The Council of Catacrach

Archive of Catacrach, Midwinter year 48 (AA), added by scribe Nahkriin Korell. The following documents and verifies the recent changes to the Catacrach Council. Nine council members represent the districts of Catacrach, five from the guilds and five representing other parts of the city.

Current members:

From Fjodor’s Run:

Barnys Steelbellow (Dwarf, f), stand-in is Risoffs Berga (Human, m).

From Fjodor’s Square:

Daaki Isthan (Tiefling, m), stand-in is Venobar Eagensprig (Half-Elf, m).

From Daaze’s Walk:

The Warden, stand-in is The Watcher.

From Haddorn Dockyards:

Kilrash Kalkal (Dragonborn, f), stand-in is Zabeen Hao (Human, m).

From Henjathi Theater:

Ronau (Half-Orc, m), stand-in is Yayaass Arjooqe (Dragonborn, f).

From Findl:

Orveinn Nessir (Human, m), stand-in is Joalda Nessir (Human, f).

From Cirrian Gardens:

Edakis of Bahamut (Gnome, f), stand-in is Feia of Avandra (Halfling, f)

From The Marrow:

Gesthan Mudnoog (Gnome, m), stand-in is Hilda Flintbrow (Dwarf, f).

From the Merchant’s Guild:

Neeqa Zeihtahl (Human, f), stand-in is Loravaris Cedolliam (Elf, f).

From the Craftman’s Guild:

Neirdrisal Endameld (Elf, f), stand-in is Thrandi Flamehair (Dwarf, f).

From the Docks & Wares Guild:

Vragwenn Fraxalteen (Half-Elf, m), stand-in is Bevila Flintstream (Halfling, f).

From the Food, Drink and Linen Guild:

Uttan Blarnfebblun (Gnome, m), stand-in is Wrakaryn Myelkuustel (Dragonborn, f).

From the economic adminstration:

Sarris Tamon (Tiefling, f), stand-in is Vuyt Pin (Halfling, m).

The Herald of Holidays:

Gurnord Bleh (Halfling, m), stand-in is Zustan Onne (Half-Elf, m).

Archmage:

Zenluke the Ascendant (Half-Orc, f), stand-in is Adren Fallir (Elf, m).

Commander of the City Guard:

Bostras Dreamfall (Halfling, m), stand-in is Deceas Willowseed (Elf, m).

Outer City affairs:

Mohfrada Atealian (Tiefling, f), stand-in is Burrin Emberhelm (Dwarf, m).

Newly elected or selected members are:

From the Mason’s Guild:

Finbar Branhoeg (Human, m), stepping up instead of retiring Horkann Goldpick (Dwarf, m), stand-in is Alowar Kenstorr (Half-Elf, f).

From Geblegard:

Brallenora Orehaul (Dwarf, f), elected instead of Galdarai Yorreth (Elf, m), stand-in is Mollod (Half-Orc, m).

The Farlanders

When the High Elven clans left for the Feywild, the Wood Elves remained to defend their forest homes. As written story isn’t in Elvish tradition, there is no evidence that the Wood Elves ever encountered the rampaging Giant armies that roamed through Fellmir at the time. And yet there is, though it seems a wild estimate as no solid proof yet exists. In the deepest jungles and forests, where the Wood Elves either live or once lived, now roam some new strange creatures. The Farlanders have Elven features in their body build, slim and athletic, even with the same facial features including the enlongated ears. However, Farlanders stand well over 10 ft tall at their adult age, and their skin ranges from onyx black to ashen grey.

Despite their size, Farlanders does not exactly sport great strength like other Giantkind, they are, however, fast runners and relatively good at climbing. They use these feats to quickly get out of harms way. Farlanders are shy, and will try to avoid detection if possible. Even Elven Druids, meditating for days in the same spot, have not been able to get the Farlanders to come closer, though they were under observation from somewhere the entire time. Farlanders are foragers, hunters and fishermen, typically hunting and fishing with long spears. Visible scared of fire and lightning, they eat most of their food raw, and they have developed a nearly completely immune relation to poisons, presumed to stem from eating mushrooms and fungi.

