Sunday, August 9, 2009

The slow formation of a new Metaphysics

Let us start out with a rough listing of the knowledge and facts currently at my disposal.

We have come into possession of the Grotius Cube a spherical artefact that uses the Cubic law of Planar Stacking. Originally this device was used during the God Wars as a form of prison for highly powerful Collective Spontaneous Thaumological Fields (or deities as the layman insists on calling them). Created by the renowned artificer Nisendor Insenthel roughly 500 years ago, the Grotius Cube would appear to be a highly powerful artefact.

I have not encountered this law before. Indeed I have studied in depth the squared law of Planar stacking. It is this law that prevented the interpenetration of extra-dimensional spaces (leading to the question as to the state of this effect in the new Thaumalogical order). The cubic law of Planar Stacking was apparently forwarded by one Ansanthum Grotius, a theoretician that I am unfamiliar with (despite the fact that he predates me by several centuries).

I have seen a copy of the Malecarthium (a great magical work by written by Alosius Mark). All copies were assumed to be lost. I wish I could have gotten a chance to read it. Curiously it was much thinner than I expected.

I also, now have in my possession a memory core from the lost library of Anabaris (I had assumed the library a myth perpetrated by the uncreative theoreticians lamenting lost knowledge. The core would seem to tell the lie to my beliefs). Unfortunately, the core seems to be from the meta-biology wing and focuses entirely on various species of beast. Useful to be sure, but if I could get my hand on a Metaphysical core... Anabaris is supposedly located to the East, from where the civilized races came from before they settled where they are now in Haven, and it was lost in or before the Flight. So much was lost during the Flight... The Core I now possess, as well as the Malecarthium, were both obtained by Ancillin Eladrius. This would seem to indicate that either this Ancillin has found Anabris, or has stumbled across a collection of artefacts recovered from there. Unfortunately this is a name I am totally unfamiliar with so it does little good in helping to track down more information.

The Astral plane seems to have either been removed or amalgamated with wherever it is that the gods live. This has therefore likely resulted in a large reduction of the total number of planes. Since things powered or using the Squared Law of Planar stacking were highly dependent upon this number, a reduction in the total number of planes would have greatly reduced their power.

Unfortunately, I am forced to enter into speculation for a time here. I have been told (by a Spontaneous Thaumological Field known in the standard Pantheon as the Son) that the Metaphysical redistribution that we have experienced was confined mostly to Haven. Furlough experienced some temporary effects as a result of its linkage to Haven but has since reverted to its former state. I cannot confirm this but will, for the moment assume it to be true.

If this is true then Trian's multi-planar divergent theory appears to be at least partially correct. I was, however, told that there significant issue with the theory. Of course there are! Anyone even glancing at his meta-stasic calculations could see that!
Consider the following timeline (based upon our current apparent temporal location):
· Roughly 1100 years ago the Squared law of Planar stacking was postulated leading to the creation of extra-dimensional spaces and serving as the power source for the creation of the Aeries.
· Roughly 700 years ago (400 years later) Mount Pushkin was discovered and the link to Furlough was established. This increased the linked Realm count from one to two.
· Roughly 500 years ago, during the God Wars, the Grotius Cube was created. This was the first (and as far as I know only) example of an application of the Cubic law of Planar stacking.
· 97 years ago (roughly 400 years later) a magical realignment occurred. The result of this may have been (there is scant but mounting evidence...) the connection of a third Realm to Haven.

The above timeline is accurate, to the best of my knowledge, but it raises the possibility that the creation of the Cube may have started the process that resulted in the magical shift four hundred years later. Further, the power of the exponent in the Planar Stacking law(s) may be directly tied to the total number of Realms tied to Haven. Indeed the creation of an artefact relying upon a higher exponent may result in the universe attaching a new Realm in order to restore its balance.

Savin's Ledger

As we finally approached the Lord of Teeth's lair (I've been listening to Olen too long to resort to such a colorful turn of phrase) we encounterred his Steward.

The Steward seemed to command quite powerful fire magic. The truly, remarkable thing, however, was the apparent source of these powers. Unlike conventional power sources (see my Treatise of magical channeling sources) it would appear that this creature was getting his abilities directly from a flesh a blood being (The Lord of Teeth)! He also possessed an egg likew device that allowed the summoning of a demonic form.

We were able to subdue the Steward and ask some questions (he was woefully unversed on Planar and Thaumalogical theory). He then led us to a warded door that he said only he could open.

Seeing no other choice, we allowed him to do so. Unsuprisingly, we used this as on opportunity to escape and flee to his master, the Lord of Teeth.

The Lord of Teeth was a creature that I am unfamiliar with. Bipedal but with fur and a canine-esque gface and head. Like the dogs we met earlier, he was partially altered by an extra-planar force but was clearly not extra-planar himself.

The Lord of Teeth seemed to not hold his own minions in much regard and dispatched his Steward for us. We were able to defeat the Lord in combat (he was able to generate Demons internally it seemed)

The Lord of Teeth was apparently planning to send the last dragon egg through a portal back to "where he came from" and indeed we found a partially functional portal in the next room. This leads me to consider that the Lord of Teeth may be from a Third world. Could another world be joining the connection between Furlogh and Haven? This would explain the apparently mundane origins of a creature that I had not encountered before. The flaw in this theory is that the portal linked to another part of Haven. But, as I mentioned, the portal was not complete (and clearly hadn't been used since we recoverred the last egg)

We returned the remaining eggsto their mother (she seems to have decided to leave the area) and after some additional exploration decided to travel through the portal as it would bring us closer to a larger city. Hopefully, I can find an actual scholar unlike Marcus and Voss!

Savin's Ledger

It would appear. from their wild tales, that my companions encountered rather more excitement then myself when we were seperated.

I would have given Bolgen's left eye tooth to nsee one of the "corrupted" dragonlings in animate reality. I remain frunstratingly thwarted in my attempts to understand the workings of this new magical paradigm we find ourswelves in.

In any event, after we were reunited, our group was able to make our way towards where we were told the Lord of Teeth resided. We needed a pass card in order to accomplish this, however.

Fortunately, we were able to issolate one of the Lord's generals by some tampering with the Hold's elevators.

Accompanying this general were several wardogs. Normally this would be unremarkable except that these dogs appeared to be partially altered by a demonic (or at least extra planar) force. As usual, my companions were unwilling to provide proper time for in depth study. Indeed, I have not even been able to aquire proper samples. Thwarted again.

Interesting this planar influence is similar to that that we later encountered with the Lord of Teeth.

Monday, July 27, 2009

Mad Mage and Mutibility

After regrouping from the Tower of Gears, Holy Kurn, our group managed to find Savin and once more come together. Our guides gave us more information on the heretical Lord of Teeth and the blasphemous Lord of Chains he is said to worship. It turns out that he controlled his packs with fear, not loyalty. We should be able to use this to our advantage in some kind of glorious ploy...

But I get ahead of myself. Firstly, we had to rescue the eggs of the Blue Dragon. With our goblin allies (so strange to use those words!) leading us, we ventured deep into the old dwarven hold, finding the door to a mage's demesne. Girding ourselves for battle, we burst in.

Inside were many slaves, but some overseers as well. Atop a platform in the far distance was a mage, who commanded a strange, vile machine of tainted magic. Nevertheless, Father Kurn, we rushed into battle!

The sick mage had beaten us in one way though: he had already corrupted two of the dragon eggs. As we battled the hobgoblin overseers, he released twisted creatures upon us. One of each a perverted goblin and hobgoblin, but the two dragon children as well, warped into horrific killing fiends. I myself was struck repeated by the insane wizard's terrible magics, and could understand why the dragons became the twisted freaks they were. Only the blessing of you, Holy Kurn, kept me in my beautiful eladrin form.

Eventually, and with great sorrow, we slew the tainted dragon children and the other foes before us. It was then I saw one dragon egg still remained! Hurrying, I covered it with my shield to protect it from further harm, while my brave companions all proceeded up to the perverted mage and quickly dashed him from this world.

We had saved one of the dragon's children, and I gave thanks for your help in allowing me this small, but significant victory. However, other terrors would soon be unleashed upon us...

Thursday, July 23, 2009

From the pen of Voss

After a week of relaxation with the best amenities we have seen to date (as poor as they are), we returned to the hobgoblin occupied dwarven hold. With the magical transport available to us using the gate, we snuck back in and were contacted by the resistance movement and reunited with our guide, Yulia. It seems that she retains her usefulness and has acquired the probable location of the remaining dragon eggs. We began to journey to locate them in the company of a skilled dwarf and several slaves. In short order, our intrepid band had run afoul of a large unit of hobgoblins. In a rush to get away, our groups was split up and poor puny Savin was swept away with the throng of escaping slaves while the skilled dwarf lead the rest of our group to a “shortcut”; a chamber filled with gears the size of Savin’s old tower. The door that we wanted was at the bottom of this half-furlong high clockwork nightmare and we were at the top. Well, it could have been worse, we could have been on the bottom and trying to climb up. To my surprise, Baern led the way on to the gears and down. While his enthusiasm has there, his skill was not as he fell down several levels at a time, barely under control, landing with all the grace of a …well… a drunken dwarf. Yulia also descended quickly as well, without much grace but with much less noise. I, of course, navigated the course with poise and grace while Olly fought a valiant rearguard action to ensure our safety. At the bottom, there was an ambush that Baern succeeded in drawing out, focused as they were on the noise that he generated. We attempted to fight off the ambush but reinforcements that kept dropping from the gears above forced the implementation of an immediate rapid strategic retreat.

