Remove these ads. Join the Worldbuilders Guild

10. Lefinia - Preparing to Attack

547 0 0

  1. temple - middle - Pelor - Sun
    • tall marble tower at the back of a large courtyard. A large metal halo shaped with the rays of the sun sits atop the tower.
    • Rituals take place as the sun rises
  2. tavern - middle - The Proud Lady
  3. trade - middle - Library
  4. tavern - middle - Cracked Shell 
  5. temple - upper - Tyr - Justice - also law courts
  6. trade - upper - Thaumic Crossing
  7. entry point - west
  8. temple - lower - Brocken Strings
  9. trade - upper - Demure Secrets
  10. temple - nature - Bane
  11. tavern - top - The Dusty Woodpecker
  12. temple - top - Chauntea - Agriculture
  13. Protectors Row
    1. Beaumont
    2. Whitmore
    3. Brentwood
    4. Winfeild
    5. Addison
    6. Montgomery
    7. Forbes
    8. Windrivvers
    9. Sherriden
  14. Tavern - middle - Squashed Parsnip
  15. trade - upper - Central Marketplace - The Purse
  16. temple - middle - Gond - Craft
  17. trade - lower (docks) - Warehouses
  18. temple - lower - Waukeen
  19. entryway - east
  20. temple - row - Sune - Love and Beauty
  21. temple - row - Kord - Storms and Battle
  22. temple - row - Bane - tyranny
  23. temple - row - Selune - Moon
  24. temple - row - Kelemvor - Death
  25. entryway - north
  26. theatre - The Queen Eura
  27. School - upper - Otifire Sheildhearts Academy of Magical Arts

Out of Castle

The Pantha - Perseus Trunk - Elf Male

'Trunk Stuff' is a non-magical odds and ends/ pawn shop used as a cover for Perseus. The shop is owed by Trunk who masquarades as a slave to customers while his human friends pops in and out under the pretense of owning him. 

The Rakshasa - Vajnar 

Has a nice town house in the middle class part of town. Disguises himself as a human when answering the door, but resumes his tiger form when inside. His home is done up in the style of Adesh, filled in drapes, insence and his collectables: model limbs. He keeps various succubus and incubus around the place to look pretty. He is an architect by trade. so mixes the beauty of the mortal form with the beauty of structure. Will do a favour but will not let himself be in danger unless he sees a great benefit.

The SafeHouse - Remney (M) 

Contact from the Princesses council. The home looks unharmed and unassuming from outside, but entering it will trip a hidden alarm and notify the elite guards of intruders. Inside the walls, floors and ceilings will be coats in blood and flies thoguh no dead remain.

The Fences - Delphine Murphy (F) OR Seymour Baxter (M)

Delphine is an abrasive woman with an eyepatch. She can source most things and expencts to be well paid. not overly likable but can get the job done. 

Seymour is nicer, an older accountant who took to the backalleys when King Owen fell. He will be able to find contact to sell anything to, so knows the interests of quite a few people.

The Theifs - Blake Fox (M) OR Bennie Jones (M)

Unfortuantely, our best theif, who could get into anywhere no matter the security levels, moved away with her family to Axerock some time ago. Not been abl to replace her but we still have some good guys

Blake Fox is a silent theif. He breaks into homes and steals everything of value that doesn't get used often. Illusions replace things stolen, meanign the family won't immediately know they have been robbed.

Bennie Jones is more of your standard cutpurse. He can lure and sniff out any unknowning nobles from a mile. Picks up all sorts from pockets of people not expectign to get caught so can know quite a few secrets at times.

Other:

Mama Stew: runs a soup kitchen in the slums. Knows everyone and plenty more. Good woman, just dont eat the soup.

The Cleaners: a crew of for-hire window cleaners in the fancy parts. See all sorts and are basically invisible to those with 'class'. Between them they are friendly with at least someone in every well establish household.

The Nobles - Tristan Winfeild - Younger son of Lord and Lady Winfeild

Tristan is the youngest son of the Winfeilds. He does not agree with most of what Zanis is doing, and has been forced to live in the castle as collatoral for his family since King Owens death. He is only young, 15 or so, but he plays his part well and the Queen is quite fond of him, giving him privileges to leave the castle at times to walk in the parks. He is quite well guarded but manages to slip away at times to pass on information. We don't always know when he will be available but he is suprisingly good for his age. 

The Castle insiders - Evelyn (F Maid, Zanis), Kriskia (F Nursery Maid)

Kriskia is a Nursery Maid at the castle. she keeps her head down and is well known and liked by the younger nobles who were largely raised by her in the castle. Is permitted to leave the castle to run errands for some of the noble families.

Evelyn is a maid in the castle, though was gifted a reasonable house by Zanis after he took over. She returns from the castle once a week to visit her house. No one else comes or goes from the house though we know there is someone in there. Getting ready to investigate further as she seems to have more freedom than anyone else in the castle. (inside she is keeping her little devil child)

Nictus Norwood

Arrived in the city 6 months ago. Initially set up with his contacts in a quiet safehouse out of the way, but as that was not really his style, he saught out the Theatre, aiiming to convert it to suit his needs. He discovered it was already being used for a group of hidden rescuers. He pffered to work with them, expanding the rooms, putting in place protections and utalising his contacts. He set up an underground bar, ready to cater to his friends and a select few important people who support Zanis and are easy to exploit. During his time beneath the theatre, him and Elsie have grown very close. He loves her life and sparkle, her commitment to doing a good job and her care for the people around her. She loves his creativity, his determination, his cleverness and his flair. 

Elsie - after reading Feenies note, she didn't react, or know what to think. It was a lot to take in for a girl who had spent a lot of her life working in Laundry. It did make her start taking note of what was happening around her. After the princess escaped, the castle went into lockdown. People were questioned throughout the castle, some let go, some publically executed and some were never heard from again. She was questioned and let go, but didn't trust that she wouldn't be questioned again, they knew she was holding something back. With Help from Miranda, the head chef and her husband, the three were able to escape the castle during a public execution of the Priest of Eldath who ran the Temple Space in the Castle.  

They hid in some luggage carts leaving the castle, and once out in the city, Elsie took them to the Theatre where her sister worked. Her sister hid them in the old storage rooms beneath the theatre, closing them off from the main working rooms to provide some protection. They formed a small commune of protection under the theatre, and were able to help bring people to safety when we knew the guards were going to grab them. Sometimes they could be smuggled out of the city, or to other safehouses. It was not easy though, everyday they would lose people. Elsies sister was grabbed 18 months ago by guards while at the market, and she doesn't know what happened to her. Safehouses started being found and supplies started being harder and harder to bring in below the theatre.

6 months ago, things were getting really hard, as with the dome they couldn't get in or out of the city anymore and most of their friends with magic were found and taken. They had a break in at the theatre, but all that was left was a poem inside the door, offering help and protections. They followed through with it, as they had nothing else to lose, and that put them in contact with Nictus. Recently arrived in the city and ready to set up shop, Nictus moved his operations under the theatre as well, and was able to add his protections to the space. Over the last 6 months they were able to set up some supply chains under the cover of running a 'secret' bar flouting curfew. 

Otifire Shieldheart

Landing

  • Currently stood on the bank and thin strip of beach, hidden behind some rocks
  • there is a small group of guards nearing your location
  • there is a small town a few miles to the west of you with some docks
  • there are a dozen small fishing vessels on the lake, both this side of the barrier and the other side. At least one of the boats on each side of the barrier looks to be manned by guards

Water

  • the water is dark and gloomy, reflecting the sky above
  • mist skims the top and the air is icy cold against your bare skin
  • under the water is also quite dark, the bottom, is thick with mud. various tendrils of plants sway with the water currents and a few, old and decreped wrecked boats poke out.
  • with a high enough perception, the party might spot one of the shipwrecks, close to the barrier, looks a bit cleaner, and a variety of plants seem to grow in neat lines. some partially rotten wood is arranged on the outside like a fence.
  • the boat is now home to Felicity Frogamere, an older sea elf druid woman who fled the city when her disguise was broken just before the barrier was put in place.
  • While in the city, she had been able to remain safe for so long by working in the administration department at the Thaumic Crossing. She knew about the barrier before it was put in place as many of the wizards passing through were working on it. 
  • As the barrier came down next to her temporary home, she placed a braclet of non-detection within the wall; before it was fully formed. This braclet remains suspended in the barrier, and provides an 8cm diametre circle in the barrier that does not trigger the alarms when passed through.

 

Barrier

  • When passed through, all magical effects on a person stop immediately. All magical items stop providing magical help. All spells are instantly cancelled.
  • the outline of where a person passed through remains on the barrior and a coloured strip of red magic of the same width shoots upwards following the curvature of the barrier. The person who steps through glows faintly red for 24 hours. 
  • At the moment of entry, the nearest magic guard point is notified and given a location and power level. They will then choose how fast to act, whether to act, and who to send to the point based on this information. 
  • Once at the entry point, the guards will make note of the size of person who passed through, and wipe the barrier clean magically.

 

Woods

 

Dan House

 

 

Other Safehouse

Hayden Reynolds and Theodore Wills 

Two low level town guards. They grew up together in Thelran Shores to poor families and were typical bully types. They signed up to the guard after Zanis took over, seeing their chance to seize power through violence. 

They travelled around various locations taking the law further than in should, attacking Elves as they wanted, stealing their positions and acting as basic violent thugs with the power of the crown behind them.