The only known contact with a Farlander, was a starving Elven ranger, who was about to eat some really deadly mushroom. The woman described it as a “tall. dark and very quick figure, that snatched the mushroom out of her hands, making a few low grunts, and then pointed her to some good ones instead, out of a reflex, she said “Thanks, friend” in Elvish, and the figure seemed to understand.”

Obviously, Farlanders are an interesting study to mages and scholars, but their elusive nature makes them nigh on impossible to research.

On the Jahsen

The Jahsen is a not oft seen creature, mostly residing below ground, and only common in the Underdark. They have been spotted by Dwarven miners as well as scholars and adventurers through the ages. Though hardly flattering, they are more commonly known as “Goat-Slugs”, because that’s how one would best describe them; the lower body of a slug, the upper that of a hairy humanoid with goat or antilope horns. Mostly they have a darker colour on the slug part, than their torso. Primary colours are usually moss-green, bark-brown and dark turquoise. The current theory amongst scholars, is that the Jahsen technically are Satyrs. However, instead of existing in magical groves and mysterious ruins, the Jahsen got teleported from the Feywild to the Underdark, and over time transformed into their current form.

The Jahsen (singular; a Jahs) have adapted to the strange (and often dangerous) environments of the Underdark. Many of them speak both Undercommon as well as Deep Speech. They don’t exactly live in harmony with other races of the subterranean world, with the odd exception being the Svirfniblim (Deep Gnomes), with whom the Jahsen appears pleased to be around. Their relationship with Drow and the Duergar seems reserved at best, the Jahsen are not fighting creatures, and they don’t really have anything that the two other races want.

Jahsen grows in size their entire life, but as they grow, they also become slower as their bodies gets too heavy for their muscles to move. At this point, a Jahs is typically the size of a small hut. They seek knowledge more than anything, and while an ancient Jahs may no longer be able to move, they still take pleasure in hearing stories from the world above, thus gaining new knowledge. Obviously not suited for actual combat, most Jahsen, in addition to seeking knowledge, also take up magic, over time becoming quite potent with their spells. If they are attacked physically, their slimy skin is able to secrete a thick, sticky slime, that acts as a slippery armor. While the Jahsen do not mind hot weather, although it can cause secretion without their own control, they only rarely take to the parts of the Underdark that’s cold. Typically Jahsen lives in small tribe-like groups of up to fifty creatures, while they don’t seem to have a direct leadership, they show respect and honor to older (and larger) Jahsen.

Due to the dangers of the Underdark, it is difficult to carry out extensive research about the Jahsen, but they are believed to be able to reach ages 6-700, before their stillness reaches their inner organs. A few Jahsen speak common, though it seems their grasp on grammar is lacking quite badly. Elder Jahsen speak only through telepathy, as it requires too much energy to move their mouths.

D&D 5E Homebrewed ability: Ice Song

Having an innate relationship with ice and snow, you gain the ability to, through a focused hymn, shape ice and snow. The ability also allows you to freeze water (or other liquids that you have direct access to). The Ice Song requires you to concentrate on a specific amount of ice, snow or water, so attempting other spells or actions would break the hymn. Already frozen water remains as ice and ice remains in whatever form it had reach, but shaped snow collapses.

At 3rd level character

Can be used once per long rest. The hymn takes time to finish; a chunk of ice the size of a person, can be shaped into looking like a person in about 10 minutes. Shaping a small hut would take an hour. Shaping anything out of snow is easier and only takes half the time. You can also freeze (or cool) most types of liquids, that you have direct access to (you have to touch said liquid), however, turning things into ice takes time. A bucket of water would take about 10 minutes to freeze solid. A small pond would take an hour to freeze solid (but only half an hour to give it an ice layer). It only counts as one use, if you continue the hymn, to shape the ice you just froze.

Notice that you HAVE to touch (and keep touching) the liquid or ice while using Ice Song.

