| Title | Tokens | Tags | ||
|---|---|---|---|---|
| Archibald Montgomery | 13 | ## Character Profile: Archibald Montgomery ### Description * Gender: Male * Race: Rock Gnome * Class: Wizard * Background: Sage * Faith: None #### Appearance * Eyes: None * Hair: None * Skin: None * Height: None * Weight: None #### Attributes * Strength: 8 * Dexterity: 12 * Constitution: 14 * Intelligence: 18 * Wisdom: 15 * Charisma: 8 #### Skills * Languages: common, gnomish * Proficiencies: medicine, investigation * Expertises: none ### Background Summary * Hometown: Vilamond, capital of Kingdom of Alandor. * Family: Montgomery family, notable for their adventurous spirit and mastery of arcane arts. - Parents operate "Montgomery's Mystical Menagerie," a prominent magic shop in Vilamond. * Tradition: Elder Montgomerys retire from adventuring to start businesses with their treasures and knowledge. * Magic Affinity: Specializes in Divination, with a deep interest sparked during academic years. * Motivation: Driven by the discovery of a riddle hinting at ancestral arcane techniques lost to time. * Current Goal: To uncover and reclaim the lost arcane secrets of the Montgomery lineage. ### Detailed Biography Archibald Montgomery originates from the bustling Vilamond, in the Kingdom of Alandor. Born into the celebrated Montgomery clan, he was immersed in magic from a young age, especially drawn to Divination. His family legacy includes transitioning from adventurous lives to entrepreneurs; his parents currently run the renowned "Montgomery's Mystical Menagerie." During his academic pursuits, Archibald encountered a mysterious riddle that alluded to ancient, undocumented spells created by his ancestors. This riddle has not only deepened his passion for magic but also set him on a quest to restore the glory and pride of the Montgomery family by uncovering these lost techniques. Embarking on this journey, Archibald is determined to solve the mysteries that have tantalized his family for generations, aiming to return the Montgomery name to its legendary status in the magical world. <!-- CID:65101258 --> | ||
| Ea | 49 | ## Character Profile: Ea ### Description * Gender: Female * Race: Tiefling * Class: Rogue * Background: Charlatan * Faith: unknown * Personality: Streetwise, nimble, and quick-witted. Knows how to handle herself in conversation and conflict alike #### Appearance * Eyes: Yellow * Hair: Raven black * Skin: Pale purple * Height: unknown * Weight: unknown * Features: Pointy ears, horns, and a tiefling tail #### Attributes * Strength: 8 * Dexterity: 16 * Constitution: 14 * Intelligence: 15 * Wisdom: 12 * Charisma: 12 #### Skills * Languages: infernal, common, thieves-cant * Proficiencies: stealth, persuasion, perception, deception, sleight-of-hand, animal handling, thieves' tools * Expertises: persuasion, perception, sleight-of-hand, stealth * Weapons: rapier, light crossbow, daggers * Magic: * Booming blade * Mage hand * Shape water * Thaumaturgy * Disguise self * Find familiar * Silent image * Tasha's Hideous Laughter * Darkness * Hellish Rebuke ### Background * Origins: Unknown parentage, grew up abandoned on the streets, which sharpened her survival skills. * Adventurous Life: Joined the party after being discovered in Bundinar’s laboratory. Initially an apprentice to wizard Bundinar, her training was cut short by an incident involving Bundinar's Mirror. ### Companions * Magical Companion: A white cat that can be summoned and dismissed at will, serving as an extension of herself. ### Challenges and Enemies * Past Life: Her time on the streets has led her to make some dangerous enemies within the city. ### Earlier Events of Note * Killed a Hell Hound with her rapier. ### Recent Events * Ea was freed from magical suspension by the party after being trapped by Bundinar. * Ea fought "The Bitch Queen" together with the party. They were victorious, destroying several creatures in the process including Bundinar himself. ### Current Situation * Resting up after the fight with The Bitch Queen, preparing to head out with the party. <!-- CID:122855609 --> | ||
| Bernard | 24 | ## Character Profile: Bernard ### Description * Gender: Male * Race: Half-Elf * Position: Head Butler, Von Gyllenstein Estates ### Role and Responsibilities * Household Management: Oversees the day-to-day operations of the estate, including cleaning, maintenance, and functioning of all household systems. * Financial Oversight: Manages the household budget, tracks expenditures, and maintains inventories of household supplies and items. * Event Coordination: Plans and coordinates all events and dinners hosted at the manor. Responsibilities include menu planning, decor arrangements, and managing seating protocols. * Guest Hospitality: Ensures the highest standards of hospitality from guest arrival to departure, serving as the primary contact for all guest inquiries and needs. * Staff Supervision: Hires, trains, and manages all household staff, ensuring compliance with the estate’s service standards. Conducts regular performance reviews and assigns duties. * Security Liaison: Works closely with security personnel to maintain the safety and security of the estate and its occupants. Manages access controls, monitors visitors, and coordinates deliveries. ### Skills and Competencies * Leadership and Management: Demonstrates strong leadership skills, effectively managing a diverse team and multiple household operations. * Interpersonal Communication: Excels in communicating with staff, guests, and family members, ensuring clear and polite interaction. * Problem Solving: Skilled in addressing and resolving issues promptly and diplomatically. * Organizational Abilities: Possesses exceptional organizational skills, with meticulous attention to detail. * Etiquette and Protocol Knowledge: Deep understanding of high society etiquette and cultural norms, ensuring the manor’s operations align with these standards. ### Key Functions * Administrative Duties: Handles all forms of communication on behalf of the Von Gyllenstein family, including phone calls, mail, and electronic correspondences. Manages the family’s schedule, coordinating all appointments and engagements. ### Performance and Achievements * Staff Development: Has implemented a comprehensive training classification program that has significantly improved staff performance and service quality. * Event Management: Successfully managed numerous high-profile events, enhancing the manor’s reputation for excellent hospitality. ### Current Objectives * Continually strives to improve the efficiency of household operations. * Aims to enhance guest experiences through innovative service practices and meticulous attention to guest needs. | ||
| Bitch Queen | 22 | ## Character Profile: The Bitch Queen **Type:** NPC **Gender:** Female **Race:** Unknown Fiend **Alignment:** Very Evil ### Appearance and Personality - **Physical Description:** Red skin, horns black as night, huge bat-like wings, a devil's tail whipping behind her, long sharp claws, crimson armor, eyes filled with fire - **Personality Traits:** Dominant, seductive, manipulative, hungering for souls to corrupt and consume ### Powers and Abilities - A powerful magical seduction, taking command of creatures that fail to resist her - Ability to summon fiends from the extredimensional depths ### Recent Events - Engaged in battle with the party with Bundinar Grimblebottom at her side, resulted in total defeat. The final blow were dealt by Gorfin's arrows, and she was banished back to where she came from. - With her last words she cursed and promised revenge upon the adventurers, promising that this was not the last they will see of her. | ||
