The Mountain Dwarves of Hastur

The Mountain Dwarves of Hastur. An account by Professor Albert Lynath to the Deans of the University of Tyran.

It would be very inaccurate to assume that the only natives of the barbaric and wild lands of Hastur are the tribes of humans that roam at will and spawn seemingly as freely as rabbits. There are an un-known (but it is to be assumed very large) number of Dwarves native to Hastur that not only intermingle but fight alongside and, in some cases, claim to be part of the complex and ever changing matrix of tribes and clans that make up the great “tribe” of Hastur.

It has been known about for some time that the steppe dwarves of Hastur are profligate, but less is known about the mountain dwarves of the same realm. The mountains of Hastur are wild, frequented by their own unique and uniquely ferocious Mountain Ogres and little is known about them. The few outsiders allowed up there by the clans, tend to end up going native and not really talking much about their experiences with people who until recently they considered their kin, and now along with the Hasturians, they now consider to be outsiders.

So it is with difficulty that we have been able to build up a rather sparse amount of detail about the fauna and flora of the internal mountain ranges of Hastur, and we have sadly lost many brave explorers trying to find out what goes on there.

That there are dwarves there is not disputed, the clans have no access to metals that we know of, and we know of no other source of metals than from the mines of the mountains and that is where we understand the Hasturian Mountain Dwarves to reside, perhaps in caves or cunningly disguised open dwellings. There have been flights over the mountains by the Elven dragon masters and they have reported seeing no major dwellings of any sorts. The dwarves, it seems, are masters of their environment.

While we know of the skill, rudimentary as it is, of the barbarian tribes with their arms and basic armour, from time to time we see clans-folk wearing and using arms and armour of a quality far beyond what we are sure the common black smiths of the tribes can produce and it has to be assumed that they are bartering goods from the clans for these highly prized items from the mountain Dwarves, either that or they are gifts or tithes from them.

It also must be said that the clan-folk do not openly talk about their mountain dwelling dwarven brethren, so perhaps this is some sort of protection fee extracted from the dwarves by the clans in return for their silence and protection.

Our only reliable sighting of a mountain Dwarf comes from an account by the traitor Sabarax as he was put to the question by the good settler folk of the continent of Hastur before it fell to the hordes.

I shall quote directly from it…

Sabarax… “They are shorter than the dwarves of the plains, but not by much, what they lack in height compared to their brethren, they make up for with bulk. They are much stockier and tougher than the plains-dwelling dwarves.

We have never seen their homes and they have never offered to show us them, we always met with representatives of their tribes in a pre-arranged meeting place called Skagarox Glen, a few of us and a few of them.

Hastur was keen to build relationships with the mountain Dwarves as he knew of their strengths, they are the ones who provide us with the majority of our mountain ogre horns that we need for our rituals. We also get a lot of metal and finished products from them, when they are in the mood.”

Questioner… “What do you mean, when they are in the mood?”

Sabarax… “We have to be careful how we deal with them, they are miserable. They hardly speak when we meet them, they are liable to just pack their things and turn around and disappear into the very rock themselves. Our best trackers have tried to find where they go, but they just disappear. We have tried to work out what makes them just leave, but it is nothing we have done or said. They can appear and we say “hello” and they can literally just turn around at that point and we have to wait a few weeks for them to send us a message again that they are ready to talk. They are a strange people, but they are gifted with metal and stone in ways we can’t even begin to match. Our weapons are crude lumps compared to their finely wrought weapons. Even better than yours.”

That is the only written first-hand account of their existence, just a few brief lines.

I am hoping at some point to raise the funds to go and explore the mountains and see if I can make contact these enigmatic dwarves. As we all know, the dwarves we see every day in our cities and towns are just like us in many respects, so to see, what I would assume is as close to a true, pure dwarf, would be fascinating in the extreme.

Plus, if they are as good as we guess they are with their metal working and mining skills… Then what treasures are we likely to find hidden in the Hasturian mountain ranges?

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Oceanborn, a tale of The Living Fleet

Oceanborn, a Tale of The Living Fleet

Foreword by Professor Albert Lynath

How The Living Fleet came to be is greatly debated subject. If you ask the Dowager Countess she will tell you that the collection of desperados and brigands that make the Living Fleet are there as they cannot abide by sensible laws. Whereupon if you ask Mrs Nogg she will tell you a story about lovers, separated by fate that ran off to sea and from them the Living Fleet began. Now if you ask one of the stalwarts of the Izon Supremacy they will either look at you blankly or tell me to talk to the Archmage Chastormax… who while he normally changes the subject every five minutes, so you learn nothing, this time was incredibly talkative on the subject.

