EVENTS: NUWMONT

First Week

Nuwmont 1, AC 1016: Artifact Drain.
Location: Throughout the Alphatian Sea. AS
Description: All Alphatian Artifacts owners discover today that they are somehow more closely attuned to their single powerful magical item. Though they cannot hear the voices like the previous day anymore, they feel semi-empathic sensations when wielding the artifacts and feel more confident in their powers. Spellcasters also quickly discover that their spells are no more erased from their memory, though other magic items are still drained. Most also feel drained both physically and mentally, and some are worried that their artifact tried to take over their mind.
King Juliast of Underocean, who barely warded off the artifact's attempt, decides to not use it anymore unless absolutely necessary. (See Nu. 2, Th. 8.)
What This Means: The voices the artifact owners heard on the Day of Dread were those of unfortunate Alphatians whose life-forces were drawn into nearby magic items when the Doomsday Device was activated at the end of the Great War. Those Alphatians, often the makers of the items they were trapped in, could not be resurrected in the Hollow World by the Immortals. On the Day of Dread, a special link is created between those receptacles and the Radiance-powered Sundsvall Maelstrom, that allows the trapped life-forces to communicate with their vessels' owners. Some particularly powerful trapped individual can even try to take over the mind of a weak owner. At any rate, the life-forces are able to tighten the link they have with the owners, at the cost of the draining of one full level of experience from the owners.
What the PCs Can Do: If a PC is in possession of an Alphatian Artifact, he or she may have to try to resist the artifact's takeover of her mind. If the life-force is successful, the PC will suffer from a radical change in personality, possibly becoming a NPC controlled by the DM. Otherwise, the PC loses one level and becomes attuned with his or her artifact.

Nuwmont 1, AC 1016: Chitlacan in Quetzal-Colour.
Location: City of Chitlacan, Azcan Empire. HW
Description: As the Moving Sun turns blue on the new year, riots spread out into the Azcan capital. Though they are able to cast spells again, Atzanteotl's clergy are overwhelmed by the numerous commoners that have begun to overtly worship Quetzalcoatl since His sacrifice on the altar on the Day of Dread. Many are lynched, some hide, and others flee the city and head for Huitlaktima.
Followers of the New Way in the city are galvanized to action, revealing their positions high in Azcan society (government, priesthood and merchant classes). (See Nu. 6, Nu. 23.)
What This Means: The Moving Sun, which was created by the ascending Quetzalcoatl as the symbol of the final chalchiuatl, will shift in colour throughout the year as the seasons pass by, going through all the colours of a rainbow. During the winter it will be blue, then green for spring, yellow-orange in summer, and red in the winter, and turn white on the Day of Dread before starting a new cycle-with each colour corresponding to a slightly different clime in Azcan lands.
More followers of the New Way will reveal themselves during the following weeks, as news of the prophecy come true spread over the whole empire like wildfire. Almost overnight Chitlacan has been turned to the worship of Quetzalcoatl (a.k.a. Atruatzin/Papalotl) thanks to the reality of the sacrifice. The stories will take a while to become accepted elsewhere though-they can be denied or disbelieved-, not so in Chitlacan. This is ironic considering how Atzanteotl "stole" Chitlacan from Atruatzin almost overnight too, long ago.

Nuwmont 1, AC 1016: Reactions to a New Sun.
Location: All over the Hollow World. HW
Description: Various nations and peoples of the Hollow World react to the sudden apparition of a second sun on the Day of Dread, which orbits the Red Sun, and has shifted in colour upon the new year.
Sages puzzle the new sun's role and significance, while priests view it as a sign of their Immortal. Commoners' reaction range from awe to amazement, and many flock to the temples. There is a sudden increase in worship to the Immortals Ixion and Rathanos; some worship also actually goes to Quetzalcoatl, though the new Immortal does not gain ample following outside the Azcan Empire.
Both factions at war in Nithia interpret this as a favourable sign from Rathanos. The Oltecs definitely see the sun as a sign from their patron Immortal, but the priests are dumbfounded as to the event's actual significance. On the other hand, both the desert-dwelling Krugel orcs and the underground Schattenalfen see this new sun as a bad omen, or an angry Immortal's curse.
Among Alphatians, various Neathar tribes, Shahjapuri, Milenians, Traldar, Merry Pirates, Jennites, Tanagoro, Brute-Men, Antalians and Beastmen, the reaction is mixed, with the most pious or easily impressed reacting vigorously to the sight, while others do not care at all.
The Blacklore, Gentle Folk and Icevale elves, Kogolor dwarves, Kubitts, Hutaakans, Oostdokians, and Malpheggi show little interest in the new sun, and there is little display of emotion about it.

Nuwmont 1, AC 1016: Night Meeting.
Location: Keep of Drax Tallen, Forest of Geffron, Kingdom of Denagoth. NW
Description: While sleeping in her room, Coolhands is suddenly awakened by somebody caressing her. Under the light of a candle, she sees her husband, Beasthunter, sitting on her bed. He explains that he has been cured of his mental disease by the Day of Dread and has now come back to help the elves fight the Shadow Lord. The two embrace and spend the night together. At the break of dawn, when Coolhands awakens, she finds no trace of her husband and sadly concludes she must have dreamt. (See Nu. 3.)
What This Means: The Shadow Lord, knowing well that the Day of Dread would have severed the magical link with Coolhands, teleported to her chambers to put her under his spell once again. In order to accomplish this without risks, he used an illusion spell to pose as Beasthunter, thus making Coolhands open her mind to her and lower her mental resistance. Once he was sure his spell was once again effective, he teleported back to his hideout.

Nuwmont 1, AC 1016: Escape from Star City.
Location: City of the Stars, Shadow Elves' Territories. OW
Description: The Shadow War [The war of Schattenalfen against Shadow Elves that ravaged the Great Cavern late last year. Ed.] is over. The shadow elves have won. The panicked Schattenalfen survivors flee from the Great Cavern in random directions, while shadowelf troops follow in pursuit. Schattenalfen shamans manage to lead the main group toward the City of Aengmor, where the pursuers are driven back by forces loyal to Atzanteotl.
Many smaller platoons of Schattenalfen surrender to enemy troops or scatter amid the shadow elves' caverns, where they are ambushed by those vengeful araneas that were chased away before the final attack on the City of the Stars. (See Nu. 2.)
What This Means: On Kaldmont 28, thanks to the completion of the Chamber of the Spheres, shadowelf shamans managed to cast deadly spells on the Day of Dread, thus defeating the shocked Schattenalfen troops when they were already tasting victory.
The Schattenalfen expedition has been an utter failure. Atzanteotl suffered a major stroke, though He managed to destroy the shadow elves' intelligence network and to reinforce His garrison in the City of Aengmor with loyal troops. It has yet to be seen, however, how these Hollow Worlders will react to being moved to the surface world.
The Schattenalfen who have been captured are proposed to integrate the shadowelf society; most of them refuse and are executed. The others, including those who helped against the Schattenalfen, are viewed with suspicion but allowed to settle in the Enclave according to the Verse of the Other People.
What the PCs Can Do: PCs from both sides can take part to the last battles of this war.

Nuwmont 1, AC 1016: Coronation in Vestland.
Location: Ruthin Monastery, Kingdom of Vestland. OW
Description: King Harald Gudmundson passes on his royal title to his eldest son, Bergthor, on this day. The Patriarch of Ruthin, in Vestland tradition, performs the coronation ceremony before the eyes of Vestland nobles and clerics of Forsetta and other northmen cults. With the Sorona, the ancient Vestlandic crown, upon his brow, the new king announces a new era of prosperity for his realm. (See Nu. 2, Th. 5.)
What This Means: King Harald announced his intent to retire from his post back in Ambyrmont of last year, citing his failing health as the primary reason. His son and the new king, Bergthor, has been educated in the ways of outland nations, and shares his father's desire to bring Vestland into the modern world.