When in Honeson, after a night of drinking, they attacked a number of Elf owned shops near the docks. Looting and murdering as they went. This including 'Earthly Artistry' the shop owned by Vaala's parents.

The Cosy small shop was vandallised, looted, Vaala's parents murdered, and the shop burnt down. Vaalla escaped.

Both will only slightly remember the attack in Honeson, atleast not the exact shop. However they will rememebr their night started becasue a travelling salesman sold them some stuff that got them very drunk very quickly. 

Outside

Large fenced in compound. a couple of guards stand to attention between the closed gate and the closed warehouse doors.

Main Warehouse

Large warehouse room filled with crates comprising of Sadness Powder mostly. In other crates, are large, cold, iron coins of some description. In others, heavy metal crates rather than wooden ones, are bottles of a hot glowing liquid. Some along the left hand wall, contain various ingredients.

On the far wall is double doors leading out into the area of vats and a stairway leading up to the offices.

Brewing Vats

A series of vats filled with the processing of sadness powder. the outside tanks are covered, but the inside ones are open for ingredients to be added. a ladder leads upwards to the balcony platform.

Viewing platform

Looks down over the Vats. The ingredients are added from the balcony and bagged up from the ground floor covered vats. 

Main Office

Large comfortable office containing cases filled with valuable objects and paperwork. Also, Lord Beaumont (as long as the visit isn't during the middle of the night)

Office 1: Sadness powder distribution

Office 2: Sourcing (ingredients and workers)

Office 3: Development

Laboratory

A large lab filled wit ha smaller version of the development. Various creatures hang in small cages (imps, mephits, chickens. Notes are all of the place as workers continue to experiment with different emotions.

Enemies:

Evoker,  Black Gauntlet of BaneCultist of Bane

https://www.dndbeyond.com/sheet-pdfs/Thanatauraa_37290725.pdf 

 

Escape:

Enemies: Black Gauntlet of BanePriest of BaneMage Hunter Golem

Barrier: 

  • When passed through, all magical effects on a person stop immediately. All magical items stop providing magical help. All spells are instantly cancelled.
  • the outline of where a person passed through remains on the barrier and a coloured strip of red magic of the same width shoots upwards following the curvature of the barrier.
  • The person who steps through glows as though under the effect of faerie fire for 24 hours. Their footprints leave a glowing traceable trail.
  • At the moment of entry, the nearest magic guard point is notified and given a location and power level. They will then choose how fast to act, whether to act, and who to send to the point based on this information.
  • Once at the entry point, the guards will make note of the size of person who passed through, and wipe the barrier clean magically.

Events:

  • Currently, everyone is in the abandoned warehouse next to the burning building. the magical barrier has enclosed the surrounding segment of the city an guards have begun to descend upon the area.
  • it is loud, the fire is starting to spread to the surrounding warehouses, including the one you are all in. you can hear shouts from outside.
  • after not too long, people will start searching the area for magic and people. after another little while the golems will begin patrolling the areas of the city inside and around the barrier.

12 in the city:

  • Zanita daughter of Ellie an ex kitchen maid
  • Zannabella daughter of Aubrianne an ex maid
  • Zani a daughter of Harva an ex Gardener
  • Zaffron a daughter of Amaya an ex maid
  • Zancy a daughter of  Marike an ex scullery maid
  • Zolette a daughter of Erika an ex laundry maid
  • Zorinna a daughter of Nada an ex maid
  • Zanis Jr a son of Jayde an ex personal attendent to Eura
  • Zanis Jr a son of Lexie an ex Corridor Keeper
  • Zanis Jr a son of Cathleen an ex trainee elemental mage
  • Zanis Jr a son of Belinda an ex maid
  • Zanis Jr a son of Laci an ex maid

1 secret in the city:

  • Zanna a daughter of Evelyn a maid 

4 bastards in the castle:

  • Zitta a daughter of young Lady Clementine Whitmore (Jr)
  • Zoraura a daughter of Lady Montgomery (her husband doesn't know) 
  • Zaniti a daughter of Stoerris a castle nanny
  • Zanis a son of young Lady Rose Winfeild

1 prince:

  • Prince Zanis Asmode Malecis Courage Glyndore son of Queen Eura

A shipment of food from Hillbrew, destined for Lowland Crossing was seized by Crown officials and will be making its way into the city tomorrow before it is taken up to the Palace. We think this is the perfect opportunity to show that the princess stands for the people. We plan on stopping the caravan as it passes through the Landside slums, before it reaches the customs office by the Northern gate. 

It will be travelling in disguise, but my contacts have let me know it will appear to be a caravan of Axerock Iron. It will likely be heavily guarded but i think we can disarm/take out those we need to to grab the grain and then distribute amongst the people.

We have produced some more leaflets, i found a druid from the temple of Sune who was willing to produce a bunch of those pink flowers around the caravan site and if you want to help us that would be greatly aprriciated!

Druids - Zephyra

An old book written by a researcher who spent time with various groups of druids across the world and saw the book as a sort of 'self-help' guide. As it's written by and outsider, who didn't seem to fully integrate or understand, there are some errors and misinterpretations towards druidic cultures. For example, in your circle, though you are druids of Owens Forest, tasked with protecting both the forest and all those in it; you do not allow the creatures of the forest control over you. 

Do you however pick up on a number of general rituals you could perform that are generally kept secret among the Archdruids. Coming of Age ceremonies, weddings and funerals, for example. Learn the Ceremony Spell

You also learn of a number of other druid circles around the world, their origins, and their focuses. You learn there is a group of Druids in the desert outside Adesh who use the stars to map the future. There is a group of mostly Goliath druids utop the Roaming Mountains who focus their worship on Kord. You already know of the Dwarven Lava Speakers in Axerock. A Sect of subterrainian Drow Druids under the Arkis Isles and a widespread Ocean based Druidic culture in and around the Orcish Tribelands. Something that does capture your attention however, is a group of secretive druids known only as the 'Cloud-Walkers'. Few stories about them have survived, and almost exclusively exist within the occasionally excavated caves and ruins of the Urthadur Desert. They are said to have gone into hiding hundreds of years ago, after their patron goddess vanished and gifted with strong elemental magics.

Argar, you know this is the area of research Hetrin was focusing on.

Kadrith - Vaala

An old book, that mixes Myth, Legend and History seemlessly; meaning it is not necissarily the most reliable source, but it is an interesting read. It starts with the founding of Kadrith and Madrith. An ancient copper dragon, after spending his life conquering the continent and defending it against the evils from beneath the waves prayed, in his last years, for a chance to pass on his knoweledge and Power before his death; and the gods decided listen. He awoke one morning to discover two eggs before him. They hatched, and out stepped figures that were not in the form of a dragon, nor in the form of the gods, but of something new; Dragonborns. He named his daughter, Madrith and his son Kadrith and taught them all he knew. Madrith proved herself to be physically capable, a master of all weapons and fighting styles that crossed her path and took up a front line against the evil below the waves. Kadrith, on the other hand proved himself a mage of infinite posibilities. He could conjour, enchant and charm like had never been seen on the material plain before. After their father died, the two siblings butted heads constantly, each believing they had the superior vision for the civilisation that was growing around them. After a fight that shattered the continent, they each retreated to opposite sides and taught their people all they knew. To this day each city blames the other for starting the fight that shattered their lands and left them vulnerable to the winds. 

The book continues with other myths focusing on Kadrith's exploits as a person, and then his city after his passing; mostly covering magics gone wrong and magics then saving the day.

Eldath

Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is thought to be present at many such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying.

Most rural places have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring typically serves as a repository of offerings. If the holy site is a glade, a stream one crosses along the way might serve as the repository, or a prominent bush or tree in the glade might be the place where people tie offerings. Typical offerings are broken weapons or items that are remembrances of arguments, which the faithful discard while making a wish for peace in the future. Many of those who favor Eldath are pacifists or people who are troubled by violence they have witnessed or experienced.

Eldath's priests don't organize into large sects. Indeed, many are itinerant, wandering between various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can't force others to engage in harmony.

The monastic order of Eldath is the Disciples of the Yielding Way, sometimes known as the Brothers and Sisters of the Open Palm. These monks guard sacred sites where many priests dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don't ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.

Royal Family

There once was a poor man named Arthur Glyndore. He was a kind and corageous man, but with out any money or family, he struggled to rise himself out of the gutter. He took a job as an apprentice groundkeeper in the lands owned by this small kingdoms king. While making his way through the forest one day, hunting poachers, he heard sweet singing coming from a small glade. He crept towards the sounds and saw the most inconseivably beautiful woman bathing in the water. Every day, for a month, he returned to the glade and secretly watched the woman; falling deeply in love with her. On the night of the full moon, he watched her raise her hands to the skys and call down rain upon them, before she dove beneath the waters. She did not come back up for air. Arthur paniced, and dove into the water to try and save the water, only to discover it was in fact him who needed saving from a watery grave, as the woman was a water nymph, and protector of the glade. She pulled him to the surface, and charmed by the poor mortal, fell in love with him back.

With their love as a sheild, she was able to leave her little lake and the pair built their life together. When war came, the woman used her magic to ensure her loves side would win and he rose through the ranks until he himself was named heir and then king. Together the pair were able to unite all of the human kingdoms against the Orcish and dwarven invaders; and Thus Thelran, and the Glyndore Line was born.

