as displaying overly-detailed craftmanship is insulting to them. They claim that in order to protect humankind, they require tribute in the form of food, silver, and human sacrifice. Members of the Rust Brothers were one of the few groups who could walk at night without fearing the Blood Mist. Rust Brothers usually travel in groups, and it is very unusual to see one alone.

## Organization

The Lord Kartorda is the current known leader of the Rust Brothers.

Zytera is the demonic prophetess of the Rust Brothers who lairs in Alderstone. Many high priests of the Rust Brothers become 'blessed' by her magic, which twists their bodies into misgrown and mutated shapes.

The militant arm of the Rust Brothers are known as the Iron Guard. They hold a keep in the Gatelands known as Deadhook Fortress.

Flagellants may be another kind of Rust Brother, but the relationship between the two groups is unclear.

Some Rust Brothers serve as ghost shepherds, who quiet the restless dead.
Session 7x1

Session 7x1 occurred on 29 Mar 2021. The players were Ghost (Harlac Wayfinder), gareththegeek (Dalius Fastspear), Artemis (Haunt), Silvyr (Valdenar), and Theos (Skarn). Their goal was to explore the passages under the Dread Keep.

## Summary

The group set out from Dryvault towards the ruins of Cragfall. There they discovered a horrible miasma and all manner of enormous bug-like creatures. They slew a giant centipede which was blocking the bridge into the Groveland woods and repaired the bridge. That night they were forced to flee back over the river by a forest fire.

Unable to sleep, they marched towards Ravenshrine. On the way they were met by the Strange Cat but it did not follow them to Ravenshrine. At Ravenshrine the group found that four members of the Huntress faction (Naila, Stoad, Esra, and Islet) had been imprisoned and one other (Kuno) had escaped. They were unable to convince Sister Avella to show mercy, exiling Naila and releasing Stoad, Esra, and Islet rather than executing them. She also agreed to aid them in cleansing the ruins of Cragfall, but was unconvinced (for now) by Valdenar's argument that she give up her sole leadership of Ravenshrine.

The next day the group travelled to the ruins of Cragfall. There, Sister Avella was able to perform a ritual of healing to remove the corruption of that place. The group returned to Ravenshrine and departed the following morning along the road to Wolfstone Redoubt. They encountered along the road furless wolf-kin in gaudy costumes who claimed to serve the King of Patches. With the help of some dwarves, the party was able to threaten the wolf-kin into leaving and followed them to their encampment. It seems these wolf-kin have made a base extending out from the tunnels below Dread Keep. They made it clear they would cause more trouble in future.
Hurn Cracktooth

Hurn is an elder orc, a craftsman and a warrior. He prides himself in the variety of gear he can craft and it's quality. In the heat of battle he barks out orders as if command comes naturally to him. In peaceful moments his hands keep themselves busy making or mending, even when Hurn isn't paying attention.

Hurn seeks out new materials, skills and techniques to keep crafting better and better gear. He prefers to make everything he uses himself and is generous in gifting his crafts to those he travels with.

## Description

Hurn's skin is grey with age, deeply wrinkled and lined with worry. Hurn moves slowly and carefully, pain in his joints taking its toll on him. Scars lace Hurn's arms, proof of a life that has seen it's share of violence.

## Pride

I am the finest crafts-kin in the Gatelands.

## Dark Secret

I believe unlocking dwarven and elven secrets is the key to returning the orc goddess.

## Adventures

Session 5x1

Session 6x5
Alder Wars

The Alder Wars were a series of devastating conflicts that happened mainly between Alderland and Ravenland before the coming of the Blood Mist, at least ten human generations ago.

Very little is reliably known about what started the conflicts, how they were carried out, how long they went on, or even of how they ended. What is known is that they were devastating to the country and peoples or Ravenland, and apparently to Alderland as well- their final response to the conflicts was to build an enormous wall and then pretend that the north no longer exists.
Locations

A list of all known or rumored locations in the Forbidden Lands.

## Regions

* The Gatelands - The southwestern region of the Raven Lands, and the starting region for the West Marches game.
* The Shift - A vast mountain range that cuts off the Forbidden Lands from the lands to the south. The only known way through the Shift is via the Iron Lock.

## Settlements

* Cairnwell - A larger settlement located in the Groveland Woods and sealed off from the outside world by the druid Zythra.
* Cask - A village which was home to Bulwark. Its inhabitants are known for their brewing.
* Dryvault - The current main outpost and the only known "safe" area.