I will recount the tale he told me here in its entirety, however I must caution that experience has taught me three things; 1: An Elf Lord never tells you everything, 2: Wizards tend to play loose with the truth, and 3: An Elf Lord who is also a Wizard is going to leave you trying to figure out what you weren’t told and what is an exaggeration for the rest of your life.
I now present to you my recorded notes of this conversation.

The Archmage Chastormax as recorded by Professor Albert Lynath

In times long past, just after ‘The Arrival’ as you all call it, there was much turmoil. Kingdoms rose and fell, entire peoples and gods ceased to exist or were made lesser, and some lands were forever changed. We will begin in the Island Kingdom of Medlhe. This was a chain of large islands, of generally peace-loving people who spent the majority of their lives sailing this world, trading goods and tales.

Their God, Wynder, had watched the chaos of ‘The Arrival’ but had kept himself clear of the realignment of the divine pantheons of Vanagard and had instead carried on as normal, looking after his chosen people. This pleased our Gods, and they were content to leave him be. And so this carried on for many many centuries.

Roughly 600 years passed without incident. Our people ‘re-developed’ this continent of Gallia and made it our own. Treaties were forged, Fróðleikr-Skyn, the ‘College of Magic’ as you call it, was built and many from around Vanagard began to study there, and the great magics that protected our lands from uninvited guests were woven.

It was that this time Wynder decided he would finally come visit our shores. He arrived hidden and disguised as a mortal human and landed in the City of The Twins. He spent many months wandering its streets, talking both to our people and to other visitors to the city. It all went well until he visited The Fróðleikr-Skyn. Here he realized that the way he worked the divine powers at his disposal were ‘crude’ in comparison to the weaves our people used and that while he had always believed he was all powerful, that the power evident in the mages he encountered at The Fróðleikr-Skyn well exceeded the power he wielded.

Alarmed, he was initially determined to study and learn how to use his powers more skillfully, and Vidarr, Master of The Fróðleikr-Skyn admitted him entry to learn and train. While you may consider this a strange thing, God’s training with our peoples, it has been this way for more millennia than I care to recall. Back before we came to this world, Deities from many civilizations came to study and learn from our great masters, for we as a people do indeed walk with our Gods.

Hmmm, oh yes, it is the same Vidarr who is Master of The Fróðleikr-Skyn today. Oh, it’s only been a few thousand years he’s had the job, his predecessor had held it for a much more significant period of time. Now shall I return to the tale of The Living Fleet, or shall we wander off down this endless preoccupation you have with how long my people live?

Very well, back to Wynder. He studied for a great many years at The Fróðleikr-Skyn and indeed did master his powers and weave them as a divine being should. This should have been a joyous occasion and he should have then left our shores and returned to his people and this story ended. Sadly, this was not the case. Wynder had become preoccupied with the magic of our people and the events that had led us here. Vidarr tried to counsel him to reason, but as is often the case with divine beings, reason escapes them.

In frustration Wynder attempted to will himself to the Prismatic Tower, yes this very Tower you sit in. However, as you know the magics that shield this tower are many millennia in the making and no small part of divine magic has been involved in their creation. The defenses of the Tower activated and Wynder found himself fighting for his very existence as his divine soul was being sent to many many places simultaneously. I will now admit, I was impressed that he survived this, other luckless divine beings have not in the past.

A number of our Gods arrived and placed themselves before Wynder. Volur, ‘The Oracle’ as you call her, stepped forward to address Wynder. She warned him to turn back and calm himself or the fate she had foreseen would befall him. Wynder, half crazed at this point, attempted to destroy her instead of talking. Now there are a number of beings one should hesitate before attacking and at the top of that list are Gods that deal with Time and Foresight. As the blaze of power created by his divine will drove at Volur, she was quite simply, not there.