When Arthurs time came to an end, it is said the nymph returned to the glade, and weeped with so much sorrow her small glade became the lake that now sits within the Castle walls.

Their descendants, the kings and queens of Thelran have often been notable figures; both for good and for bad. The bad includes the often ridiculed King Ofrie the Oaf who was so clumsy he toppled from the top most tower of the castle to his death after trying to recapture his pet Dove. Or there was the infamous Queen Primrose 'the drowner' who change the laws of the city so that anyone who was to be put on trial for crimes commited was instead tied into a small boat and sent over the great waterfall of Eldaths lakes; with the claim that if they were innocent they would survive. Alternitively, there was King Lorik who is credited with establishing required schooling for all children in his lands, no matter their background, or Queen Dessa who's magical prowess impressed even the highelves of Kymil so much they established favourable trade deals that survive even today.

And we cannot, of course, disregard our current King Owen. For though he came to the throne young, he has ushered in a golden period of prosperity anf generosity for the people of Thelran; and is even thought to be blessed by our patron goddess. His wife, the Queen Yondalla, is the image of grace and charity; quite a suprise for many of the nobles who expected a far more colourful character to be joining their court given her Adeshian culture and magically renowned mother.

Our King Owen has previously shown a perchant for colourful marrages. He took the kingdom by storm when he gave his public blessings, and a hefty allowence, to his younger brother the Prince Zanis when he announced he had fallen in love with a local candlemakers daughter and planned to marry her. Most expected the king to cut his brother off from the royal bloodline and accounts, but, by all accounts, instead he welcomed the peasant girl as though she were the most respectable princess. It was even the king who funded the investigations and funeral for the poor girl after she was killed in a bold robbery along the side of the road.

As it is, the royal line of Glyndore may soon be coming to an end. The king and Queen, though happily married, have yet to produce and heir and with the recently windowed Prince, who knows if the royal cradle will be filled in coming years.

The Castle

You gain: Castle Blueprints

The Castle of Lefinia has had any iterations over the centries. In its most recent form, it was constructed by the brilliant architectural duo L'von and Elbi. The Elf/Gnome pair spent 3 years designing and constructing every tiny detail of the magnificent Castle; famed for it's trend setting stained glass ceiling of the nights sky that soon set the fashion for other premier buildings. The pair are also credited with establishing a number of secret doors and corridors within the castle; claiming they wished to ensight gossip and drama amongst the castles inhabitants for many generations to come. After Elbi's death, L'von claimed he had instead returned to his greatest work of art, the castle, to retire within a secret hidy hole within the main castle tower.

It is said, there are tunnels beneath the castle that delve down deeply into the underground fresh water springs that feed the great lakes of Eldath; though few are capable of making the underwater journey to prove this. 

Corellion

 Guardian of seasons, beauty, and the arts, Corellion is the patron of arcane magic and the fey. The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by Corellions hand that the first elves wandered from the feywild, and for this reason he is considered the father of elves (though he would rather be the fun uncle). Those who seek art in all their work, whether magical or mundane, often worship at the altar of Correlion. Followers are sworn enemies of Lolth for the darkness and dispear she brings to peoples lives.

Most art depicts Corellion as an elven being of impossible grace and beauty. Young and alluring, framed by long wavy, golden hair. He is the inspiration for many earlt elven art peices, and elements of his visage or symbol is often included in most elven architecture.

Celebrations of Corellion take place whenever a party is started in the Feywild, but the elves on the material plane celebrate him on Midsummer day with festivals of art and too much wine.

Corellion watches the business of his subjects in the feywild either from within his palace of Cresent Grove, surrounded by towering white trees and pillars or marble; or dances along the breeze meddling and creating michief to inspire joy.

His followers are elves, eladrin, and their descendants, as well as many bards. His clerics wore silver circlets and gossamer robes of the brightest azure. 

Fellowship of the Forgotten Flowers: The fellowship was a loosely structured organization made of elven knights or elven warriors dedicated to the recovery of lost elven relics from long-abandoned realms.

Commandments:

1. Create, Inspire, and fine beauty in all you do
2. Follow the echoes of lost magics, forgotten sites, and ancient art, for within these lie Corellions first and finest works
3. Combat the followers of Lolth wherever they might be.

 

Other Topics:

The cantrip books: learning all or part of the cantrips

1. Necromancy: a very very old book covering 

2. Plants: Advantage on nature checks to identify plants.

3. Creatures: Advantage on nature checks to identify creatures native to Thelran

4. Geography: Advantage on intelligence checks to recall geographical information

5. Cultures of the world: Advantage on history checks to recall information on cultural practices

6. Alchemy: If you use this book you can have advantage on checks made with Alchemy tools

7. Herbalism: If you use this book you can have advantage on checks made with a herbalism kit

8. Enchanting: If you use this book you can have advantage on checks made to enchant items

Descriptions:

  1. Commonroom
  2. Old Food Storage
  3. Meeting
  4. Training room
  5. Weapon storage
  6. Holding cell
  7. Storage
  8. Hole
  9. Bedroom
  10. Dining room
  11. Private dining
  12. Storage
  13. Gunpowder storage
  14. Bedroom
  15. Bedroom
  16. Underground beach

Monsters:

Loot:

  • Tunnel of communication out of the city, under the lake.
  • Tables E, F, H, 10,000g, 300g worth of Gems, jewlery and art peices.

Argar:

  • As you sit, staring at a book you realise you are not taking any of it in at all. your mind is racing, trying to peice what happened back together.
  • you remember being squeezed so hard it felt like your ribs all snapped in two, maybe they did. You remember the warm wetness spreading down your arms as the womans hair cut through your scales. You remember clouds, storm clouds in every direction. But that can't be right, you were underground. 
  • you close your eyes and try to remember the time before you awoke again to the sounds of Dans sombre singing and a blinding light.
  • wisdom check
  • DC 5: you remember being in a place filled with grey storm clouds. Thunder echoed around you, lightning occasionally lighting patches of it up. You don't think you were moving, but could also not feel anything around you. You just were there, asthough a cloud yourself.
  • DC10: then you remember a voice. As deep and booming as the thunder around you but as authoratitive as any general. It spoke to you, and told you something, something important, something you had to remember.
  • DC15: you remember, the large beareded face or a man form out of the clouds around you. The only part of him discernable from the clouds was his bright lightning filled eyes. he spoke to you: 
  • "Child of lightning, the time is coming where a great battle between the plains must be fought. You must succeed in your current struggle, beat back the flames of below, or the next shall be our doom. My own chosen storm warrior, Silvanuses daughter of the wind and Baneschild will be vital in containing the chaos between. You must seek out your  friend of too many words and have him lead you to the door. Do not fail in this, or all you hope to win shall be lost"
  • You come out of your memory with a start, and realise you have written all that was said to you down across the pages of the book infront of you.

 

Out the tunnels

  • on one side of the underground lake is a tunnel where the water continues. it snakes around for quite some time in the darkness. in some patches the cave ceiling gets so low it 

Noble Families on the outside:

  • Duke Fredrick Beaumont (60s) and daughter Elizabeth (17)
    • No other relations
  • Duke Preston (40s) and Duchess Clementine (30s) Whitmore + 4 children
    • 3 older children ( Robert 14, Preston 7, Clem 4) are in the castle, the youngest (Matilda 1) is with them
  • Sir Caspian and Lady Adeline Forbes
    • Not within the city themselves, but Caspians Uncle Edward (70s), wife (Susanna, 70s), son Eddie (30s) and grandaughter (10), and pet Corgi (Diamond) are
  • Lord Jameson and Lady Samantha Sherridan
    • Not in the castle themselves, as they are part of the rebellion. Cousin (Emily, 30s) of Lady Samantha and Lrd Jamesons retired Father (Jameson, 70s) is. His mother Cecilia (60s) is kept in the castle. 
  • Lord Lewis (50s) and Lady Ruby (20s)Brentwood
    • Both nobles and their young son (Zanis, 2) are in town and very supportive of the king. Ruby travels with a companion (Anne, 20s) to make up for the unhappiness inthe marriage.
  • Lord Alexander Winfeild (50s) and Lady Amelie Winfeild (40s) + Tristan Winfield (15) and many others
    • Tristan is kept in the castle most of the time as the last remaining boy. Eldest son (21) vanished some months ago. 7 daughters (Rosanne (19), Sibylle (17), Georgette (13), Adaline (11), Minerva (9), Nine, Kiera (7))
  • Earl Chandler Addison (40s)
    • he is a single man, has a man servant/companion (Mr. Fletcher (40s)) and currently waiting on Zanis to select him a wife.
  • Lord Jonah (60s) and Lady Ivy Montgomery (60s) + children, and grandchildren
    • Jonah and Ivy are older and very supportive of the King. Their son (Jonah 30s), his wife (30s), and children (Jonah 7, Noah 3, Clover 1) stayin the castle. Their daughter Ivy (20s), her husband Owen (20s), and their two twin boys (Marcus/Martin 3) are allowed in and out.
  • Lord Marcus Windrivver and wife
    • The new lord of the Windrivver Isles (20s) and his wife Violet (20z) are kept within the castle.