## Known Locations

* Alderstone
* Cragfall Cave
* Deadhook Fortress
* Dread Keep
* Feywater
* The Iron Lock
* Sky Summit
* Wendigo lair
Session 8x1

Session 8x1 occurred on <June 13th 2021>. The players were Ivy (Otsa), PsychoXer0 (Romeron), Theos (Skarn), and Silvyr (Valdenar). Their goal was to clear the road to Gardentop and dismantle the Rust brother's troop bridges leading from the mountains into hex 010.023

## Summary

The party left Dryvault and headed west to re-build the road to Gardentop, which they accomplished. At Gardentop they spoke with Vera, who agreed to help build glass anti-cavalry spikes.

The next day, Skarn used his magic to re-build the bridge to 008.023, binding a magical trap to its span. They were interrupted in their work by two twin-headed ogres, which were easily dispatched by Romeron and Otsa.

After sleeping overnight in Gardentop once more, the group set out towards the harpy nest in 009.022. They were able to catch the harpies unawares and Romeron trapped them with a weighted net and slew them. After looting the nest, the group made camp and slept overnight.

The following day, they descended to 010.023 and decided to pull apart the troop bridges and float the logs down to Gardentop. There they were seen and interrupted by a patrol of Iron Guard - Brothers Salvinius, Edalbern, and Balin. The party was able to slay these warriors and their mounts, and completed their dismantling of the bridges before returning to Dryvault by way of Gardentop.
Gardentop

**Gardentop** is a stronghold in the south western Gatelands that was founded during Session 4x1 from the captured Rust Brother Lodge.

## History

Gardentop was formerly the site of a lodge built by the Rust Brothers. After they were driven out by adventurers from Session 3x4, parts of it were dismantled and taken to Dryvault. An adventuring party in Session 4x1 decided to found an outpost on the ruins of the former lodge.

## Facilities

Gardentop came with some facilities already built: a fireplace, field kitchen, and dungeon. Its initial forge was dismantled and taken to Dryvault, but a replacement forge has since been built.

Using dwarven stone singing and quarried stone brought in from Dryvault, the Session 4x1 group began work on a garden, a well, and a watchtower. During their journey to Gardentop, the group also created a road that connects between this site and Dryvault to facilitate fast travel. As of Block 4, these are still under construction and will likely require two more blocks' worth of time to finish.
Dwarven Stellarium

The Dwarven Stellarium is an ancient and now-abandoned observatory of the Merromanian Dwarves. Skarn first learned of it in session 5x2 by speaking to Myrkul.

The Stellarium is atop a glacier in hex 018.025 and is said to be protected by an ancient Ice Dragon. Myrkul indicated that there is an entrance via the "hot-spring caverns" that would allow one to avoid confrontation with the Dragon.

In addition to many strange and ancient devices, the stellarium is home to a dangerous blue lichen that feeds off blood. If you touch it, it will grow on you. However, it may also help to combat the blood mist or aid in stabilizing the Glass City Machine. Can be killed with fire, if it did get on your skin it may be possible to burn off.

The Stellarium was partially explored in Session 6x5. The "hot springs" entrance in 9 meters above the ground and required a climb to enter. The first chamber you reach has 3 exits, a staircase up, a barred door and a partially collapsed hallway. The staircase leads to the domed chamber where the Dragon lairs. The barred door radiates heart "several hundred degrees" and would burn anyone trying to lift the bar. The partially collapsed hallway leads to a shrine.

The shrine is heretical, by dwarven standards, dedicated to the moon instead of Huge. A large altar dominates one end of the shrine and has markings indicating something is missing from it. Behind the altar is a map of the stars covering the entire wall. Two parallel corridors lead to the Star Forge.

Each corridor is flanked by two pairs of stature, carved from ice and depicting dwarven smiths. A thirteenth statue is situated at one end of the forge room. The forge has a large control panel to operate out. The dome above the Stellarium has a focusing lens that directs sun and star light into a water tank below the structure, creating superheated steam. This steam is then used to heat metal for forging.

A visor, gauntlets and silvered tools were found at the forge for working with the silvery blinding metal. Hurn Cracktooth has taken these to Gardentop to examine and train with them.

### Collapse:

The Stellarium is stop a glacier which is currently melting as the Raven Lands warm up. The Stellarium has 25 hitpoints and will lose d10 hitpoints after each of the 6 summer blocks. Therefore it is quite likely to collapse entirely due to glacial melting by the end of this summer.
Muddy Mole

**Muddy Mole** is the hero from the game Mole Mania.

## Overview

Muddy appears on stage and digs into the ground. He'll appear in a random part of the stage and jump up from and back into the ground and create a pitfall. Every 3rd jump out of 9 he will throw a heavy steel ball which rolls until either it falls off the stage or Muddy spawns another ball, which makes the previous one disappear. Balls reflect off walls. Muddy can be defeated, and makes Mole Mania hit sound effects.

