Some of the general lore is as follows:
Lands and Major Landmarks
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The Wandering Archipelago: The remnants of a continent that was destroyed in a great cataclysm thousands of years ago.The islands now literally float around the ocean, buoyed up by the remains of the magic that ÔÇ£createdÔÇØ them in the first place. As the magic wanes over time, some of the outer islands occasionally sink or run aground revealing the strange undersea worlds that have formed on the undersides of the isles.
The islands form two primary bands: the outermost ÔÇ£Drifting IslesÔÇØ are prone to unusual events, but are still relatively normal while the innermost ÔÇ£Lost IslesÔÇØ are much stranger and more dangerous to casual visitors.
Because they are in constant motion and magical forces are somewhat tricky, travel to and between the islands is largely random. Most people who choose to live there tend to be pretty easy-going. The islands also attract all kinds of magic-workers, all keen to study the powers trapped in the isles, and a renowned University is situated in the Drifting Isles. Because the islands are mobile and weird, they tend to have rather descriptive names since no-one can ever be completely sure which name attaches to which isle. Even then, mistakes frequently happen.
Duskald: The western continent is the ancestral home of the Dwarves whose primary realm extends deep beneath the Dragonsback Ridge. Their coastal settlements enable trade with the rest of the world and produce other goods to supply the Kingdom of Hammarstrand. The inhospitable wildlands to the north are considered highly dangerous and are rarely travelled.
Wesmark: Contains numerous human / mixed-race settlements that mainly take advantage of the continent's bountiful coasts and mineral resources. The largest city is Seahaven which benefits from its highly defensible location, and because it is the easternmost non-mobile landmass which makes it a valuable trading port. Trade through the port is highly seasonal however, and depends on calm conditions to make the crossing through the Devil's Cauldron feasible. Conditions are largely temperate / cold. The southern wastes are permanently cold (tundra).
Estermark: A pleasant continent, Estermark's warm / temperate climate makes it a popular place for humans and halflings to settle, with fertile soils sustained by the many rivers. Creetown, Barrmouth, Salton Cove and Erinston are the major cities of the continent and are highly wealthy. Thieves, smugglers and politicking can be found in abundance here.
In the north, the twinned towns of North and South Kingswalk mark the ends of the "Long Bridge"; an ancient miracle of engineering crafted by dwarves, gnomes or wizards (depending on who you ask). The bridge forms a convenient link between Estermark and Caero, and still provides a trade route with the elvish town of Rhul.
Caero: The majority of this hot continent is covered by ancient forests, with the Gorgon's Head Swamp lying to the north. The vast swamp is a wild and dangerous place, filled with wild monsters, lizardfolk and whispers of dragons. It is also rumoured to contain the ruins of ancient, long-lost civilisations, that are (of course) brimming with treasure and undiscovered wealth.
Small communities of wood elves, druids and dragonborn still inhabit parts of the ancient forest, and it is rife with magic. Small enterprising groups have attempted to set up trading posts through the woods, and rely on the many waterways to move their cargo to the Highland settlements in the south and along the coast. Traders who risk travelling further into the woods typically return with bizarre tales of a sentient forest, strange creatures and fantastic treasures or fail to return at all.
The great high-elf cities of Caelthor and Maesmenor are found here, but little is known about them. All contact with the elves is conducted via emissaries who live and work in Rhul, and no recorded contact has been made between elves and other races for centuries.
The islands form two primary bands: the outermost ÔÇ£Drifting IslesÔÇØ are prone to unusual events, but are still relatively normal while the innermost ÔÇ£Lost IslesÔÇØ are much stranger and more dangerous to casual visitors.
Because they are in constant motion and magical forces are somewhat tricky, travel to and between the islands is largely random. Most people who choose to live there tend to be pretty easy-going. The islands also attract all kinds of magic-workers, all keen to study the powers trapped in the isles, and a renowned University is situated in the Drifting Isles. Because the islands are mobile and weird, they tend to have rather descriptive names since no-one can ever be completely sure which name attaches to which isle. Even then, mistakes frequently happen.
Duskald: The western continent is the ancestral home of the Dwarves whose primary realm extends deep beneath the Dragonsback Ridge. Their coastal settlements enable trade with the rest of the world and produce other goods to supply the Kingdom of Hammarstrand. The inhospitable wildlands to the north are considered highly dangerous and are rarely travelled.