 

Other People:

  • Mayor of Lefinia
  • General
  • Commander of the city guard
  • Head Preist
  • Otifire
  • Cheif Arcavist
  • Banker

 

The Winfeilds

Lord Alexander Winfeild (50s), not overly involved or excited by court life or politics. Very concerned with his own fading wealth due to the lack of crops and fish (his two main sources of income). Generally leaves the social side of things to his wife, and has no real interest in his daughters outside of securing them acceptable marriages and trying to make sure he maintains enough money to give his son an acceptable inheritance. Spends a great amount of time working in his office, drawing up farming plans for Spring, and sending letters to his men back home. He would much rather be there riding out himself, so spends quite a bit of his day absently staring into the landscapes of his home.

Lady Amelie Winfeild (40s), was the neice of Earl Addison, and is thus the heir to his lands, if he does not marry. She is far more socially involved and is keenly plotting her daughters marriages. She takes quite a handson approach to parenting, observing them in their lessons: both academic and social. She ensures they are all specialists in some part of Thelran culture in the hopes they can all be of benefit to future husbands. When not working on them directly, she is spending money to make them look as good as possible, and playing around with maps of the lands and little figures to determind excellently strategic marriages. She is keen to have one of her daughters marry her uncle, as that would secure the merging of the two families and lands. She has a firm but fair relationship with the staff, beliveing there is little more important than trustworthy servants, and speaks openly to her Ladiesmade Caroline.

Rosanne (19), quite headstrong for a noble girl, but has had the most one on one time with her mother and followers her ambitions. Doesn't particularly want to marry her great-uncle but is thrilled by the thought of becoming the Lady of his grand castle on the border. She is very charismatic, and seems to be friends with everyone. She is elegent and skilled in her dancing and her academics; having spend a lot of time being taught the intracesies of Thelran farming communities. When she is not learning, dancing, shopping, playing the flute, singing or writing letters to numerous friends, she likes to take walks in the park with various other young nobles to build up her allies for the future. She is also bitterly disapointed that the king has shown her no interest, and dislikes the newly arrived Elizabeth beaumont for taking some of her limelight. She is friendly with Ruby Brentwood, seeing her as a direct path to power. Is chatty with the girls maid Alice, but has no real kinship with her.

Sibylle (17), close to her older sister, but much meeker. Performs all her duties, plays instruments and can talk endlessly about horses, but does not have the same magnetic personality. She is exceptionally close with the Stableboy Thomas as she spends a lot of time with him in the stables, and though she knows it is not suitable, can't help but be a bit overly familiar. Her mother had hoped she would marry the eldest Whitmores, but that is not a great prospect now considering they lost their lands. She has befriended Elizabeth Beaumont over the years and is pleased she has returned to the capital. All the servants are very fond of her and she has a close friendship with Alice.

Georgette (13), is a very hard worker, she tries to keep up with her older sisters but has not yet grown into a graceful lady. Her mother is quite critical of her 'social skills' in that she lacks musical talent and her dancing is a little clumsy. She is however very good in the garden, and has studied the subject extensively. She is however very willing to do as she is told, in order to win over her parents affections. Very friendly with the groundskeeper as she spends so much time outside, and would much rather spend her days outside than with people. She is a bit glum (much to her mothers frustration) that nothing will grown in her garden, but keeps a few pots in the barn. She is aware of Sibylle and Thomas relationship.

Adaline (11), Is still young enough to get away with not being too 'put together' and can be quite loudspoken at times. Being the third girl in line she is not necissarily expected to make a 'top teir' marriage so gets less pressure from her family to conform. She is always slightly grubby, no matter how much she cleans and spends as much of her time as possible running around the parks with the boys from the neighboring house. She hopes to one day breed her own dogs and marry a husband who is always away. The Nanny Mrs Robins spoils her a bit too much.

Minerva (9), is a sickly child. very petite and pale she stays inside either with the nanny or her mother. She is a good reader and her mother thinks gettign involved in the Temple of Bane as a preistess would be the most advartagious position for her tempriment, so has started to send her to the Great temple a few tiems a week to start learning the ropes.

Nina, Kiera (7), are excitable and silly girls who have not fully started their ettiquette lessons, and spend all their time with nanny or causing misceif in the kitchens.

Servants:

  • Cook - Mrs Ginger
  • kitchen maid - Sally
  • groundskeeper - Mr. Farwoods
  • housekeeper - Mrs. Stagemore
  • butler - Mr. Marshel
  • footman 1 - Arnold
  • footman 2 - Turner
  • maid 1 - Cassey
  • maid 2 - Murtle
  • groomsman - Terrence
  • Ladysmaid - Caroline
  • ladiesmaid in training - Alice
  • Stableboy - Thomas
  • Nanny - Nanny Robins
  • Horses: Digby, Peanut, Barley and Pip

Etiquette Lessons

Arrival

  • The carriages will pull up in front of the palace. Everyone should exit the carage in order of seniority. The Lord, his wife, followed by married Sons, and then married daughters, then single sons, and single daughters in age order.
  • coats will be taken off of you by the door by servents, no need to talk to them.
  • if there is a host by the entryway you must bow/curtsey in thanks for the invitation. the depth of the bow/curtsey depends on their rank.
  • When greeting others of a greater nobility thank yourself you must bow/curtsey. If you greet someone of lower nobility, or similar nobility to yourself, you may choose to incline your head/curtsey as a sign of good breeding, or decline to do so as a snub.
  • Then you will be able to spread out amongst the castle. Ladies to the Ladies tower, men to the Mens, and children (12 or under) to the nursery.
  • The heads of each house will be shown into the throne room instead to be presented before the king and queen. If the noble plans on speaking to the king, or as a sign of familial strength, his wife may accompany him.

Ladies room / Throne Room

  • In the Ladies room, there is likly to be small games played, bards in attendence, and food/drinks on offer.
  • It is polite for a young lady to only sip a drink throughout the evening and to never gain an intoxicated flush.
  • Food may be nibbled at but only when engaging in casual small talk. It is however most unladylike to talk with your mouth ful or make others wait on you while you finish a mouthful.
  • Gambling games can be participated in but a gaudy show of victory is borish and will question your integrity.
  • Singing, the playing of musical instruments and reciting of poetry is a most encouraged activity to highlight your femininity.
  • When a masque is planned, the queen may be in attendence to supervise the final rehersals before dinner, where all the participants are required to present their best assets while never outshining the presence of her most gracious royal highness.
  • In the room will also be the planned seating plan for the nights banquet.

Banquet

  • When the bell is rung for dinner, all must decend the stairs in order of rank when following the main train, but it is permissable to meet up with your family from the mens room or the nursery.
  • during the meal, sit and remain seated in your asigned place at all times.
  • only begin eating once the king has given permission.
  • Do not stuff your self with food, it give the impression you have not the money for your own at home.
  • Do not overconsume food or drink.
  • Do not talk of heavy topics, keep matters light and airy as no one truely cares for your personal matters.
  • Take care not to spill a drop on your clothing or others may question your good upbringing. 
  • During the courses, entertainment is likely to be on offer. Laugh only when the king laughs and ensure you do so as heartely as him.
  • If you happen to make eye contact with a superior, nod and smile pleasently, then look away to highlight your dignity and poise. 

The Entertainment

  • After the banqueting tables are cleared away, a performace or masque may take place as arranged by the single ladies of the court and the kings favourites for him pleasure.
  • Clap and laugh politely and ensure focus is on the highest ranked amongst them, or atleast the most eligable.

The Dance

Other Activities

  • During a dance, if you may choose to return to the ladies or mens rooms. though it would be considered ungamely to remain outside of the ballroom for the duration.
  • Walking around the garden is also permissable if a breath of air is required, though a young man and a young woman should never be left alone.

Entry

Gauthak takes up his position at the from of the carriage and the Pantha, dressed in uniform, hooks you up to the carriage. You and the 3 remaining Winfeild girls climb into the carriage and squeeze in next to eachother. It doesn't take long for the twins to start squirming and pulling at eachothers hair and clothes. With a look from Lia they pause in their silent wrestle and flop back in a sulk. 

As the carriage pulls into the main street, it is joined by other fine carriages heading up to the castle; more than you have seen during the last week and some coming from different areas of the city. Gauthak and the other horse pull you upwards cirling around the road leading up the hill to the castle, which you can catch glimpes of at each corner as it lights up the sky above you.

You slow down, as your carriage joins the queue for checks prior to entering the castles bubble. There are heavily armoured guards positioned at regular intervals along the road keeping an eye on things and you slowly climb your way further upwards leaving the city down below. The carriage in front of you stops, a carriage that looks quite simple in comparison to your own, and a guard and a mage step up to it and converse with those within. 2 people step out of the carriage and the mage casts a spell over them and the carriage.  Then waves at the mages stood either side of the gate as the couple climbs back in. These mages seem to pull the bubble open like a curtain, and allow the carriage through.

Your carriage pulls up, and the Pantha speaks to the guard approaching: "Lord Winfeild and family'. The guard nods and waves the mage forwards, who casts a different spell over the carriage before waving you all through too.

Gauthak, being at the front, you are the first to see the shining light that is the castle. Large flaming beacons are set up either side of the drive, stretching 8ft high with strings of smaller glowing lanterns and Thelran flags between them. To the left, what was once a large lawn, has been crafted and frozen into a dazzling ice-skating rink, boarderd by small neat hedges full of small dancing lights. To the right, the lake is surrounds by more firey beacons as small boats bob about.

Then you see the castle, every window aglow. You're carriage makes its way to the front steps where the 12ft tall doors are open and people are moving into the warmth. You stop, and the pantha clambers down to open the carriage door for you all to step out with a bow. 