## External Links

And universe template
Deadhook Fortress

Deadhook Fortress is located in the mountains of the central Gatelands and serves as the local seat of power for the Rust Brothers Iron Guard, allowing them to oversee the Harga plains and the Begrand Valley. This edifice is rumored to be nigh impregnable and also is the final destination for the many prisoners and victims of the Iron Guard’s actions in the valley.

During Block 1, a group of refugees who had been incarcerated at the fortress managed to make their way out; they headed southwards and to the east, eventually ending up in the Dread Keep.

### Garrison

As of the End of Block 4, the Garrison at Deadhook is as follows, as per the testimony of Marauder conscripts who were captured/liberated.

The total strength of the Garrison is around 200 fighters, but at any time about 50% of the 12 units are on patrols.

A single unit consists of one Iron Guard (trained and armored leader) and 3d4 Marauders.

There is one Unit of Iron Guard Cavalry led by Brother Bhaalim.

There are 5 true Rust Brothers, led by High Brother Cratch.

These all report to Lord Kartarda who resides in Alderstone.
Dread Keep

The Dread Keep is a cursed fortress on the northern side of the upper Begrand Valley, located in the southern Gatelands.

## Description

The Dread Keep is an orcish hold that guards a pass between through the mountains between the Begrand Valley & The Groveland Woods; it was apparently built for wars in the time before humans entered the area, and later occupied by dwarves. The ground floor is still orcish in design but the upper areas of the keep have been reshaped by dwarves using their Stonesinging talent. During Block 2, the refugees from Deadhook Fortress have settled here, but by Block 3 they had left due to the curse that spoils cooked food. They noted that a griffin normally hunted near the keep, but was apparently spooked away by the Sybillant Hydra. The griffin was apparently dispatched by Session 3x2

## Features

* An altar to a demon known as the dark enemy
* A huge door leading further into the keep (and presumably through to the Groveland Woods) held closed by magic that has now been corrupted by the dark enemy
* The site is cursed, in that food cooked in the surrounding area (hex) immediately spoils. It is though that there may well be other curses.
* The Keep guards a pass that connects the Begrand Valley with the Groveland Woods to the north, and was designed to prevent this exact passage.
* The Keep's dwarven markings imply it was reshaped by the Meromannian Clan, a clan of dwarves all to the north and south of the area of the currently revealed map east of the Begrand Valley (as of Block 2).
* Mez's research suggests there must be passages beneath the mountain from the keep itself and other hidden access areas that, if found, treat this mountain hex as though it's a grasslands hex for movement purposes.
Капурец

**Капурец** - культовый салат из **Универа (4)**, который известен и часто потребляется студентами, особенно в столовой.

Он создан по рецепту **Уинтер**, и известен на данный момент лишь трём людям: **Уинтер Валентайн**, **Виктор Долишний**, **Артур Пистолетов**.

Оригинальный рецепт таков:

1. Промыть огурцы и нарезать их небольшими кусочками, полукругами.

2. Нашинковать капусту соломой, не забудьте её помыть перед этим.

3. Кольцами нашинковать лук, также помыв.

4. Высыпаем всё в миску и добавляем по желанию соль, соевый соус, масло и т.д.
Osric

Osric at the start of his time in Dryvault.

Osric is an adventurer.

## Description

Osric is a young man with haunted eyes and a crisscrossing of old scars. He says little, but in his first expedition has earned a reputation for charging headlong into the fray against monstrous enemies. His Living Coral Armor that encases his body and is fed by blood.

## Dark Secret

I was an initiate of the Rust Brothers, and even after they left me for dead I still think of going back.

## Trivia

When he was training as a Rust Brother, Osric always wanted to be a Death Shepard. His dream was to go between towns and drive out the restless undead to keep the faithful safe.

Osric was alone when he came to Dryvault, and Bea was the first person to be nice to him. He now feels the need to help her with whatever he can.
Wolfstone Redoubt

**Wolfstone Redoubt** is a dwarven community in the far northeast of the Gatelands, first mentioned by Glain the Peddler. It was said by Glain that the dwarves of Wolfstone regularly talk about retaking their ancestral home at Wailer's Hold, but that this year, they are actively asking for heroes to go out on a scouting mission of the site.

Currently (as of 5x2) Wolfstone Redoubt is an unruly boom-town populated by all sorts of adventurers and mercenaries but principally by four clans of dwarves. These clans quarrel constantly and there is no clear leader. These clans are:

* The Merromanians. The original inhabitants of Wailer's Hold, they have asked for aid from the other clans to retake it. They populate the Rockwick quarter of the city
* The Belderandians. They are the dwarven 'nobility' and the chief priest of the Temple of Huge is of this clan. Their quarter is called Rockcairn.
* Canides. Their quarter is known as Stonestead.
* Crombes. Their quarter is known as Rockbridge.