Our Gods again tried to reason with Wynder, but to no avail. The very fabric of this world was shaken by the powers unleashed by Wynders magic and our Gods strove mightily to restrain his power. Eventually the combined wills of our Gods overcome Wynders will and he was bound. It was at this time I am saddened to say, that a great debate occurred between our assembled deities. Some wanted Wynder destroyed, and others wanted him tended and restored. This debate perhaps would still be occurring today if it was not for the counsel of Linnormr, the ancient gold dragon and our divine Aevī, both who arrived at the end of the struggle. Perhaps by design, but nonetheless at the right moment in time.

Aevī and Linnormr counselled reason and outlined a plan for the Wynder and his people. One that some would call a punishment, but one that would play to Wynders great love to his people. And coincidentally would have the end result that matched Volurs vision.

Hmm, well I suppose that coincidence may be a stretch, but it is a word that fills the current need.

Our Gods transported the bound Wynder back to his people’s island home and gathered all his people from all over our world. They explained the situation to his people and gave them two choices. One, they the assembled gods of the Supremacy would strip Wynder of all his divine power and leave him with his people as one of them, and the second choice was that Wynders people would spend their lives and the lives of generations after them caring for Wynder until he was restored.

Now, I am hesitant to say that our Gods could have stripped Wynder of his divine powers, but I have also found it best not question when statements such as that are made.

Wynders people were incensed that anyone would bind their God, which is understandable, but again it is best not be too frustrated at divine beings as it never ends well. Needless to say, their attempts to free their God were unsuccessful.

Our Gods then outlined new options for Wynders people. The first, they and Wynder would spend all of eternity on this island chain and never leave and Wynder would never be restored, and the second Wynder and his people would leave these islands and roam the seas until Wynder was restored. It is said at this moment that Wynders people saw our gods in their true divine forms and finally understood the power that faced them. After a few weeks of discussion between themselves, Wynders people love for their god won out and they agreed to the second choice.

So it was that Wynders people loaded everything they could on their ships and set sail from their island home, with Wynder on board, to wander the seas of this world until such a time as their god was restored. Their island home vanished from mortal sight and the story says that when Wynder is restored the islands will return again.

These are the people you now know as The Living Fleet, always moving, always sailing, never setting foot on land for long. Caring for their God and awaiting the day he is restored.

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The Captains Cocktails – Salty’s Vampiros

The Captains Cocktails – Salty’s Vampiros

Taken from the pages of The Captains Cocktails, the drink bible from the world famous Captain Salty’s Mead Hall.

Ice cubes (Ask your local Wizard or Druid if needed)
1 ½ fluid ounces silver tequila (100% agave)
3 ounces sangrita (Bloody Mary mix with orange and lime)
1 ½ ounces citrus-flavored soda
½ lime, juiced
1 pinch chili powder with lime
1 pinch chili-lime seasoning

Fill a highball glass with ice cubes;
Pour in tequila, sangrita, citrus soda, lime juice, and chili-lime seasoning.
Stir to mix well.
Take payment, serve to customer.

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The Tale of Nico Storm

Nico Storm, The Pirate Lord, a tale told by Mrs Nogg to her family.

Hello my children. Gather around and let me tell you a tale of a daring and ruthless Pirate. No, not Captain Salty, no no no. This is the tale of Nico Storm, a ruthless and daring Pirate Lord, feared by merchants everywhere and shunned by The Living Fleet. Bounties galore are on her head, and it is said that even those Elf Lords who run The Supremacy have her on a wanted list. Oh, what a time she did have.

In the towns by the coast there are tales to be told. Sailors tell of a boat to watch for, captained by Nico, the pirate with no mercy. She is said to be the start of the legend of the siren, calling ships to their doom with her voice and stunning looks.

It is said she was high born once, from a good family of well-respected merchants. Now when I say merchants, not like Mr Dickens at number 37, no think large offices, mansions, ships in every port and shops in every town. Now young Nico rebelled against the life that was planned for her and headed to the coast where she stowed away on a ship called the ‘Bonnie Wedding’. She was seeking adventure like so many before her.

She was eventually discovered onboard the ship and the captain, when he realized who she was, planned to return her to her family. Nico, appalled by the idea of a life planned to the minute, offered to help on the ship, at least until one of her family’s ships could be found. She worked twice as hard as any of the crew and kept their sprits up by singing at dinner, teaching them dances and generally making merry. By the time a ship was found that could take her home, the crew rebelled and overthrew the captain to keep the bonny lass aboard.