| Blood Haven | 32 | ## Bloodhaven ### Description * Location: Bloodhaven, Shadowisle * Type: Harbor town * Dominant Authority: Chieftain Ulfrid Járnrisi #### Appearance * Architecture: Buildings constructed from local stone and scarce wood, utilitarian in design, reflecting the town’s need for survival over aesthetic. * Environment: Nestled on rugged, sparsely populated Shadowisle, characterized by harsh weather and a stark landscape. #### Population * Composition: A diverse blend of Giantkin, exiles, criminals, and free spirits from across the East Alandor Sea. * Cultural Traits: Known for resilience, independence, and a societal hierarchy based on earned respect, reputation, and above all, power. #### Governance * Leadership: Chieftain Ulfrid Járnrisi, reputed descendant of the legendary Járnrisi family. * Political Status: Not recognized by the Kingdom of Alandor, often referred to colloquially as "The Pirate King." #### Historical Context * Founding: Originally an important settlement for the ancient giantkin. * Evolution: Transformed from a notorious pirate haven to a bustling, self-sufficient settlement under Ulfrid’s rule. ### Economy * Base: Primarily self-sufficient, supported by local crafts and scarce resources. Fishing and whaling. * Trade: Smuggling and black market, with shady merchants from both Alandor and Garmark. ### Cultural Aspects * Social Norms: Fluid hierarchy where status is earned through strength, cunning, or both. * Community Life: The Tattered Sail tavern serves as the cultural and social hub, where residents share stories, schemes, and rumors. ### Challenges and Threats * External Relations: Tense, the Kingdom of Alandor seeks to prosecute a lot of its inhabitants, and there is a fragile cease-fire with the Storm Islands. * Internal Strife: Frequent power struggles and the constant influx of diverse, often criminal elements add to the volatility. ### Notable Locations * The Tattered Sail: Central tavern and meeting place, pivotal for town gossip and networking. ### Personality of Bloodhaven's People * Rugged and Unyielding: Like the landscape, the people of Bloodhaven are tough and resourceful. * Secretive and Adventurous: Residents are intrigued by tales of hidden treasures and the shadowy underbelly of their society. * Proud and Independent: Despite hardships, there is a fierce pride in their unique way of life and independence. * Public Conduct: Residents exhibit a tenacious, resilient spirit, proud of their ability to survive under tough conditions. * Cultural Celebrations: Reflect the hardy nature of the inhabitants, often centered around feats of strength and endurance. * Rebel Mindset: Though the inhabitants are very multicultural, they share a bond through their hate for the Crown and Kingdom law. | ||
| Bundinar Grimblebottom | 13 | ## Character Profile: Bundinar Grimblebottom **Type:** NPC **Gender:** Male **Race:** Gnome **Class:** Wizard **Alignment:** Unknown ### Appearance and Personality - **Physical Description:** An old gnomish man, after staring into "Bundinar's Mirror", he aged significantly, white hair like spiderweb, skin hanging from his face - **Personality Traits:** Misanthropic, hates company, obsessed with his magical research and until recently finding the magical mirror now named "Bundinar's Mirror" ### Powers and Abilities - Powerful magic, although because of his lack of preparation after being torn from "Bundinar's Mirror" limited - An expert researcher and wielder of dimensional magic, created his own pocket dimension to use as a lab with the help of a different mirror he came across during his search for "Bundinar's Mirror" ### Recent Events - Engaged in battle with the party with "The Bitch Queen" at his side, resulted in total defeat. Pyrgos completely blasted his upper body to shreds with his Scorching Rays. | ||
| Fleshy Flirt | 18 | ## Location Profile: The Fleshy Flirt **Type:** Establishment (Brothel) **Location:** Vilamond ### Overview and Atmosphere "The Fleshy Flirt" is a well-known brothel known for its lively atmosphere and colorful staff. The establishment caters to a diverse clientele, offering a range of entertainments beyond the usual services. ### Notable Staff and Interactions - **Madame Gunhild:** The owner and primary manager, known for her sharp business acumen and protective nature towards her staff. - **Elvira:** Noted for her charismatic and enchanting performances. - **Susanne:** Known for her sophistication and poise, adding a touch of class to the establishment. - **Pixie:** A playful and daring staff member, often involved in light-hearted antics with the patrons. - **Yaya:** A male dancer from Disos, popular among patrons for his muscular build and jovial, prankster nature. His typical response to any request is "Yaya," which has become his nickname. ### Memorable Events - **Ildur’s Attempt to Charm:** Ildur, a member of the adventurer party, tried to impress the staff by performing backflips, aiming to charm them with his physical prowess. - **Gorfin’s Coin Toss:** Gorfin, another party member, managed to tip Pixie in a notably flamboyant manner by flicking a coin into her cleavage from across the room, which became a talked-about event among regulars. ### Current Status - **Operations:** Continues to thrive as a popular local spot for entertainment and relaxation. - **Staff Dynamics:** The staff, led by Madame Gunhild, maintain a jovial and inviting atmosphere, contributing to the establishment's reputation as a lively and engaging venue. ### Narrative Potential - **Story Integration:** "The Fleshy Flirt" serves as a potential setting for various narrative arcs, including quests involving its staff or conflicts stemming from the unique skills and backgrounds of its employees. - **Character Development:** The interactions at the brothel can lead to further character development for the adventurers, providing insights into their personalities and social strategies. | ||
| Gorfin Leafglow | 17 | ## Character Profile: Gorfin Lövglans ### Description * Gender: Male * Race: Half-Elf * Class: Ranger * Background: Outlander * Faith: Mielikki #### Appearance * Eyes: unknown * Hair: unknown * Skin: unknown * Height: 180 * Weight: unknown #### Attributes * Strength: 10 * Dexterity: 18 * Constitution: 14 * Intelligence: 10 * Wisdom: 15 * Charisma: 10 #### Skills * Languages: infernal, elvish, sylvan, celestial, common * Proficiencies: acrobatics, stealth, persuasion, perception, insight, animal-handling * Expertises: none ### Background Summary - **Parentage:** Son of Barion Jazhek (Human) and Adhana Lindë (Elf). - **Hometown:** Lily Vale (Nanindilion), a serene elven settlement. - **Traits:** Respectful of nature and elven heritage, independent, struggles with relating to those who do not share his values. ### Equipment and Personal Quest - **Equipment:** Longbow, short sword, adamantine armor, backpack, rope. - **Personal Quest:** Seeks an important item holy to the druid circle and a key artifact in maintaining the holy forest Hallataure ### Key Abilities - **Cloak of Elvenkind:** Grants advantages on stealth checks, balanced by disadvantages in certain conditions. - **Adamantine Armor:** Provides immunity to critical hits, impacts stealth ability. - **Unique Trait:** Fresh seasonal flowers sprout from his hair, symbolizing his deep connection to nature. - **Deity:** Devoted to Mielikki, goddess of forests and the hunt. - **Wanderer:** Exceptional memory for maps and geography, sustains himself and others by foraging in the wilderness. - **Favored Enemy:** Specializes in hunting undead and fiends. - **Natural Explorer:** Particularly adept in forest and mountain environments, resistant to charm and sleep magic. ### Character Insight This half-elf ranger embodies the duality of his heritage, merging human resilience with elven mystique. His life in Lily Vale underpins his commitment to safeguarding his community, driven by a quest that is as personal as it is crucial to the welfare of his home. ### Companions - A hell hound, "Hundinar". ### Notable Events - Killed "The Bitch Queen" with an arrow to her wicked black heart - Used his skill with animals to tame a hell hound (Biff, later renamed Hundinar), assisted by Ildur's display of strength <!-- CID:65055137 --> | ||
| Hallataure | 5 | Hallataure is the Lily Valley druids holy forest. It covers a substantial part of the northwestern valley. | ||