The settlement has many other amenities including markets, a Temple to Huge, and an Inn open to travellers known as The Grumpy Lantern run by an elven priestess of Flow named Mara.

## Dwarven Relations

In an effort to encourage the other clans to help, the Merromanians have invoked the dwarven Rite of Invitation. The Rite of Invitation states that each clan will be given control of a portion of Wailer's Hold commensurate with the glory they earn in battle. While this has brought in support from the other clans, each clan now competes in strength to earn a dominate portion of the Hold as spoils.
Wendigo

The wendigo was a supernatural undead monster first encountered in Session 1x4 on hex <015.024> of the Gatelands during a snow storm. When encountered, it was apparently preying on the group of refugees that was traveling outside of Dryvault at that time. In appearance, the wendigo was roughly human/orc sized, with unnaturally long limbs tipped with claws, a thick hide that served as armor, fangs, and a crown of sharp antlers. Its long reach gave it advantage in combat, but it was also jointed in such a way that it could readily claw creatures adjacent to itself.

### Combat

In combat, it was observed using devastating claw attacks, supernatural control of local winds and extreme low temperature, and a charging gore attack with its horns. It appeared to be driven by insatiable hunger, and might possibly be distracted with food. It focused its attention on fallen party members. It was very strong, fast and hit hard; defeating the creature took considerable effort. If encountered again, they should be treated as very dangerous. Incidental treasure was found within its corpse.

Wendigo lore indicated that they are solitary monsters normally encountered in the Bitter Reach, a frozen country far the north of the Ravenlands. There was no indication as to why this creature was so far out of its normal range, or if there are more similarly misplaced. They normally keep lairs near their hunting grounds, so a wendigo lair is likely to be found in hex <015.024> or nearby. It is unclear as to what might be found within their lairs, and explorers looking for the lair would be advised to be very cautious.
Tolgyrd

## Abilities

### Talents

Path of the Shield (rank 1), Sword Fighter (rank 3), Defender (rank 3), Smith (rank 1), Dragonslayer (rank 2), Melee Charge (rank 1), Path of the Blade (rank 1)

### Key skills

Melee, Might, Endurance, Crafting

Tolgyrd is a dwarven adventurer. Trained as a warrior of the Iron Dogs clan, he specializes in a defensive sword style. After saving Esroh from a wendigo attack, he earned the nickname "The Boulder." After slaying the Wyrm in the Stellarium during Session 7x5, Tolgyrd became the possessor of Gugnir, the star-light sword.

## Description

Tolgyrd is an adult nearing his elder years. He has salt & pepper swept back hair, with a full dwarven beard to match. An old scar runs from his right temple down to his jaw. On his left cheek is a fresh puncture scar from a wound sustained during combat with a wendigo. Tolgyrd wears his weapons and armor wherever he goes, as is customary with the Iron Dogs.

## Pride

Tolgyrd is an unyielding force on the battlefield.

## Dark Secret

"Tolgyrd will put his clan's interests first, even at the cost of others."

Tolgyrd lost his brothers in the Blood Mist during his younger years, and this event shaped his outlook on the world up to this point. Upon connecting with the Canides stationed in Wolfstone Redoubt, Tolgyrd's sense of duty has been re-ignited.

## Sessions Played

Session 1x4
Session 2x5
Session 3x4
Session 4x4
Session 5x3
Session 5x6 Session 7x5

1. ↑ Session 5x6
Valdenar

## Abilities

### Talents

Chef 1, Path of the Holy Vow 2, Path of Fate 3, Pack Rat 1, Sword Fighter 1, Defender 1, Fearless 2, Mlee Charge 1

### Key skills

Manipulation 3, Insight 3, Sleight of Hand 3, Melee 1.

Valdenar is an adult Ailander who arrived at Dryvault in the guise of a Peddler. He clothed himself in travel-stained rags which covered every inch of his body and carried a heavy pack full of junk. Unbeknownst to the others in Dryvault, this identity was a disguise meant to conceal both the horrific scars of Valdenar's traumatic encounter with the Blood Mist and his association with the Raven Sisters.

In his second outing from Dryvault, Valdenar's traumatic past came back to haunt him when the Blood Mist came upon the group's camp one night. Paralyzed by fear, he was saved by the heroic actions of Romeron. In the aftermath, Cigfran also caught a glimpse of the physical scars on Valdenar's body.

Valdenar was forever changed by an encounter with the treant Rhodendor, who nearly killed the group when they tried to visit the sealed city of Cairnwell. Reeling from the Treant's fearsome roar, Valdenar's companions snapped him out of his daze and he was able to beg for mercy. Valdenar was given the opportunity to repent. Not knowing what this would do, he accepted in hopes of a chance for redemption.