Nuwmont 1, AC 1016: Emissary.
Location: Sea of Grass, Ethengar Khanates. OW
Description: A horseman arrives in the winter encampment of the Yugatai tribe, bearing greetings from Batu Khan, the "True Great Khan of Ethengar." He remains for a few days, attempting to cajole Temur Khan with promises of rewards for allying with Batu Khan, and the glories of a return to "true Ethengar" ways. Temur Khan humours the emissary, but makes no promises of alliance. The emissary eventually returns to his khan. (See Th. 8, Fl. 11.)
What This Means: Following their defeat in Glantri last year, the hordes of Ethengar returned to the Sea of Grass, bereft of a Great Khan. Manghai, Moglai Khan's son, attempted to maintain the unity of the clans, but he was unsuccessful. Batu, Khan of the Bortaks and husband to Moglai's eldest daughter, claimed the right of succession was his, and a civil war broke out. Many Murkits (Manghai's tribe) sided with Batu, while the remainder stayed with Manghai and the Kiyats (allied to Manghai through his marriage to Kadan Khan's daughter). The remaining tribes allowed the two groups to feud amongst themselves, while they returned to their own ways. Most began to prepare for a harsh winter, though others, such as the Taijits and Yakkas, turned on one another in ancient rivalries.
Things quieted down once winter set in, and the tribes went their separate ways, but the search for allies has begun again in earnest. This emissary is the third to reach Temur Khan in as many months, from various factions hoping to win his support. Such activities are taking place across the breadth of the Sea of Grass.

Nuwmont 1, AC 1016: Senate Passes New Taxes.
Location: City of Thyatis, Duchy of Thyatis, Thyatian Empire. OW
Description: Under prodding from the emperor, the Imperial Senate announces a series of new taxes and revisions of some old ones. The income tax is lowered from 25% to 20% except on the nobility and aristocracy (where it remains 25%). Sales taxes and tariffs are raised to 10% except on food, clothing, and fixed assets (like buildings). This new rate will have a quirk, though: it will be levied on imports, but rebated on exports, with the intention of discouraging the former and encouraging the latter, promoting native commerce. This new tax (the commercia) will be levied throughout the empire, collected by imperial tax agents for the central government. Finally, the senate increases excise taxes on luxuries and slaves. The disastrous chimney and printing taxes introduced in AC 1013 are repealed. (See Va. 1, Va. 12.)
What This Means: This is part of Eusebius's continuing program to revive the empire. He has recently received some advice from Nikephorus Logotharion, a scholar at the Imperial University of Thyatis, a former treasury official knowledgeable in commercial and financial matters. The repeal of the chimney and printing taxes shows Eusebius is not afraid to learn from his mistakes. Lowering the income tax on commoners makes up for the increase in sales taxes, increases his popularity among the common folk, and does not cost the treasury much. The new sales tax is targeted to increase revenue for the government, but also promote export-based trade that will enrich the empire over the long run. This also demonstrates how successful Eusebius was in gaining influence over the senate.
Eusebius is a mercantilist, and sees how trade has strengthened Darokin and Minrothad without causing the sort of diplomatic problems that plague Thyatis's relations with its neighbors. In some ways, though, the emperor and the senate have overreached themselves: the new taxes, while popular among the commoners, are disliked by the wealthy.

Nuwmont 1, AC 1016: Eusebius Re-organizes His Army.
Location: Throughout the Thyatian Empire. OW
Description: After years of reverses and losses, Emperor Eusebius realizes that it is time to upgrade the quality of his army. Following a plan submitted by the Zendrolium for his approval, the Thyatian army will be restructured. It will be a smaller, leaner, more efficient force. However, the process of military modernization will not occur overnight. Throughout the rest of the year Thyatian troops will be trained and equipped to his new standards. A new Retebius Air Fleet force will be organized as well, replacing the one that was decimated in the war with Alphatia. The Knights of the Air will be rededicated as a military order in the service of the empire rather than a society of hobbyists, because of severe need. (See Th. 3, Th. 21.)
What This Means: The Thyatian army has not performed well in recent years, as evidenced by the wars with Alphatia and Thothia. Eusebius plans to rectify this. The Thyatian standing army will be smaller (reflecting the empire's reduced resources), but in the end it should be stronger. Flying mount enthusiasts will still exist, and eventually they will organize a new social club, but right now the empire needs to rebuild its aerial forces.
What the PCs Can Do: The PCs could become a driving force in the training of this new army, helping to organize it over the course of the year, and receiving commissions as officers. They could also be commissioned to capture and train new flying mounts (negotiation will probably be needed where powerful creatures like dragons and sphinxes are concerned).

Nuwmont 1, AC 1016: Loose Ends.
Location: City of Glantri, Principalities of Glantri. OW
Description: The Council of Princes meets to take care of a number of issues that have arisen since the war with Ethengar last year.
First, Lan-Syn Virayana is confirmed as head of the Principality of Krondahar. The former prince, Jherek Virayana, was slain last year while combating an Ethengar hakomon (wizard).
The charge of supreme judge, formerly held by the late Prince Virayana, is officially declared open for any prospective candidates. Most of the princes decline to compete, either content with their current charges or having no interest in the position. Both Malachie du Marais-supreme judge pro tem-and Dolores Hillsbury announce their intent to seek the position (Dolores will relinquish her title as treasurer if she wins). The council decides that voting on the issue will take place in three months' time (giving the candidates a chance to engage in politicking).
Thirdly, the question of Prince Brannart McGregor's current status is raised. He was noticeably absent during the war, even when his principality was beset by intruders. Added to that, there are numerous rumours that the prince is deceased. The council votes to investigate the matter further.
With that, the council breaks for the day, allowing further business to wait until tomorrow's session. (See Nu. 2, Nu. 13.)
What This Means: These issues had been set aside during the war with Ethengar, as Glantri's resources were needed elsewhere. Now that things are beginning to settle down once more, the council has finally taken action with things.
Tensions are heating up between Synn and her opposition, du Marais and von Drachenfels. If Synn gains the position of supreme judge, her influence will be greatly increased in Glantri. The same goes for her enemies, who will be much strengthened with the new charge, and will be able to attack Synn more directly than they can now. Politicking for the position will be intense.

Nuwmont 1, AC 1016: Artifact Found in Aquas.
Location: Sea-Kingdom of Aquas, NACE. AS
Description: A party of what appear to be triton from the settlements surrounding Aquas arrive in the city and present Queen Zynnia with a magical staff. They give a detailed description of its powers, but leave before they can be rewarded or questioned. (See Nu. 2, Nu. 12.)
What This Means: The staff is King Juliast's Alphatian Artifact. Prompted by his worries over it he decided that giving it to the Alphatians was the best way to be rid of it while keeping it from threatening Underocean.

The staff's powers are: A mirror image (2 images) of all friendly combatants. Enemies must make a morale check or suffer from the effects of a fear spell (check made at +2 if the artifact is working at half effectiveness). +2 bonus to weapons and armour of all friendly combatants. It works at half effectiveness more than 1,000 miles from the Sundsvall Maelstrom, and not at all more than 2,000.

Nuwmont 1, AC 1016: But This Should Not Work.
Location: City of Andaire, Kingdom of Jafilia, Floating Continent of Alphatia. HW
Description: During a heated discussion in the halls of the Grand Council, a senior wizard, Aspalinth, summons a pack of dire wolves in his anger. After they are dismissed by other councillors, the experienced witnesses realize that this should not have happened in the Hollow World. After checking that Alphatia had not been returned to the outer world, and after a lot of theories have been formulated, many wizards decide to meditate for some spells they thought were not working. (See Nu. 2, Nu. 3.)
What This Means: The absent-minded Aspalinth simply meditated for that spell he likes a lot on this first post-Day of Dread morning, as he did on the outer world, forgetting that it did not work in the Hollow World. There is no foul play involved, though the Alphatians have no idea why it worked, or whether this is reproducible with other spells or casters.
What the PCs Can Do: PCs may discover on their own that magic is working at full strength-and gain an edge against their foes. But will the PCs' magic really work?