Tuesday, June 2, 2009

Baern's Journal

It has been too long since I have had an opportunity to reflect on and organize my thoughts regarding recent events. Where is Savin when one needs to know the date, so that I might date this entry? I sit here contemplating the recent events in stunned silence. Some might even say dumbfounded. Only vaguely aware of my surroundings I will record the recent events. I can only wonder what the Mother has in mind for her servant...

We have infiltrated the infested dwarfish stronghold. The infestation if that of all manner of goblinoids. From little squishy ones to larger angry ones. I am surprised that any dwarfish refugees exist given the extent of the infestation.

Avoiding the roving patrols of these foul goblins we eventually stumbled upon a what appeared to be a dead end. Here we found an inactive magical portal in amongst what appeared to be a bunch of abandoned dwarfish mining supplies. After some investigation Savin and I figured the portal could be reactivated. I began work on reactivating the portal while the others started to secure the area.

We were ambushed through a secret door that we had not detected. The goblin horde fell upon us as we fought for our lives. I was had to maintain my concentrations on the on the magical portal as I had reached a very precarious point in the opening of the portal and had to continue or risk a a negative energy feedback loop that could blow us into the netherworld if it did not bring the mountain down on our heads.

I do not know how many waved of goblinoids the rest faced, but they were in a ragged state when I finally reached a point I could pause. Drained, Vos continued from where I left off. Yulia went to scout in the event we needed an escape path.

Hopeful we could avoid further detection, we began to shore up the defenses further. We reinforced the barrier we created to defend the main hall further, we barred the secret door, and we began creating additional traps with the barrel of pitch to surprise anymore attackers. Our preparation was not in vain.

While Savin was preparing the traps in the hallway I heard something odd and called Savin back. We continued waiting quietly and listening until I chose to light a torch in the coals we had lit in preparation of an attack. I then threw the torch down the hallway. The expression on the faces of those goblins was priceless when that torch was priceless. Surely, the mother was guiding that torch for us. A frantic battle ensued. Olen attempted to light the traps on fire unsuccessfully a couple of times before being forced to join the melee.

It was a frantic battle. Our saving grace was having braced the secret door it bought us enough time to finish off the initial wave as the foul goblins used axes to destroy the door. We then engaged them and dispatched them. Unfortunately, for us, some of the foul goblinoids escaped.

Vos continued to work on opening the portal while we shored up the defenses. There was still no sign of the dragonborn. I was concerned, but we had to attend to the task at hand. Savin, Olen, and I completed the booby trapping of the hallway and built a barricade in front of the destroyed secret door. I then took the remaining pitch and the barrel and threw it on the new barricade.

Shortly after that we heard the marching of feet from down the hall. We coordinated our efforts amongst us, so we would attempt to start the fires burning and join the defense. This time Olen was prepared to join the battle with his shield equipped.

We timed our efforts, and when we say the fiery eyes of the goblins we set the fires burning. Well, I set the fire burning at the secret door barricade, and I do not know what stopped Olen from lighting the fire. While Olen and Savin harried the attacked across the barricade I made two additional attempts to throw shovels full of burning coals down the hallway to no avail. I suspect the coals had gone out, but I was not permitted time to contemplate the failure further.

This time the goblin forces were much larger. Both in numbers and physical stature. There were still a bunch of the squishy ones and they brought some that were almost as large as ogres. These larger ones rushed our main barricade and smashed through it. We doubled our efforts to hold the line, but as they smashed through our other barricade and started coming from the ceiling of the room we were being over run.

Savin and then myself joined the effort to open the open the portal. Suddenly bodies bodies were falling from the ceiling and Yulia swung down from the ceiling. That girl has a knack for timing. Olen suddenly fell to the vicious goblin onslaught as the portal manifested. I called out for the others to go through as they were all barely standing. I summoned my inner reserved as only a devout dwarf can and rushed in to save Olen from the foul goblin horde. I grabbed Olen by the arm while the goblin horde attempted to stop me, but the were no match for dwarfish tenacity. I then dragged Olen through the portal before I remembered the odds and my dwarfish tenacity wore out.

It appears the goblins were not able the to follow us through the portal, of which I am thankful. I doubt we could have survived should we have been forced to continue the pitched battle. Reflecting back, I now realize that there was goblin magic being wielded. were this 100 years previous that would not have seemed unusual. In a world where magic has all but disappeared for more than 90 years this is unusual. I will have to point that out to Savin...

The battle was not the event that brought me pause. It was the journey through the portal once again. In the previous journey I met the Mother, and she gave me the holy symbol I still wear. To meet the gods once is a rather rare event, but to meet your god a second time...

I appeared in a surreal glade. The I am embarrassed to admit I almost did not recognize her as she had taken on a greenish hue to match the environment. I almost mistook her for a nymph. She had me walk with her from the glade to up the side of a mountain where we observed a herd of mountain sheep. There were three distinct groups. The majestic rams with their curled horns, the young barely able to fend for themselves, and the old ewe full of wisdom. Suddenly we see the mountain sheep beset by wolves on all sides. Mother Ellaselle turns to me and asks, "if you can only save one group, which would you save?"

Suddenly I am amongst the herd. My perspective has changed. It was as if I was one of the mountain sheep. I only had time to react before the wolves attacked. I rushed the ones threatening the young. Just as suddenly I was back in my body beside Mother Ellaselle. She seemed pleased with the decision, although I think she understood only being able to pick one group was not sitting well with me. She imparted these final words to me, "you will not be able to save them all."

Now I sit here contemplating these events. Majestic ram's horns have somehow become etched within my holy symbol, and once again I look to the Mother to bring meaning to the wisdom she has imparted to her faithful servant. I feel that I am blessed. I only hope I can properly represent Ellaselle in the trying days to come.

Saturday, May 23, 2009

Just like Moria...

Father Kurn,


I pray to you, at this dark time to explain why we need your assistance in our lives.


We had overcome the spiritual dragonborn and dwarves that battled endlessly in the temple, taking from them what some believe to be the Gortius Cube… even though it appears to be an orb… and the box of which there was some debate as to whether we should open it our not.


My brother was, unfortunately, less than helpful in the discussion as he was still ‘identifying’ his new mystical instant campsite. ‘Fondling’ is perhaps a more appropriate term. Had I still contact with my compatriots from my misspent youth I might have tried to get him laid… the Holy Family knows he certainly could use it.


No! I must cleanse my mind of such distractions! Back to the issue at hand, oh heavenly Father of us all.


Proceeding onwards deeper into the caverns, we used the egg shell provided to us by the Blue Dragon to guide our path. The area appeared to have once been a well constructed and inhabited part of the Dwarven Hold, but time and violence had apparently done it much injustice. The main path was still well traveled and lit by arcane glow-globes, but when we explored some side tunnels we found them dark and empty. They had been looted and forgotten. We did find an exit to the Chasm, and so marked that point as a place to retreat to if need came around.


Seeing nothing of use in the side tunnels, we proceeded down the main path until we entered a great chamber. Shadows hid the walls so we could not tell the size, but in the darkness off to the left we heard the sound of marching feet. Dousing our light we put our backs to the right hand wall, watching through the darkness as dozens of goblins and hobgoblins came down a grand set of stairs and trooped past us down the way we had just come. If we had been a few minutes later, it would have been disaster!


In the darkness a voice whispered to us, “Are you the ones that freed the workers?” Trusting in your benevolence to reward just actions, Father Kurn, we replaced to the voice, and found it to be an escaped slave. He offered to take us to a Mayor Clearbrook, leader of the escaped slaves and workers. Needing more information about this place, we agreed.


He took us down side tunnels to another chamber where many dwarves, Halflings, and goblin cast-offs lived in squalor. He led to us Mayor Clearbrook, and to our surprise it was a goblin! Oh how Fenor the Son likes to laugh! Turns out Mayor Clearbrook took the name to throw off the hobgoblin masters; who, after all, would expect a Halfling for a Clearbrook.


We spoke at great lengths with the Mayor, learning much about the situation we found ourselves in. The prophet leading our enemies was the Lord of Teeth, who commanded several goblin clans and forcing his new religion that venerated something called the Lord of Chains. No doubt a false god, one held up in blasphemy before your family’s great might, Lord Kurn.


The clans were not a cohesive force, and many grievances still lingered under the surface. Mayor Clearbrook himself worshiped the old goblin gods, and had been cast out because of it. This could serve our purposes, but for immediate need, we had to find where the dragon eggs’ were being held. We asked, in a most convoluted manner, where such items might be kept, but did not receive a definitive answer. Quests must be difficult, in order for your children to grow, Father Kurn.


In the end we retired, with plans to help the runaways by freeing some of their members from the hobgoblin’s harsh mill work. However, before anything could be decided, the hobgoblins attacked the refugee camp! Pandemonium! In the face of such forces, we withdrew, following Mayor Clearbrook’s son. However, after leading us down may paths, we were separated from him, and were forced to take refuge in a hallway in order to escape from a hobgoblin patrol.


At the end of the hall was a storeroom, filled with mining equipment and supplies. Savin found a magic circle, but before it could be examined a hobgoblin patrol came in through a door we had not discovered!


It was a harsh fight, with mighty strikes and fearsome magics being employed by both sides. Eventually however, we triumphed over our foes, slaying them. During our rest, we discovered that the door they had entered through led to a tunnel beside the entry tunnel: with arrow slits and guard rooms. Another check of the magic circle showed it to be a teleport pad.