As a result of this, Valdenar has been changed forever from a Peddler to a Champion, and has sworn a vow of fealty to Raven. He was granted by Rhodendor the weapons and armor needed to carry out his Destiny and returned to Dryvault a new man.

As of Springrise (Block 4), Valdenar was able to cleanse the Tomb of the Elven Queen with the aid of his companions and a glass device fashioned by Vera to focus sunlight.

In Springwane, Valdenar met Sister Frithwn, who told him his path will take him eventually to Pelagia, where Raven first led humans to the Ravenlands.

## Description

Valdenar is a man of average height and build. He walks and speaks as a man with purpose and pride, and wears strange-looking armor.

Before his encounter with Rhodendor, Valdenar's true height was difficult to ascertain as he was usually bowed under the weight of an immense amount of stuff. He wore layers of dirty and tattered clothing which covers his body and his hooded cowl covered much of his face.

## Pride

*I am the Acorn. I have sworn to suffer for Raven. I will return to where it all began.*

As a result of his encounter with Rhodendor and his choice to **repent**, Valdenar has a new Pride which represents his Vow to Raven. This Pride cannot be forsaken or lost in the usual way.

## Dark Secret

I have consumed the seeds of Rhodendor, and it lies within me still.
Aziza Dustgazer

Aziza Dustgazer is an old wolfkin peddler, who approaches the marketplace with all the tact & subtlety of a fang-based vivisection. They retired to become a non-player character merchant in Dryvault at the end of Block 2.

## Merchant inventory

Aziza currently has a variable amount of items in their inventory.

* Trade Goods: d8
* Melee Weapons: d6
* Ranged Weapons: d6
* Shields and Armor: d8
* Clothes: d6
* Tools: d6
* Raw Materials: d6
Session 5x1

Session 5x1 occurred on 3 Apr 2021. The players were Arkanjil (Aldieth), Nordin (Otzi the Builder), ThatGuySteve (Hurn Cracktooth), Artemis (Haunt) and Ghost (Harlac Wayfinder). Their goal was to (goal).

## In-character tales

### Hurn's Tale

A strange tribe I've joined in Dryvault. After a few weeks making and mending and and armour I joined a warband headed North.

We blooded ourselves not far from Cragfall, slaying a giant crab beast, then feasted on its flesh. A strong band. I'm glad I have joined them. The crab shell will be useful too.

We made our way past Cragfall into a forest full of kobold taps before arriving at Ravenshrine. A weak tribe, harassed by the kobolds, they have struggled to build their settlement. We spent many days gathering stone from Cragfall, building for them and guarding them from raiders. Perhaps our help will make them strong enough to survive. During one of the kobolds raids, their chief sought me out to prove itself. It was quick on its feet, but once I landed a good strike it lacked the fortitude to last much longer.

Our return to Dryvault was uneventful but for the satisfaction of a home to return to. This tribe is young and strange, but full of strength and courage. I am glad to be here.
Otilar

Otilar God-marked is an adventurer. She was captured and nearly killed by Rust Brothers a year ago but escaped through a set of coincidences so bizarre, she's convinced a god was looking out for her. Setting off from her people, she is determined to seek out the lost gods of the orcs to pay them thanks.

## Description

Otilar is small for an orc, and has a habit of worrying her upper lip with her tusks when she's worried. She is relatively quiet, a taciturn speaker more used to spending her time outdoors rather than around the company of other kin.

## Pride

I can survive in the wilds for weeks on end.

## Dark Secret

 I'm convinced my escape has left me in debt to a god, and I'm desperately trying to figure out which one so I can settle my debt before they come calling.
Myrkul

Myrkul is a greatly feared dwarven sorcerer who currently resides in Dryvault. Refugees traveling outside of Dryvault strongly believed that he was a servant or ally of the Rust Brothers, although they are currently enemies of each other.

While rarely interfering in local affairs, he chose to speak with Session 1x3 during Block 1. He was concerned that the Rust Brothers are preparing for an attack on Dryvault, and asked adventurers to seek out a white haired Raven Sister called Blood Beak, who lived among the druids in the Groveland Woods. He also asked that the adventurers retrieve the Book of the Eye for him, in order to increase his power. He granted permission to fortify Dryvault as best as could be done, in preparation for an attack by the Rust Brothers. He also offered to convert any corpses into equivalent building materials we could use in our endeavors.

## Abilities

Myrkul has access to necromantic abilities and blood magic, and uses his power to keep the Blood Mist at bay from Dryvault. Locals say that he was the one who carved out all of the chambers within the crystals at Dryvault. He is known to keep some manner of organic engine that can create construction materials from corpses, and extremely horrifying noises have been noted coming from his tower at odd times.