As you all step out into the biting cold air, you catch scents of pine, pepermint, and smoke. There is a mixture of excited chatter and stony resolve in the people around you, who mostly step out of your way as you approach the doors with a bow or a curtsy. 

The Pantha leads the carriage, and Gauthak back down the drive, pulling up below the icerink in a line next to anothers. 

Dan leads the way, with Lia on his arm through the doors into the courtyard, you see that this has also been lit up with flaming beacons, and a number os small tents have been set up offering hot drinks, baked goods, and confectionary, adding to the delicious smells around you. But you do not stop here, continuing to follow the flow of people around you through the front doors to the castle itself. 

The two of you see straight away that this is quite different from the castle you remember. The decorative candles and wreaths do not completely cover the overall darkening of the entryway. When you were here last, it was a bright corridor lined with stained glass windows and portaits depicting nature, landscapes and animals of Thelran. The carpets were a pale blue. Now, the carpets are the deep reddish brown of old blood. The windows, though still stained, now depict scenes of battles, wars and bloody victories. The walls now lined with austere and stuffy portraits of noble ancestors from every family supposedly rescued from some basement storage area. and most noticable is the addition of guards stationed every few feet.

A smartly dressed maid approaches you, and dips into a respectful curtsy: 'May i take your coat M'Lord?'.

As the servants hurry your coats away, another servant aproaches with a tray of small thimbles of golden/pink liquid. 'A gift to welcome you this winters festival from the king'. DC 15 Wis Sav. As you drink the wine, a feeling of calm serenity overtakes you. All worries about the evening fade, and are replaced with a feeling of great possibility. The room around you seems to lighten too, the colours brighten, the lights twinkle, the stained glass windows change in your opinion from gory and garish, to quite interesting and you find yourself focusing on the clear skill required to craft them.

You are then waved forwards, to either enter the Throne room, or head up the stairs to the rooms above.

 

General Feelings

  • Very strict guards stood firm in every cooridor
  • Uniformed mages spread amongst the crowd
  • Very jolly when Zanis is in the room, but with a cold undertone when he is not

Schedule

Entrance

  • Coats taken
  • Given drink

Ladies Room Pre

  • Queen holding mini court
    • Grace, Kindness, Beauty, Patience, Chastity, Dedication.
    • Rosanne, Sibylle, Elizabeth, Lady Ruby Brentwood, Ivy Montgomery, Violet Windrivver.
    • Younger girls to play the part of fairies.
  • A few bards performing and girls (including daughter)

Mens Room Pre

  • Gambling

Nursery Pre

  • meany Stoerris
  • 4 devil babies (3,2, 2, 1)
    • Zitta 
    • Zoraura
    • Zaniti
    • Zanis

Throne Room Pre

  • Commoner thrown in pit for hiding elves
  • Noble to petition the king to marry eldest daughter - denied

Banquet

  • more drinks
  • complaining child
  • Chester the Jester and Argars dad pet
  • Fancy dessert

Masque

  • performance with the daughters
  • Zanis ignores Elizabeth and eyes up eldest daughter

Ball

  • Zanis dances with Eldest daughter
  • announcement of new festival

 

Other room events

Crypt

  • Dead Queen
  • Alexandra's body

War Room

  • Plans for Ulis (fire)

Gardens

  • secret plan for escape
  • secret trist (queen?)

Pennys room

  • New Cook, but the portrait is the same, room is empty and protected

Zanis' old bedroom

  • guard in entrance
  • portraits of all his childrens mothers with disfigured faces and childs drawings all around them
  • a portrait room of pictures of Alexandra and a fine bed
  • Office with Communication Orb

Royal Apartments

  • queens rooms are all about beautiful rich items and clothes
  • Kings rooms lack any sentimentality other than a picture of Alexandra in a drawer

Ambassadors

  • number of empty rooms 

The Pit

  • new expanded dungeon and cages with feeblminded
  • Argars dad outside of the banquet

Chapel

  • striped of the joy of Eldath for the severity of Bane

Wizards Rooms

  • Earth is busy studying
  • Air is looking to the future
  • Water lives in fear and imprisonment
  • Fire is living his best life

Party Goals:

  • Find a secret way in and out of the school
  • Find the source of the barrier
  • Find details on the magical golems
  • Find the missing wizards (e.g. Elsies Sister)
  • Discover Secrets
  • Find allies?

Staff

  • Headmaster Sheildheart - tall man, hard to tell the ages, long black hair with a large mustache. Flames dance constantly behind his eyes.
  • Professor Toc - Smartly dressed brunette woman, mid 40s maybe, quite impatient tone but 
  • Professor Savesha - A loud, commanding man with a bushy moustache. 
  • Professor Windjina - a rather pot bellied middle aged man with only a few whisps of grey hair remaining
  • Professor Daemen - Middle aged, very tall, muscular, blonde and handsome.
  • Professor Baroden (Advanced)
  • Professor Clik (lab) - older woman with short black hair. Wears an apron over her robes and has a slightly fetid smell to her.
  • Professor Meeda (lab) - older man, no hair left and thick glasses. Covered in scars and long standing inguries to the point you see one of his eyes doesn't apear to be natural, and neither does one of his arms.
  • Professor Fezmet (Advanced) - woman with tight grey bun
  • Professor Hezra - ginger, a bit wild woman
  • Ghostly Servants cooking and cleaning

 

Students

  • First Year (Intermediate) 30 students
    • First Year Monitor: Gertie and Matthew
    • Super compliant: Wilhelmina, Olive, Francisca, Lucile, Cynthia, Maynard, Lowell, Delbert, Mack, Hermon
    • Mid level: Mazie, Isla, Carol, Susanna, Berdie, Jerry, Emmit, Otto, Hatwood, Irwin
    • Struggling: Kathrine, Leatha, Deborah, Maye, Jewell, Clement, Joseph, Junius, Wayne, Lionel
  • Second Year (Advanced) 20 students
    • Second Year Monitor: Matilda and Walter
    • Super compliant:Belle, Rosie, Patsy, Corrine, Alpha, Jim, Toby, Arnold, Forrest, Jonas
    • Mid Level: Leila, Rosemary, Malvina, Garnett, Ruth, Dwight, Myles, Gail, Fritz, Tom
  • Third Year (Very Advanced) 10 students
    • Head Girl: Beatrice
    • Head Boy: Hamilton
    • Super compliant: Mabelle, Justine, Lina, Alicia, Bernice, Godfrey, Damon, Ferdinand, Mitchell, Delbert

Lessons

  • Botany and Natural Magics - Hezra
  • Utilising Magical Beasts - Clik
  • Alchemical Experimentation - Clik
  • Magical Construction - Meeda
  • Dueling
  • Perfecting the Body and Mind - Hezra
  • Preparing for High Society - Sheildheart
  • Magical History - Meeda
  • Conjuration - Toc
  • Necromancy - Savesha
  • Evocation - Savesha
  • Abjuration - Windjina
  • Transmutation - Windjina
  • Divination - Toc
  • Enchantment - Daemen
  • Illusion - Daemen
  • Private Tutoring
  • Study periods

 

Admission

  • Interview Session
    • Professor Fezmet, Headmaster Sheildheart and Professor Hezra
    • Questions:
      • Name and where are you from
      • How did you come to discover your magical potential
      • Why do you want to study here
      • What do you think you have to offer this school
      • Are you prepared to dedicate your life to the service of the crown
  • Practical Demonstration
    • Private magical Demonstration
      • Room is set up with a number of objects, like a cluttered sitting room, with a number of household objects, a bird in a large cage, a roaring fireplace and a young man sat in school robes in an arm chair
    • Team assult course
      • Run across the feild as mine explode and holes appear
      • cross a deep well of water filled filled with creatures
      • climb up and over a wall as it get engulfed by fire
      • dive off the other side safely and defeat the 'boss'
      • defeat your fellow interviewees
    • Post Trial
      • Good. You clearly all possess adequate magical ability to sit through the trial period of the school. I warn you all we have a very strict regime here; We are not here to help you develope your magical creativity, we are not here to develope you into the wizard you want to be. We are here to develope you into the weapons the crown requires you to me. Body and mind you will be pushed to your magical limits, your strengths will be utilised and your weaknesses will be irradicated. There is a strict schedule we follow here, and you will quickly learn that compliance is the way forwards. Submit to our ways and you will become a vital tool in the cogs of Thelran. Fail and the consiquences will be severe. Beatrice, please take these trial students to their rooms.
      • a tall very smartly dressed young woman steps forwards. She her blond hair is done up in a tight bun and she wears the smart robes of a third and final year student. She becons you all to follow her out of the room.
      • shown rooms, given schedules, told general rules.
        • Trial Students are only permitted on the Ground, First and Second Floors. You may enter the third floor if you are accompanying a third year student or teacher. The basement levels are out of bounds outside of instructions from a teacher.
        • During 'down time' you may spend time in your rooms, the great hall, the common room or the grounds. Though classrooms can be booked for studying
        • Breakfast is 6-7 every day, do not miss it. Curfew begins at 9pm, do not leave your rooms after this time.
      • Beatrice will then take you into the common room, and introduce you to a few First years who will be able to help you settle in.