Examining the guard tunnel, we found it lead to the main room, where a whole host of hobgoblins had assembled! We were trapped in the entry chamber! Quickly we retreated to the chamber, where Savin and Baern were certain they could activate the teleporter, given adequate time.


My brother and I proceeded to fortify the entry way, but I must say, all things considered we did not do a particularly good job of it. Yulia scouted around for a time, and it was during this that our location was discovered by the hobgoblin main force. We were now under siege!


The first wave was repulsed by us, and we inflicted significant losses on their side. However, I doubt it was more than a detachment of their main force.


Behind me, Baern continues his chant, attempting to activate the teleport pad and provide us a method to flee this dead end. In front of us, I can hear them outside the doors, the cries of battle, the sound of weapons, the thunder of many metal-shod feet. Drums beyond our torch-light.


Unless Baern is successful, we can not get out.


We can not get out.


Drums in the darkness.

Tuesday, April 28, 2009

Animate etheric stabilization nodes...

I have always questioned the usefulness of the familiars that other scholars of the arcane arts seem so fond of. They expose their owners to greater risk while offering little in the way of advantage. It is true that a simian companion dexterous hands would be helpful on occasion, but I have never considered the slight advantage to outweigh the downside.

Until now.

With the meta-mystical recordination that have recent shifted the organizational stasis of the magical fields on a sub-form level, I have lost access to much of the abilities I was able to wield but a short time ago. I have been able to reestablish or adapt several spellforms to give me some limited abilities, but my powers remain woefully under strength.

It is my belief that a familiar might aid in this problem. Serving as a secondary node for the stabilization of etheric constructs, I should be able to amplify my evocative potential by more then fifty percent. If the familiar was a construct (rather then an animal as is common) formed of a conjurally stable material (such as adamantine) this could reach an eighty percent or greater increase.
Unfortunately, I have not studied the rituals for creating and / or binding a familiar. Even if I was, the new mystical landscape would require significant meta-geometric alterations to the rituals before they could be used. This bears further study...

Tuesday, April 14, 2009

Savin's Ledger

We have come into possession of a powerful orb and what appears to be a containment box for another artifact. Some of my companions seem to be of the opinion that this box is designed to contain the orb.

I do not share this stance for two reasons:
1. The ectoplasmic emanations that we encountered referenced two different objects, one of which was the Grotius Cube.
2. This is clearly an orb NOT a cube. Unless... No, even accounting for third order etheric convergent geometries this could not be considered a cube.

I would like to get the orb away from Voss so that I can examine the effects that magical shifts have had upon an item of artifact level power. So far Voss has not been forthcoming with the object, however. Typically one would expect a greater level of obedience and respect from a student.

As we continued through Steirhold, I noticed meta-lothic fractures in the stone. I assume these fractures are a side effect of the event that caused the Trench. The fractures appear to be of a Furloughian Divine nature though without my instruments I am reluctant to make a definitive call.

We reached the Trench that divided Sterihold. Fortunately there has a rope bridge that had been erected to allow the current Goblinoid residents to cross the gap. After dispatching the guards I noted that the bridge did not have a proper parabolic hang.

There appeared to be at least a 2.3% deviation from the expected gravitational effect. I can think of several causes for this effect:
1. A side effect of the magical field shift has lessened the effect of gravitational effects
2. A constant etheric updraft caused by residual energy from the formation of the rift.
3. Magically charged components inadvertently used in the bridge's construction.
4. Measurement inaccuracies. As I mentioned before, I am currently without my instruments. As a result, my observations are within the margin of error of the crude devices I am currently using.

Reluctantly, I accompanied my party away from this fascinating edifice and, after dispatching another group of Goblinoid guards, we came to an entrance into the second half of Steirhold.

I find my reduced evocative abilities a constant irritant. Not only are my measurements woefully incomplete, I am thwarted by obstacles that would have been but minor distractions before everything changed.

Monday, April 6, 2009

Searching for the cube

Here is the DM's summary of the last game session. This is just a place holder until someone chooses to replace it with their own, on a first come, first served basis.


At the end of the previous session, the players were successful in opening the doors to free the flood waters, and (somehow) managed to avoid having any of the party swept away like the zombies you were fighting.

After the battle, Savin looks at some of the zombie corpses that were not swept away, to find that they belong to a barony allied with Ascension. The corpses are severly waterlogged and their clothing dates back to the time of the God War.

Also while the waters subside, the players again look at the charts found on Gregore's skeleton. Their best guess is that the flooded areas you crossed were likely flooded by the waters of a cystern located above, which was likely ruptured by the blast during the God War which destroyed Treffenholm and created the Trench.

The players proceeded down the stairs, the water still flowing past their ankles. They got to a landing, where one more staircase led up, and another down. The staircase leading up was scattered with the old bones of fallen warriors of all races, though predominantly dragonborn, kobold, dwarf and halfling.

At the top of the stairs were a pair of large copper plated doors, similar to those you openned to let out the flood waters. Engraved on the left door where the father, mother and daughter, the other the son. Voss remembered the doors to the great cathedral in Ascension being very similar, but with all 4 Gods on both doors.

Past the doors was a cathedral, but one which had been the site of a battle in years long past. Bones were piled in heaps where battle lines had clashed and warriors fallen. As the characters walked past the detrious of an ancient war, two ghostly voices could be made out, apparently arguing with each other. The also noticed a strong source of magic coming from the far end.

At the end of the room was a dias, with an altar on it. Dwarfing the alter however was a giant bolder, which had pinned the remains of some dwarven noble of long past. The bolder was unlikely what killed him, however, as an axe (in surprisingly good condition) was solidly lodged in his skull. Here the voices were particularly loud. Although Baern and Olen had been giving the fallen the Rights of the Fallen as they progressed, Baern decided to halt at this point to attempt to quell the angry spirits.

The others pressed on, noticing a large hole about 15 feet up the wall at the end of the cathedral, the mysterious source of magic radiating from that hole. Climbing up the wall, they notice a vault on the far side. In the vault were statues of the 4 Gods, as well as a dias with a powerfully magic orb on it. In investigating the room, the three find that the floor was inscribed with intricate magical symbols, designed to focus mystical energy inwards towards the orb and then into the astral (aka Divine) realm.

Upon trying to remove the orb, however, the 4 God statues sprung to life to attack the heroes, as well as two heavy crossbow traps. Though Olen had some trouble bringing himself to attack these representations of the Divine (and Voss quite some enthusiasm in doing so), the party was successful in vanquishing them. They then rested in the vault to refresh themselves for the nex day of adventuring. Baern joined them in their rest, but left before the others to make one more attempt to settle the spirits in the cathedral.

In the morn, the parties climbed back out of the vault, and began to leave. However, as they walked past the boulder pinning the deceased dwarven lord, two spirits rose up. One was that of a noble darwen warrior, the other of a Dragonborn warlord. Death had obviously not made them any fonder of each other, as they continued to yell at each other and exchange blows.

At this point, Baern was still attempting one last attempt to assuage the spirits and with their sudden stirring he became lost in their visions of the past.

Meanwhile, while Baern was stuck insensiate, the two spirits began calling reinforcement to themselves, reinforcements that arose from the dead. While they did so, the dwarven lord made clear that he would let no one take the Cube, while the Dragonborn war leader made equally clear that he would free "Adropov" (whoever that might be) if it was the last thing he did.

Unfortunately for the players, the two sides did not recognise the heroes as non-combatants, and fought them as well as their long dead foes. Eventually, however, they managed to hew down the two arch-enemies, which in turn caused their armies to return to the dusty piles of bones they had been previously.

Saturday, March 28, 2009

Perhaps it was a Cerulean Sky Drake...

Often mistaken for the Azure Northern Dragon. Known for trickery and petty collusion with the evil races.

I certainly hope not since, if true, that might indicate that we are walking into a trap set with the dragon and the goblins.

Saturday, March 21, 2009

Savin's Ledger

At times, I am inclined to believe in a thing that lesser intellects call luck.

At times.

We had made our way to the Trench in order to look for possible routes across. In order to maintain the agreement with the North Haven Azure dragon that we had struck earlier, we needed to attempt to retrieve her cache of eggs from the hobgoblins who had stolen them and taken them into their Dwarven stronghold.

While performing this search, a child from the nearby town fell through the covered top of an old granary of the destroyed and abandoned Dwarven hold of Steirholm. After rescuing the child, we uncovered a large store or grain, much of it still well preserved (See Gothak Sortan's Treatise on Botanical decay for the intricacies of long term grain storage).

This granary offered us a backdoor into Steirhold and possibly a way to get closer to the bridges that cross the Trench. An interesting bit of trivia only except for Gregoir's Diary. Found amongst the treasure hunter's belongings, Gregoir's Diary seems to offer us a guide through the complexities of the hold. At the very least it was promising enough for us to take the chance that some degree of geographic correlation could be found.

Because the diary mentioned being stuck by a large body of water, we returned to town in order to seek a solution. I was forced to speak again to that Thaumological half-wit Marcus.

While Marcus remains trapped in a pre-Thamaic thought pattern, he has spent longer immersed in the new arcane realities of our world. This has allowed him to adapt some spellforms that I haven't had the opportunity to yet study. If only his notations weren't so Hetnian. The inefficiencies of his structures are astounding. A simple water walking form which would previously have taken mere seconds to cast, required orders of magnitude more time! Additionally, his overwrought forms required the consumption of an inordinate amount of highly prepared components. I am convinced that this does not reflect the change in the magical world but is, rather, simply Marcus' own inadequacies coming through. I am certain that, given adequate time, I will be able to adjust Marcus' forms to regain the lost alacrity and efficiency of material.