A new captain was elected. No not Nico, not yet. She worked hard and over time was promoted to first mate and had the loyalty of the ship’s crew. However, as is often the case in these tales, it appears by then there had been a change in her, many years at see had brought out a harshness in her that was not seen in the drawing rooms in the city she grew up in. The natural leadership skills she possessed had been turned from one day running her families shipping company to wanting to destroy it.

Nico told tales to the ships crew of the riches that could be found abord these ships that proudly displayed her families crest… and they were slowly convinced to try a hand at piracy. When the new Captain was heard to dissent against the plan Nico slowly poisoned the minds of the crew against him. He would never let them rise to places she would in this world ruled by the wealthy, and she had a plan….

One night while the captain was at dinner the crew were getting rowdy on drinks of Salty’s Vampiros (Yes, yes, the one and same drinks your Uncle Neville likes to have at Captain Saltys Meadhall, now hush and let me finish my tale). So, Nico convinced a cabin boy to let her poison the wine as it was delivered to the captain’s table. She did not use a quick poison as that would not show those that stood against her the limits of her mercy. As the captain died, swiftly but painfully she announced to the crew that She, as their Captain, would take the next ship they saw that flew the crest of gold and green. The crew cheered as they drank themselves to sleep.

The following morning a ship was sighted on the horizon and a plan was put to action. Nico had them remove the sails and replace them with the torn sales that were below deck for mending. She had them blacken sections of the hull so it looked damaged and had the crew act battered and beaten (which may have been the easy part with their hangovers).

As the ship drew close Nico stood at the helm and sang the lament of sailors. Seeing this the ship drew near. They asked if they could be of assistance and tied their own ship to the ‘Bonnie Wedding’ and laid out their own planks to offer help. Once the ship was tied to theirs and could not get away the crew sprang into action. They boarded the unsuspecting ship, murdered the crew, and looted the precious cargo in its hold. As the last member of that ill-fated crew was about to be killed, Nico yelled for them to halt! One must always be left alive to tell the tale.

This pattern continued all over the seas of Vanagraad. The stories of the crew and their mistress’s cruelty spread. The pattern of ships attacked was eventually discovered and the family forbade their ships from displaying the family crest.

It is not known what happened to Nico and her crew. Some say she retired a wealthy woman to an inland village, other say she still sails the high seas attacking any ship that dares fly a flag of green and gold.

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Welcome to the Table – Episode 1 – Getting Started with your world

Welcome to the table!

One of the great joys of playing Dungeons and Dragons, or indeed any TTRPG, is exploring fantastical worlds. To my mind, one of the most exciting parts of being a GM is creating those worlds. Getting to make the fruit of your imagination inhabitable for your players, and seeing what they uncover and how is just deeply gratifying. It’s also kinda terrifying.

There is a very understandable urge to try and plot out the whole of your own world before you unleash your players on it. I understand that drive, honestly I do. But it’s a trap for young players. It’s the Mirror of Erised. You will starve to death before you ever get it finished, and your players will stand over your coffin asking when Session 0 is happening. That being said, if anyone has ever managed to do it, I have nothing but the deepest respect for your efforts. Truly, the gods smiled on you, and wove the thread of your life in gold.

If planning the whole thing out is too much to do, and speaking as someone with a very troubling relationship with executive dysfunction it’s certainly too much for me to do, how do we get started? “I’ve got all these cool ideas about the world, and amazing places to go and explore! I need to draft up all of it and make it fit together perfectly! I just don’t know where to start.” Cool, I love the energy. Let’s work with that. Definitely note down all of your cool ideas. Preferably somewhere that is always accessible. I use Evernote (not sponsored, but totally open to it), but whatever works for you. If you can keep track of physical notebooks, then do that. Find something that works, is what I’m saying. The more accessible it is the easier it will be to keep building that database up.

But then it comes time for the rubber to meet the road, and your players have managed to shake a Session 0 out of you, and now they’re baying like wolves outside your door for session 1, what’s the next move?
Allow me to make the case for stealing the structure of what is, to my mind, one of the finest first books of a series in all of fantasy.