At 6th level character

Your abilities are enhanced as you become deeper in touch with your cold heritage. You can now use Ice Song twice per long rest.
With this experience, you become able to compact snow into an ice-like substance, which you then can shape again. Compacting snow takes the same time as freezing water.

At 10th level character

Your Ice Song is now closer to a reflex, allowing you to halve the time it takes to shape ice. You can now use Ice Song three times per long rest.

At 15th level character

Icy thoughts become reality, and you no longer need to touch a liquid to freeze it. You still need to be in relative range (30 ft) of the liquid though. You can now use Ice Song four times per long rest, and short rests gives you one of Ice Song use back (can’t become more than the four per long rest). You are now also able to freeze the moisture in the air closest to you (5 ft range of each affected target of your choice, assuming there is any moisture), as the air turns cold around you, enemies attacking you with melee attacks are less likely to get through to you, you subtract 1d4 from their attack rolls for three turns. This ability requires 5 minutes to prepare, if you’re in a moist environment, 10 if you’re in a normal environment. Any allies within 5 ft of you also gains this bonus.

A Mage’s Journal…

(written in Draconic, the handwriting is old but very delicate)

Journal entry #1

I have discovered four strange, wooden dolls. At first glance they looked like children’s toys, but the markings carved into them suggests something else. They don’t appear magic per say, but I will certainly have to research more into this.

Journal entry #3

The carvings are not magic, however, I do believe I have seen similar markings elsewhere. After conferring with the esteemed Jorka Gredels, he too agreed that the markings had use, he suggested part of a ritual, which seems possible as many early summoning magics used runic-like carvings to spell out or enhance the magic used.

Journal entry #4

Jorka have found some tomes on how to build magic mirrors, and to my joy, he handed them to me. Jorka said the mirrors were used as a way of long-distance communication, but due to their size, fragility and how difficult and expensive they are to build, only very few of these mirrors remain intact, at least to his venerable knowledge.

Could this mean that the dolls have a use in the same manner, as in messaging across Fellmir?

Journal entry #10

I’ve tried almost everything, every word for activation in Draconic, even a few in Infernal. Nothing. No shimmer of light, no reaction. How does it work? Jorka suggested asking the resident alchemist. I don’t think I even know who that is in this place. It’s only been a month, with my research, I can’t be expected to know anyone here.

I asked the quartermaster as my dinner was brought up. The resident expert on alchemy is some Elven woman, but he said she went into the forest about six days ago. I shall await her return.

Journal entry #18

It’s been more than two months, and the Gnome that considers himself our “leader”, have sent out some mercenaries to search for the Elf. Now I either have to wait for a new, and potentially unskilled, alchemist to arrive. Or I’ll be forced to give up researching these dolls and their markings.

But I won’t give up, this could be a breakthrough. I’ll be known as the one to reinvent long distance communications to Fellmir, I’ll have my seat at Abhelm’s Golden Tower, as I deserve it.

Journal entry #29

Finally, I got to get something out of the markings. The revelation came to me in my sleep; I had been overthinking it, and slept poorly, it must have been in the early hours of morn, when a voice of confidence, not my own, spoke the activation word; “Talk”, in the common tongue. I rushed out bed, collected all the dolls on my study. And as I said “Talk” in common, the markings lit up, and the dolls seemed to hum. I could hear them whisper, like a small, almost silent wind between them.

Journal entry #30 (the hand-writing seems more shaky from here)

I heard the whispers all trough my sleep. The dolls suggest I leave this place, they do not feel safe. I need them, I cannot prove my theories without these dolls. But I cannot let the others on to what I’ve found, this is MY research… The Gnome would take the credit for himself, what does he know? He’s busy running money in for himself, looking over the shoulders of the apprentices for ideas to steal. Well, soon my wealth will surpass his.

Journal entry #31

With the help of the dolls whispering, I have crafted a letter that tasks me to go south, to Ezolder, to assist with some apprentice’s exam there. I handed it to the Gnome, telling him about the story I’ve crafted. Thankfully, he didn’t seem to care one bit, perhaps because I have not been producing valuable research for him. I’ll begin packing the most required at once.