In any event, we made our way back to the entrance and entered the hold. This led us to the large underground lake that Gregoir's Diary had mentioned. While we were approaching from another direction, we could begin to see similarities to the Diary's descriptions. I set about casting the ritual to allow us to traverse the aquatic body (see above for the issues I had with Marcus' poorly wrought spellform)

Partway through the cavern, we came to a side set of doors the Gregoir's Diary indicate may lead to the Grotius Cube. While not our primary mission, the Cube seems to great of a prize not to investigate. The timeline with our Dragon ally is lax enough to allow for this.

While investigating the door, we encountered a large number of undead (I believe that would be classified as Zombies though their exact behaviour and physiological makeup differed from those I have studied). It appears that these zombies (the term will serve until a more accurate classification can be done) are mostly human. Strange that in a Dwarven hold.

We were able to open the doors to the deeper hold and drain the water (and the majority of the undead).

While we have no indication as to the Cube's true abilities, it is (or was) a greater artefact. I am curious to see what effect (if any) the rearrangement of the spellforms has had upon an artefact. In theory, it should be unaffected if the shift has been constrained to spellforms alone. If however, there has been a greater rearrangement, it is hard to predict what the effect will be. I am eager to have an opportunity to further my studies into our new magical landscape. Hopefully, the Cube will restore some of my woefully diminished magical abilities.

Saturday, March 14, 2009

World

Just so that all of you know the dating convention -

4 seasons, each of three months:

Paksee (spring)
Kurn (summer)
Ellaselle (fall)
Fenor (winter)

Of those three months, they are labelled 1-3 as:
1. aspiring
2. ascendent
3. waning

Each month has 30 days

Saturday, March 7, 2009

Gregore's Diary

After negotiating with the blue dragon Vermafex, she gave you the corpse of Gregore Stonehew, dwarven (ex)-explorer. On said corpse, in addition to some magical items which have been divied up, there was a map of the ruins of Treffenholm, and a diary.

Here are some of the more pertinent entries from that diary.

Kurn ascendent, day 13, 1036 AC
It is an auspicious day, but not one I expected. While taking a break from my months of unsuccessful studies at the grand library of Bareira, I met in a cafe a most curious man, who regailed me with tales regarding Kirwin's journeys during the Godwar. It took me a while to believe this eccentric elf, but as I listened, more and more of what he said matched what my studies had told me. To make a long story short, while not knowing the ulimate fate of Kirwin Swordsinger, he had deducted where Kirwin's treasure was - the fabled Grotius Cube. As I had suspected, it lies in the ruins of Treffenholm, and had not entered the Settled Lands as had previously been posited.

Paksee waning, day 2, 1037 AC
It took me much longer to get here to Steirholm than I expected - my uncle most unreasonably refused to extend to me the funds needed to complete the journey. However, having borrowed heavily from his till, I now finally have the money I need. I know he will be angry when he finds out - and thus I leave at dawn - but his tune will change when I return iwith riches and glory - and the Cube!

Ellaselle ascendent, day 20, 1037 AC
I have installed myself at the court in Steirhold and have begun to (carefully) search for more information regarding the ruins of the old hold

Fenor aspiring, day 17, 1037 AC
What great luck - the fool Cervenish has let slip the very information I need to continue my quest - that old plans for Treffenholm can be found located in the vaults of the Steirholm library. Now, just to figure out how I can get my hands on them to make myself a copy...

Fenor aspiring, day 30, 1037 AC
Sweet fortune shines on me! In now have the maps in these very hands! The real maps, alas, which will mean I have to act quickly to avoid discovery - there was no time for me to be able to copy them. Also alas, I had to abuse Lady Elamir's trust horribly, which is a shame for this will surely mean that our most palitable relationship must end. Nut no matter - once I have the Cube, riches and women will be mine as easily as plucking a peach from a tree. Still, I will miss those sweet lips.

Fenor ascendent, day 6, 1037 AC
I'm finding the maps less helpful than I had hoped - at least this close to the Scar, everythings a terrible jumble. Hopefully, as I manage to penetrate this shamble of stone I will be able to place myself on my charts.

Fenor ascendent, day 23, 1037 AC
At last! I have finally found my way past the wreckage and into the ruins themselves! Alas, not where I had hoped, but hopefully enough remains intact that I might still make my way.

Paksee aspiring, day 2, 1038 AC
I had hoped that the passing of the old year would see me with my prize in hand, but no such luck, as I find my path blocked by a section of flooded passages and corridors. I have started to look for a way around, but no luck so far.

Paksee aspiring, day 12, 1038 AC
I'm beginning to think there is no way around, which means I will have to risk a trip back to Steirholm to acquire some potions - a couple waterwalking and perhaps a waterbreathing incase the passage will become completely flooded. As always, the thoughts of the prize to be had carries me through my setbacks. I am so close I can feel it...

Paksee waning, day 3, 1038 AC
I must have offended Her Lady Paksee somehow, for somehow, in this her season, she has turned her eyes away from me and let the Lord Fenor rule my house. Alas, the Young Lady is fickle, but it seems I have regained her affection. 2 months ago, after procuring the potions, I was caught and arrested on suspicion of stealing those old maps. Fortunately, I had the foresight of hiding them before entering the hold, otherwise I would be having trouble writing, what with my soul and body having been made strangers. Instead, I am now free - it seems that Lady Paksee is not the only lady in whom's heart there is still affection. Now, however, I must reclaim the maps and reclaim my prize, so that I might her sweet lips once more.

Paksee waning, day 5, 1038
Alas, it seems I have regained the affection of the one Lady more than the other, for Paksee once again shuns me. In recovering the maps, I was spotted. Due to my quick wits, I made my way free, but unfortunately the known paths into the ruins are now guarded. It seems I will have to find another path. MY greatest regret is that my camp is still set up in the ruins, and I will have to do without it until I can make my way to the Cube and back to it. A pity - until I make it back to it, there will be no luxury in my life.

Pakesee waning, day 10, 1038
She smiles again - I believe I've found a way in! I've found a shaft down into the mountain, and after a short climb will let me know if this is one more disappointment, or if my prize is again within reach.

And that is the final entry.

Monday, March 2, 2009

I believe it was a North Haven Azure Dragon...

While strictly belongiong to the Blue Dragon family, the Noth Haven Azure dragon is noted for her strong loyalty to her brood. This was certainly the case in this encounter.

Fortunately, it would appear that we have reached a concord for the time being.

Saturday, January 31, 2009

House Rules

  • Unlike previous campaigns, 1 is not an auto failure on skill checks
  • A 1 on an attack roll causes the attacker to grant combat advantage to the next attack directed against them. For attacks with multiple targets, combat advantage is only granted to the targets of the attack.

Savin's Ledger

As my mentor Thaumalogical Research mentor Gothak Sortan used to say, "All data is valid data. In the field it is not the measurers duty to attempt to interpret what data is valid and what is not." While I have been fortunate enough to rarely find myself in the position of field assistant, it would appear that this is now the role that I am forced into. Fortunately, however, I am not subject to the whims of of some softheaded Palsinist and, instead, find myself in the position of gathering data to further my own research.

To this end, I shall endevor to record my experiences as accurately as possible. I shall, at a later date, review this ledger in order to distill proper theoretical conclusions from the data thus gatherred.

After traveling through a failing portal from Furlough and encountering some semi-permanent Collective Spontaneous Thaumological Fields (see my Treatise of Magical History) during the theoretically instantaneous portal voyage, I found myself back in Haven.

It appears that the magical changes that I encounterred in Furlough had persisted into Haven as well. Further, they were at least a quasi-stable phenomenon. Simple solar and cosmological observations allowed me to determine that approximately 97 years had passed during our travel through the portal. Once I have access to proper instrumentation, I should be able to further refine this time.

I have determined that certain Spellforms seem to nearly be capable of functioning. I have managed to get a handful to work though their results no longer corepsond to previous emperical results. I believe that their is an orthogonal relationship between the third, seventh, and thirteenth forms to the second and ninth. This bears further study.

My companions and I finally reached a small settlement after being forced to engage several groups of goblinoid raiders. I hesitate to call it a bastion of civilization for the town possessed no library, observatory, or proper mage college.

I headed over to the Temple which proved to be a simple inn of rough but acceptable quality. There I encounterred two human men and a halfling woman with whom I enterred into discussion.

Of particular note was Marcus who claimed to be a magical scholar. I question the validity of this particulat assertion. To begin, Marcus subscribed to the Helvan school of thought! His thaumological series are divergent beyond the seventeeth iteration of divinational transmogrification! Marcus does not seem to have access to any spellforms whatsoever.

In any event, Marcus was researching a dormant portal within the Temple. He has a formulaic proof that he believes may lead to a possible reactivation of the portal. While I question the basis of his evocative theorems, this research is still worth investigating.

To this end, I proceeded to the mage college to which Marcus had directed me. Unfortunately, this "college" proved to be nothing more then Marcus' domicile. I restrained my instinct to label Marcus as the Lotrian that he clearly is and instead headed to the halfiling's shop directly accross the street.

The puveyor of this shop sold a variety of products that she called "Alchemical". I will have to do research into the etomology of this word. The shopkeep (whose name escapes me) claimed that these items had arisen in the time since the failure of magic as a replacement for the services that magic had provided.

This claim seems unfounded. Instead, it seems clear to me that alchemy is a previously undiscoverred magical control form (again see my treatise on magical history). Her assertion as to the cause of alchemy's discovery does seem well founded. The powers of these alchemical items seems decidedly weaker then the spellforms that I previously had access to. As a result, research before the changes to magic likely were abandoned as unfruitful.