| Ildur Fanjord | 39 | ## Character Profile: Ildur Fanjord ### Description * Gender: Male * Race: Human * Class: Fighter * Background: Sailor * Faith: unknown #### Appearance * Eyes: Blue * Hair: Dark * Skin: Light * Height: 190cm * Weight: 210 #### Attributes * Strength: 16 * Dexterity: 14 * Constitution: 13 * Intelligence: 9 * Wisdom: 9 * Charisma: 16 #### Skills * Languages: common, dwarvish * Proficiencies: acrobatics, intimidation, athletics, perception * Expertises: none ### Background Summary - **Hometown:** Boturheim, the largest city on the Storm Islands. - **Family:** Son of Svendir Bedjar (Chieftain of the Storm Islands) and Gudborg Fanjord. - Half-brother: Sten Gylling - Sister: Runa Fanjord - **Inheritance Conflict:** Faces tension with siblings over the inheritance of the Bedjar title. Sten, being older but not a full Fanjord, believes in primogeniture, while Runa feels neither brother is suited to lead. ### Early Life and Relationships Grew up overshadowed by his stronger half-brother Sten, who often bullied him. Supported and comforted by his intelligent sister Runa, Ildur struggled with feelings of inadequacy and a desire to earn his father's pride. ### Development and Skills - **Physical Development:** Gained strength from working on whaling boats, defending against pirates, and encountering wild creatures. - **Leadership:** Exhibits natural charisma and an ability to inspire followers, despite internal self-doubts and a reputation for being somewhat reckless. - **Devotion:** Deeply respects the traditions of the Storm Islands and is committed to protecting his family and community. ### Ambition Aims to prove his worth and become the respected successor to the chieftainship of the Storm Islands. Must achieve great deeds and gain the community's respect to be recognized as the true successor by his father, otherwise, the title may pass to Sten. ### Strengths and Abilities - **Saving Throws:** Strength (STR), Constitution (CON) - **Special Abilities:** - **Luck:** Can reroll a d20 up to three times per day. - **Menacing Attack:** Targets opponent's WIS saving throw. - **Trip Attack:** Targets opponent's STR saving throw. - **Action Surge:** Enhances physical abilities temporarily. ### Important Magical Items - **Tankard of Plenty:** Creates various fluids at will, usable three times per day. - **Illusory Flute:** Produces illusions reflecting the player’s emotions and imagination (currently lent to Amrey). ### Personal Reflection Despite early hardships and ongoing sibling rivalry, Ildur's journey is defined by his quest for personal growth and validation. His challenges are not just physical but deeply emotional, pushing him to balance his impulsive nature with the wisdom shared by his sister Runa. ### Notable Events - Killed the terrifying fiend "Sandy Claws" using his dual handaxes, cutting him limb from limb - Killed the gryphon that tried to abduct Fjadla on the trek back from the frozen lake - Deliberately set fire to Bundinar's curtains in his mansion due to drunken stupor, triggering the intrusion prevention system <!-- CID:65049671 --> | ||
| Kingdom of Alandor | 20 | The Kingdom of Alandor, led by King Vizirond III Tarnhem, exercises suzerain authority over both Lily Valley and The Storm Islands. The capital, Vilamond, is the administrative and political center. Alandor has established a protectorate agreement with Lily Valley, granting limited access to special herbs and natural resources under strict environmental guidelines managed by the elven council of Lily Valley. In return, Alandor commits to defending Lily Valley from external threats, integrating elven knowledge for enhanced strategic defense. This relationship also facilitates access to ancient elven lore, enriching Alandor's capabilities across various domains through a scholarly exchange program. Additionally, The Storm Islands, led by Svendir Bedjar, have a defensive pact with Alandor, strengthening their mutual military alliance. The Kingdom supported Svendir Bedjar’s year-long campaign against the pirate clan Ironriser to secure trade routes in the Alandor Sea. This historical cooperation has cemented strong bonds of honor and strategic alliance between Alandor and The Storm Islands, with ongoing commitments to mutual defense. Dispute resolution between Alandor, Lily Valley, and The Storm Islands is managed through a bilateral council to ensure adherence to the terms of their respective agreements. | ||
| Lily Valley | 20 | Lily Valley, recognized as a semi-autonomous protectorate under the suzerainty of The Kingdom of Alandor, retains governance over internal, cultural, environmental, and local economic affairs. Governed by an elven council, Lily Valley has significant autonomy, particularly in maintaining the sanctity and ecological balance of the vast holy forest, Hallataure, home to ancient elven druids and fey creatures. As part of the protectorate agreement, The Kingdom of Alandor provides defense against external threats in exchange for limited resource access, adhering to sustainability guidelines set by elven druids. The agreement includes knowledge exchange, where ancient elven lore is shared, contributing to Alandor's academic and practical domains. Disputes are resolved via a bilateral council, ensuring both parties uphold the terms respectfully and efficiently. | ||
| Porridge Bowl | 20 | ## Location Profile: The Porridge Bowl **Type:** Establishment (Tavern) **Current Manager:** Amfrey **Location:** [Specify City or Town] ### History and Acquisition - **Former Name:** The Porridge Bucket - **Acquisition:** Acquired by the adventurer party under controversial circumstances. Pyrgos, the tiefling warlock, used mind manipulation to secure a favorable deal from the previous owner. - **Legal Issues:** Initially faced legal challenges due to the manner of acquisition. The situation was resolved when the former owner was offered employment at the tavern, leading to the dropping of charges. ### Current State - **Condition:** When last seen by the adventurers, the tavern was in disrepair. The interior was dilapidated with crumbling furnishings and a structure in need of significant repair. - **Operations:** The only food previously available was stale porridge, cooked in a large cauldron at the center of the main room. There were no customers at the time of acquisition. - **Improvements:** Under the administration of Amfrey, efforts are being made to renovate the premises and enhance its appeal to attract customers. ### Management and Staff - **Manager:** Amfrey, a friend of the adventurer party, is currently in charge. He is tasked with turning the tavern around and is using his best efforts to improve its status. - **Unique Assets:** Amfrey has the magical flute left by Ildur, which may play a role in future events or attractions at the tavern. ### Significance and Future Goals - **Community Role:** Aims to transform from a failing business into a thriving local hub for travelers and locals alike. - **Potential Challenges:** Overcoming the tavern’s troubled past and building a new reputation will require significant effort and strategic management. ### Narrative Potential - **Story Integration:** The Porridge Bowl serves as a potential base of operations, meeting point, or source of new quests for the adventurer party. Its controversial acquisition and subsequent management efforts can lead to various narrative developments, including conflicts, alliances, and community engagement. | ||
| Pyrgos | 27 | ## Character Profile: Pyrgos ### Description * Gender: Male * Race: Tiefling * Class: Warlock * Background: Criminal / Spy * Faith: unknown * Personality: Cunning, ruthless, isolated due to early ostracism. Uses natural charisma and intelligence for manipulation and survival. Guarded, secretive, and often manipulative, but recognizes the value of allies. #### Appearance * Eyes: Piercing yellow * Hair: unknown * Skin: Pale purple * Height: unknown * Weight: unknown * Features: Long slender tail, lean wiry build with sharp street-smart features, stylish clothing #### Attributes * Strength: 10 * Dexterity: 14 * Constitution: 12 * Intelligence: 12 * Wisdom: 10 * Charisma: 18 #### Skills * Languages: infernal, common * Proficiencies: deception, acrobatics, intimidation, arcana * Expertises: deception ### Background - **Early Life:** Abandoned at an orphanage, bullied due to tiefling heritage. Survived on the streets by swindling and manipulating others, which led to making numerous enemies. - **Magical Training:** Started wielding dark powers after an encounter with a mysterious stranger. ### Goals and Motivations - **Short-term Goal:** Seeks to master his warlock powers and expand his magical knowledge. - **Long-term Goal:** Grapples with his dark impulses, seeking redemption and a new purpose in life beyond revenge and manipulation. - **Current Allies:** Reluctantly works with other adventurers, developing a sense of camaraderie and responsibility towards them. ### Powers and Abilities - **Key Spells:** Specializes in manipulation spells that leverage his charisma and cunning. - **Patron:** Fiendish entity that fuels his magical powers and dark impulses, pushing him towards acts of revenge. ### Relationships - **Adversaries:** Numerous individuals seeking revenge for past wrongs. - **Patron's Influence:** Encourages darker impulses, making his path to redemption challenging. - **Adventuring Group:** Increasing sense of loyalty and responsibility, which may lead to questioning his pact and seeking a new path. ### Notable Events - Released a dark entity from a magical prison within a skull found in Sandy Claw's lair on the ice - Killed Bundinar Grimblebottom by blasting his upper body to shreds with his Scorching Rays - Almost got eaten by a Mimic ### Recent Events - Investigated the issue with Bundinar Grimblebottom - Fought Bundinar and The Bitch Queen in Bundinar's pocket dimension laboratory within the mansion - Almost got eaten by a Mimic ### Current Situation - Resting after the battle, preparing to head out <!-- CID:64269909 --> | ||