The Eye of the World, by Robert Jordan, has probably the perfect structure for kicking off a campaign. And this is specifically for kicking off a campaign in a world you create. I’ll get into one-shots, and session structure in a future blog, for now lets stay on task. The book starts with a small group of five characters(how delightfully analogous to a table of PC’s) who are in a small village. There is three outsiders in the village, one pair of them mysterious strangers with an unknown motivation, the other a travelling outsider with piecemeal news of the greater world outside of the village. As a basis for quest giving NPC’s, that’s pretty damn perfect. You could stop it there, and that would be a great way to get the players to start choosing how they want to explore the world.

But to really kick it up a notch, a dark force of external evil attacks the village and pushes our PC’s to choose a path. I put it to you that that is a perfect instigating incident.

So what do you, as the GM, need to get this show on the road? You need a small village, or town. You don’t really need it totally mapped out, unless you want to. You need a couple of NPC’s with quest hooks, which can be as simple or as complicated as you want. You need a handful of villagers, and a place for people to gather. And you need a bad guy. From there you let your players show you where the world needs developing.

When the players say they want to follow Path A, that’s where you need to focus your development. That’s the part of the world that needs a little more fleshing out. Keep notes, and refer back to your cool ideas. Chuck one or two in, as seeds, or encounters. And note down where you put them. That way you can come back later in the campaign as your weary heroes seek resolution and look like a genius who planned it all out from the beginning.

There is so much more that can be said on this subject, and I promise we will come back to it, but for now go rough out that small village and give your players somewhere to start their epic adventure.

I’ll see you at the table next session,
Jay Are

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The Song of The Living Fleet

The Song of The Living Fleet

Under silver skies
We prepared to die
And challenged our foe to do the same.

We drew our swords
And shouted words
That cursed their mothers to die in flame

Our boats drew near
We knew no fear
Our time had come to dance with death.

Their faces appear
We give a cheer
And swear to fight to our dying breath.

We are our Captains crew
With blade steel true
None are finer upon the sea.

We will drink to you
And say adieu
For today we bring death and sing with glee.

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Mrs Noggs Lemonade & Magic Scones Recipe

Mrs Noggs Lemonade & Magic Scones Recipe

From ‘An Afternoon Delight – Things to serve those drop in visitors’ by Mrs Nogg.

Self Raising Flour
A sprinkle of fairy dust
(optional, if you don’t have fairies in your garden you can use edible glitter or visit Mrs Noggs Emporium to pick some fairy dust up.. only 1gold for a box…)

Dump the flour, cream, lemonade and fairy dust into a bowl.
Mix well
Turn out onto a floured board
Cut scones into shape
Brush with buttermilk
Bake in a hot oven until golden brown
Sprinkle with fairy dust
Serve with jam and cream

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The Lone Knight

As darkness falls, the lone knight stands,
Guarding us against the night.

Long is his vigil, but steadfast is his duty,
The lone knight keeps us safe.

As the night envelops our waking world, the lone knight watches,
Those that dwell within nights embrace kept out by his devotion.

Forever watching,
Forever guarding,
The lone knight keeps us safe.

As the night falls and the day rises,
The lone knight can take his rest.

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Meet ‘The Family’ – An introduction to the Gods of the Izon Supremacy.

Meet the ‘The Family’. An introduction to the Gods of the Izon Supremacy.

Excerpt from ‘The ‘Gods of the World of Vanagard’ by Professor Albert Lynath

While I have spent many decades trying to improve my understanding of the Gods of the Izon Supremacy or ‘The Family’ as the Izon refer to them as, I have found my research hampered by several factors; One being the apparent lack of Clerics of the Izon Gods I can find, the second being the absence of Temples to their Gods (it is worth noting here that in The City of The Twins, there is only a Temple to ‘The Twins’ and no other of their Gods and in their Capital City, I could find no Temples at all). The third and must confusing factor is the complete lack of enthusiasm for the Izon people to discuss their Gods.

Unlike the Tribes of Hastur, where I have met one of their deities, I have never encountered one of the Izon ones even though the Izon say they walk with their Gods (1). I feel this is just a symbolic phrase used in the Supremacy.

I have uncovered some myths of a great divide between their Gods that broke them into two camps, The Ormr Vanir and The Ormr Fendinn. And tell of great war between them that resulted in their homeworld being destroyed, and the Ormr Vanir bringing the remnants of their people to our world. This event culminated in what we refer to as ‘The Arrival’, that very event that changed so much of our world several millennia ago.