One of my companions talked to the mayor and the watch captain. It was revealed that a nearby kobold encampment had fallen out of contact with the town. I was strongly interested in investigating this development. Because dragonkin express one of the innate magical control forms, I wished to discover what effect (if any) the changes had caused to their access methods.

While I wished to investigate this theoretic branch of research, I decided to accompany the rest of my group who had chosen another direction.

While traveling, we came across the sight of a caravan that had been ambushed. Certain reptilian (or possibly reptiloid) tracks indicated the possible involvement of kobolds. Following these tracks led us to a recently abandoned temple. Draconian grafiti strengthened the kobold theorem even further.

We were able to follow tracks from this temple to an abandoned mine. This mine proved to actually lead to a secret underground hiding place of kobolds.

We encountered several groups of kobolds and a brief interview indicated that they were reluctantly under the trall of a blue dragon. As a result my party has been careful to avoid undue casualties amongst their number. It is my hope, that once we have dealt with this dragon, Yulia (my dragonkin companion) may be able to restore some order to this group.

I am also hopeful that encountering this dragon (which obviously of purer dragon blood then a kolbold) will further refine my understanding of the new state of magical access.

A treatise on the origins of magic in the modern world

A treatise on the origins of magic in the modern world
- Savin Thonät

Magic is a conspicuous but ubiquitous part of the everyday life. Indeed, many people (the humble author included) could scarcely get through a day without it. It is surprising then how little most people understand it. Indeed, many spell casters stumble through their lives with only the vaguest of understandings as to how magic actually works and the implications of these mechanisms.

Source
Magic, as we are all aware, is (at its base) simply the manipulation of energy. In this particular case, the energy exists in a nearly uniform field[1] surrounding all things. There is some discussion (Fizban - Where the Peaches Go and Dumbledore - The conservation of magical mass in Phoenix ash being the most prominent) as to whether this magic energy actually constitutes its own coterminous plane (like the astral and shadow planes)[2] but this is irrelevant to the current discussion.

What is relevant, however, is that raw magical energy is not properly controllable directly by non-divine entities. Even in small amounts, this energy is highly damaging to the host. Indeed, I have posited that the occasional case of spontaneous combustion reported in the known lands is, in fact, the uncontrolled channelling of uncontrolled magical energy.

So how then are beings other then the gods (and perhaps a few high level angels and devils) able to use magic at all? Why aren't their pyres of burning wizards, sorcerers, and clerics on every corner? There are, in fact, at least four separate answers to this question.

Forms of Control
The forms of magical control are arranged by their relative antiquity. The oldest being discussed first.

Innate
Certain creatures (Dragons, Phoenix, and certain salamanders) as well as their part-blood offspring (kobolds being the most common example) seem able to channel magical energy at will. Indeed the dragon could not even fly if it were not for magical assistance[3]. It would appear that each of these species contains, within its makeup, the ability to protect itself from the dangers of interaction with raw magic. In the case of dragons (and their brethren) this control takes the form of tiny projections of crystallized Will[4] that focus and channel the magical energy while protecting the body. The dragon has no knowledge of these crystals but is still able to make use of them.

Recently there has arisen amongst the civilized races a form of spell caster known as the Sorcerer. Wildly undisciplined, they seem to ignore the spellforms of proper wizards and channel magic with abandon. In every documented case of Sorcery, Will crystals were discovered within the host. Indeed, there are several documented cases of Dragon ancestry within their past. Several scandals have been caused due to this fact.

Divine
In the case of divine spell casters, the source of control is easy enough to determine. Since divine entities can channel the raw magical forces directly, they are able to transmute it into a form that can be handled by standard divine casters. Small amounts of magic are transmuted without conscious thought[5] but larger levels require a more direct divine intervention. Thus divine casters who deviate too far from their god's chosen ideals typically do not lose their powers until they attempt to access a stronger spell (thus alerting their deity to their transgressions).
Of course, deities are little more than stabalized Thaumological Fields (see below) that have obtained consciousness (or at least an approximation there of) it isn't clear whether these two sources truly deserve seperate secions.

Spell forms
Fenor, known for his love of change and trickery, desired to allow greater access to magic to the general intelligent races. Since direct contact with a significant amount of raw magical energy is fatal in nearly all cases, Fenor devised the spellforms. Spellforms allow the tiniest amounts of raw magic to be used to form a matrix through which much greater amounts of magic can be channelled.

The spellforms are a means for anyone to access the abilities of magic. They do not require a particular birthright (like Sorcery) or dedication to a specific deity (as with divine magics) but rather simply dedicated study.

Each spellform is a specific series of gestures, words, and mundane components used to trigger a specific spell. Each part of a spellform is used to focus a small piece of raw magic into the lattice that forms the larger spell. Rather like weaving, the individual threads of magic are woven into the desired shape and outcome. Thus raw, uncontrolled magical energy can be shaped into nearly any form imaginable with the use of the correct spellform.

Raw magic is still extremely powerful. This power explains the physical drain imposed upon the caster. Further it is the cause of the destruction of most material components used in spell casting.

Collective Spontaneous Thaumological Fields
It has been noted that the Goblin races are able to exhibit powers that closely mimic those shown by divine casters. Since their gods are non-existent delusions, the above method of channelling employed by clerics of the civilized races is not applicable. So what, then, is occurring?

A first guess would to assume that goblinoids (like kobolds) have a magically attuned ancestor. This assumption would be flawed in two ways:

1. Such an ancestor would lead to an arcane expression of magical control rather than a divine one

2. The extensive testing done on Goblins to determine their connection to the Feywild (See Savin Thonät - Goblins, Elves, Eladrin, Nymphs, and the Feywild: a Comparative Meta-anatomical Study)

Despite continual efforts from missionary groups to prove the falsehood of their gods, goblinkind remains unified and fervent in their belief of their "gods". It is my assertion[6] that this unified belief forms a metamagical field around each member of the goblinoid race. This field (and the corresponding belief in the abilities of their clerics' powers) serves the same purpose as the spellforms introduced by Fenor. It mediates the contact with the raw magic and thus allows what appears to be divine magic to come from a race that possesses no pantheon of gods.

Further evidence of this comes from the elaborate gestures required by goblin casters to invoke their divine spells. These gestures are reminiscent of the somatic components of a wizard's spell. Without these movements, their shaman and witches cannot perform their magic and are rendered powerless.

This "belief field" is a great weakness to the goblinoid races as (should it be disrupted in some way) they would lose all access to divine magics.


[1] See (Elminster - Elminster Elminster, I like my name) for a detailed measurement study of variations of magical field strength.
[2] Personally I think that Fizban's inverted Divination theorem is superior to the Phoenix ash based nonsense that Dumbledore spouts.
[3] See Oz - The Aeronautical Inadequacies of the Wyrm Class for a detailed examination of the specifics
[4] See Savin Thonät - Physical will the continuation of mind over body.
[5] Indeed some suspect that there may be another mechanism involved in lower level divine channelling
[6] See Appendixes 32-65 for the corresponding mathematical, divinational, and alchemical proofs.

Olen's Trance

An eladrin trance is a time for reflection and contemplation. It is here that we gain a greater understanding of the world and ourselves. Father Kurn, I use this time granted to me to explain my actions before You so that I may be judged as I have judged.

It has been, as has been said by great poets, an eventful day.

We rose with the unsettling knowledge from Savin that we are ninety-seven years into our future. Our own personal horror aside, who knows what evil the Witch-Queen could have done with nearly a century at her disposal? I fear for my brothers and sisters in the Order, and say a prayer for my family of old.

Barely had we finished breakfast, Great Father, than goblin riders descended upon us! Our guide Yulia spooked them into action, and the small grotesque creatures rode down upon us on the backs of great shaggy wolf-beasts.

Armed with spear and javelin, they were a persistence foe, striking and moving, their weapons darting in along with savage bites from their mounts' muzzles. They worked like the pack animals they are, and lunged at us all, knocking several of us to the ground, keeping us at bay and from forming solid lines.

However, our group (although still weary and confused from the strange changes that have plagued our mind and our world) worked well to bring justice to the creatures. Vos provided assistance and battle plans to all, Yulia was a dervish of fury with her pairing of ax and sword, Savin called down magics the likes of which I admit I have not seen before. He appeared frustrated by the way his mystic powers manifested, but he threw enemies around like toys. Baern's calls and prayers at first seemed to falter, but with resolute conviction he took forth his great maul and laid into the enemy with furious abandon. I guess even though a priest of your Merciful Wife, he is in all things a dwarf.

I myself, must admit with shame, did not provide as much support as I desired to. I recall so much martial training, but my body does not seem to heed the call! Your firm teachings were just out of reach, Great Father. I must mediate on your words from my vision and exercise myself back into being your instrument in the world.

Eventually we brought the goblinoids low and took two prisoners. I took from one of them a masterful dwarven war spear. I must admit to appreciating the skill of the crafters: it is magnificent weapon.

One of the goblins spoke a halting form of Dwarven, so Priest Baren took to the interrogation. From it we learned that the dwarven fief of Steinhold had fallen to the goblins! A tragedy that I missed the call to arms such a fight would have brought!

We also learned that something called 'Lord Teeth' had come to the goblins less than five years ago and sparked this unrest. These goblins were part of a war band lead by a warleader Grimnack, and were primarily interesting in disrupting iron ore shipments to the nearby Alliance town of Resolute. Indeed, a caravan was supposedly the target of our prisoner's war band.