Bedrooms:

1. A cheerful picture of a large lollypop - lick it
2. A Portait of a half orc man heavily pouting - kiss it
3. A Portait of a young human child rolling on the floor in laughter - tickle it
4. A Picture of a dried up pond with sad animals around it - add water
5. A Picture of a white horse in the middle of a crowd of Zebra - add stripes
6. A Portrait of an old human man holding a glass of wine up infront of his face - toast with him 
7. A Picture of a dreary looking cabin room, an unlit fireplace and numerous cobwebs - light the fire

Day One

  • Breakfast
  • Magical History taught by Professor Meeda, an older man with thick glasses, missing body parts and an erratic level of focus. He begins the lesson with an introduction then gets right into the origins of magic on the material plane and how human kind were able to manipulate the weave for their own means. slight of hand to keep up with notes
  • Botany taught by Professor Hezra, the muscular red headed teacher from the interviews. You are shown outside to the gardens and spend the first half being given a tour of the grounds and the different garden areas before starting on a lesson covering basic plantcare. nature checks
  • Private Tutoring: 
    • Marius, Het and Donna - Remain outside with Professor Hezra. Leads you over to an outside stone circle where you are each in turn asked to deomnstrate your abilities again while she throws various obsticals at you. Dex, Wis, Con, Dex, Str savs
    • Yenna with Professor Meeda - head inside to his lab, where is shows you the magical objects he has his students working on enchanting, then hands you a stack of books and instructs you to memorise them before you begin to work on them youself. The books cover basic enchantments all the way up to golemancy. Int check to see how far you get
    • Bella with Professor Clik - inside her lab, a room of jars and bubbling concoctions, you are shown around, then given an apron, a knife, a diagram, and a pile of dead bats and told to remove their wings. Slight of hand as precision is needed.
    • Billy with Professor Savesha - meet at the duelling arena in the grounds, he talks through with you numerous scenarios of wars in the past that were swayed by clever use of magics History check to keep up with his musings
    • Miriack with Professor Daemen - takes you into the kitchens, manned by ghostly figures, and places a plate of exquisette looked warm pastries in front of you. He instructs you to study every element closely with the intention of making an illusion as flawless as the original. Insight Check to examine closely
  • Lunch
  • Conjuration taught by Professor Toc, an impatient shounds brunnette woman in her 40s. She begins with an introduction about why conjuration is the most unappricated of magics and then sets you the task of trying to distinguise between a real object and a conjured one. Investigation checks to tell them apart
  • Abjuration taught by Professor Windjina. He is a young-ish man with the colouring and accent of someone from Adesh. He begins a lesson on the basics of Abjuration magic and the difficulties in creating it. Then hands each of you a pin and encourages you to use your magic to protect your finger as you stab into it repeatedly with a pin. Arcana checks to try and create the magic.
  • Library Tour from Beatrice , showing you the layout, the process of checking books out, and the general ettiquette. 
  • Dinner, after dinner, some first years invite you to join them in the common room.

Day two

  • Breakfast
  • Transmutation taught by Professor Windjina, a pot bellied middle aged man who is quite excited to meet you all. He starts you off with a lecture on the extended possibilities of Tansmutation magic and then lets you know on Thursday you will begin your magical journeys turning vinegar into wine. Medicine checks to understand the differences in their compositions.
  • Enchantment taught by Professor Daemen, a very handsome tall blond man who isn't particualrly interested in you all. He sets you sitting opposite eachother and tries to get you to command your partners. He jumps in occasionally and makes each of you in turn sing a cringey love song song. Persuasion checks
  • Private Tutoring goes much the same as the day before; some of you are enjoying lessons more than others though defiantely getting to know your tutors a bit. same roles
  • Lunch, you see Lionel being loudly berrated by Professor Toc for not performing in his lessons with her well enough. 
  • Alchemy taught by Professor Clik. Bella, you internally ready yourself for more grusome disections but instead you are all treated to a 2 hour lecture about various alchemical components and mathmatical equations on the ratios ingredients must be used in. Intelligence checks.
  • You then head outside to Professor Hezras Body and Mind class; and quite differently from the private tutoring sessions you are told that the school values mental health as much as physical, and you spend the two hours being shown various meditation techniques and begin to touch upon how these can be used to block unfriendly magic. Wisdom checks
  • Head to the library for your study hour, either begining on homework or expanding on your studies
  • Dinner
  • In the evening you are all feeling quite tired after the last couple of days, some of the first years invite you to join them in the kitchens where they are going to make cookies. Beatrice and Hamilton will discover them all and focus the blame on Lionel.

Day three

  • Breakfast - Lionel is missing
  • History Magic, a continuation of your lesson on the origins of magic and how the first humans, the most gifted humanoids of the multiverse started to manipulate it for the beterment of their peers. He speaks with a zealous passion throughout detailing why humans are the superior race. History checks
  • You all have slightly different private tutoring sessions today:
    • Marius, Hester and Donna. You are taken outsdie again by Professor Hezra, but rather than being used for target practice, you are instead thrown into your individual cages with an adult owlbear and tasked with safely collecting a feather. Animal Handling
    • Yenna, today professor Meeda presents you with a lump of clay and ball of twine. He then instructs you to create the model of a man; imbuing the limps with magic so that is might move. Performance
    • Bella, you are pleased to not be handed a knife and pile of dead things. Instead, you are given a tray full of ingredients and liquids and a list are are told to discover match each thing to a name on the list through experimintation. Investigation
    • Billy, professor Savesha starts firing spells at you, encouraging you to magically counter each and starts teaching you the importance of conserving your energy. Initiative checks
    • Miriack, professor Daemen insets you into a group of third year students study group and asks you to befriend each, then report back any information you learn that you feel would be useful. Charisma check
  • Lunch - Lionel is there, but he looks very beaten up
  • Necromancy class, with a professor only Billy has met so far. Professor Savesha is a relatively short man with a loud commanding clipped voice and a bushy moustache. He begins the class with a lively rendition of himself and his men, outnumbered and being repedily slaughters on the batthefeild. That is until he raised the corpsed around him and turned the tide. He then flings a dead mouse infront of each of you and instructs you on reanimating it. Arcana
  • Proessor Daemon, introducing you to the elements of a basic illusion, now presents you all with tray of hot coals. He instructs each of you to reacreate them in such precise details that your partner may place their hand upon the wrong one and burn themselves. Insight then investigation
  • In the library today a talk is being given by Gertie and Mathew on study techniques.
  • At Dinner, Lionel is missing again
  • After dinner, there is much gossip about Lionel and where he might have gone in the common room.

Day Four

  • Breakfast - Miriak, Marius and the first year students who were caught in the kitchens are stuck to their seats when they try to leave. Otifire, plus two of the nerdy first years speaks to them and hands out the punishments to them all. First Years are are told they will be used as test subjects for some of the second years during the afternoon study period. Gertie and Mathew are stripped of their titles, and the titles are given to Olive and Lowell. Marius and Miriak, as they are trial students and this is a first offence, will be marked down for the week and must spend their lunch break cleaning out the owlbear cages for professor Hezra.
  • Transmutation with professor Windjina - you continue your lesson on turning vingegar into wine. You have learnt the theory so today you are tasked with the practical. Nature checks to change it. Constitution save to drink it.
  • Divination with Professor Toc (the impatient brunette lady). She begins the lesson talking about how different magical beings are able to devine the future in a number of ways: Dreams, Tea Leaves, Crystal Balls, Bones, Entrails, she even met a strange and unpleasant gnomish wizard who scribbled on a peice of parchment each morning and disifered the future from it. Every seer has a unique talent, and the art of divination is finding yours. There is a large collection of items on display in the centre of the room: Tea, Crystal balls, small creatures, parchment, sticks, bones, ink etc. She instructs each of you to collect one object that resonates with you and use it to try and predict who will enter the classroom at the end of the lesson. Wisdom check.
  • Private tutoring (projects set):
    • Marius, Hester and Donna, today Professor Hezra leads you back to the Owlbear pens. This time, to your suprise, you are shown a collection of baby animals: Bear, Wolf, Giant Badger, Boar, Pantha and a giant owl. You are each instructed to choose one. Once chosen, you are instructed to train the creature, and your personal projects for the next few weeks will be to befriend and train your chosen companion. 
    • Yenna, Professor Meeda is very pleased with your learning of the theory, and now instructs you to create yourself a small clay golem. He expects this to take a few weeks but belives you should be up to the task. You are given the materials you need, and permission to enter the lab or the foundry on the second floor as needed; outside of curfew hours.
    • Bella, Professor Clik hands you a old potion book, and instructs you to choose a potion from it and begin crafting it. It may take a few attempts and some additional reading may be required, but you has access to her lab as needed.
    • Billy, Professor Savesha takes you back to the arena you were in yesterday, with all the obsticals and hiding spots. You are also joined by a second year student called Walter, who introduces himself as the second year Monitor. The professor informs you that he will be an outside observer today, and you must avoid all attacks from Walter, without attacking back. You will be given a small head start to hide and prepare, but then he will hunt you down. If you hit him, or he hits you, you lose. At the end of the session, he tells you he wants to see how you can create magic, and sets you the task of inventing your own spell over the next few weeks.
    • Miriack, you arrive with your apron and hat at the 3rd year common room. You know from general gossip that the head girl and head boy are a couple, however, you catch Hamilton subtly flirting with Mabelle, and she recipricates when Beatrice isn't watching. You also get pulled into a conversation with Delbert, who suggests that if you keep up the good work he might have a little job for you.
  • Lunch: Miriak and Marius you are not able to attend lunch, and instread spend the hour cleaning out the owlbear pens. They do not particularly want you to clean their pens.... everyone else, in a slight change from previous days, are given a bowl of couscous, chicken and greens.
  • Construction class with Professor Meeda, the older man missing numerous body parts that have been replaced with metal ones. He speeds through a very brief tour of the lab and touches slightly on general safety, before launching into a lecture on how to imbue items with magical properties. In the second half of the session, you are each given a rod, some materials, and told to imbue the rod with magical residue. the magical coverage will be detectable afterwards if the task has been completed well.
  • Preparing for High Society is taught by Headmaster Sheildheart in the great hall to every student at the same time, you guys, 1st, 2nd and 3rd years. Interestingly, you are all also mixed up on the tables. The Headmaster takes you through a 2 hour session begining with a refresher (for the others) on the correct cutlery to use in all occasions then he starts an indepth and practical session on wine pairing. Constitution saves. It is quite a casual lesson and there are moments for chat.
  • Study period
  • Dinner: courgette and lemon spaghetti, Spagetti and meatballs, baked haddock and gnocci.
  • After dinner free time. Some of those caught in the cookie situation look injured and not as cheerful as normal. Olive and Lowell are far more animated than normal and acting quite high and mighty at the 'nerd table'