Wesmark: Contains numerous human / mixed-race settlements that mainly take advantage of the continent's bountiful coasts and mineral resources. The largest city is Seahaven which benefits from its highly defensible location, and because it is the easternmost non-mobile landmass which makes it a valuable trading port. Trade through the port is highly seasonal however, and depends on calm conditions to make the crossing through the Devil's Cauldron feasible. Conditions are largely temperate / cold. The southern wastes are permanently cold (tundra).
Estermark: A pleasant continent, Estermark's warm / temperate climate makes it a popular place for humans and halflings to settle, with fertile soils sustained by the many rivers. Creetown, Barrmouth, Salton Cove and Erinston are the major cities of the continent and are highly wealthy. Thieves, smugglers and politicking can be found in abundance here.
In the north, the twinned towns of North and South Kingswalk mark the ends of the "Long Bridge"; an ancient miracle of engineering crafted by dwarves, gnomes or wizards (depending on who you ask). The bridge forms a convenient link between Estermark and Caero, and still provides a trade route with the elvish town of Rhul.
Caero: The majority of this hot continent is covered by ancient forests, with the Gorgon's Head Swamp lying to the north. The vast swamp is a wild and dangerous place, filled with wild monsters, lizardfolk and whispers of dragons. It is also rumoured to contain the ruins of ancient, long-lost civilisations, that are (of course) brimming with treasure and undiscovered wealth.
Small communities of wood elves, druids and dragonborn still inhabit parts of the ancient forest, and it is rife with magic. Small enterprising groups have attempted to set up trading posts through the woods, and rely on the many waterways to move their cargo to the Highland settlements in the south and along the coast. Traders who risk travelling further into the woods typically return with bizarre tales of a sentient forest, strange creatures and fantastic treasures or fail to return at all.
The great high-elf cities of Caelthor and Maesmenor are found here, but little is known about them. All contact with the elves is conducted via emissaries who live and work in Rhul, and no recorded contact has been made between elves and other races for centuries.
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A relatively small pantheon of gods are worshipped throughout the world, though many (particularly on Caero) prefer to worship animal and elemental spirits directly. Direct contact with the gods has not been recorded for centuries, and so all that is known of them and their teachings has been passed down through oral and written accounts and tales.
The primary "Good" pantheon consists of:
The primary "Good" pantheon consists of:
- Avandra, goddess of change and luck (popular with risk-takers and the unlucky) - Chaotic Good
- Corellon, god of magic and the arts (popular with wizards and bards) - Chaotic Good
- Kord, god of strength and storms (popular with sailors) - Chaotic Neutral
- Pelor, god of the sun and agriculture (particularly popular in Estmark) - Neutral Good
- Moradin, god of creation (popular with dwarves) - Lawful Good
- Raven Queen, goddess of death (not exactly popular, she is nonetheless revered) - Lawful Neutral
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This is a pretty high-magic setting; wizards and their kind are widespread (if rather rare) and natural magic occurs throughout the world. The Wandering Archipelago is the most magical part of the world, and is fuelled by chaotic, wild magics.
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- You have 2 rooms booked at the Dancing Minstrel Inn for 1 week (Market Square, Hightown)
- You own "Deliveries and Delvers - 5 Experts" on Morningstar Crescent in the Common Quarter, Hightown. It needs a bit of work, but it'll be fine.
- The Rivership Iskast has returned to Hightown, with the pilot killed and crew missing. The council are offering bounties for any information relating to the reptilian creatures believed to be responsible; for the return of Leia Morley and her family (dead or alive); and for any proven kill.
- Kal, Korrik, Darruk, Gwen, Mehriv: Some woman got her purse stolen in Market Square. She'd like it back, and is staying at the Greenvine Guesthouse across the river.
- Syli: Followed a pickpocket and was told to leave a "suitable offering" to Avandra if she ever wants some work.
- Gwen scared a rooftop kid by telepathically warning them to be careful.
- Korrik took a strange gold coin from a dead man in the street, who Gwen and Darruk believe was murdered. Thanks to some information from the Butcher's Boy, they think he may have been part of a group who are staying at Salty Jack's Inn on the outskirts of town.
- Gwen: Met a young couple heading upriver to the Whitford Outpost early on Day 2.
- Gwen and Mehriv repaired the General Store's noticeboard.
- Korrik met Otho Greenbottle in a bar in town. He is the new General Manager for D&D5e.