The group faced a dilemma: how to warn the caravan when we knew not where it was? Eventually the group came to a conclusion: we must divide our meager force. My brother Vos and Yulia the dragonborn, the two swiftest, would rush towards the end of the trail and seek the caravan along the road itself. Savin, Baern and myself would progress down the mountain and see if we could find a vantage point from which to survey the environment and see the endangered convoy.

I wished my brother a successful journey and prayed to you Father Kurn for his safety. Things are different in the world now and I fear he may take on too much.

The prisoners we left tied to trees as we descended the mountain. Priest Baern was cold in his belief in ending their existence, but that I fear was the rage from hearing of his people's suffering. Savin provided pragmatic reasons for slaying them as well, but I would not hear of it. The Order does not condone cold blooded murder, and had I the chance I would turn them over to justice. But out here there is only the justice we carry ourselves. I fear them not, they know they had already been bested.

Our diminished group traveled for some down the twisty, meandering path. Familiar trees that I remember from our trip up to the Grand Portal were around us once more, but grown tall and wild with ninety-seven years of passage. It was odd to see so familiar a sight changed so. It was like watching a human age: you turn your back and sudden the apple-cheeked lad is a grandfather! Such thoughts distracted me, I am ashamed to admit, and because of that we stumbled into the goblin camp like first year trainees.

The hue and cry went up from the dozen or so tents, and a horde of the beasts came out to assault us. Baen, Savin, and I put up a spirited defence of spells, prayers, and steel. We were swarmed by the creatures, and one of them practiced magic most foul. It sent a cloud of dark sparks that buzzed around us like insects, leaving trails of cold smoke and noises to distract us. I admit that it caused my spear arm to miss on more than one occasion.

Savin is adamant that the nature of the cloud caused him to misaim his 'Thunder Hammer' spell so that it caught me in the blast. I know my brother's master's pride however, and think it more likely he simply didn't check his range first. Mages.

The battle was terrible and fearsome, and I was given many a ringing blow to my armor. I admit to almost falling to my knees which would have been deathwhen Priest Baern brought forth a divine miracle. He reached forth to Ellaselle and brought succor to our side while depriving the enemy of his strength in a single action. That one burst allowed us the reprieve we required to turn the tide and bring ruin to our foes. In the end we put them to the sword; all but that foul witch doctor, who fled, as is their cowardly way.

We searched their camp, and found it possessed mostly scavenged and pillaged dwarven goods. We took what we could carry, and dumped the rest off the nearby cliff face. We found a small far-seeing device there, and looked down upon the caravan road. However, we could see nothing more than a trail cut in the woods. After regaining our breath, we proceeded on.

It was barely an hour later when, descending a game path, Savin pointed out that down slope of us was not only the main caravan trail, but also a number of goblins preparing an ambush! We had the advantage of holding the high ground (now physically as well as morally), and took the battle to them.

The thickness of the trees provided cover for both sides. It was a deadly game of movement and sniping all around. We clung to the game trail and dueled with a few skirmishers, and that almost proved our undoing. Savin was nearly punctured by a hail of arrows fired unseen from the wood, and it was only Baern and my prayers that reinforced his spirit enough to coax him from the shelter of that tree stump.

I slew one skirmisher, but another fled before I could deliver proper justice to it. Baern and Savin advanced into the forest and the blizzard of arrows from therein. Eventually getting close enough, Baern called down holy fire and good dwarven made steel upon their heads. Savin unleashed a roaring ball of fire the likes of which I admit to never having seen before. I have seen a similar spell used by my brother long ago, but it was something he had left behind as his arcane studies progressed. Here, this sphere of elemental flame was an engine of destruction. It lashed out with whips of fiery rage and goblins fell before the fury.

We had broken the back of this ambush, but one had gotten away. We prepared ourselves, and sure enough, goblinoid reinforcements soon arrived, coming down the main road in open formation. They must have lacked enough troops to flank us, as it appeared to be an all out assault.

Savin proved his arcane skills once more, throwing a bolt of energy into their midst that exploded and slew several. When the smoke cleared a much diminished force continued to advance upon us. I had pulled myself back in hopes of drawing them toward me, but my companions apparently were not all that skilled at camouflage, and the enemy charged their position. I was forced to advance.

It became a maelstrom of violence and fury. However, for the first time since coming home, I truly felt you were with me, Father Kurn. Victory would not fall to the other side, it my mine to claim. I called your name and smote the enemy leader with the glory of your justice. A light burst from your amulet around my neck and struck the enemy commander, burning into his foul flesh and dazing him. Calling upon you once more, I let loose a fearsome smite against a blood-crazed goblin beside me, striking hard and wounding his sword arm. Savin followed with up with another twin burst of his 'Thunder Hammer' spell, driving the enemy out of formation and leaving them vulnerable to Baern's powerful strikes. I could feel his divine patron helping my spear arm, and I struck true with many blows.

In the end we brought low the ambushing force of goblins and no doubt made the road safer. The joy of victory in battle was reinforced when the caravan arrived, safely.

All this was done in your name, Kurn, the Father and the Judge. As we travel with the caravan, I ask how else I might serve your great name and the great venture of justice. For I know you are not done with your servant, not yet. There is still much to come, and when it does, I must meditate on it. For this world is filled with mysteries and danger

Baern's Journal

The season is that of the Mother Ellaselle and it is Waxing. I do not know the particular day, but I am sure Savin would have a complicated way of figuring it out. For now I will enjoy the season of Ellaselle. These are my contemplations as we are breaking camp before we investigate what has occurred in the ninety seven years that have occurred without us.

I write this and realize that to those that might read my writings inthe future the names will have little meaning if I do not put some sortof face to the name. Some introductions are in order. These are thecompanions I travel with:

There is Savin an Eladrin scholar and an accomplished wizard. He is always continually forwarding his understanding of arcane theoriesincluding his own. He is a very educated individual, maybe a eccentric,but what wizard is not? He has lived a life of relative privilege as atutor for Eladrin nobility. He is always interested in a conversation about advanced arcane theory that is well beyond most, and he has tosometimes be reminded his audience does not understand any of the termshe is using.

There is Vos. He is the eldest of two brothers that are compatriots inour motley crew. The eldest son in an Eladrin noble family, he has beentrained in advanced martial tactics as a noble officer. He is theapprentice of Savin, or it might be more correct to say Saving is histutor. Although quite capable in martial aspects Vos shares an interestin arcane aspects that is unusual on one of such martial training. Savin and Vos are two of the few individuals that can carry any sort ofmeaningful conversation about the advanced arcane theories that Savinloves so much. These conversations mean very little to one such asmyself, but they are obviously very knowledgeable and intelligentindividuals.

Olen is the younger of the two Eladrin brothers. Having surrendering his claim to nobility he has pursued the path of a holy knight. Somewhat reserved, he occasionally gets boisterous when in directcompetition with his brother Vos. Stoic, he does his best to protecteveryone from harm. As time passes, I suspect I will have moreobservations about Olen. For now, he is the reserved holy knight ofKurn, the Father. He wears his faith well.

Yulia is the first of the proud dragonborn I have met. A self proclaimed monster hunter; I do not doubt her claims for a moment. Wielding an axe and a longsword she will rush in to devastate a foe. Her knowledge of nature has been indispensable. She often is able tosupplement our rations with something more palatable. The pride shewears on her sleeve seems to be a common trait of her race from what I understand. It might be seen as haughtiness to some, but I assure youthat you will understand it is not after traveling with here a short time. Her unusual accent and martial prowess are valued greatly.

Finally there is myself, Baern. I am a missionary of Ellaselle the Mother. I am a dwarf, which might seem unusual in this band on mostly Eladrin. Eladrin typically revere Ellaselle which might explain thesituation. They irony of this is, I do not think any of my compatriots worship Ellaselle. Some of my writings may be coloured by my dwarvenheritage, but I do try and write truthfully. I pale in comparison to those I travel with. I will tend their ills, and facilitate theircuriosity about Ellaselle should they seek something more. I will protect them as I do my family. Ellaselle has blessed me beyond anyfantasy, and I, as a faithful subject, will not fail.As I wait for the water to boil for our breakfast I contemplate the...

We are under attack!!!!...

Baern's Journal

Before I get to some of the more current happenings, let me first summarize the chaotic events that have occurred in our exodus from Haven.

According to Savin, the magic appears to have been sucked out of Haven. This has affected both Arcane and Divine casting, although my faith is strong, and I feel Ellaselle has stood by me in this trying time. The failing of magic has led to the great dam failing. It was all my companions and I could to the escape the mad on-rushing of the waters the dam once contained. Much of our equipment was swept away by the flood waters. We managed to salvage only a limited amount of what we once had.

On our way out we encountered a dwarf merchant and his son. The merchant had a nasty gash on his arm. While I tended to the wound he explained how he had sustained the wound in a trading village not far away that was now over run with Orcs. Something did not seem right with this pair, and Orcs sounded like a pretty tall tail given they have been extinct for ages. We agreed to accompany the Merchant and his son to the great portal to ensure they were not beset by Orcs once again. Savin was very interested in investigating what was happening at the Great Portal given that all of the magic seemed to be flowing towards it. I was curious myself as my once strong link with Ellaselle was now little more than an echo on the wind. It would be untruthful of me to suggest this did not concern me greatly as well.