Day Five

  • Breakfast
  • Evocation class with professor Savesha. For the first hour of class, the professor lectures you on the wide applications of evocation magic, all while regailing you with tales of his epic adventures in his youth. He then takes you through a discussion on the various shapes and distances spells can take and go. For the final hour, he leads you outside to his practice area and gets you to fire spells at targets to demonstrate the various shapes and distances.
  • Free 
  • Lunch: jacket potato with some sort of ragu on top
  • Private tutoring: working on your projects
    • Marius, Donna and Hester - you have your animals, what would you like to do with them today
    • Yenna - what sort of figure would you like to build, and other than moving, what sort of tasks do you want to complete?
    • Bella - What potion have you chosen to create? You get to work on it 
    • Billy - what sort of spell do you want to create? You get started on it
    • Miriack - Same as yesterday, did you have anyone you wanted to focus your attention on?
  • Study
  • Dinner: Fired cauliflour bites, Fried chicken or Fried Fish all with chips and vegetables.

Day Six

  • Breakfast
  • Dueling: you are taken to Saveshas trainign area. Top two students are made team captains, and choose their teams. Take the other team out.
  • Free
  • Study afternoon
  • Free: the 'fun' group are starting to setup for a saturday night party. Curfew is an hour later on saturdays.
  • Dinner: Cheddar and broccilli pie, Steak and Onion Pie, chicken and Mushroom pie. And there is a choice of desserts: Eton Mess, Brownies, Passionfriut cheesecake.
  • Common room party; soem of the second and third years also come down.

Day Seven

  • Quieter breakfast
  • Body and Mind with Professor Hezra is all about the body today and all about the pain. She has you running laps of the grounds, followed by a stream of other intensive exersices for a solidly painful 3 hours.
  • Free
  • Lunch: Roast dinner
  • Free Afternoon
  • Dinner: slection of sandwiches, pasties and nibbles. Beatrice approaches you all and hands you the rankings of your group.
  • Free

Week Two

  • Your lessons progress much the same as the week before.

Rooms of interest:

  • Find a secret way in and out of the school: head master office, the very advance nature room, the adandoned classroom and in the outside owlbear stable.
  • Find the source of the barrier: Dangerous storage room
  • Find details on the magical golems: advanced combat room. 
  • Find the missing wizards: Basement 2 Cells
  • Discover Secrets:
    • Copies of contracts in the headmaster office
    • Temple to Asmodeus in the basement with portal
    • Professor Baroden teaches holy and fiendish magic from the basement to third years. He is a higher level devil

 Misc Secrets:

  • Picture of a cave with an owlbear outside of it. - offer it meat - door to the outside stables
  • Portrait of a man writing in a book, but upon closer inspection he has no quill in his hand - give him a quill - door into the library
  • Inside the Forge - on one wall there is 5 gold coins embedded in the wall in a pentagon. Press a coin in the centre of it to walk through the wall
  • Fireplace in the kitchen - press on a brick and the wall slides away, revealing a staircase up to the other floors
  • In the Girls bathroom, there is a sink that work. If you twist the faucet, the mirror becomes a 1 way mirror looking into the boys bathroom.
  • Head girls room - portrait of the headmaster in it - stroke his beard - entrance into headmasters room
  • Tapestry water - beautiful natural spring pool of water with glowy lights above it and changing rooms
  • Tapestry fire - A hot sauna room with changing rooms
  • Tapestry Earth - relaxing warm mud pools
  • Tapestry air - a room of soft cloud like floating beds, with sky all around
  • A small crack in a wall that could be creapt through by a smaller being. on the other side is a small room with a few small cages in them containing the remains of long dead dusty animals
  • boys bathroom - if you run the tap of the bath, but pull the plug out, and run your hand under the water, you will be pulled through the water into a secret room containing an elven student who studied there before Zanis took over and went into hiding.
  • suit of armour that if you salute it will salute back and step to one side. You can then walk through the wall behind it into an old storage room containing portaits and discarded history books from its elven days. One of the portraits is labelled as Headmaster Cecillia, the previous headmistress. It lets of a magical aura; contains the headmistress herself and her pet cat.
  • a stone can be pressed to reveal a hidden compartment containing:
    • A bloodied Great Axe +1
    • a love note from Professor Daemon to Professor Toc
    • A creepy doll with buttons for eyes. It look around at you with a still smiling stiched face. It's leg is trapped under a heavy weight
    • Potion of mind reading
    • wand of infernal detection

Things that can happen:

  • See the 3rd years heading to the 2nd basement after curfew in hooded cloaks
  • Catch Daemon looking out of lots of windows overlooking the grounds
  • Gertie starts getting detentions
  • One of the second years crying about her twin going missing
  • An illusion of a purple black flower appears to Vaala

Headmasters Room

  • 1. Alphette Domino (Ladies Made):
    • Weakness: Her family
    • Contract: ensure Queen Yondalla never has an heir and her family will leave safe, long, happy lives.
  • 2. Otifire SheildHeart:
    • Weakness: ambition
    • Contract: Befriend Zanis, feed his desire for revenge, help him become and remain in power. In exchange for position, power and recogition now and in the new world(?)
  • 3. Zanis Glyndore:
    • Weakness: inadiquecy, love for this wife, drive for vengence
    • Contract: become the king and secure the dynasty. Allow Asmodeus to produce 15 heirs. In exchange for the tower to carry out revenge for wife.
  • 4. Eura Glyndore:
    • Weakness: Vanity and her mother's bitter attitude
    • Contract: Help murder the King and Queen and  become queen. Produce an heir, gain the power to bend others to your will.
  • 5. Fredrick Beaumont:
    • Weakness: Pride, hatred for his son. insatiable ambition.
    • Contract: ensure Zanis remains in power until his children reach the age of 14 and do all you can to ensure that. You will recieve unparalleded power and money under the reign of Zanis. Once his children take over, you shall be their number one advisor. 
    • Ammendment: If daughter carries a child for Zanis, the child shall be formally recognised, and the Beaumonts will join the royal family.
  • 6. Coltrain Baneschild (Bane Priest):
    • Weakness: Jealousy
    • Contract: Turn against Bane and help Asmodeus and grow in power, be honoured above all others in the new world(?)
  • 7. Princess Arhna(?)
    • Adopted? Celestial? Blessed?

Teir 1 - 15 points

Teir 2 - 30 points

Teir 3 - 45 points

Teir 4 - 60 points

 

Botany and Natural Magics

  • Teir 1 - Druid Craft
  • Teir 2 - Entangle
  • Teir 3 - Spike Growth
  • Teir 4 - Speak with Plants

Utilising Magical Beasts

  • Teir 1 - Primal Savagery
  • Teir 2 - Animal Friendship
  • Teir 3 - Summon Beast
  • Teir 4 - Conjour Animals

Alchemical Experimentation

  • Teir 1 - Acid Splash
  • Teir 2 - Tasha's Caustic Brew
  • Teir 3 - Melfs Acid Arrow
  • Teir 4 - Ones per long rest can make a Weak Healing Elixer: The drinker regains a number of hit points equal to 2d4 +2. The elixer loses its magic after 24 hours

Magical Construction

  • Teir 1 - Magic Stone
  • Teir 2 - Catapult
  • Teir 3 - Rope Trick
  • Teir 4 - Elemental Weapon

Perfecting the Body and Mind - 

  • Teir 1 - Guidance
  • Teir 2 - Jump
  • Teir 3 - Enlarge / Reduce
  • Teir 4 - Haste

Preparing for High Society - 

  • Teir 1 - Friends
  • Teir 2 - Comprehend Language
  • Teir 3 - Detect Thoughts
  • Teir 4 - Motivational Speech

Magical History - 

  • Teir 1 - Mage Hand
  • Teir 2 - Illusory Script
  • Teir 3 - Arcane Lock
  • Teir 4 - Glyph of Warding

Conjuration - 

  • Teir 1 - Create Bonfire
  • Teir 2 - Unseen Servant
  • Teir 3 - Find Steed
  • Teir 4 - Summon Shadowspirit