Nuwmont 2, AC 1016: Bensarian Awakens.
Location: Village of Kevar, Kingdom of Wendar. OW
Description: Bensarian finally awakens from his coma today, much to the relief of his assistants and friends who were fearing the worst for their mentor. After some pressing questions, Bensarian briefly explains that his catalepsy was probably due to the elven blood in his veins, but refuses to give any further clarifications. He then dismisses his worrying friends assigning them various duties, including spying on some troublemakers around Wendar. (See Th. 12, Ka. 28.)
What This Means: It took a bit more than expected for the wizard impersonating Bensarian to repossess the sage's body. In fact, after the Day of Dread, Bensarian's soul attempted to regain control of his body and the two souls fought bitterly for its control. In the end, the evil wizard's will finally prevailed and he was able to enter once again the old man's body. He doesn't want to attract any further attention nor questions from his companions and so has let them loose on some false tracks to keep them busy and away.

Nuwmont 2, AC 1016: The Rebuilding.
Location: City of the Stars, Shadow Elves' Territories. OW
Description: After mourning their many deaths, the shadow elves in the City of the Stars start rebuilding the city. King Telemon appoints a new radiant general and starts pondering the reconstruction of the spy network, which disastrously collapsed during the war, after the mysterious disappearance of its leader Xatapechtli.
The corpses of those fallen defending the Temple of Rafiel, including General Garafaele and some Schattenalfen defectors, are taken to the fourth level of the temple, where a conclave of one life, one death and one colourless shaman will decide their fate. (See Nu. 1; Nu. 3.)
What This Means: The shadow elves suffered heavy casualties during the Shadow War, and the City of the Stars too suffered heavily from the attack.
In this war King Telemon has lost two of his most trusted advisors, the Radiant General Garafaele, fallen while defending the Temple of Rafiel, and the spymaster Xatapechtli, who now secretly leads Atzanteotl's forces in the City of Aengmor. The Second Shadow, the old shadow elves' intelligence, is also gone, so the king starts thinking about building a new spy network, more suited to the new threats that they've to face now that Alfheim is no more and the goblinoids have been chased from the Broken Lands.
What the PCs Can Do: It's time to rebuild and reorganize. Powerful shadowelf PCs, who performed heroically during the war, may find an important place in the shadowelf military or in the royal court. But be careful: politics is often even more dangerous than the battlefield!

Nuwmont 2, AC 1016: Roads Improved.
Location: City of Glantri, Principalities of Glantri. OW
Description: A proposal introduced by Isidore d'Ambreville to increase funding for the construction of new roads and improvement of existing ones is put forth before the Council of Princes. Though heavily opposed by some-notably the council treasurer, Dolores Hillsbury-the measure passes. Funding for such activities will be increased by almost 1/3, and a project to pave the trail between the fortress of Ylourgne and the city of Glantri will be the first major undertaking (proposed to take the better part of a year to complete).
Additionally, a measure proposed by Jaggar von Drachenfels to increase the military budget passes (narrowly, yet again). Prince von Drachenfels points to the losses suffered last year against Ethengar and the potential goblinoid threat from the south (causing Prince Kol's fur to bristle) as his rationale for the expenditures. (See Nu. 1; Th. 7.)
What This Means: The new measures are necessary, in light of the war with the Ethengar Khanates last year. The army needs the money to replace its losses, and the improvements to the roads in Glantri will be a boon in future wars on Glantrian soil.
Moreover, these proposals are direct attacks against Synn and her supporters. Princes von Drachenfels and du Marais actually conceived the proposals together, with du Marais managing to win the agreement of Princess d'Ambreville-the chamberlain of the land-in the measure of the civic improvements. The necessity of the measures, combined with the ire many princes feel towards Synn, helped them pass.
Synn, who used her position as treasurer to stifle many of Jaggar's military plans last year, sees that she will have to come up with new plans. Von Drachenfels, ever the strategist, has shown himself capable of countering her moves.

Nuwmont 2, AC 1016: More Accolades in Vestland.
Location: City of Norrvik, Kingdom of Vestland. OW
Description: King Haraldson's first royal act is to announce the joining of Vestland to the Western Defence League. Representatives from Darokin, Karameikos, and the Five Shires are all present to welcome the northern nation into their organization. King Bergthor's promises of new prosperity seem to be coming true.
Additionally, over the course of the next few weeks, King Bergthor will be officially bestowing new titles on prospective nobles who responded to the Trollheim Homesteading Acts. All told, the new king is making quite an early impact. (See Nu. 1; Th. 5, Ya. 6.)
What This Means: The proposition to join Vestland to the league was made in Klarmont of 1015. Though accepted early last winter, it was agreed to withhold any official announcement until the coronation of the new king of Vestland-all involved felt that it would be more symbolic to have the merger occur under the new reign. Vestland's position in the chaotic northlands (territorial Heldanners and Ostlanders, warring Ethengar khans and Rockhome dwarves, and dubious Soderfjorders all around), has now become more secure. The favoured nation trading status afforded by the move will also bolster the economy.
The Homesteading Acts were also reinstated last year, and several hopeful rulers have been attempting to carve out territories in the months since then. The most successful are being officially recognized by the new king.

Nuwmont 2, AC 1016: Alphatian Artifact Agency.
Location: Confederate Capital of Ionace, NACE. AS
Description: The NACE Council votes the creation of a new agency, whose purpose is to seek out lost Alphatian magical items, research their history and that of their owners, and return them to their rightful owners. This agency has its office in Ionace. (See Nu. 1; Th. 8, Fl. 17.)
What This Means: The Alphatian Artifact Agency's main goal is actually not so much to retrieve lost magical items but rather the powerful and still somewhat mysterious so-called Alphatian Artifacts. The agency is under the direct control of Commander Broderick and is really a military affair. Its three branches are: the Seekers, who actively seek out Alphatian Artifacts on the sunken continent; the Power Researchers who try to figure out both the power of individual artifacts and of the artifacts as a whole; and the History Researchers who research the history of the artifacts and their owners so as to understand how and why they became artifacts and maybe gain clues regarding their possible powers. The agency also does retrieve classic magical items as well, thus covering the agency's true motives. The history researchers can be found in the same building as the agency's front cover, while the two other branches use a more discreet base of operations.
The agency entrusts Commander Broderick with King Juliast's artifact, which they name Frightcorps.
What the PCs Can Do: PCs may become agents, especially if they previously involved in the Alphatian Artifacts discovery in any way. They should understand that their involvement should remain secret for reasons of national security, maybe even from some of the other PCs (if not all of them are hired as agents).

Nuwmont 2, AC 1016: Yes It Works.
Location: City of Andaire, Kingdom of Jafilia, Floating Continent of Alphatia. HW
Description: Many council members, at the capital or in their private mansions and towers, try to meditate for spells of divination, summoning or instant travel, then cast them-and they do not work. Some clerics similarly pray for such spells, to the same result. However, all such spells cast by Aspalinth do work. Spells cast from scrolls or magical items do work too. The news that one wizard can cast more spells spreads like wildfire among the council, and soon among lesser spellcasters as well. The news also reaches the empress's ears. (See Nu. 1; Nu. 3, Nu. 4.)
What This Means: First experiments indicate no restriction to Aspalinth's magic anymore, though further trials are needed to validate them. Why is Aspalinth's magic different from others', none can explain yet.
What the PCs Can Do: The PCs may want-or be asked-to study the phenomenon.