Upon our arrival we were surprised to discover that Orcs had returned to Haven. Were they have come from is a mystery, but they had occupied the Great Portal. These Orcs seemed vexed at the pair of Dwarves that accompanied us, but they were otherwise not hostile. Savin went forward to converse with them about the happenings. It took some coaxing, but we managed to remind Savin that the magics seemed to be fading quickly. Once we got him on track again, he managed to discover the Orcs appeared to have once been the villagers that the Dwarves had a good trading arrangement with. These Orcs or should I say villagers, no longer could converse, although they did comprehend what we were saying. It was obvious that something foul was at work. I am sure Savin will have some theory on the situation, but we really did not have time to discuss such a matter given that magic was draining out through the Great Portal ever quicker. Only a feint whisper could still be heard. The Orcs permitted us to pass without incident, and we investigated the Great Portal.

The Great Portal looked like a massacre had occurred. The macabre scene almost turned my stomach and did turn the stomach of others. Only one of the portals was still active. We determined that it was safe to go through, and we quickly stepped through, so we might investigate the strange cause of the draining of Haven of magic before we would not have a chance. I do not know if the others had something similar occur, but I have spoken to the gods.

Yes, the average observer would discount this as the ramblings of a pious Dwarf, but I assure you this was much more than the whispers the devoute hear from one's god. I have had an audience with the Gods. Not just the Mother Ellaselle or the Father Kurn. When I stepped through the portal I stepped into an audience with Kurn the Father, Ellaselle the Mother, Paksee the Daughter, and Fenor the Son. I am assured this was not just a vision or a dream as I traveled through the Great Portal for when I arrived in Furlough I had the gift that was bestowed upon me in my hand.

It would be natural to continue with the encounter with the gods, but I will address it at a later point. We all stepped out of the portal separately in the same order we had entered, I suspect. As I was second through the portal I cannot guarantee my statement is completely accurate, but it is of little consequence at this time. We emerged from the portal into the dark ruins of the Great Portal in Furlough. Soon after we emerged from the portal we were beset by giant spiders that wanted to make a meal of us. It was a hard fought battle. One that we would have given little thought about just a few days ago, but now we struggle.

The song of Ellaselle is but a muted feint whisper where once I heard it in all of its glory without much of a thought. I must struggle to find the song an channel Ellaselle's divine power. I know my faith is strong, but I still find this very disturbing. I have noticed Savin seems to be struggling with his arcane magic as well. It would seem he may be encountering similar difficulties as I am. I have not discussed these observations with the others, so I do not know if they have made similar observations.

Savin, the scholar he is, was able to determine that approximately ninety seven years had passed since we had entered the portal. I do not know what to make of this yet. I commune with Ellaselle often. The song is becoming less muted, but there is something different about the song.

Baern
Missionary of Ellaselle.

Starting Rules

A few things regarding my campaign:
- no alchemical items
- so, if you buy the adventurers kit, subtractthe sunrods and give yourself 4 gp. If you desire, buy a lantern & oil(@ 1 sp a pint, which lasts 6 hours), torches, candles or whatever else with the gp. I would strongly recommend a light source of some sort. Ever lasting torch is fine, if you can afford it.
- even if you have the gp (doubtful), no potions to start.
- I'm undecided on whether Eladrin are fey (rather than natural) or not. The matter is hotly contested by those academics who care (so,you have an opinion, Mark?). I'll decide the matter if/when it becomesrelevant or there is a plot reason to do so. Elfs may/may not be fey as well it is even more hotly debated whether they are more/less so than Eladrin.
-I will screw with other creature types, as needed. For example, thereis debate as to whether goblins are fey (feel free to throw in yourhat on this too, Mark. 8) )
-everyone may choose a background from the character builder. Please choose one based on the name/fluff, not the game effect. I reserve theright to say "uh-uh".
-I will be e-mailing you equipment. It may/may not match what you have actually bought... if it doesn't, we can discuss it by e-mail.
-I will likely be giving each player a "semi-trained" (+2) skill, basedon what holes I see in the party. I'll decide on which skills once I see all of the characters.

History...

A short historical primer of Haven. As before, the first time I refer to a term, I do so in bold.

"Ancient" History
Mare than 1000 years ago, the Peoples (the civilized races) came to Haven. They came from somewhere to the east of Bareira, fleeing a great enemy. This migration is known as the Flight. It must have been great enemy indeed, as the Peoples found Haven to already be occupied by Goblinoids, with whom they were soon in conflict.

The Peoples soon found themselves at war with the Goblinoids and were eventually successful, pushing the Goblinoids back from what are now the civilized lands. During this time, they decimated the Goblinoids leadership cast, the Hobgoblins. This time is known as the Foundation Wars. During the Foundation Wars, the city of Ascension was founded at the feet of a mountain carrying the same name. Records of this time and of the Flight are rare and incomplete.

Some time around or after the Foundation Wars, Aeries were invented. This opened up an even greater area of expansion for the Peoples, allowing them to travel safely over the heavily forested terrain of Haven. A great period of expansion began, though this expansion involved further conflicts with the Goblinoids. The Goblnoids offered little more than temporary setbacks, however, they being largely disorganized and leadership since the massacre of the Hobgoblins in the Foundation Wars. This time is know as the Safing of Haven. Goblinoids were to remain a continuing nuisance and hazard, as were the variety other hazardous wildlife/creatures in Haven.

Some time around or after the Safing of Haven, the Eladrin Schism occurred, forever dividing the Elvin race. The reasons for the Schism are no longer known, but it forever split Elvin into those who flew the sky in Aeries, and those who lived in the forest below.

"Recent" History
Time progressed. Roughly 600 years ago, Mount Pushkin was discovered by a halfling by the same name, who first observed the unique magical properties of the mountain. It was unique in that the fabric of magic was such that one could open a portal to another world. Soon thereafter, the wizards of Haven developed the means to open such a portal (the Portal) to the world of Furlough, and Treffenholm as a trading town in a mountain nearby.

Soon thereafter, the Godwar blew up. This was a war between the peoples and the Gods of Haven and Furlough. It raged for many years, and was devastating to both worlds, but particularly Furlough, leading to much immigration from Furlough to Haven after the war. Treffenholm was destroyed by magic unleashed during the war, which blasted a huge, long hole in the ground called the Trench.

After the war, Second Chance was founded beside the Trench, again to serve as a hub for trade coming through the Portal. Steirhold was also founded nearby, to exploit the mineral wealth that was revealed by the formation of the Trench, and to hopefully recover some of the treasures lost with the blasting of Treffenholm.

"Current" History
200 or so years ago, Prince Burundis of Ascension went with a large group of followers to found a new settlement. Things went drastically wrong, however, and the settlement was over run by undead, ever since being known as Burundis's Doom. These undead were lead by the Lich-Queen Felosial and her general, the Protector Demarcis. They originally tried to invade and destroy the kingdom of Ascension, but were repulsed at great loss, success being in a large part due to the involvement of the Holy Order of Saint Tach'ol, an order of paladins based in Furlough.

In the present day, the Lich-Queen is trying again, with an army of undead the likes of which have never been seen before. They are marching on Ascension, and it will surely fall without outside help. Bareira, a long standing rival of Ascension, and the kingdom with one of the largest armies in Haven, refuses to help. As a result, the characters have been sent as ambassadors to Furlough, to hopefully get support from the kingdoms there. The fate of Haven depends on it.

Campaign World

Basically, my campaign is in two worlds. You guys are from World 1 (Haven) and start in World 2 (Furlough)... though feel free to make a character that is from world 2. The are linked by a magical portal.

Haven is more forested, Furlough more deserty. Much of both worlds is unexplored.

HAVEN
Most common are the Goblinoids (not a player race) It is not known how many goblinoids there are, but there are LOTS. Traditional enemies/competitors of the civilized races.

the civivized races
These top 2 PC races are about the same in number. They tend to be everywhere, but rarely the majority. There are more halflings than humans.
Humans
Halflings

These next 3 are about 1/2 of the top 2. They tend to be more concentrated, and in the majority where they do live, and rare elsewhere.
Dwarfs
Eladrin
Elfs (Eladrin and Elfs are collectively referred to as Elvin.)

These 2 are fairly uncommon, and are all immigrants (at some point in history) from Furlough. Of the 2, Kobolds are 3-4x as common as Dragonborn.
Kobolds
Dragonborn (collectively they are known as dragonkin)

Half-elfs (very rare) Half-elves are very rare, and pretty much only live in the west. They have characteristics of both elves/eladrin and humans, but are their own race - they aren't the result of interbreeding, though they might once have been. In this campaign, they are called "half-elvin."

more uncivilised races
There is a nation of undead to the South. Numbers are unknown, with estimates varying wildly, though what is known is that corporeal & uncorporeal dead are approximately equal in numbers.
There are a few half orks, but they are very rare and again mostly in the west.

More about the civilized races
Eladrin, Dwarfs and Elfs tend to live in their own communities, apart from the other 2 (So, a place with lots of Eladrin will have few if any Dwarves or Elfs). Humans and halflings live with all 3, but typically aren't the majority. In such communities, the noble will be of the dominant race (so, eladrin, dwarf of elf). Of those 3, elf communities have the least amount of humans/halflings
Dwarfs live in the mountains, Elfs in the forest, Eladrin in flying cities that migrate. Eladrin and dwarfs get along fine (live apart more due to where they like to live). Eladrin and elves not so much... Eladrin are "magic rivendel elves", elves are "forest, mirkwood elves". They are the same race (Elvin), they just have different lifestyles/values.

There are also a few cities that are truly multicultural (aka not dominated by any one race), one of which the PCs comes from (Ascension).

Names for all races tend to end in a consonant for men, a vowel for women.