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- Holm: Your conveniently-out-of-town realtor
- Bren Oakfast: Owns the Dancing Minstrel Inn (Market Square, Hightown)
- Sam Oakfast: Brother to Bren (Hightown)
- Felix Mudthistle: Proprietor of the General Store (Market Square, Hightown)
- Thaquorel: Black Dragonborn guard; works at the swing bridge on the outskirts of town.
- Esta: Korrik's criminal contact in Hightown.
- Ramscit: Radiant Father at Pelor's Temple (Temple District, Hightown)
- Lani: Radiant Mother at Pelor's Temple (Temple District, Hightown) - Was busy with urgent business when Kal visited.
- Grey Sisters: Servants of the Grey Lady (goddess of Death).
- Butcher: Local "leader" perhaps? Lives and works in the Common Quarter near the bordello.
- Butcher's boy: Works for the butcher and occasionally moonlights at Salty Jack's Inn.
- Otho Greenbottle: A very excited halfling who is looking for work and a trade sponsor to the Merchant's Guild. He has pinned every single one of his hopes on D&D 5e providing that opportunity for him.
- Malcolm Larkhall: Head of the trading family. Apparently keen to build status in Hightown.
- Calum Larkhall: Malcolm's son.
- Xetara: An exotic looking woman who was apparently found lost in the jungle. She has been taken in by the Larkhalls. Korrik noticed she was wearing a highly valuable armband during the council meeting.
- Frul (gnome) and a half-orc: Hunters sent to deal with a gnomish "shapeshifter" druid for raiding camps and messing up hunts. Met during the Honey-Thief quest. Frul apparently has a lover named M who may be pregnant with his child (gasp!!)
- The honey farmer: Dwarf. Has two sons and lives on the outskirts of town where he makes mead.
- Raini Ambershard: Captain of the Gloriana riverboat. Represents her father on the Council.
- Valeria Morley: Council representative / Leia's mother.
- Dorral Morley: Valeria's husband / Leia's father.
- Alain Valletort: Represents his family on the council.
- Tom Greyville: Represents his family on the council.
- Espen Redvers: Represents his family on the council.
- Elise Carew: Represents her family on the council.
- Norburn Ridgeway: Represents his family on the council.
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- Morley / Iskat
- Valletort / Navarin
- Greyville / Valdivia
- Redvers / Maru
- Carew / Acadia
- Ambershard / Gloriana
- Ridgeway / Flynderborg
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- Spare key (taken from the Rivership Iskat, and currently hidden in the outhouse at the store)
- Bag of jewelery (not identified; value unknown)
- Silver Bird statuette (partially identified; magical; likely an enchanted messenger bird)
- Broken arrow (not identified; engraved with runes and the sign of a tree and two dragon heads)
- Gold coin (not identified; engraved with a tree on one side and a dragon's head on the other)
- Love letters between F and M (Sentimental value only)
- Cloak [Unidentified]
- Marked dragon scale
- Vial of black dragon blood
- Slick gloves & apron (8)
These are definitely infused with some kind of magic, but the pair aren't able to easily determine what it might be. Merric gets a bit more of a hint about the gloves properties when he puts them on and suddenly finds himself utterly unable to hold anything in his grip. After dropping the spools of thread four or five times, he takes them off. - Eight pools of fine thread (18)
Kal is a big help here, and almost immediately identifies the thread as natural spider silk, that has somehow been stripped of its stickiness and glue. What's left seems to be a very high-quality product. - Spider shackles [fit on small-size creatures] with key (9)
These are strange. The markings on them seem to certainly be arcane in nature, but book learning really isn't either of your strong suits, and you're not able to get a good read on what the markings mean. Merric thinks one of them might mean "lock", but Kal is quick to point out that that seems redundant on a set of shackles. - Six unmarked potions plus a nearly-empty Demijohn of more pale-blue potion (21):
A quick sniff of the blue potions, and Merric quickly recognises the characteristic aroma of a Potion of Slipperiness. The demi-john contains more of the same. The thick white potions are a bit of a mystery, but it seems that they contain some sort of glue, perhaps derived from the spider silk itself.
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- A dwarven farmer was having his honey stolen by an old gnomish druid woman. She is no longer a problem.
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An index list of all major updates in the game can be found in This Thread. The list doesn't include all the discussions that take place between players / NPCs or every round of battle. Saying that, it should be enough for you guys to find relevant parts of the game again and recheck what's happened, been found, or been said.
It's in its own thread now because I exceeded the 60000 character limit here, but it should sink out the way of the active games pretty quickly.
It's in its own thread now because I exceeded the 60000 character limit here, but it should sink out the way of the active games pretty quickly.