Tales are told of the awakening of some of their ‘Lost Gods’ during what the Izon refer to as “The War of the Brothers”. Interestingly this seems to have occurred around us and without us noticing…  I will note which of their pantheon are these ‘Reawakened Gods.’ For more details refer to my chapters covering the Reawakening.

If it is true that a God’s power comes from the number of their worshippers, then based on the sheer population of the Izon Supremacy, their Gods must be incredibly powerful. However I have seen no signs of this power and have only read and collected myths of their abilities from eons past gone.

The Ormr Vanir  
The Twins, The Twin Soul
Hearth, Home, and the Harvest
The Arbiters of the Ormr Vanir
A silver arm holding a golden flail.
AevīMagic, Time, and the AgesAn unblinking Dragon eye
EinherjarPersonal Courage and StrengthCoiled black chains
SkapaCraftspeopleA silver teardrop
VǫrðrWarding, Protection and Self SacrificeA golden shield marked with runes
Volur – The OracleForesight and Knowledge               Two interlocked gold wreaths
The Reawakened Gods  
VargsanginWar and Magical CombatA staff wreathed in lightning
RagnarsverðValour and Physical CombatCrossed Greatswords
UllBorgrForests, Animals, Hunting and Nature  Spiritual Animals
NíðstangMysteries (2)A skull hilted rapier
SkeggøxDefense, Healing and FamilySilver Glaive
The Sleeping Gods  
MóðugrDevotion and Self Sacrifice   A heart in a bottle
DryggrTruth and Oath Keeping  Tome and Hammer
EldingOceans and StormsSteel Axe and Compass
The Ormr Fendinn  
The Cast Out, The Corrupted
Master of the Shadow Lands
Corruption, Aberrations and the Undead.A mummified hand
Draug  – The CrawlerDeceit, Dishonesty and FalsehoodsA copper mask
Drepa – The RatFoul Murder, Unsanctioned Assassinations, Violence and RiotingRodents
Sótt Dauði  – The LeprousDisease, Rot and Slow DeathA flask of green mist
Myrkr – The Dark DreamMadness, Nightmares and EntropyFalling Black Stars

During my research I also uncovered tales and writings of a group of Izon Gods who sacrificed themselves during ‘The Arrival’ to bring “The Blessing of Eilífðar to ‘The Children of Izon”. What this ‘blessing’ is I am unsure of and no Izon will speak of it. For a complete picture of the Izon Pantheon I have included these deities below.

BrísingaFertilityTwo joined figures
BorinnRebirthChains of Flowers
TryggeTravel and TransportA shooting star
ReiserSafety and SecurityA platinum lock
GlosbeAncient KnowledgeThree bronze disks

(1) One of the parting phrases used in the Izon Supremacy is ‘You walk with your Gods’. This is covered more in Rituals of the Izon Supremacy, by Professor Albert Lynath

(2) ‘Mysteries’ seems to cover Thieves, Spies and Secrets.

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Locations of Vanagard: Brightshore Keep

From ‘The collected notes and memories of great places in Vanagard, Volume 1’ by Professor Albert Lynath

Nestled on a remote island in the Sea of Kyrre sits Brightshore Keep. Here, the representatives of the lords of the nations of Vanagard meet to mediate, debate, and hammer out new treaties and agreements.

The seaways to Brightshore Keep are busy with messenger craft and are well patrolled. The town that sits within the walls is prosperous and the atmosphere for the most part is calm and peaceful. Walk along its streets and you will encounter Elves from Gallia, Barbarians from Hastur, Lordlings from Saragan and all other manner of Vanagards peoples. Peace is maintained by the Arcus, an order of warrior monks who call Brightshore home. Their allegiance is to no lord and maintaining peace is the focus of their order.

Sit a while and you may see a Knight of St Heranous land mounted on one of their fabled Griffon mounts, a mage from the Fróðleikr-Skyn magically appear in the street, Dwarf Lords from the Deep Holds, Captains from the Living Fleet, and even occasionally Mrs Nogg just wandering up the street.

The stories you will hear are amazing, and the best and most incredulous are heard at ‘The Captains’, where the owner will regale you with tales tall enough even giants feel short next to them.

A word of warning though, do not under any circumstances draw a weapon or cast an offensive spell. The Monks of Arcus will know and how does one best put it? They are rather ‘efficient’ in dealing with such transgressions.

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