Nuwmont 2, AC 1016: The Stalemate Continues.
Location: Village of Inun, Kingdom of Nithia. HW
Description: The military forces under the command of Senkha have been trying, since Felmont 1015, to dislodge the strange invaders from their positions in the Inun region (see Fe. 20, AC 1015). Several sorties have been attempted-all to no avail. Many scouts have also failed to return from their patrols, and morale is falling rapidly. (See Nu. 21, Va. 2.)
What This Means: Since late last year, Senkha's armies have been pushing back the unknown invasion force that conquered a large portion of the Delta Kingdom. The force has been pushed back to the region of their initial landing point, Inun, but they have not been defeated.

Nuwmont 3, AC 1016: Prince No More?
Location: City of Glantri, Principalities of Glantri. OW
Description: Dolores Hillsbury brings charges against Prince Jaggar von Drachenfels, demanding that he be stripped of his titles. She points to his lack of one arm-an injury sustained in battle with Moglai Khan-as evidence that he is no longer able to perform as a wizard, and therefore cannot be considered a noble in Glantri.
Despite his demonstrations that he can still cast spells (those not requiring somatic gestures), a council vote to consider the charges almost passes. In the end, it is the words of Prince Harald-himself crippled with a debilitating arm injury-that convinces the council to drop the measure.
Though her charges came to naught, it is evident that Dolores is pleased by the closeness of the decision. She still retains a measure of influence with the rest of Glantri's nobility. (See Nu. 1, Nu. 2; Va. 4, Ya. 23.)
What This Means: Rivalries burn high, as Synn comes very close to removing one of her key detractors. Though he has won this round, Jaggar still smoulders at the thought of how close Synn came to winning.

Nuwmont 3, AC 1016: Beasthunter Is Back.
Location: Keep of Drax Tallen, Forest of Geffron, Kingdom of Denagoth. NW
Description: Beasthunter arrives to Drax Tallen via teleport. He is in full health and rejoins his brethren with renewed fervour and happiness for the victory over the Shadow Lord. The troops' morale improves and the whole day is spent celebrating the new year as well as new hope for the future. Coolhands is not so surprised by her husband's comeback and thinks her dream must have been an omen from the Immortals. (See Nu. 1.)
What This Means: Beasthunter has been cured more by the Day of Dread (which dispelled his magical diseases) than by the elven clerics. The result is that he is now back in Denagoth and ready to make the Shadow Lord pay for what he did. He also brought with him some elven clerics (junior treekeepers and Genalleth elves) and other elven mages in order to counter the Shadow Lord's deadly magics. He would like to act at once, launching his soldiers against the Shadow Army, but he knows he must wait for the right opportunity to come.

Nuwmont 3, AC 1016: Corpses Moved Down (or Was It Up?).
Location: City of the Stars, Shadow Elves' Territories. OW
Description: Radiant Shaman Porphyriel orders her white shamans to bring the corpses of General Garafaele and the others brave elves who lost their lives defending the Temple of Rafiel down (or up) to the Chamber of the Spheres. (See Nu. 1, Nu. 2; Nu. 15, Va. 8.)
What This Means: Porphyriel has been instructed by Rafiel Himself to move those corpses in special niches inside the recently completed Chamber of the Spheres, so that "I, Rafiel, will guide them."

Nuwmont 3, AC 1016: Loose Islands Claimed.
Location: Confederate Capital of Ionace, NACE. AS
Description: In an effort to secure its internal borders, the NACE lays claim to all islands left in the Alphatian Sea after the main continent sinking. Immediately following this proclamation, troops disembark on every small chunk of land that surrounds Ionace and easily take possession of them, as those isles are not so rife with monsters as is Ionace itself. In the following weeks, imperial marines will be sent to reclaim and secure all other such islands farther from the capital. (See Nu. 16, Nu. 28.)
What This Means: Most such isles are of little value as far as settling is concerned, but convey a great strategic value, surrounding the Sundsvall Maelstrom and standing in the way of an assault on the capital.
What the PCs Can Do: If the PCs are officers or simple soldiers in Broderick's army, or if they are mercenaries who occasionally supplement the NACE on operations in and around Ionace, they might get a first glimpse at the power of Broderick's artifact, Frightcorps. Besides, high-ranking officer PCs may be entrusted with leading an assault on one or more isles, while mercenary PCs will be sent as scouts to infiltrate pirate nests or kill dangerous monsters.

Nuwmont 3, AC 1016: Another Ship Lost.
Location: South of Hattias, Sea of Dread. OW
Description: A Thyatian ship, loaded with goods and hopeful colonists heading south for Raven Scarp, is attacked by a band of Twaelar, and is sunk with all hands on board. (See Nu. 18, Nu. 21.)
What This Means: This is another attack by the Twaelar against the Thyatians, in an effort to keep them from sailing above their territories. The sinking is but the latest in a growing number of losses against the merrow of the deep. News of this loss will affect the public greatly, as word spreads of an enemy the Thyatian Empire cannot fight on its own terms.

Nuwmont 3, AC 1016: But Why Does It Work?
Location: City of Andaire, Kingdom of Jafilia, Floating Continent of Alphatia. HW
Description: Empress Eriadna orders an investigation on the way magic works in Alphatia, the second one since the empire was relocated to the Hollow World. (See Nu. 1, Nu. 2; Nu. 4, Nu. 28.)
What This Means: The first investigation was conducted after Alphatia awoke in the Hollow World, as the most skilful spellcasters discovered that some of their spells would not work anymore. Since the laws of magic seem to have changed, at least for one wizard, a thorough investigation is required. If more magic can be wielded that is something the Alphatians definitely want to know, and if only some mages can obtain more power, then it is dangerous to the others.
What the PCs Can Do: The PCs may be hired to investigate the matter.

Nuwmont 4, AC 1016: So That Is Why It Works Then.
Location: City of Andaire, Kingdom of Jafilia, Floating Continent of Alphatia. HW
Description: The wizard Aspalinth mentions to some fellow council members that he experimented last year with mnemonic mineral potions sent by the outer world council after they neutralized Zandor with those. When others point out to him that it may be related, he remembers that actually he was ill from the poison until the Day of Dread-and since then he was able to cast more spells. Casting a newly rediscovered contact other planes, he is confirmed that there is a link but cannot discover more. Aspalinth decides to petition the empress, who is the only one to have immediate access to a few more samples, to start experiments with the mnemonic mineral potions. The empress agrees to his request. (See Nu. 2, Nu. 3; Nu. 28, Va. 16.)

Nuwmont 5, AC 1016: Tree of Life Invested.
Location: Barony of Celedyl, Principalities of Glantri. OW
Description: In the Barony of Celedyl, the ceremony to invest a Tree of Life is performed, symbolic of the commitment the Erewan elves have made to nurture this new elven settlement. The ceremony is performed by Lady Bethys, who is to be the treekeeper of the new tree. Lady Eleesea, the ailing treekeeper of the Erewan mother tree, oversees the event. Princess Carlotina is present for the ceremony, as is the new Baron Qenildor Erewan. There are few non-elves who attend the ceremony. (See Th. 7.)
What This Means: This will be a crucial period for the new elven barony, as the Tree of Life will not gain any of its powers for another 5 years. It is a step forward for the Erewan elves, however; their trials and tribulations of recent years are starting to turn around.