(Added, in common)

When I think about it, I don’t need anything else than these dolls, they’ll tell me what to do, and my magic can surpass all dangers.

Explaining entity sizes in D&D 5E… in a somewhat dirty way

So you’ve just defeated the Goblin Chieftan Bik-Dik of the Skinworms Tribe in a glorious fight that went back and forth, and you’ve now begun looting his smelly, beaten corpse. Bik-Dik was wearing a Half Plate armor set, which is better than your Chain Shirt. Naturally, you want to equip that Half Plate for that sweet 15 AC. But hold your horses for a minute there, skip. You’re a Half-Orc Fighter, your size is medium. Bik-Dik is a Goblin, and Goblins are small, you probably couldn’t even fit your thigh down into that Half Plate (you might want to reconsider eating all those sweet-rolls earlier). However, fret not, brave adventurer!

If you find a blacksmith or an armorer, he or she will be able to re-size the armor for you, it’ll cost you a bit, but significantly less than buying new stuff. Oh, and you might want to put that chain shirt back on first… Those nips could cut steel, my friend.

The same goes if you want to snatch some equipment off of something bigger, say a Hill Giant. What is a Dagger to a Hill Giant is a Greatsword to a Medium character, so maybe your Gnome Paladin should not be waving that thing around in public. Gear like this can’t, obviously, be resized, however, you may find collectors and other weird folk, that’ll pay you handsomely for giving them the big one.

Now, go on out there, and do adventuring and stuff… And don’t forget to wash your hands and get your mind out of the gutter.

Calendars of Fellmir

Most cities have little in common, other than the same coin-types, languages and their understanding of time. While the months, weeks and days may wary, the years are all used in the same way; as all were under Giant rule when the calendars started.


B.C. (Before Civilization)

The B.C. calendar is the earliest one (though Mountain Dwarves have recorded dates way before this), it counts downwards, which sometimes can confuse those not great with numbers (or books), but the B.C. calendar ends with 1, where it starts is unclear, as not many things still stand from the time before the Giants. Most significant occurrence was the start of the First War against the Giants, starting with Karan’s rebellion in 216 B.C.

A.Y. (Abborgardian Year) Sometimes the abbreviation AoA is also used in it’s sted (Age of Abborgard)
Where the time before civilization ends, the time of the magocracy known as Abborgard begins. Until the rise of the mages, most fighting had been just that, and only through tactics and numbers, had the armies of Humans, Gnomes and Halflings been able to make any progress. With the use of magic, the battles suddenly became a lot easier, and a final succes was had at the Battle of Grunnmr, where a vast Giant army, led by Cromm the Warlord, fell. This marks the year 1 A.Y. The time of Abborgard was one of peace and prosperity, as the mages enabled trade from the northern territories to the southern lands, inviting Tiefling and Dragonborn into centrall Fellmir. The Abborgardian calendar ended on 605 A.Y., the 13th of Highsun, with Abborgard’s Collapse.

A.A. (After Abborgard)
After Abborgard’s fall, many alliances were broken. Chaos rose, and darkness is waiting to break the light of day forever. Orc war-parties grow ever bolder in the north, Gnolls attacking merchants with silver from Ezolder, and in Grunnmr… The Giants might see chance for a brutal revenge.

The current year is 48 A.A.

The Giant Wars of Fellmir

Through the story of Fellmir, Giants have always been a sore spot for those who sought a peaceful life. While the Giants mostly are found in the north-western Fellmir, their raiding parties often reach far, and the damage done shows. The western area, known as Grunnmr, is almost entirely inhabited by Giants, and is considered as the most dangerous place to live, even more hazardous than the Salt Fields and the Ice Wastes. Smaller incursions and uprisings have been recorded, but in general only three of these, are considered as outright wars.

The First War – years 216 – 124, Before Civilization (B.C.)