He has used his powers once, to repel a Rust Brother assault that occurred between blocks 1 and 2.

## History

Myrkul is infamous in the area for his necromancy. The Raven Sisters of the Groveland Woods seem to have a history with him, claiming that Myrkul is not the necromancer’s true name, and that he is responsible for abominations in the local area such as handwolves. He may have previously worked with the Rust Brothers prior to a falling-out.

The Raven Sisters also claim that the adventurers would be better off settling in Deerscar Hamlet, away from Myrkul's influence.

1. ↑ Session 3x5
Aldieth

Aldieth Farwalker is an adventurer.

## Description

Aldieth wandered into Dryvault in the early days of the gathering, emaciated but cheerful, with many songs but little recollection of where he'd come from previously. Initially he was eager to explore the world around the village with his new compatriots, and to render aid & comfort where he could, but as more adventures have been carried out, he has become a self appointed member of the chroniclers of the adventures. Tell him your story and he will add it to their work.

Wish List:

Sling
Weatherstone

Weatherstone is the long lost castle fortress of King Algarod the Cruel, said to be somewhere within the Begrand Basin of the Gatelands. Legends say this site was the base from which King Algarod rallied his forces against the demonic hosts of the sorcerer Zygofer during the Alder Wars. The king lost his life in the conflict, but the power of his rage and hatred is said to have granted him and his host unlife, allowing them to continue their fight. Some say that their undead curse was lifted and that he and his host long ago moved on to their final rest, but others say that they yet remain within. Either way, whispers still speak of his fortress brimming over with the King’s wargear.
Session 6x5

Session 6x5 occurred on 24 Apr 2021. The players were ThatGuySteve (Hurn Cracktooth), Xeale (Gambas), PsychoXer0 (Romeron), Silvyr (Valdenar) and LaurenDanger (Bea Naturalis). Their goal was to head to the Dwarven Stellarium.

## Summary

The group began in Wolfstone Redoubt. There, Bea was able to return an artifact of great importance to the Surtur clan of Belderranian Dwarves, placing them in her debt.

The group set out towards the Stellarium, camping overnight in hex 018.023. There they found a rare tree that grows only in spring and has a lifecycle of a couple weeks. They gathered many of the tree's "Fortune Blossoms". The next day, they made it to the glacier and the Stellarium. Following a steaming river, they climbed up into a hole in the side of the glacier where the water flowed out. Here, Valdenar was able to collect some of the dangerous Blue Lichen.

Within the Stellarium they found the great Star Forge, which harnesses geothermal hotsprings super-heated by focused starlight to create wonders such as the ancient blade Grugnir. They also found the bodies of ancient dwarves and recovered the scabbard for that very same sword, along with tools for use in the forge. The party was able to locate the Dragon within the main chamber of the Stellarium itself, sleeping on a pile of treasure. The dragon is nearly invisible in the glittering light and radiates cold, and the chamber itself is blindly light except at night.

Hurn determined that the forge would soon collapse due to the melting glacier. In addition, the activation of the forge would likely alert anything nearby and possibly trigger small seismic events. If the forge is to be used, it will most likely need to be done before the end of summer, and the dragon will need to be slain for safety. Having learned all this, the party returned to Dryvault to speak with Myrkul. He informed them that bringing the lichen and the blood mist to Vera and starting the Glass City Machine with them simultaneously would - probably - work.

## In-character tales

### Hurn's tale

*Hurn sits obsessively polishing a set of silvered smith tools, mask and huge gauntlets*

"The Stellarium is a wonder of engineering. It will require a great deal of study, but once I have unlocked its secrets... such wonders will I make!

The great dome which rises above the glacier captures starlight or sunlight and focuses it to heat water into super heated steam. This is what the dwarves used to forge their great weapons. The possibilities of what could be done with the forge are unimaginable. But the glacier melts and the whole structure is in danger.

The Dragon which lairs there must be slain. With these tools we recovered I will forge such a weapon that can pierce even the mightiest scales of that beast."
Troll

Trolls are huge semi-intelligent creatures who dwell in mountains. Trolls have their own speech and can potentially be bartered with, but they are mostly interested in eating whatever they can. In Session 4x5 a group encountered a troll so engorged that it resembled a boulder. It is also known that hex 009.024 is inhabited by a great many trolls.

In session 5x3, the party encountered a troll working with kobolds, suggesting some degree of inter-species co-operation. However, the presence of demonic influences means that this is not confirmed.