| Recent Events | 24 | ## Recent Events In chronological order: - The party (not having met Ea yet) investigated Bundinar Grimblebottom's mansion on request from Archibald's mother. - They navigated a magical maze. - Ildur set fire to the mansion. - They fought magimechanical guardians. - They fought their own reflections in a room full of mirrors. - They entered a magical mirror that led to a pocket dimension, Bundinar's laboratory. - They freed Ea, a tiefling woman, from a magical prison, and Ea joined the party. - They argued and bartered with imps. - They found Bundinar hexed by "Bundinar's Mirror". - They defeated Bundinar, The Bitch Queen, and a hell hound. - Ildur and Gorfin cooperated to tame a hell hound, using strength, manipulation, and domination. - Named the Hell Hound "Hundinar". - They rested, and then fought a mimic. | ||
| Roulph von Gyllenstein | 33 | ## Character Profile: Roulph von Gyllenstein ### Description * Gender: Male * Race: Human * Class: Paladin * Background: Noble * Faith: Helm #### Appearance * Eyes: Blue * Hair: Golden Yellow * Skin: Light * Height: 173 * Weight: unknown #### Attributes * Strength: 15 * Dexterity: 12 * Constitution: 12 * Intelligence: 12 * Wisdom: 13 * Charisma: 15 #### Skills * Languages: common, elvish * Proficiencies: medicine, religion * Expertises: none ### Background - Family Heritage: Born to Franz and Marlene von Gyllenstein in Vilamond, capital of the Kingdom of Alandor. His family has a long history in the mining industry and is highly esteemed for their contributions to the city's defense and care for the needy. - Tragedy and Motivation: Became an orphan at age 15 when his parents were murdered during a business trip. This pivotal event led him to train as a Paladin at Helm's temple, vowing to avenge their deaths. ### Achievements and Equipment - Holy Quest: Successfully completed a test of strength, wisdom, and courage in the old Von Gyllenstein family tomb beneath the manor, where he retrieved the holy blade Goldglow. - Equipment: Holy symbol, shining plate armor, shield with Von Gyllenstein and Helm's emblems, the holy blade Goldglow. ### Goals and Party Leadership - **Personal Quest:** Avenge his parents' murder. - **Additional Quest:** Retrieve "The Golden Piglet", a valuable artifact stolen from the Von Gyllenstein Manor. - **Party Leadership:** Leads an adventuring party consisting of: - Archibald Montgomery, gnomish wizard. - Gorfin Leafglow, half-elf ranger. - Pyrgos, tiefling warlock. - Ea, tiefling rogue. - Ildur Fanjord, human warrior. - **Business Venture:** Co-owns "The Porridge Bowl" tavern, managed by Amfrey. ### Challenges and Philosophy - **Internal Conflict:** Struggles with the rigidity of his moral compass, which sometimes leads to conflicts with less orthodox party members. - **Leadership Style:** Values honor, loyalty, and discipline; strives to instill these virtues in his companions. ### Connections - **Family:** Nephew of Darion von Gyllenstein. - **Community Involvement:** His family regularly donates to the Helmians in Vilamond and maintains a high standing among the city's aristocracy. ### Character Arc Roulph's journey is one of justice and redemption, seeking to uphold his family's noble legacy while confronting personal and external evils. His path involves balancing his strict moral code with the realities of leadership and adventure. <!-- CID:65056080 --> | ||
| S01 - Midwinter Burglar Mystery | 22 | ## Adventure Log: The Adventure Begins - Session number: 1 - Locations: 1. Vilamond, The Dancing Pig tavern 2. Vilamond, Royal Palace, throne room 3. North Alandor Basin, wilderness 4. North Alandor Basin, on Lake Nordan (frozen) - Party Members: - Archibald - Pyrgos - Gorfin - Ildur - Roulph ### Introduction - Roulph had advertised that he was looking for adventurers to establish a party, and had scheduled a meeting at The Dancing Pig for any interested individuals. - Four people arrived, Archibald, Ildur, Pyrgos, and Gorfin. - The tavern keeper persuaded Archibald to pay his tab of 1 GP. - Each member introduced themselves and settled into the group. - There was confusion about the purpose of the adventurer party. - Pyrgos was not content with the proposition and wanted to leave, but Gorfin talked sense into him. - Gorfin had been skulking in a dark corner of the tavern before stepping forwards. - At some point, Pyrgos swiped a bottle of wine from the counter without paying. ### Audience with King Vizirond III Tarnhem - Looking to get a formal adventurer license for their now established party the group went to the royal audience. - Pyrgos tried to cut in line but got thrown in the gutter by the guards. - Gorfin unsuccessfully investigated a pile of horse droppings looking for something to aid his agricultural understanding - Roulph managed to get an official adventurer permit from the king, with a tax on their earnings. - After the audience, the Master of Interior took the party aside to ask them for help investigation a series of mysterious burglaries. ### Investigation of the Mysterious Burglaries - During their investigation, the party visited the victims, gathering clues and noting the magical nature and chaotic pattern of the thefts. - The party met with an elderly woman in the slums, discovering that even trivial items like a wooden spoon had been stolen, hinting at the sentimental value of the stolen goods. - Archibald and Ildur notices a mysterious glow on the sky in the direction of lake Nordan (a couple of days travel northward), which coincides with the burglaries. - Ildur with his sailor's knowledge of weather understands that this is highly suspicious, and the party decides to check it out. - On their way back into the city, the party was ambushed by thieves but managed to defending themselves, showcasing their combat skills and camaraderie. - During the battle, Roulph was injured and treated by Gorfin using horse droppings, causing a bout of sewer fever that Roulph managed to heal with his own holy touch. ### A Night's Rest and the Draft Horse Fjadla - The party rents rooms at an Inn for the night. - Roulph and Archibald goes to bed, but Ildur, Gorfin, and Pyrgos decide to go out to expropriate a horse and cart to carry their equipment on the journey. - During their self-proclaimed quest, they almost scare the life out of a stable guard, steals a horse they later name Fjadla, and also find and steal a cart. - The next day they sneak through the guard with the stolen horse and cart without incident. ### Journey to Lake Nordan - The party travels throughout the day with some smalltalk about the purpose of the adventurer party - When night falls, Gorfin hunts a deer, Pyrgos share his stolen wine, and they have a nice moment before going to bed - During the night the party is attacked by a pair of wolves, they fight them together, with Ildur cutting one down and throwing his axe at the other, killing them both. - Gorfin crafts a hat from one of the wolves' heads. ### The Frozen Lake and the Igloo Village - The journey continued to the frozen lake Nordan under mysterious atmospheric conditions where the party discovered an igloo village. - Pyrgos scouts ahead under stealth and spots some twisted gnome like creatures in an igloo working with items stolen from the city. - Ildur and Roulph tries to storm the igloo by bashing down the door, but slips on the ice, finally Gorfin just opens the door, which was ironically unlocked - The party kills the twisted gnomes (now called gnawlings) ### Conclusion - The party uses the fact that no alarm has been raised to take some time and rest in the igloo. - The session ends. | ||
| S02 - Battle on the Lake | 19 | ## Adventure Log: Battle on the Frozen Lake Nordan - Session number: 2 - Locations: 1. North Alandor Basin, a mysterious magical igloo village on Lake Nordan (frozen) - Party Members: - Archibald - Pyrgos - Gorfin - Ildur - Roulph ### Introduction The session opened with the adventurers almost immediately engaging a fiendish beast in his lair, guarded by his minions. ### Key Events #### The Battle and Conclusion The adventurers fought valiantly, almost succumbing to the fiend's (now named Sandy Claws) might. However, the fiend was overpowered and tried to flee to his sleigh, drawn by nightmarish hoofed creatures. The party managed to intercept him, and Ildur dealt the killing blow after thanking his ancestors for the victory. | ||