It was never written anywhere that a Human named Karan, would end up leading the first insurrection against the brutal rule of the Giants. Karan earned his living by stealing and mugging people. While serving time in prison, the complex was attacked and overrun by Hill Giants, who slaughtered and ate most of the guards and other prisoners. Escaping to an upper part, along with a wounded guard and another prisoner, the group found the commander for the Giants along with five other Giants in the stable, killing the guardsmen’s horses. The three barred the door and burned the stable down, with the Giants stiil inside it. Thus began the tale of Karan the Flame, people revered him as a hero, and Karan found his new lifestyle to be safer than stealing. Known for his shrewd tactics, Karan was said to, in disguise, visit the foot soldiers and low ranked fighters. Claiming to be “just another man-at-arms”, Karan got insight in how commanders before had used the low ranked units as cannon fodder against the large stones, hurled by Giants in combat. Karan’s philosophy of war was simple; minimize losses so that most warriors are up for the next fight. Many officers considered this to be cowardly, but the common soldier revered him. With this tactic he slowly managed to wrestle territory from the Giants, even building small fortresses and fortified outposts to maintain his position. Karan was getting old, a leg injury had taken it’s toll on him, no longer able to take charge, but Karan’s closest officers led the army by his example. A few days before Karan died, he received a strange visitor. Clad in golden scales, but with no weapons, the legendary Elven general, Delvinerre, sought an audition. Karan thought he was dreaming, but the Elf was real. A friendship began between Humans and Elves after this day. Karan died about a week later, and was burned on a massive pile. Karan himself wished no monument, claiming that his past was still clinging to him, if people would just remember his deed as a commander and his name as such, then that would be the only monument he could ever ask for.

Karan’s tactics were part of the reason why the first war almost lasted a hundred years, clearing out large parts of central and northern Fellmir of Giants, and even today, Hill Giants are a rare sight in the north. Frost Giants are more common, though they mostly reside of the other, frozen side of the Ebonheart Mountains. The First War caused bad blood between Hill Giants and Frost Giants, as the Frost Giants were among the first to seek a peaceful life, even giving up their weapons for safe passage north. However it is widely believed that, had Karan rushed his armies, his need for troops and the losses amongst the ranks, would have risen significantly. Amongst the greatest of Karan’s battles was a skirmish against one of the most notorious and dangerous warlords amongst the Giants; Gemalog Red-Fist.

The Second War – years 1 – 23, Abborgardian Year (A.Y.)

The second war began as a group of mages (along with a large army of foot soldiers), marched upon the lands of Grunnmr, where Giants had their homeland and strongholds, not even degenerate generals like Shollstan of Sidara had dared going far into this mostly plain and open land. With only few forests and mountains, the armies would be out in the open. And the Giants here were dug down. One thing was fighting Giants on open ground, a completely different one, was to fight Giants with defensive means and materials. The arrival of the mages significantly changed the tide of battle, as their leader was none other than Abboran Knodd, who would found the Abborgardian Empire after the Battle of Grunnmr. Like Karan, Abboran believed in making the public’s opinion, and thus support of the armies, despite pushing far into Grunnmr, Abboran felt the luck of war changing, and ordered an exhausted and battered army to return. Many felt betrayed, but fact is that many able-bodied people were in the army, had the army been defeated, the central Fellmir would have been next to defenceless, and the Giants were ruthless in their vengeance. A smirch of dishonor was still clinging to them after the first loss.

Instead of building a new army, Abboran decided to strengthen the defenses, letting the Giants come. Several clashes back and forth over the next years did little to change the power-balance, but most of them ended with a victory over the Giants. After more than twenty years of battle, the Giants too faced exhaustion and great losses, no longer receiving reinforcements and make very little to no progress defeating their foes. For a long time, the Giants were licking their wounds, and peace reigned in Fellmir once more.

The Third War – years 481 – 518, Abborgardian Year

For nearly five-hundred years, no-one saw or heard much from the Giants. But suddenly the hills west of Abhelm became dark, line upon line of Giants, with massive iron weapons, siege engines and even their own Shamans. The Giants were coming to fight, and this time, it would be a final fight. Many cities and fortifications had already fallen, quicker than word could reach Abhelm. The siege itself lasted for six long and grueling years, but Abhelms walls stood firm. Meanwhile mages and legendary warriors from afar came swarming to fight the Giants. Many heroes fell, and it’s said that the hills were crimson with blood for the next several months. Finally an army from the south, consisting of Tielfing, Dragonborn, Aarakocra, Kenku and Tabaxi forces liberated Abhelm, by splitting the largest of the Giant armies, getting the slow and stupid Giants to follow this new threat, only to fall into ambushes near Fokal Jungle. The natural habitat of many of the races in this distraction army became the death of several thousand Giants, wandering into the jungle, but almost never out again.