Nuwmont 5, AC 1016: It's a Bird! It's a...?
Location: Outside the Village of Perdidis, Provincia Septentriona, Thyatian Empire, Isle of Dawn. SD
Description: Woodsmen labouring in the forests to the east of Perdidis have been reporting strange sightings over the past few months. Many claim to have seen flying objects in the sky above the Great Escarpment, and strange clearings appearing suddenly in the woods. One man even claims to have been abducted by a group of goggle-eyed gnome-like beings with bald heads and drooping ears. He says they took him on a mysterious flying ship and performed unspeakable things on him. The foreman of the camp passes it off, as there are often strange things that find their way north from Furmenglaive, and the "kidnap" victim is known to drink heavily. (See Kl. 13.)
What This Means: The strange sightings are in fact gnomish skyships that have been scouting the area. The survivors of the takeover of Serraine in Ambyrmont of last year came to ground on the Great Escarpment just above the Giant Skull River, to the east of Perdidis. They have formed a small settlement at the juncture of the two main river flows, and have been struggling to survive for the past few months.
What the PCs Can Do: If the PCs are curious enough to chase down rumours, they will be very surprised to find a large group of gnomes, pegataurs, humans, and more inhabiting the Great Escarpment!

Nuwmont 6, AC 1016: Dreams of Faith.
Location: Azcan Empire. HW
Description: The news of Papalotl's ultimate sacrifice is quickly reaching the various Azcan cities and the countryside. Besides, Papalotl appears to his followers and key individuals throughout the empire in visions and dreams, encouraging them to abandon all faith in Atzanteotl and his now unnecessary sacrifices and persuade others to do the same. The sacrifices are now blasphemous since their primary reason (i.e. excuse) for happening disappeared with Quetzalcoatl's sacrifice. These visitations cause additional unrest, lending considerable power and credibility to the amazing stories emanating from Chitlacan. The dreams sent by Atruatzin throughout Kaldmont of AC 1015 also give the story credibility, as a number of Azcans realize they had already witnessed part of the story in their dreams-before it actually happened.
Accompanying the news of the return of Quetzalcoatl, and as further proof of its veracity, is the return of numerous feathered serpents that attack and chase the flying vipers.
Soon the empire is thrown into uproar and civil war. (See Nu. 1; Nu. 23, Va. 12.)
What This Means: The return of the feathered serpents is the consequence of the discovery of the serpent-mint plant in Colima, which Papalotl brought to the four corners of the empire. In addition to the actual feathered serpents, priests of the New Way make symbolic use of the spell stick to feathered serpent brought by Papalotl from the ruins of Axateotl, which as an Immortal He now grants to His new clerics. The return of the feathered serpents, more than an ecological reversal, is a symbol of mythological significance.
What the PCs Can Do: With a civil war raging, the PCs have many opportunities to become involved in the events going on in the Azcan Empire. They can be followers of the New Way themselves, witnesses of Papalotl's ascension to immortality or maybe even companions of his during his last tribulations on the Path of the Polymath, trying to reform their country. Or they may be busy saving their own lives-especially if they are foreigners.

Nuwmont 6, AC 1016: Trip to the Septahenge.
Location: Keep of Drax Tallen, Forest of Geffron, Kingdom of Denagoth. NW
Description: After over one month of magically studying and scrying the place where the Septahenge lies, the elven wizards are finally able to teleport there the volunteers for the secret mission. A party of twenty elite elves is chosen to go to the Septahenge and retrieve the Black Staff, the fabled weapon that is said to be hidden in a secluded Outer Plane, guarded by a race of beings called the Carnifex. After studying all the information at their disposal, the group is teleported to the Septahenge: they are armed to their teeth and ready to die. (See Nu. 20, Nu. 24.)
What This Means: The elven generals discovered the existence of this "secret weapon" when they conquered Drax Tallen in Eirmont AC 1015. According to the information they deciphered, it can be used to defeat Idris and Her minions, so they now want it more than anything else. They do not know that the Shadow Lord is using them to recover the Black Staff for his personal use.
What the PCs Can Do: If they are elves and are with the army occupying Drax Tallen, they may be chosen to go to the Septahenge to recover the mysterious weapon. However, it is highly unlikely they will be able to accomplish the mission, so they may be among those who return to Drax Tallen to organize a second expedition. In case they are so powerful to actually bring back the fabled staff, simply proceed to the events described in Eirmont 10, assuming that many months passed while they were in the Outer Planes.
The adventure that is about to take place is detailed in M3, Twilight Calling. However, those familiar with it will notice that the hook for the PCs has been totally changed. Indeed in our case Alphaks has nothing to do with this event: simply play the module with the background given here, thus making the PCs believe that in the Pits of Banishment lies a great weapon that could destroy the Immortal Idris and Her minions. Give them the list of clues found in M3: these are the only information the elves have been able to decipher.
Time passes differently in these Outer Planes in comparison to the Prime Plane. For every day spent in the Seven Realms, one month passes in the Prime (with the exception of the Green Realm, where time does not flow at all); and for every hour spent in the Pits of Banishment, one week passes in the Prime.

Nuwmont 7, AC 1016: May He Rest in Peace.
Location: Forest of the Curse, Kingdom of Wendar. OW
Description: Some elven soldiers coming back from the siege of Drax Tallen arrive in the Forest of the Curse bringing to Doriath, exiled King of Alfheim, the corpse of the late General Gilfronden, beheaded and impaled by the Shadow Lord on Eirmont 5, AC 1015.
King Doriath, crying at the sight of his old friend, immediately sends an envoy to Rafielton to ask the shadow elves for permission to bury Gilfronden in Canolbarth. Princess Tanadaleyo of the shadow elves unexpectedly agrees. (See Va. 14.)
What This Means: General Gilfronden was actually a shadowelf spy, the most important one at Doriath's court both in Alfheim before the invasion and in Wendar after the war. Though Tanadaleyo is disappointed to learn that her most trusted agent (and distant relative) is dead, she is more than happy to have him buried in Canolbarth. Maybe, she thinks, the shamans will be able to raise him or, at least, Kanafasti will find a way to "talk" with him, allowing her to learn about Doriath's most private secrets.
What the PCs Can Do: PCs from both races may be selected as member of the honour guard that will transport the late Gilfronden from Wendar to Aengmor.

Nuwmont 7, AC 1016: Asteriela Has a Plan.
Location: City of Thyatis, Duchy of Thyatis, Thyatian Empire. OW
Description: With the increasing success of the NACE, Asteriela and Zaar have begun to reconsider having their kingdom so dependent upon Thyatis. Zaar believes that Eusebius would take revenge on him for his betrayal during the Great War if he could, and Asteriela has become more comfortable with Alphatian customs, and envisions herself as a bridge between the two powers. She has had some communications with the Alphatian leadership, and they seem warm to her idea. Asteriela travels to Thyatis City today to propose a unique arrangement to her brother Eusebius: she proposes that Helskir join the NACE while also remaining a province of the Thyatian Empire. Eusebius sits coldly while Asteriela states her plan, and says only that he will take the matter under advisement. (See Nu. 19, Va. 6.)
What This Means: Both Asteriela and Eusebius are taking a big gamble. Asteriela wants closer ties to the NACE, but does not want her kingdom to become the target of Thyatian-inspired raiders again, and knows that the NACE would be unlikely to take a strong stand on behalf of Helskir if push came to shove and she rebelled against Thyatis. Plus, she still has some affection for her homeland, and does not want to break with it. For Eusebius, this is an opportunity to warm relations with the NACE, as Thyatis cannot afford another major war on that front. However, he feels his position on the Isle of Dawn could collapse completely: Westrourke is barely loyal, and the Ostlanders are coveting imperial territories as well. If he agrees to this, will Thyatian control of the western Isle of Dawn crumble? He resents his sister for forcing him to make this decision now, while Thyatis is still weak.