Gods
This world has a pantheon of 4 gods:
Name Role Race Element What he/she represents Alignment
Kurn Father dwarf fire justice, construction, war, strength, order lawful good
Ellaselle Mother elvin earth growth, healing, prosperity, love, family neutral good
Paksee Daughter halfling water the arts, curiousity, change, passion. children chaotic good
Fenor Son human air magic, chance, trickery, compromise, divination neutral - which neutral depends on what facet of his personality is involved
The goblinoids follow their own "gods", but they are not true gods. They tend to embody nature, strength or cunning.

FURLOUGH (from most to least common)
Humans
Kobolds
Dragonborn
Halflings
Dwarfs
Eladrin
Elfs (rare)
Gnomes (very rare)
Half-elfs (very rare)
Most nobles are human or dragonborn
This world has a crazy pantheon of goods, representing a more balanced view of emotions/values - so include evil gods as well. Most are human, but many are draconian, as well as a few "other".

RACIAL ROLES/PREJUDICES
I do realize that often the "pros" and "cons" are often contradictory - that is because prejudices often may not be accurate. Think of Negro slaves - they were thought to be lazy even when working far harder than any white person would. As to whether the "pro" or the "con" is more accurate, at this point all I can say is "yes" 8). Contact me if you want to develop how your own character's experiences have informed him/her on these prejudices.
Dragonborn:
Dragonborn are strange and reptilian to most. They tend to have a strong sense of honour, and of right and wrong. In Furlough, they tend to dominate the warrior class, and hold many noble positions as well. In Haven, they tend to be either lone knights/mercenaries, or a member of one of the monastic religious or military orders.
Common perceptions:
Pro: Trustworthy and dependable - their word is of iron. Protectors of what is good, defeaters of what is bad. Superlative warriors, devout clerics, rousing public speakers.
Con: Unreadable and unknowable. Will not compromise, for good or bad. Emotionless. Bad temperred. Bossy, unwilling to except differences.

Dwarfs:
Dwarfs, like Dragonborn, are upholders of honour and tradition. They prefer to live in holds in the mountains, delving into the ground. Reknowed metal and stone workers. Those who live outside of their holds tend to craftsmen or clerics, though it is common for dwarves to travel abroad to visit other holds or on pilgrimages.
Common perceptions:
Pro: Trustworthy, with an inherent sense of fairness. Adept craftsmen. Loyal and dedicated to whatever cause they might take. Patient, long term planners.
Con: Boorish and ill mannered. Stubborn, unable to adapt, and unwilling to change their mind or accept their own faults. Conservative, arrogant, old fashioned.

Eladrin
Eladrin are merchants, freethinkers and scholars. They prefer to live in aeries, flying cities which float from place to place. Due to the airies, they dominate trade in Haven and therefore have much greater political weight then their military or numbers would suggest. Those outside of their aeries tend to be studying, advisors, or mages for hire.
Common perceptions:
Pro: Intelligent, knowledgeable, inquisitive. They are flexible and adaptable. Skilled merchants and enchanters, responsible for much life improving magic.
Con: Arrogant, aloof, holding others as below themselves. Amoral, corrupt. More interested in knowledge than what is right. Won't help other without personal benefit.

Elfs
Elfs are hunters, trappers and foresters. They tend to live in the forest on live off its bounty. They prefer to live in towns called stands built among/on/in groups of particularly large trees. They tend to be reclusive, and react badly to others harming the forests in their lands. Those who live outside their stands tend to work as scouts and huntsmen.
Common perceptions:
Pro: Excellent archers, scouts, hunters, trappers, woodsmen and guides. The best woodwork, tanning and medicinal healing in Haven.
Con: Arrogant, value nature over people. Scheming, closed and backwards. Heretics to the faith of the Mother, saying her realm includes the chaos of nature.

Gnomes
Gnomes are so rare that little is known of them. Few from Haven will ever meet a gnome, and even those in in Furlough will rarely encounter one. Tend to live apart from other races, working in tightly knit family units. Seen as very mysterious. Best known for their inventiveness, creativity and lateral thinking.
Common perceptions:
Pro: They build the best and most innovative advancements. They are intelligent, curious and inventive.
Con: They are mad, delving into subjects best left alone. Use a gnomish invention to your peril - it will likely fail on you when you most need it. Shrewd and scheming.

Half-elvin
Like Gnomes, they are so rare that little is known of them. They tend to live apart from others in isolated communities, exclusively to the west of Haven. Despite that, they are know for their warmth to strangers and their sound common sense. As such, they are sought after as diplomats and advisors.
Common perceptions:
Pro: Warm, friendly and welcoming - they will treat you as family if you do not abuse their trust. The advice from a half-elvin is both simple and profound - follow it.
Con: They hold onto their secrets and don't share them with others. They are reclusive and evasive. One can never tell if their advice is best for you or for them.

Halflings
Halflings live everywhere, and seem particularly abundant among other races. Indeed, they seem to have no communities of their own, but instead live in or around the cities of others. Always busy, they particularly like working with their hands as servants and craftsmen. They are the predominant farmers and artisans of both Haven and Furlough.
Common perceptions:
Pro: Productive, humble, industrious and hardworking. Without the halflings, nothing would get done. Optimistic, creative, innovative, playful, artistic, joyful.
Con: Always underfoot. Lazy, need constant supervision. Frivolous and shallow. SImple, don't understand the complexities of the world. Of little importance.

Humans
Like Halflings, they live everywhere, with few centers specific to themselves. They are practical, flexible and acquisitive, and as a race don't specialize in anything. They are individualistic, and don't work as well in groups as some of the other races. Many of those originally from Haven look down on those who are immigrants from Furlough.
Common perceptions:
Pro: Able to achieve whatever they focus on. Energetic, ambitious, creative problem solvers. Free thinkers. Good leaders, innovators, public speakers & motivators.
Con: Grasping, conniving, always seeking to rise above their rightful place. Will do whatever it takes to get ahead. Poor followers. In politics, likely to stab you in the back.

Kobolds
Unlike Dragonborn, Kobolds are seen as cute rather than mysterious. Strongly social, they congregate together, and are rarely encountered alone. Often they group around a strong individual, usually a Dragonborn but preferably a real dragon. In Haven, they tend to group as followers/servants of a Dragonborn.
Common perceptions:
Pro: Good followers, always seeking to please. When given the initiative to be so, they are clever and creative. Loyal, trustworthy. Able to take care of themselves.
Con: Ass-kissers, say what you want to hear rather than the truth. No backbone, always defer to others. Harmless, but inconsequential. Sheep, easily duped.

GENDER/SEXUAL PREJUDICES
There are relatively few gender prejudices in either Haven or Furlough, with women and men filling more or less the same rolls. That said, the expectation is generally that women ought to look after the children, while men should perform the dangerous work such as going out and killing enemies. So, some may look askance at a woman in a martial profession, but not as a merchant, advisor or other important leadership role.
For the dragonkin, there are no gender roles - the young are looked after by the old, regardless of gender. Indeed, it is impossible to tell a male from a female without very careful examination of a nude individual. Indeed, the dragonkkin don't think of themselves in a genderized way - unlike the other races, most of the time they have no desire to mate. That said, every so often (according to a semi-regular schedule) the female will go into "heat" - however, unlike with animals, they can suppress it entirely, and when it does happen at a convenient time, they will choose the most promising mate (according to them) and ask them to donate their genetics and fertilize their eggs. Sex is short and perfunctory. The female will then lay her eggs in a safe place, typically tended by the elders of her community. Dragonkin rarely form permanent couplings.
Even though gender roles are relatively equal, homosexuality is seen as something peculiar and unnatural, though there is little active prejudice. It is unknown among the dragonkin, who derive no pleasure from sex or sexual relationships, and only copulate (on the relatively rare occasion they do) to propagate. Sex with minors is universally condemned, though again for Kobolds and Dragonborn it isn't an issue.

Gods and God Feats

The gods, regardless of their race, take worshippers from any race. Rather, the race is just how the peoples view them. So yes, a Dwarf could worship the mother goddess, or the daughter, or the son. The worship of the god of one's own race is somewhat more common, but not greatly so... it is by no means rare having, say, an elf worship the dwarf father god. Think of it like ancient Greece, where although Athena was the patron god of Athens, Athenians worshipped all the gods. The same may be said of gender and the god's gender - males are more likely to follow male gods, but not greatly so.

As for god specific feats, I haven't thought much on them, but considered going by ear as needed, by putting the feat with whatever god best fit the "expertise" of the book god. However, as you really need to know to make your characters... (pulling out my book):

Feat God New name
Armour of Bahamut - mother Ellaselle' Protection
Avandra's Rescue - daughter Paksee's/Fenor's Rescue
Correllon's Grace - daughter & son Paksee's Grace
Harmony of Erathris - father Harmony of Kurn
Ioun's Poise - son Fenor's Poise
Kord's Favor - father Kurn's Favor
Melora's Tide - mother Ellaselle's Balm
Moradrins's resolve - daughter Paksee's Resolve
Pelor's Radiance - father Kurn's Radiance
Raven Queen's Blessing - mother Ellaselle's Blessing
Sehanin's Reversal -son Fenor's Reversal

So, each god has 3 feats, with the son & daughter sharing Avandra's Rescue. For feats that come up in further books, I will need to decide on them when they come out.
I think that's all of them... if I missed any, please let me know so that I can rejig them.
Incidentally, I will be sending an update of that original e-mail shortly, as I have changed a few things and am adding a fair bit. One thing I have done is give the gods names (which you should be able to figure out from the above).

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