### Combat

Trolls are able to throw rocks and also are able to grab enemies at Arm's Length and throw them at other enemies who are Nearby. They are weak to sun (unknown effect). They have thick hides (4 armor) and regenerate their wounds over time (exact effect unknown). They produce a terrible stench causing any enemy within Arm's Length to take one automatic point of damage to  **Agility** at the start of the troll's turn.
Romeron

Romeron is an adventurer, and is part of the dwarven clan Canides, also known as the Iron Dogs.

Romeron was born in Stonegarden 74 years ago and has served with his clan the Canides since his early youths. Romeron loves to fight, Rust Brothers are his personal favourites.

Romeron had a disagreement with his kin in Stonegarden about how to handle the humans. The other nobles decided to make alliances and Romeron was against such pathetic thoughts, they should fight alone with dwarves not with other races like some weak willed human kin. The disagreement ended with a fight which Romeron lost and was thrown out of Stonegarden for going against the King & Queen's will.

For the last 7 years Romeron has wandered around the lands and has now reached the southern wall and Dryvault, only to find himself now doing the same thing he fought against years earlier, allying with other Kin...

## Description

Romeron has a braided red beard that has slowly started lose some of its colour. His hair long a ndhas its blood red colour to it still with a few gray hairs poking out of his braided ponytail. Romeron's main feature is his stocky wide body with muscular arms wide as tree trunks. He has scars for old and new battles all across his body but even though he has aged he still has an intimitading appreance as to be expected from a member of the Clan Canides.

## Pride

My clan are the greatest warriors in the land.

## Dark Secret

My hatred towards Rust blinds me from reason towards their followers.
Groveland Woods

The Groveland Woods are a large forest in the eastern Gatelands. It is thought to be a stronghold for both Druids and Raven Sisters, among others.

The Grovelands are lush and dense, full of wildlife and vegetation.

## History

In the past, the followers of Raven called this forest the High Wilds. This region was sacred to the Huntress, an old aspect of Raven that is currently considered heretical by the Rust Brothers .

The forest's current name comes from invading humans, who dedicated the forest as a grove to Heme.

## Known Locations

* **Cairnwell** (Hex <018.022>) A druid hamlet deep in the forest, warded with very strong protections.

1. ↑ Session 2x7
Session 7x7

Session 7x7 occurred on June 6, 2021. The players were SidewinderMe (Fisz), Hakuin (Morradin), Nordin (Garathon), Gareth (Dalius), and Silvyr (Valdenar). Their goal was to reinforce Gardentop and scout Lasttown.

## Summary

The party went first to Gardentop where they helped Otzi re-build the destroyed watchtower and re-plant the gardens.

They then rode out to the north-west to scout Lasttown. Tolgyrd's bridge across the river collapsed when they crossed it, having been weakened by Rust Brother sappers. The party advanced to hex 7.022 where they were able to spot a wooden bridge across the river into 006.022, defended by a palisade and watchtowers manned by Misgrown. In the distance they could see the Misgrown settlement of Lasstown which is a defensible walled city on a hill.

The party laid in ambush for undead workers who were attempting to construct a road from Dead Hook to the bridge. They slew these undead just before riders on horses from Lasttown saw them. Dalius was able to chase down one of the riders and slay it, but the other three fled north-east. Too slow to give chase, the party returned to Gardentop.
Gods

The Gods of the Forbidden Lands are various powerful deities worshipped by all the kin of the realm. Different gods tend to attract different followers split along kin lines, though cross-kin worship is not unknown.

## Human gods

There are multiple interpretations of the human protector-gods. They all share a basic origin: that there are two, one taking the form of a serpent carried by a raven, who led the way across the ocean towards the Ravenlands.

### Rust and Heme

Rust and Heme are the husband-wife deity of the Rust Brothers. Rust, in the form of an iron raven, bore his wife Heme, in the form of a wooden snake, to Ravenland as protectors of humankind. Iron, and the material world, represents strength and might while wood and the natural world represents life and disease.

Rust and Heme are worshipped almost exclusively by humans, and specifically by settlements and groups allied with or under the control of the Rust Brothers. Since the Rust Brothers practice human sacrifice as part of their worship of Rust, this makes followers of Rust and Heme unpopular.

### Raven

Raven's adherants believe that Raven was the true god of humanity and the serpent a holy servant of Raven. Worshippers of Raven are considered heretics by the Rust Brothers, and vice versa. The Raven Sisters are a religious order that aim to help the settlements they encounter. The Raven Church is also respected by elves and Elvenspring, even if they themselves do not worship Raven.

#### The Huntress

A very old name for Raven, worshippers of the Huntress are mainly concentrated in the Groveland Woods, which used to be called the High Wilds and were holy to the Huntress. Worshippers of the Huntress are considered heretical by orthodox adherants of Raven.