Nuwmont 7, AC 1016: A Travelling Nut Case.
Location: City of Errolyn, Kingdom of Theranderol, Floating Continent of Alphatia. HW
Description: Citizens report the presence of a stranger, walking about the city rambling incoherently about "something not being right." Though several locals seem to vaguely recognize him, few converse with him. Those that do speak with him report that the fellow is "a bit touched in the head." He speaks of an Alphatia somewhat similar to this one, yet strangely different. Before nightfall, his apparent ranting draws much attention. This leads to his death by a mage, who defends his actions by stating that "he had merely put the insane creature out of its misery." Though many found his tales interesting, the slaying is seen as the best thing for him. (See Th. 17, Ya. 12.)
What This Means: The insane individual is not insane. Instead, he is the unwilling pawn of the Immortal Alphaks, whose motive is to cause trouble in Alphatia. He used His powers to transport this individual from the surface world to the floating continent. Native of Alphatia and stranded in Karameikos after the sinking, his mysterious arrival in Alphatia offers a degree of culture shock. Alphaks has the impression that the Spell of Preservation has been severely weakened since the Great War. He concludes that it may be possible to circumvent the implanted memories of the Alphatians. He is certain that such a remembrance will cause unprecedented chaos.

Second Week

Nuwmont 9, AC 1016: Kurdal Under Siege.
Location: Town of Kurdal, Kingdom of Rockhome. OW
Description: Goblinoid forces led by the orc-king Thar attack the prison town of Kurdal this afternoon. Though still damaged from goblinoid raids on it in Sviftmont of last year, the dwarven garrison is more than capable of mounting a strong defence. The two forces prepare themselves for a long siege. (See Va. 4, Va. 17.)
What This Means: Kurdal is one of the few large settlements in the Klintest Lowlands. If Thar can capture the fortified prison town, he will have a strong base from which to launch his attacks against the rest of the valley.

Nuwmont 9, AC 1016: A New Goblin Leader.
Location: Flat Noses Camp, Badlands. SC
Description: After last year's defeat of the Flat Noses goblins, a new leader, Garok Flint-Ax, emerges from the veteran warriors of the last Cimarron ride into the Badlands. He is resolute to unite the goblin tribes into a great horde and overrun the human baronies, and their gnollish allies. Garok sends emissaries to the various goblin clans. (See Va. 17, Th. 21.)

Nuwmont 10, AC 1016: Civil Unrest in Aaslin.
Location: City of Aaslin, Kingdom of Notrion, NACE, Bellissaria. AS
Description: In Aaslin, citizens assemble outside of one of the kingdom's granaries to protest the lacklustre prices of their grain harvests and the high costs of imported goods. The mob turns nasty and assaults the granary, setting it alight until the city guard intervenes and disperses the crowd. Despite its best efforts, the guard is unable to put the fire out and the granary is a total loss. (See Nu. 25, Va. 7.)
What This Means: Since Alphatia sank, Notrion has lost its primary source of income: grain sales with the mainland. With its primary market gone, Notrion has found itself in the dilemma of having a massive grain surplus. The subsequent loss of King Lodrig II, the ascension of King Lodrig III, his murder, and then the resulting play for control of the kingdom have left the populace and government with little opportunity to improve the economy by securing new markets. As such, the price of grain has dropped significantly; conversely, imported goods must be shipped in from afar so that these goods are priced at well above the fair market value.
The citizens have assembled to protest these low prices in grain and the excessive prices of imports. Several more radical protesters encouraged the mob to burn the granary in the hopes of lowering some of the surplus and raising demand for grain. The burning has little affect on the surplus, but it does draw added attention to the situation.
Since Corydon was given the throne of Notrion, he has sought the means to turn the economy around, but unfortunately Corydon is a soldier and not an economist. It has taken him awhile to familiarize himself economics; now, more comfortable with the subject, he sees the pressing need to seek changes.
What the PCs Can Do: Enterprising PCs have an opportunity to make some serious currency by purchasing Notrion grain at ridiculously low prices and transport them elsewhere; an ideal market would be Esterhold. Or PCs can do the reverse and purchase items elsewhere and transport them to Aaslin for sale. In either scenario, the PCs will have to display a good business sense to make a profit or even avoid losing money. Of course there are the customary dangers of a seafarer, such as pirates, sea creatures, and horrible weather.

Nuwmont 10, AC 1016: Spies in the South.
Location: Dominion of Polakatsikes, Heldannic Territories, Meghala Kimata Plains. DV
Description: Mivosian spies are sent to the newly-conquered city-state of Polakatsikes to assess the situation, and to send word back as to how much of a threat the Heldannic Knights pose to Mivosian interests in the eastern Meghala Kimata Plains. They pass through the main gates, showing their forged documents to the Heldannic guards, and pass through unhindered. (See Nu. 27, Va. 15.)
What This Means: Mivosia is a militaristic city-state, which considers the region to be its own sphere of influence. As a result, news of the conquest of Polakatsikes last year caused a stir among the ruling triumvirate, and they wish to examine the knights' defences and military structure, in order to assess the situation.
What the PCs Can Do: If the PCs are working for Mivosia, they will have their work cut out for them in trying to make it into Polakatsikes itself, and conducting their mission without being caught. If they are with the knights, they could earn the thanks of high-ranking members if they manage to uncover the infiltrators.

Nuwmont 12, AC 1016: Restructuring in Underocean.
Location: Town of New Smaar, Sea-Kingdom of Underocean. AS
Description: King Juliast announces that the Council of Advisors, as it has existed in the past, has been disbanded. However, he states that those members who remained loyal during the civil war have formed a less formal advisory body, which will have no power other than to advise the monarch. He also bans any private armies. (See Nu. 1; Nu. 20, Va. 16.)
What This Means: The experiment with a limited monarchy is over. Juliast is taking steps to prevent another Maed from coming to power. However, some tritons feel that these steps are uncalled-for, and may cause trouble in the future.

Nuwmont 12, AC 1016: Worst Kept Secret in Aquas.
Location: City of Seashield, Sea-Kingdom of Aquas, NACE. AS
Description: A representative of Queen Zynnia announces a call for mages to assist in a series of construction projects. Though the project is initially draped in secrecy, leaks from insiders tell of plans to construct a domed settlement upon the sunken Alphatian continent.
The number of mages answering the summons is very good. This is a great surprise as Queen Zynnia makes it clear that the NACE cannot pay the mages. It is noted that several prominent mages are not present to answer the call. (See Nu. 20, Va. 7.)
What This Means: Since the sinking of the Alphatian continent, there have been several foreign attempts to salvage the ruins. Alphatian sentiment has been that such salvage ventures are an insult to their homeland and a desecration to those that perished. Opinion is strong that if any people are to benefit from the treasures beneath the waves, it should be the Alphatians.
The NACE Council has finally agreed to do something about this: they have decided to construct a domed settlement on the continent. This settlement will act as a military outpost as well as a way station for those retrieving the lost wealth. Such a venture is financially straining to the NACE so they choose a site that offers the opportunity to produce a large bounty, quickly: near Bluenose in the former kingdom of Arogansa.
The call for mages is answered so enthusiastically because most of Aquas's mages are bored and frustrated by the overcrowded nature of the domes, so the project is exciting as compared to constant boredom or the routine repairs. Plus, there is a great deal of curiosity about the sunken mainland.

Nuwmont 13, AC 1016: Prince McGregor?
Location: Principality of Klantyre, Principalities of Glantri. OW
Description: A diplomatic envoy and his guards sent by the Council of Princes to ascertain the whereabouts of Brannart McGregor reaches the keep of Crownguard. At first, there is no answer to their inquiries-it appears as if the tower has been abandoned. Just when they resign themselves to leave, the gates creak open and allow them ingress to the courtyard. There, a lone and haggard servant greets them and takes them to meet the master. The servant refuses to answer any of their questions.
The envoy and his men are fed then led into an antechamber to await their mysterious host. At long last, the unnerved diplomats are greeted by the new master of the castle-a young boy.
The boy identifies himself as Angus McGregor, the grandson of Prince Brannart. He claims that both his grandfather and father were killed during the war with Ethengar, and that he is the sole heir and claimant to the title of Prince of Klantyre. The envoy and his entourage make haste to leave this haunted keep, and return with the news. (See Nu. 1.)
What This Means: Angus McGregor will shortly be confirmed as the new Prince of Klantyre by the rest of the council. He managed to slay both his father and grandfather (using the power of the Radiance) sometime last year. Since then, he has been consolidating his power over his principality, and attempting to repair the damages wrought on it by the undead and Ethengar invasions of 1015.
Once his identity becomes known, he will quickly find himself being approached by diplomatic envoys of the various nobles, all seeking to ingratiate themselves with him, or failing that, to discover his motives.