With the main army of the Giants now weakened, and with Dwarven Siege engines pummeling the shores of Grunnmr, slowly but surely the Giants was pushed back, taking heavy losses in almost any struggle. Before perishing to a Fireball, High Shaman Dukkûr, swore to return, with a new army of Giants. His swear, it’s said, should have been something along the lines of “Wait, O foe, belittle and foul, for Grunnmr will rise, and Grunnmr’s folk will rise, no safe place shall ye find, no wisdom of this battle shall you have!”

The Giants have since then remained in Grunnmr, but with the Fall of Abborgard, it seems likely that they will make old Dukkûr’s promise come true…

A treasure hunter’s notes

A few quickly scribbled notes lie in a small journal by the skeletal corpse of a treasure hunter.

Getting into the tomb was no problem, I looked at the upper levels of the manor briefly, it looks more like a death-trap. I saw a few of the coffins open, but managed to, thanks to two potions of invisibility, slip by undetected. I should make an effort to move quietly though, I like my face not chewed up.

At last, I’ve found something of note; a very large room with a stone door up a set of stairs. It won’t budge. There are nine seals marked on the door, I saw them as I lit the four braziers that all had some foul smelling oil to them. There are also nine chests, each on a 2-3 foot plinth. They are all open, and aside from what appears to be a mechanism for holding something, they are all empty. They must relate to the seals on the door, so the “key” is to fill them, or at least put some certain item in them. But what item? And does it matter which item in which chest?

I looked at the plinths, there are some ancient runes engraved on each of them. It is not Elvish, but I think these runes were used in old rituals. Lucky that I bought that translated journal off of that codger in Ezolder. It took a while, a couple of hours or so, but I’ve managed to make some sort of alphabet to translate the runes. Gods, to think that father scorned me for not becoming a scholar, and here I sit, translating ancient runes into common.

I’ve found a strange orb, about the size of a fist, made out of some sort of glass, it reminds me a bit of a crystal ball, as used to scry into the future, but it feels heavier. The color of the glass is light-grey, almost like the color of a cloud, there are what looks like foam-white streaks inside. This must be “air”, I’ll try and put this orb on the holder in the second chest from the left, closing the chest should probably trigger and unlock one of the locked seals on the stone door.

Unfathomable Legends of Fellmir: The Nahajaga, also known as Snake-folk

In the Kishan Highlands, the eastern border area between the Trelland Desert and the Zolmar Plains, a strange creature is said to live in amongst the red rocks and tufts of vegetation within the Highlands. Outcasts from roaming bands of Lamia in the desert for lack of magical ability, the half-snake, half-humanoid Nahajaga, have sought together to survive these harsh parts of the world.

With few travelers ever going through the Kishan Highlands, partly due to the legends and tales of the area, partly because the desert doesn’t offer much in terms of trade options or wealth, the tales of the Nahajaga are scarce and rather lacking in detail. The great explorer, Andros de Trelland, claim to have seen “a family of five, the adults being well over 15 ft long, slither away from sight near the eastern edge of the desert.” Andros, an adventurer and cartographer, was not known for caring much about creatures, unless these were interested in him and his travel party. Having spent a good sixteen years in the desert to later get his name, Andros had seen his share of snakes, with help from the locals, he was able to discern from the pattern, and the fact that one of the adults “had a fold-able layer of skin on each side of their heads”, that these were “Cobra-folk”.

Since Andros, not many people have spoken about these strange snake-people, the Nahajaga have often been confused as Nagas or Lamias, both very dangerous and notorious creatures, the common traveler would do best to avoid.