| Storm Islands | 24 | The Storm Islands, an island nation located in the eastern Alandor Sea, are ruled by Svendir Bedjar from his great hall in Boturheim. The main industry is whaling, integral to the cultural and economic life, with societal values emphasizing strength, honor, and reverence for ancestors. Svendir Bedjar, known for slaying the largest whale ever recorded, prominently displays the whale's skull over his seat in the great hall. Historically, The Storm Islands have engaged in violent conflicts with the pirate clan Ironriser, based in Blood Haven to the northwest. Conflicts have stemmed from piracy, infringement on whaling territories, and raids on Storm Islands’ settlements. Svendir Bedjar's most notable achievement is his year-long campaign on the Alandor Sea, where he actively hunted and fought against Ironriser pirates, culminating in an indefinite cease-fire agreement conditioned on the pirates refraining from entering his waters or conducting raids on territories under his protection. Although The Kingdom of Alandor, led by King Vizirond III Tarnhem, played a significant role in combating the pirate threat to secure trade routes, the official narrative maintained in The Storm Islands credits Svendir Bedjar primarily. This narrative fosters strong bonds of honor and friendship between The Storm Islands and The Kingdom of Alandor, enhancing their mutual defense and strategic alliance. | ||
| Temple of Helm | 10 | The Temple of Helm is located centrally in Vilamond and is an important center. The order is very influential and carry a lot of power in the city and realm. They educate paladins and clerics in the divine arts, but they also take part in training regular Alandor military in combat and leadership. | ||
| Trentons Reserve | 30 | Description: Trenton's Reserve is one of the finest liquors in Alandor, known for its exceptional quality and exquisite taste. It is a symbol of luxury, often chosen for gifts, toasts, and relaxation. Origin and Craftsmanship: Crafted at the Trenton Distillery in Vilamond, founded over a century ago by Sir Ambrose Trenton, it uses a secret recipe of Alandorian barley and rare herbs from Lily Valley. Distillation Process: - Triple Distillation: Ensures smoothness and purity with three distillations in copper pot stills. - Aging: Aged for at least 15 years in oak barrels that held elven wine, imparting a rich flavor. Flavor Profile: - Aroma: Honey, vanilla, and floral notes. - Taste: Dried fruits, caramel, and a hint of spice. - Finish: Long, warm finish with a slight smoky undertone. Cultural Significance: Trenton's Reserve is prestigious in Alandorian culture, often served at royal and high-profile events. King Vizirond III Tarnhem favors it, enhancing its reputation. Bottle Design: - Appearance: Dark green glass with gold foil and the Trenton crest. - Seal: Red wax seal with a stamped medallion. Availability: Produced in limited quantities, primarily available to the nobility and wealthy elite, making it highly sought after. Usage: Enjoyed neat or on the rocks, it is perfect for special occasions or as a distinguished gift. Price and Availability: The general price for a 75cl bottle is around 100 GP. Prices can vary: - Renowned Years: Exceptional vintages can reach higher. - Black Market and Smugglers: Lower prices with risks of counterfeits. - Special Editions: Commemorative bottles are priced much higher. - The Legendary "Trenton's Legacy": This rare edition, with only a few bottles made, is rumored to have unparalleled flavor and miraculous properties. It can fetch astronomical prices among collectors. Trenton's Reserve symbolizes luxury and refinement, making it a prized possession and an esteemed gift. | ||
| Vizirond Tarnhem | 27 | ## Character Profile: King Vizirond III Tarnhem **Gender:** Male **Race:** Human **Title:** King of Alandor **Location:** Royal Palace, Vilamond ### Physical Description - **Eyes:** Ice blue, intense - **Hair:** Medium-length, straight, black, well-maintained - **Height:** 178 cm - **Weight:** 90 kg ### Background and Rule - **Year of Birth:** 692 (58 years old) - **Family Background:** - **Parents:** Hadran Tarnhem and Eleanor Tarnhem - **Spouse:** Valeria Tarnhem - **Child:** Irina Tarnhem - **Governance:** Known as a pragmatic ruler, willing to use strong measures when necessary but avoids unnecessary harshness. Has become increasingly absent-minded, struggling to keep track of kingdom affairs. - **Alliances:** - **Domestic:** Relies on various trusted aides and holds regular audiences with his subjects to stay connected. - **Affiliations:** Alandor’s Royal Court ### Personality and Leadership Style - **Traits:** Pragmatic, occasionally harsh, increasingly absent-minded as he ages. - **Leadership Approach:** Uses a hands-on approach to governance when required but delegates day-to-day operations to trusted advisors and aides to manage his lapses in attention. ### Locations Ruled - **Primary Location:** Royal Palace, Vilamond ### Relationships - **Valeria Tarnhem:** Wife, mutual neutral respect and partnership in ruling. - **Irina Tarnhem:** Daughter, part of the royal lineage and involved in courtly duties. ### Current Challenges - **Governance:** Balancing the need for strong leadership with increasing personal challenges related to age and memory. - **Public Perception:** Maintaining a positive image while managing the practicalities and complexities of rule. ### Character Arc King Vizirond III’s reign is marked by his pragmatic approach to leadership, his struggle with personal limitations, and his efforts to ensure stability and prosperity in Alandor. As he faces the challenges of aging, he is increasingly reliant on his aides and family, creating dynamics that could influence the future of his rule and the kingdom’s governance. | ||
| Amfrey Sparv | 34 | ## Character Profile: Amfrey Sparv ### Description * Gender: Male * Race: Half-Elf * Class: Rogue * Background: Entertainer * Faith: unknown #### Appearance * Eyes: Hazel brown * Hair: Black, medium length * Skin: Light * Height: unknown * Weight: unknown #### Attributes * Strength: 10 * Dexterity: 16 * Constitution: 12 * Intelligence: 10 * Wisdom: 10 * Charisma: 18 #### Skills * Languages: elvish, dwarvish, halfling, common, zemnian, thieves-cant * Proficiencies: history, acrobatics, persuasion, performance, perception, religion, deception, nature, sleight-of-hand * Expertises: history, acrobatics, performance, religion, sleight-of-hand <!-- CID:91091553 --> | ||
| S03 - A Fiend and a Gryphon | 41 | ## Adventure the Log: A Fiend and a Gryphon - Session number: 3 - Locations: 1. North Alandor Basin, on Lake Nordan (frozen) 2. North Alandor Basin, wilderness 3. Vilamond, City Walls, North Gate 4. Vilamond, Royal Palace, administrative area 5. Vilamond, Temple of Helm, Helm's Square - Party Members: - Ildur - Pyrgos - Roulph - Gorfin - Archibald - Aliana ### Introduction - With the fiend "Sandy Claws" destroyed, the magic that upheld the dome of night and ice covering the lake dissipated. As midday dawned and the igloos disappeared, the ice also started to crack. The party had to gather what loot they could before running for their lives. ### Key Events #### Treasure on Ice - Amidst the chaos of the cracking ice, the party managed to secure various treasures including enchanted armors and mystical items. - Archibald acquired two magical scrolls and a gold-embroidered silk robe, while Pyrgos swapped items for a carved goat skull with intriguing powers. - Ildur decided to drop the coins he was gathering to save Pyrgos and Archibald. - The breaking ice caused Fjadla to panic, but Pyrgo's magic commanded her to be calm. - Loot distribution: - Archibald: Scroll of Fireball, Scroll of Find Familiar, an exquisite silk robe with gold embroideries. - Gorfin: Adamantine Scale Mail, a magical miniature wooden rowing boat, and a Cloak of Elvenkind. - Ildur: Because of his selflessness, he gathered no loot. - Pyrgos: One looming gem-encrusted skull of a goat. - Roulph: One silver necklace with amethysts. #### Incidents and Interactions - Ildur conjured mead from his magical tankard, while Pyrgos mischievously dumps water over Roulph. - Roulph and Gorfin crafted warm undergarments using leather scraps and moss. - Pyrgos felt a profound connection with the goat skull, which spoke to him in a familiar voice, urging him to venture into the woods at night. - During a secret encounter in the woods, Pyrgos released a fiend trapped within the skull, which attacked him. However, a more powerful force originating from Pyrgos himself stopped the attack, commanding the fiend before