Nuwmont 13, AC 1016: Denagoth Raids Northern Wendar.
Location: Kingdom of Wendar. OW
Description: Humanoids bearing the Denagothian colours come down the snow-capped Mengul Mountains and raze a few human and elven settlements in northern Wendar. When the Wendarian troops arrive on the place, they find all the inhabitants dead and many writings with blood traced on the charred ruins of the houses that reads: "Die for the sins of the Alfheimers!" When the news spread, the situation becomes tense once again between humans and Alfheimers. (See Va. 3.)
What This Means: The humanoid attacks have clearly been ordered by the Church of Idris to spread once again the hatred against the Alfheim elves in Wendar. This is part of the racism campaign that started back in AC 1009 (when the refugees from Alfheim arrived) but that has deep roots in Wendar's past as well. The Church of Idris also hopes to make the Wendarians cease to support the elven crusade in Denagoth, which would drop the Alfheimers' prestige considerably.

Nuwmont 13, AC 1016: Unrest in Dunadale.
Location: Kingdom of Dunadale, Thyatian Empire, Isle of Dawn. SD
Description: Edmondo Tiberia, though appointed Duke of Dunadale, has increasingly seen himself not as the governor of a province in the Thyatian Empire, but rather as a conqueror ruling over a subject population. The oppressive nature of his rule and the corruption of his regime have angered not only the people of Dunadale but increasingly the recent Thyatian settlers as well. The Dunadalers, almost uniquely within the Alphatian civilization, have long prided themselves on the decentralized, confederate nature of their society and the relative freedom of its inhabitants, and the Thyatians view themselves as citizens, not as subjects. Today this boiling resentment is finally unleashed, with protest demonstrations both in the Thyatian-dominated city of Dunadale and the heavily Alphatian city of Deirdren. The duke's men react harshly, dispersing the demonstrators with force. By nightfall, there are riots and even armed skirmishes between the duke's men and the demonstrators. (See Nu. 19, Va. 6.)
What This Means: The duke receives word from Deirdren, via magical communication, and knows the demonstrations began almost simultaneously. He suspects a coordinated effort to undermine his rule, and is right. He also views the riots and skirmishes as an organized rebellion, but is wrong. The protests were intended to be peaceful, but their harsh suppression by his men caused some of the more excitable protesters to fight back. As night falls, the criminal elements of both cities try to take advantage of the chaos to riot and loot, further adding to the confusion. By dawn most of this has died down, and the duke's men patrol the streets in force.

Nuwmont 13, AC 1016: Peace Stressed.
Location: City of Haldemar, Kingdom of Alphatian Neatharum. HW
Description: A fight erupts outside of one of the city's taverns. By the time the authorities intervene, two Neathar visitors lay dead and three others badly wounded. A trio of Alphatians is taken into custody for the deed. The signs of battle, witnesses, and their own admissions proclaim their participation in the fight. (See Nu. 14, Fl. 28.)

Nuwmont 14, AC 1016: Interest in Kastelios.
Location: City-State of Kastelios, Serpent Coast. DV
Description: With the hiring of local trader Marina Takanitas last year, and official coverage of the city-state in the 1015 Mystaran Almanac, awareness of and interest in the nations of Brun have grown in Kastelios over the past weeks. A whole new world has been revealed beyond the Sea of Dread, and Kastelios's City Council has determined that the time has come to investigate these nations, and to see if ties can be forged. The city-state already has relations with Yavdlom and Sind, and Minrothad and Thyatis to a lesser degree, but the other nations of Darokin, Karameikos, Ierendi, and others, capture public imagination. The council meets in a quickly-convened session, and approves the motion to furnish a delegation to send north. (See Va. 5, Va. 17.)
What This Means: After centuries of a relatively solitary existence on the northern coast of Davania, word of great nations has arrived. The people are naturally curious, and want to exchange knowledge, and trade, with these mysterious people in the north. Kastelios sees this as a great opportunity to expand its diplomatic network, as well as find new markets for its goods.
What the PCs Can Do: If they are in Kastelios, and from the Old World, then the PCs will become sought-after "experts" on the affairs of these nations. They could find themselves advising would-be diplomats on how to deal with Darokinians, Karameikans, and other folk, as well as bringing them up to speed on events on Brun. This would be a good opportunity for PCs to forge friendships with people who could very well become influential diplomats someday.

Nuwmont 14, AC 1016: A Surprisingly Quick Verdict.
Location: City of Haldemar, Kingdom of Alphatian Neatharum. HW
Description: Governess Ezreilla shocks the populace of Neatharum by ordering that the three Alphatians, held for the deaths of the Neathar, be executed. Public protest, from Alphatian and Neathar alike, is highly evident. Most are furious that they were sentenced without a trial or even being interrogated. Under this pressure, Ezreilla decrees that the condemned be given a brief reprieve. If persons can present her with evidence that the condemned were not involved, then she will reopen the investigation. (See Nu. 13; Fl. 28, Ya. 1.)
What This Means: Not wishing to appear biased, Ezreilla reacts too swiftly to the attack on the Neathar. There is little doubt that the Alphatians held in custody are involved, but she has not taken into account what caused the melee. Following the decree, she realizes the folly. However, she is fearful of appearing too favourable to Alphatians and will only grant a temporary reprieve. The public outcry is genuine, though it varies from sect to sect. Hard-line Alphatians see it as being a matter of "right of might;" others see no justice in the proclaimed verdicts. Even some Neathar openly object to the verdict. Some fear repercussions for it by angered Alphatians. Others feel the accused at least deserve a trial.
What the PCs Can Do: PCs may find themselves hired by friends and family of the condemned, to free them or investigate the matter.

Third Week

Nuwmont 15, AC 1016: Karameikos, Shires Outraged.
Location: City of Glantri, Principalities of Glantri. OW
Description: The Karameikan ambassador to Glantri issues a formal protest on behalf of his government and that of the Five Shires. Both nations object to the presence of Ludwig "Black Eagle" von Hendriks, a notorious villain. They demand he be extradited to the shires so that proceedings begun against him in AC 1011 can be carried out in full. The council politely refuses the request. (See Fl. 12, Fe. 9.)
What This Means: The Black Eagle was sentenced to execution in the Five Shires back in AC 1011, but was rescued by humanoid forces. He resurfaced in Glantri, working for Prince Kol, but his location was largely unknown. Ever since last year, and his famed "slaying of Moglai Khan," he has attained a great degree of public notoriety.
The shires have no official diplomatic contact with Glantri, but they are close allies with Darokin and Karameikos, both nations who do share diplomatic ties to the magocracy. As a result, they are putting pressure on their allies to pressure the Glantrians. Left to his own devices, King Stephan Karameikos would like nothing better than to forget his cousin ever existed.
The Council of Princes will not relinquish a national hero to the clutches of a nation they do not even have ties to. Ludwig stays in Glantri.