Necromancy -

  • Teir 1 - Toll the Dead
  • Teir 2 - Cause Fear
  • Teir 3 - Bindness / Deafness
  • Teir 4 - Summon Undead

Evocation - 

  • Teir 1 - Shocking Grasp
  • Teir 2 - Burning Hands
  • Teir 3 - Scorching Ray
  • Teir 4 - Fireball

Abjuration - 

  • Teir 1 - Resistance
  • Teir 2 - Absorb Elements
  • Teir 3 - Pass without a Trace
  • Teir 4 - Magic Circle

Transmutation - 

  • Teir 1 - Thaumaturgy
  • Teir 2 - Zephyr Strike
  • Teir 3 - Rope Trick
  • Teir 4 - Tiny Servant

Divination - 

  • Teir 1 - True Strike
  • Teir 2 - Identify
  • Teir 3 - Find Traps
  • Teir 4 - Clairvoyance

Enchantment - 

  • Teir 1 - Mind Sliver
  • Teir 2 - Compelled Duel
  • Teir 3 - Tasha's Mind Whip
  • Teir 4 - Incite Greed

Illusion - 

  • Teir 1 - Minor Illusion
  • Teir 2 - Distort Value
  • Teir 3 - Shadow Blade
  • Teir 4 - Fear

Duelling - 

  • Teir 1 - Green Flame Blade
  • Teir 2 - Compel Duel
  • Teir 3 - Branding Smite
  • Teir 4 - Spirit Shroud

Intro

Argar transports Gauthak, Zephyra, Dan and his father to Ulis. You all spend a couple of days there, getting filled in on the current situation and passing on information you have.

  • You all pass on the info you have so far gathered about Lefinaia, the inner workings of the castle, and the Kings plans.
  • Argars father passes on the extra information he learnt about the castle and the inner workings of those within it.
  • The Princess and her council fills you in on their progress in Thelran along with internationally.
  • You are also told that there was some sismic activity around the temple of Bane that was destroyed about the portal was destroyed. Investigations revealed that it apears someone or something tried to active the portal, not knowing it had been disabled. Since then Penelope and some of the units stationed in Ulis have been investigating and routing out spies. There have been some devils poping up all over the city planting explosive spells around and fleeing. After the first few, Ren has set up a tracking system to pick up fiendish activity, and most of these istuations are undercontrol. 
  • Supply lines have been set up ready to help move the princesses armies to Lefinia. The new king of Axerock has agreed to help and has cut off trade with the king. Helix are remaining neutral, Hillbrew have agreed to help, a few individuals from the Elvish Academy of magical Arts on the continentent have volunteered. 

After a few days, Argar and his father teleport to Kadrith. Zephyra drops off Dan back to Lefinia, and she then heads back to her druid grove in Owens wood.

Gauthak

  • Since your last visit your collective have established themselves within the rebellion; each of your guys have joined the search of devil infiltration in the city, taking small groups out on patrols during the night to keep an eye on things.
  • The head Priestesses of Kord who run the temple, Cristina and Bryana, have continued your work during your absence and are happy to fill you in on everyones progress.
  • The crew:
    • Naur Paur (Fire Fist) - Elven - Male - Monk
    • Perpetual Furu (Perpetual Fury) - Elven - Male - Barbarian
    • Esse i raumo (Calm in the Storm) - Elven - Female - Barbarian
    • Scriosta (Destroyer of Horned Flames) - Elven - Male - Barbarian
    • Domhain (Badger Man) - Elven - Male - Druid
    • Brixxi (Tiny Death) - Gnome - Female - Barbarian
    • Broxxo (veiled shadow) - Gnome - Male - Rogue
    • Sidric (Copperbelly) - Human - Male - Cleric
    • Hurbit (Lighthouse) - Human - Male - Barbarian
    • Bevelin (Thunder Eyes) - Human - Female - Sorcerer
  • you spend a couple of days getting back into the swing of things, knowing you should be here a while. You are invited along on some patrols and nothing really happens on them. Some nights seem to have no activity, others in otehr areas of the city. As you make your way around, the people of Ulis recognise you and the part you played in freeing their city, so there is a certain amount of respect and appriciation for those around you; simple things like smiles, apples and backed goods are thrown your way here and there.
  • any particular aims during your stay?
  • Around the second week of you being in Ulis, Princess Arhna and her retinue arrive at the temple of Kord while you are there to do a fairly standard meet and greet, hand shakes etc. Cristina and Bryana lead the princess around the temple, introducing people and watching demonstrations, followed closely by Lord Sherridan and Dan as well as a handful of guardmen.  

Dan

  • After creating your simulacrum and sending him off to school, you have been helping the council out with various jobs needed. You have spent time with Penny to get her filled in on every tiny detail you can remember - she wants to know it all. Working with Ren to try to increase her knoweledge on devils and the infurnal and tryign to find ways to protect the city better against them.
  • And you of course spend plenty of time with the princess. She splits her days between the council and the people. Most mornings are spent with the council, going over recent events, getting updates on the rebellion and hearing news from Zanis' side. In the afternoons she visits anyone injured in any successful devil attacks, temples and those who run them, groups who join the rebellion, and some of the shelters who took in the freed slaves. In the evenings she hosts other groups of important, imfluential or honoured people. You are at her side through a lot of it, and it suits your talents to cheer people up, win them over and encourage a sense of community.
  • is there anything in particular you want to do?

 

Argar

  • You and your father arrive in your home in Kadrith. You find your sister and Mother home, waiting nervously for your return. It is a very sweet, intimate and emotional reunion for you all. It has been over a year since you have all been together, unsure who was alive, who was in danger, if this day would ever come. You all spend the first day just enjoying being a family; possibly a closer family than you have ever been before. You don't talk about anything important, you just all stay shut up inside, reminising about the past, reading passages from your favourite books and sharing your favourite meals. 
  • Your servants linger around you, included but not imposing, making sure noone knows of your return until you are ready.
  • but unfortuantely, the warm bubble of calm has to come to an end. After a few days, Kilvroth brings news that there are murmerings of your fathers return in the council, and it is only a matter of time until someone is sent to see if this is true.
  • Your Father, knowing Kadrithian Politics inside and out  determines the best way to ensure his and the families safety against Tobroth Multaan is to make a public declaration infront of the coucil.
  • That afternoon, during the gathering of the senate, your father, with you in tow, arrives dramatically declaring Tobroth a traitor to Kadrithian society. Gasps sound out around the hall, arguments start up, elemetals are called to seize you, your father and Toboth. You father speaks out sprongly, projecting over the confusion all his allogations; enuring everyone hears what he went through at the hands of the Thelran King. 
  • Once some sembolense of order is restored, your father states his case again, backed up by his and your evidence, and Tobroth Multaan is arrested so a full investigation can be carried out. 
  • Unfortunately, in true Kadrithian style, the investigation will take months but this has opened the narrative up to the Kadrithians debating whether or not they should be aiding the Princess in reclaiming the throne.
  • What would you like to do?
  • During the weeks that follow, your parents do sit you down and reopen the conversation on your herritage; whether you would like to meet some of your other side of the family in Madrith.

 

Zephyra

  • You return to your Grove in Oweins wood. The grove in winter is quite magical. As druids you all embrase the natural flow of nature and the death of much of the foliage that normally explodes around the glade. Fresh snow covers the floor and tree branches, weighed down with crystalized red berries and sparkling icecles. The small waterfall that feeds the ponds has frozen in a cascade of twisting and swirling ice now topped with soft pillows of snow. Warm pods of woven grass are tucked into the bases of trees or hand from branches protecting hibernating forest creatures and the druids huts have been decorated with holly bushels and twinkling magical lights. 
  • Your Brothers and Sisters in the circle are carrying out their duties in the forest, ensuring the trees are safely dormant, critters either nicely tucked away until spring or fed enough to last that long. 
  • You are welcomed home warmly by the guardian of the grove, The large ivy covered wolf nuzzles your cheek in greeting and tells you that Heather Moonleaf would like you to join her in the inner sanctum before you greet the others.
  • You head to the entrance of the cave tucked behind the frozen waterfall. This is a place of great power and protection in the forest, not a place you have been permitted to enter since your first weeks in the circle. Small glowing stones light your way down, deep into the cave. The walls are covered with ancient drawings, prophecies, left by druids to predict events that happened centries ago.
  • Heather greets you with a hug and leads you quietly further down a series of passages to a small chamber. This chamber is colder than the rest of the tunnels, drafty in a way. With a wave Heather lights a brazier in the centre.
  • 'Silanus has spoken to me, revealed this chamber, something you need to see, i fear we are running short of time'
  • She steps aside a you see a series of cave drawings on the wall behind her. 'Do you understand what this means?'
  • It means your destiny is tied to the future of the destruction of the multiverse. It means you are the key its its destruction and the tool that will be used to tear the plains apart. but that you still have two paths open to you. The path of destruction, and the path of life. Do you know these people? They will be the ones to show you the door to becoming the saviour you were born to be. This green figure will lead you to it, the others will help you open it.'
  • 'I also need you to know that Valdron has gone quiet. The elemental activity that revealed him to us has stopped, the chaos has paused in their hunt for you. I hoped this was good news, that he has given up or ceased for now, but that is when Silvanus revealed this to us as a warning. We know he cannot find you, you are protected but we also cannot find him, nor work out what he is now planning.'
  • What would you like to do?

 

Please Login in order to comment!