the skull was destroyed. Pyrgos was found on the brink of death outside the camp the next morning. - Another discovery after the night was that a birch sapling had sprouted where Ildur had shat the evening before. A magical bean he had eaten had reacted with the fertile matter and grown to a small tree. It was very talkative and referred to Ildur as its father. Ildur left it there as the party continued on their journey. #### Journey to Vilamond and Gryphon Battle - As they neared Vilamond, a fierce battle ensued with a hungry gryphon attempting to snatch Fjaddla. The party worked together to slay the beast, with Ildur delivering the final blow. - The battle took place under the gaze of a new ally, Aliana, an elf who later tended to the wounds of the party and joined them on their journey to Vilamond. #### Vilamond Intrigues and Rewards - Upon reaching Vilamond, the party was suspicious of a group of urchins. Ildur chased one that ran away, while the others attempted to intimidate the group for information, resulting in a shameful display. Gorfin briefly threw one urchin into Sandy Claw's bag of holding but released him immediately. Aliana was taken aback by the display and decided to go her own way, leaving the group. - The party navigated through city bureaucracy to meet with an intern master who appreciated their deeds, offering them a promissory note worth 1000gp, signed with the king's seal. - The party withdrew the 1000gp from the treasurer Erindur Rockbeard. #### Festival and Departure - The retrieval of the city's lost goods culminated in a festival where the adventurers were hailed as heroes. High Priest Desmond organized the celebration, which attracted a joyous crowd and even the king, who joined in the festivities. - King Vizirond Tarnhem III expressed his gratitude by commending the adventurers under his banner, emphasizing their role in the city's prosperity. - The party was celebrated by the local townsfolk and the king, with Ildur performing a magical display and Gorfin presenting a magical snow globe to the king. They were asked to emphasize that their deeds were conducted under the king's flag. ### Conclusion - This session highlighted the group's resourcefulness in the face of dire circumstances, from escaping a collapsing icy grave to dealing with supernatural threats and engaging in epic battles. Their journey not only brought them closer together but also cemented their reputation in Vilamond, setting the stage for future adventures under the royal banner. | ||
| Test Article | 0 | ## H2 Some irrelevant text. ### H3 An unordered list of things: * Thing 1 * Thing 2 * Thing 3 And that's that. ### H4 An ordered list of things, with hierarchy. 1. Thing 1 1. Thing 1.1 2. Things 1.2 2. Thing 2 * Unordered 1 * Unordered 2 #### H5 ##### H6 | ||
| Sigvar Stormhorn | 20 | <img src="/static/sigvar.jpg" height="256px" style="max-width:100%;"> <!-- START_DNDB_IMPORT --> ## Character Profile: Sigvar Stormhorn ### Description * Gender: Male * Race: Variant Human * Class: Cleric * Subclass: Twilight Domain * Faith: Ilmater * Alignment: Neutral Good * Background: Outlander #### Appearance * Eyes: Blue * Hair: Auburn * Skin: Fair * Height: 5'8" * Weight: 165 #### Attributes * Strength: 13 * Dexterity: 10 * Constitution: 16 * Intelligence: 10 * Wisdom: 18 * Charisma: 8 #### Skills * Languages: giant, common, elvish * Proficiencies: animal-handling, survival, insight, horn, religion, athletics * Expertises: none #### Known Spells * Thaumaturgy * Bless * Detect Magic * Healing Word * Hold Person * Guidance * Life Transference * Spirit Guardians * Dispel Magic * Augury * Spare the Dying * Sacred Flame * Spiritual Weapon * Command <!-- END_DNDB_IMPORT --> ### Background #### Childhood Raised on the rugged highlands of the Storm Islands, Sigvar learned to care for himself, his family, and their herd of <a href="/articles/38">Stormhorn cattle</a>. His family, like many Storm Islanders, had a deep connection to their ancestors, and herding cattle gave Sigvar ample time to reflect on his heritage and his place in the world. #### The Death of Agnhild On a grim day during Sigvar's youth, he and his sister Agnhild were en route to the market in town, carrying goods for trade. As they navigated the rugged path, marauding raiders from the sea suddenly ambushed them. These brigands threatened not only to steal their goods but also to abduct Agnhild. In a desperate bid to protect her, a frenzied struggle erupted, ending in heartbreak. When the bandits finally subdued Sigvar, he was devastated to find Agnhild lifeless. Overwhelmed by grief and racked with doubt, he feared that in the tumult, it was his own hand that had fatally struck her down. The bandits, not content merely with killing him, cruelly strung Sigvar up with heavy ropes and thorny vines against a tree, subjecting him to the agony of starvation under the scorching summer sun. They left the corpse of his sister before him, only to torture him further. Exposed to the relentless elements, Sigvar found fleeting comfort only in the brief coolness of dusk. Yet, he refused to succumb to death. With each new dawn, he thanked his ancestors for the strength to endure another night, fueled by the hope of one day bringing justice to the bandits and, perhaps, atoning for the tragedy he feared he had caused. As the days stretched on without rain, Sigvar's sole means of hydration came from the sparse moisture he extracted by chewing on the thorny branches of the tree to which he was bound. Over time, his senses dulled, and the line between dreams, nightmares, and his harsh reality blurred. Time lost all meaning, and it seemed he was suspended from the tree indefinitely. At the morning twilight of what Sigvar believed to be his last day, he began to pray—not just to his ancestors but to any divine entity that might heed his desperate calls. He vowed to atone for his sins and to aid the needy. In a sudden rush of clarity that seemed to answer his prayers, the dim red light of sunrise revealed his ancestors approaching, including Agnhild, all smiling warmly. Among them, a figure appeared broken yet comforting. As Agnhild reached out and touched his hand, she gently untied his bonds. Just then, a soothing rain began, dissolving his ropes and cleansing away the thorns. As he collapsed to the ground, freed but exhausted, Agnhild and the visions vanished. Despite his weakened state, a profound determination filled him, invigorating his spirit. Empowered by this revitalized strength, Sigvar committed to fulfilling his vows: he would never rest, he would continue to atone. Wrapping the thorns around his wrists as a reminder of the pain he intended to conquer, he sensed a divine force intensify within him. Ilmater, sensing his resolve, had bestowed upon him the power to channel his ancestors’ spiritual energy through himself. He gathered his sister's remains, and carried her back to his homestead for a proper burial. He kept a lock of her hair, and fashioned his metal barbed arm bindings, to remind him of the only thing that gave him purpose now. #### Loss of a Family Heirloom In the bandit ambush, the thieves stole an amulet that Agnhild had inherited from her grandmother. Sigvar now seeks to recover this family heirloom, honoring Agnhild’s memory. #### Travels With his newfound devotion, Sigvard broke up with his homestead, leaving his two older brother to help his parents with the cattle. He set out into the world to learn more and find places where he was needed the most. Where he could most effectively use his powers. His journey took a turn to Blood Haven, where he aimed to help those in distress. While he achieved some success, conflicts with local forces escalated, culminating in his killing an infamous bandit leader in a public duel, which forced him to flee the area. Throughout his travels, Sigvar indulged in mead and revelry, habits that contrasted with his spiritual aspirations. These indulgences led to self-reproach, prompting him to atone through self-punishment and a renewed commitment to do good, striving to balance his shortcomings with acts of kindness. ### Personality and Behavior * Sociable and Optimistic: Sigvar consistently presents a cheerful demeanor, striving to forge friendships and lighten the spirits of those around him, even during challenging times. His outgoing nature and eagerness to connect can sometimes be perceived as overwhelming, particularly because he lacks finesse in social interactions. It can sometimes seem as if he's forcing himself to be happy, to hide a darkness. * Rooted in Tradition: A true son of the Storm Islands, Sigvar's cultural