### Wyrm

Wyrm's followers hold that the snake was the true god while the raven that bore him aloft was holy but not truly divine. Worshippers of Wyrm are organized by the Congregation of the Serpent, whose leadership is currently divided.

### Horn

Horn is a fire god, represented by an active volcano, worshipped by the Aslene.

## Clay

Clay is held to be the sexless creator of the world. Clay is a popular deity for druids and elves.

## Flow

Flow is a water goddess, worshipped by elves and Elvenspring.

## Huge

Huge is the dwarven god of creation and crafting.

## Eor

Eor is a moon goddess of trickery and deception, worshipped openly by goblins and in secret by halflings. She is held to be the creator of both goblins and halflings.

## Orcish deities

Orcs have no deities of their own. According to Orcish custom, they were taken from them by other kin.
Cragfall Cave

The Cragfall Cave is an adventure site in the central Gatelands, first discovered by Session 2x1. It is a multi-hex complex of caves and tunnels. After the events of session 3x3, the cave system collapsed in on itself, causing this lair and entire hex to be impassable until further notice. The former primary cave entrance is now considered a ruin.

## Recent history

The cavern system was notable for containing many treasures, largely silver. It was guarded by a Demonic Lantern Wyrm, though that was slain in the same session as the cave's discovery. Session 2x4 managed to explore the cave further by stonesinging a stair into being that allowed for easier access, but they also inadvertantly awoke an undead dwarven knight named Jasna, who preceded to chase them away.

Session 2x6 returned to the cave a third time, and was told by Jasna that the cave and the treasures within were claimed by the knight, and that she wanted the stone singer who had awakened her to return, to help her seal the tomb from the inside.

1. ↑ Discord message from Eric.
Signup etiquette

Some conventions we agree to as players of the Forbidden Marches game.

1. The model is “Two sessions, per player, per block". If there are an excess of open slots, then players may take a second session slot as availability dictates.
2. Newcomers or those who did not play last block get priority.
3. Players need to decide for themselves what they're going to do together - use the planning pages or Discord to do so.
4. People who drop out of a session are responsible for contacting folks on the waitlist for the session they have just left.

Schedule slots for the following block are announced during the current block. Etiquette dictates you do not formally sign up for the following block sessions until at least after the Retrospective. Sessions are expected to run for about 4 hours.
Shrine of the Elf Queen

The Shrine of the Elf Queen is an earthen barrow on the outer edges of the Groveland Woods, in the northeastern Gatelands.

## Description

The memorial consists of a large barrow with intricately carved stones around the edges and on top. Almost all of the original exterior carvings have been defaced, apparently by the Sisters of Heme. There is a large stone door on the northern side of the barrow that is heavily defaced. The door appears to have been magically sealed within the last half century or so. There is also a depression in the southwestern area along the top, which could be dug through for an alternative entrance to the barrow.

## Adventuring History

During Session 3x5, the party dug into the barrow via the top but were immediately rebuffed by a continuously rising plume of Blood Mist. The mist was dispersed immediately in sunlight, revealing the chamber floor eight feet below. A quick glance into the chamber revealed intricate murals on the walls, a boat and other equipment (likely burial gifts), and a door to an apparent antechamber towards the northern entrance. The Blood Mist emanated from under this door. The breach was resealed to prevent the mist from spreading after sunset.

## History

Long ago, an elven queen who was also a revered druid set out questing for a powerful magical mace, which was alleged to be hidden away beneath a body of water. She dedicated her life to this search and never returned from her travels. The barrow was initially raised as a shrine dedicated to the memory of her, and  contains an ancient elven boat, as well as supplies such as were used for her journey. The frescoes within and around the shrine detailed her life and story.

Some time after, Raven Sisters began venerating and paying tribute at the shrine, but more recently, the Sisters of Heme moved to defile the site while also desecrating the carvings. They ultimately attempted to perform a foul summoning ritual here, but forces of the Raven Sisters  attacked and sealed the Heme adherents within the shrine. Undeterred, the Sisters of Heme still managed to complete their ritual, summoning a pair of bloodlings, as well as filling the shrine with Blood Mist.

These Bloodlings were killed in Session 4x2. A more thorough exploration of the Tomb room revealed an altar in front of the ship one which gold and silver coins (related to phases of the moon) had been placed. There was also a slot for an elven gem - a sign that the Tomb was made for the Queen *in absentia*. A more thorough search of the walls and ship revealed little else. The adventurers took the coins, reasoning that the unsealed shrine could now be entered by any passersby. Aravor Enfiel swore an oath to eventually return the coins once the shrine is fully restored, and to carry on the quest of finding the mace.

1. ↑ Session 3x5, via Aravor's True Sight and Visions of the Past.