heritage profoundly influences his lifestyle. No amount of religious devotion alters his fondness for Storm Islander traditions, including enjoying a good drink and engaging in friendly scuffles, which he views as expressions of strength and honor. * Reflective Meditator: In quieter moments, such as during rests, Sigvar often observes nature or people, meditating and seeking to understand his ancestors’ guidance through the lens of his spiritual beliefs. * Economical and Strategic: While careful with expenditures, Sigvar is adept at making strategic investments, particularly in personal equipment or community resources, always considering the long-term benefits. * Selflessly Altruistic: Always prioritizing the needs of others over his own, Sigvar embraces personal sacrifice as a noble endeavor, believing that true honor lies in the welfare of the needy. ### Relevant Relations * The Chieftain's Son: Ildur Fanjord, son of chieftain Svendir Bedjar, is a well-known figure from Sigvar's homelands. Sigvar and Ildur have never met, but Sigvar respects chieftain Svendir's family deeply, and is aware of ongoing related issues in the Storm Islands. ### Persistent Challenges * Missing Ancestral Amulet: Sigvar's family has misplaced a vital amulet that is essential for sustaining their spiritual ties to their ancestors. Sigvar is determined to recover it. * Targeted by Crime Syndicates: In Bloodhaven, Sigvar has become a target, relentlessly pursued by various criminal organizations. * Compulsion to Aid: Sigvar is driven to seek out areas and circumstances where he can deliver significant aid to those in distress. ### Flaws and Weaknesses * Self-harm: Sigvar takes pride in his physical pain tolerance, but there's a possibility much of it is also a bad habit of escaping from his inner demons. * Fondness for Mead: Sigvar often indulges in mead, viewing his resulting discomfort as a form of atonement for his perceived failings. While not debilitating, these hangovers serve as a self-imposed penance, reflecting his deep-seated belief in enduring pain as a path to redemption. * Clumsy: Sigvar's low dexterity makes him less agile, particularly in environments requiring quick or precise movements. His time at sea highlights this weakness, as he struggles with seasickness and maintaining balance on the tossing decks of ships. * Hesitation and Self-Doubt: Deeply conscientious about the moral implications of his actions, Sigvar often hesitates, burdened by doubt regarding the righteousness of his decisions. This can delay his responses in critical situations, sometimes complicating matters further. * Reserved Influence: Sigvar often finds it challenging to assert himself and inspire confidence in others. His modest presence may lead to difficulties in persuading or leading groups, impacting his effectiveness in social interactions and his ability to rally support for his causes. This trait makes him more reliant on wisdom and compassion rather than charismatic leadership in his endeavors. <!-- CID:126353269 --> | ||
| Stormhorn Cattle | 39 | ## Stormhorn Cattle <img src="/static/stormhorn.jpg" style="width:100%;"> The Stormhorn cattle represent a rustic breed native to the harsh highlands of the Storm Islands. Known for their robust and hardy nature, these cattle are tended by equally rugged and resilient herders. This symbiosis between the land, the livestock, and the people epitomizes the tenacious spirit of survival characteristic of the region. ### Characteristics The Stormhorn breed is distinguished by its long, wide horns and luxuriously wavy, wooly coats. The predominant coat color is reddish-brown, although variants in silver and black are also present within the population. The outer layer of their coat is oily and water-resistant, providing protection against the elements, while the inner layer is downy, offering excellent insulation. Mature bulls of this breed can weigh up to 1,200 kilograms and stand between 160 to 170 centimeters tall at the shoulder. Heifers typically weigh up to 900 kilograms and reach a shoulder height of 150 to 160 centimeters. ### Social Behavior In the rugged highlands, the strong-willed and territorial Stormhorn cattle establish firm hierarchies within their herds. Herders must be skilled and patient, expertly managing these dynamics to prevent conflicts and ensure safety. This challenging aspect of handling Stormhorn cattle highlights the breed's resilience and the herders' indispensable expertise. ### Cold Tolerance Native to the harsh Storm Islands, the Stormhorn breed boasts a dense, woolly coat that effectively shields them from biting cold winds and heavy seasonal rains. This rugged fur provides exceptional protection against the elements. ### Use The Stormhorn cattle are essential to the Storm Islanders, providing a crucial source of meat, milk, and materials in a region unsuitable for agriculture. Besides supporting the extensive whaling operations, these cattle thrive on marginal grazing lands, efficiently producing lean meat due to their thick, insulating fur. Surplus milk is crafted into a strongly flavored cheese, a local delicacy favored by those with a refined palate. Additionally, the durable fur of the Stormhorn is highly valued for making resilient cold-weather clothing. | ||
| S04 - A Night on the Town | 24 | ## Adventure Log: A Night on the Town - Session number: 4 - Locations: 1. Vilamond, Tavern "Gröthinken" 2. Vilamond, Brothel "Köttiga Flörten" 3. Vilamond, Tavern "Madame Gunhild" 4. Vilamond, Montgomery's Magical Gizmos 5. Darion's Mansion, Gyllenstein - Party Members: - Ildur - Pyrgos - Roulph - Gorfin - Archibald ### Introduction Following their adventures at Madame Gunhild, the party remains in Vilamond. They start their day near lunchtime at the cozy tavern "Gröthinken." Here, they recap Pyrgos's harrowing encounter in the forest and prepare for a day exploring the city's finer establishments. ### Key Events #### Gröthinken Gatherings - At "Gröthinken," Roulph indulges in fresh bread with cheese and butter, generously provided by the house. The party enjoys free beer and discusses their next moves, deciding to explore the town further. - The bartender claims "Gröthinken" is the finest in town but suggests "Madame Gunhild" as the next best venue. #### Köttiga Flörten Escapades - The party's journey takes them to "Köttiga Flörten," a brothel where only Ildur is recognized. Inside, they interact with several workers, including Susanne, Pixie, and Elvira. - Gorfin inquires about Liljedalen wine but settles for a barrel of regular beer, tipping the bartender generously despite a brief exchange of terse words. - The party hires Markolo, a robust man from the brothel, to accompany them as a guide. #### Intrigue at Madame Gunhild - At "Madame Gunhild," the party experiences a prohibition on weapons and magic, leading to some creative smuggling by Gorfin. - The evening includes competitive drinking, performances by trubadurers, and a risky plan by Pyrgos and Archibald to steal a mysterious parchment from a suspicious group at another table. - After successfully acquiring the parchment, the party exits amidst chaos, with Jajja, their guide, making a memorable escape. #### Montgomery's Magical Discoveries - At Montgomery’s Magical Gizmos, the party identifies several magical items, including a cap for underwater breathing, a coin attracting onlookers, and a flask producing various liquids. - Archibald's mother requests they check on a relative, hinting at a new quest. #### Return to Gröthinken and Darion’s Invitation - Back at "Gröthinken," Pyrgos charms the owner to negotiate the purchase of the tavern. - The party heads to Darion's mansion where they are warmly received. Discussions about recent events at the mansion and Roulph's family lead to the revelation of a challenge set for Roulph by his lineage. - Darion leads the party to the secret catacombs for a trial of Courage, Strength, and Wisdom. ### Conclusion This session saw the adventurers delving deep into the social and mysterious fabric of Vilamond, from taverns to brothels, and into political intrigue at Darion's mansion. They navigated through lively interactions and covert operations, ending with the anticipation of a trial in the Gyllenstein catacombs, testing their mettle and possibly revealing deeper ties to Roulph's heritage. This sets the stage for an adventurous and challenging next session. | ||
| S05 - Courage, Strength, and Wisdom | 25 | ## Adventure Log: Courage, Strength, and Wisdom - Session number: 5 - Locations: 1. Gyllenstein Catacombs - Party Members: - Ildur - Pyrgos - Roulph - Gorfin - Archibald ### Introduction After descending into the vestibule of the Gyllenstein Catacombs, the party faces the dark and eerie surroundings illuminated only by a light spell cast on Ildur's wolf cap by Archibald. Their challenge involves tests of courage, strength, and wisdom. ### Key Events #### The Chamber of Statuettes - The first room presents four statuettes: - A snake winding around a sword. - A crowned skull. - A figure holding a bag of gold coins and pointing skyward. - A triumphantly posed figure. - Ildur, urged by Pyrgos and Roulph, interacts with the statuettes, triggering various traps and discovering that only specific actions lead to safe outcomes. #### Traps and Trials - As they navigate through the catacombs, Gorfin and Roulph trigger physical traps, learning that cautious movement is crucial. - The second room challenges them with more traps and a puzzle involving statuettes, leading to discussions on the values represented by each figure. #### Battle with the Spectral Guardians - In a grand chamber, the party faces spectral guardians manifesting as figures from their past. A fierce battle ensues, testing their combat skills and strategic thinking. - Roulph, Ildur, and Pyrgos excel in combat, each showcasing their prowess against the spectral adversaries. #### The Final Chamber and the Altar - The last room is a cathedral-like space where the ultimate test occurs. The party faces animated statues in a battle that tests their strength and resolve. - After a hard-fought victory, the cathedral is bathed in light, and the altar reveals the sword Goldglow, a legendary artifact associated with Roulph's family lineage. ### Conclusion This session was a pivotal point in the party's journey, pushing them to their limits across trials of courage, strength, and wisdom. Each member had moments of personal growth and heroism, culminating in the acquisition of the storied sword Goldglow. This victory not only solidifies their bond but also prepares them for the challenges that lie ahead as they continue to explore the depths of the Gyllenstein Catacombs. | ||
| S07 - The Mystery of the Maze | 29 | ## Adventure Log: The Mystery of the Maze - Session number: 7 - Locations: 1. Bundinar Grimblebottom's Mansion - Party Members: - Ildur - Pyrgos - Roulph - Gorfin - Archibald ### Objective Led by Archibald Montgomery, the party set out on a quest to find Archibald's distant relative, Bundinar Grimblebottom, due to concerns from the Montgomery family about his prolonged silence. ### Arrival at the Mansion At Bundinar's mansion, the adventurers found it overrun by vegetation, indicating long-term neglect. The initial encounter with a malfunctioning greeter homunculus at the main gate, stuck in a repetitive greeting loop, hinted at the disrepair of the magical constructs that populated the area. ### The Magical Maze The party faced their first challenge in a garden maze centered around a statue with various figures and an associated riddle. The maze featured hedges concealing magical portals, leading to disorientation unless the correct sequence, dictated by the riddle, was followed. ### Encounter with the Magimechanical Guardian After navigating the maze, the adventurers entered a larger garden and were confronted by a Magimechanical Guardian, which identified them as intruders and initiated an attack. Despite the chaotic attempt by Ildur Fanjord to mount the guardian, ultimately contributing little to the battle, the party managed to defeat it. ### The Escalation Venturing inside the mansion, the group's exploration took a perilous turn as Ildur, in a state of drunken frustration from consuming an excessive amount of mead, set the curtains ablaze in a destructive outburst. This act of vandalism awakened four additional Magimechanical Guardians, ready to defend the mansion against the intrusion. ### Conclusion The investigation into Bundinar Grimblebottom's whereabouts led the party through unforeseen security challenges and revealed the extensive neglect the mansion had suffered. The session highlighted the adventurers' determination to uncover the truth, setting the stage for further encounters within the enigmatic mansion. | ||
| S08 - Into the Wizard's Keep | 23 | ## Adventure Log: Into the Wizard's Keep - Session number: 8 - Locations: 1. Bundinar Grimblebottom's Mansion - Party Members: - Ildur - Gorfin - Pyrgos - Archibald - Roulph ### Introduction The session picks up with the mansion on high alert due to Ildur's drunken mishap with the curtains. The triggered intruder alarm has put the mansion into lockdown, deploying four Magimechanical Guardians to neutralize the perceived threat. ### The Battle with the Magimechanical Guardians - **Initial Chaos:** In his inebriated state, Ildur inadvertently escalates the situation by setting the curtains on fire, leading to the mansion's defenses activating. The guardians, equipped with wand and scythe arms, attack, believing the party to be intruders. - **Strategic Response:** Learning from previous encounters, Gorfin and Pyrgos target the guardians' magical gems, while Archibald uses a scroll of Dispel Magic to incapacitate one guardian and attacks others with magic missiles. Ildur uses the guardians' attacks against each other by positioning them strategically. - **Battle Dynamics:** Pyrgos showcases acrobatic prowess, and the guardians' varied defenses, including a Shield spell, create a challenging fight. ### Battle Aftermath - **Recovery and Looting:** The party takes a long rest amid the wreckage of their battle, securing valuable gems from the fallen guardians. Pyrgos attempts to pilfer additional loot but finds nothing. - **Exploration Resumes:** Refreshed, the party explores more of the mansion, discovering various rooms and gathering supplies like vials of water from the kitchen. ### The Mirror Room - **Mysterious Discoveries:** The party revisits the Mirror Room, where they encounter enchanted mirrors displaying distorted or idealized images. A covered mirror reveals their reflections which eerily mimic and then attack them as they try to leave. - **Mirror Battle:** The encounter with their mirror images proves unsettling, especially when Roulph's reflection joins the enemies. The party overcomes this bizarre challenge, discovering that the mirror serves as a portal. ### Conclusion The session ends with the party stepping through the mirror portal, finding themselves in an unknown and mysterious chamber. This pivotal moment leads to new questions about the true nature of Bundinar's mansion and what lies beyond the magical barriers they've encountered. | ||
| S09 - Beyond the Mirror Portal | 0 | ## Adventure Log: Beyond the Mirror Portal - Session number: 9 - Locations: - Unknown Vestibule through a Magical Mirror - Party Members: - Ildur - Gorfin - Pyrgos - Archibald - Roulph ### Dislocated The party finds themselves in a new environment after stepping through a magical mirror. They're in a homely vestibule with no windows, lit by magical candles, and adorned with valuable paintings which Pyrgos quickly seizes. ### Deal with the Creatures Upon exploring, they encounter winged creatures in a side room. Startled, the creatures disappear but one returns to parley, trading information for a magical item. The creature hints at another tiefling trapped in the mansion and reveals a secret chamber hidden behind a candle-levered bookcase. ### A New Acquaintance In the secret chamber, the party discovers a tiefling woman, Ea, suspended in a magical stasis and surrounded by a static field. After trading a "magical" potato sack for information on how to release her, Archibald uses a Dispel Magic scroll, freeing Ea. She shares her story of seeking apprenticeship with Bundinar, the mansion's owner, who had become obsessed with a magical mirror that led to this alternate dimension. ### Ea's Story Ea recounts her last memory of trying to awaken Bundinar from a trance caused by the mirror, only to be cursed by him. She offers to help the party navigate this mirrored dimension in search of Bundinar. ### The Search Continues The party, joined by Ea, attempts to access the grand library but finds the doors locked. Unable to pick the locks, they continue exploring, encountering a mysterious, pulsating corridor that seems to move toward them with a squishy sound, indicating another imminent challenge. ### Conclusion As the party integrates their new ally, Ea, they face the complexities of a dimension altered by magical mirrors and Bundinar's experiments. Their journey is set to delve deeper into the mysteries of the mirrored realm, challenging their perceptions and testing their resolve. |
Really?