Nuwmont 15, AC 1016: Alive Again.
Location: City of the Stars, Shadow Elves' Territories. OW
Description: General Garafaele and those soldiers, whose corpses were laid in a special niches of the Chamber of the Spheres a few days ago now raise as radiant protectors, a special force of guards loyal to Rafiel, whose only task is to defend His temple. (See Nu. 3.)
Among those guards there are a few Schattenalfen, led by Captain Thyrfynn, who worship Rafiel.
What This Means: Rafiel knew that, after activating the Chamber of the Spheres, he would need to increase the security level of the temple, so with the help of His new artifact He managed to create a group of loyal guards by magically imbuing with Radiance the bodies of those soldiers fallen defending the temple. The radiant protectors live inside the lower temple's levels and their existence is unknown to anyone, but the most powerful shamans.
There are two kind of radiant protectors: greater ones (like Garafaele) and lesser ones.

Radiant protectors look exactly like the shadow elves they once were in life, except that they glow, radiating a dim white light, bright enough to be seen in normal light. Radiant protectors are Rafiel's last line of defence. They are created by shamans in the Chamber of the Spheres imbuing the corpses of dead shadow elves with the magical force of the Radiance. They live inside the Chamber of the Spheres and their only task is to defend the chamber itself. Radiant protectors can not voluntarily leave the Chamber of the Spheres and will refuse to do so if ordered to. If taken outside the chamber, a radiant protector quickly "dies," losing one HD for each hour spent outside the chamber. Radiant protectors organize themselves in a military structure. The radiant protector at the top of a chain of command and is known as greater radiant protector, while the others are lesser radiant protectors. They have the same special abilities of shadow elves (e.g. 90' infravision). They are very similar to undead, but they are not undead and thus they cannot be turned or controlled by a priest. In combat radiant protectors use glowing swords, equivalent to magical swords +3. On a natural 20 on the "to hit" roll, their glowing swords can cut through enemies' armours or weapons. These swords glow of a dim blue or green light (but never red). When a dead body is placed in the chamber, it awakens as a radiant protector of the same HD as it had levels in life. They have AC 0 (or -3 if they wear a radiant armour, a special armour magically enhanced by the powers of the Chamber of the Spheres) Radiant protectors can cast spells as a shaman of the same level, though they do not need to have a soul crystal. Radiant protectors can regain their hp just resting in contact with the reactor or holding soul crystal in their hands at the rate of 1 hp for each soul inside the crystal. They can use one crystal per round and after that the crystal is no more magical, just simple rock. Moreover they can be healed by shamans with standard healing spells. The Chamber of the Spheres absorbs any spells of 1st to 3rd level cast inside the chamber itself, causing them to be ineffectual. Only the radiant protectors can cast those spells successfully within the chamber (since they are naturally attuned to the chamber). Moreover radiant protectors are naturally immune to sleep, charm, and hold spells, as well as death magic, poison and Radiance attacks.

This is the second feature of the Chamber of the Spheres that the shamans have discovered in just two weeks, what will come next?

Nuwmont 15, AC 1016: Arkans.
Location: City of Skyreach, Kingdom of Floating Ar, NACE. AS
Description: King Qissling of Floating Ar announces that his kingdom will from now on be officially known as the Kingdom of Arkan, and its inhabitants as Arkans. The floating islands are referred to as Floating Arkan (or sometimes Upper Arkan), while the Yanniveys are called Lower Arkan.
What This Means: Ark is an archaic spelling of ar, the Alphatian word for air. Floating is actually the Thyatian translation of the word palart. In Alphatian the flying islands are thus named Palart Arkan, like the Immortal who as a mortal enchanted them. Officially, the name change is to reflect the addition of the Yanniveys to Floating Ar, as one unique kingdom. The real reason is obvious to anyone who has talked with any aristocrat from the floating isles: as the only Alphatians spared from the destruction of the mainland by the Immortal Palartarkan, they view themselves as the true keepers of the old Alphatian ways on the outer world.

Nuwmont 16, AC 1016: Aasla Isles Secured.
Location: Aasla Isles. AS
Description: Commander Broderick leads a small force to take over the fog-bound Aasla Isles. They encounter no difficulty with the four first isles, but are surprised when they stumble upon a well-defended pirate lair on the last island. Fighting is fierce, but Frightcorps-powered troops finally breach the pirates' defences and storm the lair. Some pirates escape, including the Monster of the Low NACE, but most are killed or imprisoned. Among the captured hoard is the famous Pouch of Winds, apparently left behind by the Monster during his hasty retreat. (See Nu. 3; Nu. 28, Va. 12.)
What This Means: Commander Broderick suspected that the pirates that have been plaguing the sea lanes for years were sheltering in some of those numerous, uninhabited islands. One of the goals of this campaign was to destroy such pirate nests, and defeating the most infamous of them is a great victory. The fortuitous discovery of the Pouch of Winds is an unexpected bonus.
What the PCs Can Do: If the PCs are mercenaries accompanying Broderick in his campaign, then they will be sent ahead to infiltrate the lair and make them as weak as possible before the military launch their assault. During their assignment the PCs should have an opportunity to find the Pouch of Winds, which in turn might lead to a greater involvement with the Alphatian Artifact Agency.

Nuwmont 18, AC 1016: Uproar in Thyatis.
Location: City of Thyatis, Duchy of Thyatis, Thyatian Empire. OW
Description: A heated discussion takes place in the Thyatian Senate today. Many senators are alarmed at the growing number of casualties in the war against the Twaelar, both military and civilian. They are afraid news of these losses will affect their standings in their own constituencies. Soon, a resolution is proposed to find an alternative means to reach the Hinterlands, and thus re-establish a link to that colony so that colonization can continue. (See Nu. 3; Nu. 21, Th. 2.)
What This Means: Thyatis is becoming worried that its hostilities with the Twaelar will cost it too much. Already it has lost many ships in the Sea of Dread, and it is clear a direct route to the Hinterlands is not possible at this time. An alternative route must be found in order to keep the Hinterlands secure.

Nuwmont 19, AC 1016: Curfew and Pass Laws in Dunadale.
Location: Kingdom of Dunadale, Thyatian Empire, Isle of Dawn. SD
Description: Duke Edmondo Tiberia proclaims several new laws in reaction to the recent protests. He initiates a dusk-till-dawn curfew, clearing the streets by night, and he greatly curtails personal liberties by initiating "Pass Laws." All subjects of the duke will be required to have a pass, issued and stamped by the ducal government, listing the location of their residence and place of business. Travel outside a confined region is restricted, requiring permission from the duke's agents. Visitors to Dunadale are given temporary passes, allowing them to conduct business for a set duration. A "guide" appointed by the government acts as a spy.
At the same time this occurs, two small deputations consisting of dissident Thyatians and Alphatians make journeys. One goes to Helskir to tell Asteriela of the hardships in Dunadale, while the other travels to the interior of Dunadale to meet with the commander of the Thyatian pacification force there, Demetius Vannopolus. Vannopolus has earned the high of the Dunadalers by showing respect for the Alphatian residents and restraint in using force. He built his reputation and undermined support for "rebels" by showing impartial justice and no tolerance for corruption. Both Asteriela and Vannopolus listen to the delegations with increasing shock and horror. Neither want to depose the legitimate duke of Dunadale, but their consciences will not permit them to ignore the oppression. (See Nu. 7, Nu. 13; Va. 6, Va. 13.)
What This Means: Dunadale is well on its way to becoming the most oppressive police state in the Thyatian Empire. Eusebius will soon learn of these events, but how he reacts will depend on how they are presented to him.
What the PCs Can Do: Characters acting on behalf of the Dunadalers could sway Eusebius by making a persuasive case, but should know that Eusebius is not likely to be moved by appeals to emotion. Pointing out the high cost of maintaining such an extensive, expensive government apparatus and the increasing resentment it is breeding in a domain that is all too close to the NACE would stand a better chance of convincing him that Tiberia should be removed.

Nuwmont 20, AC 1016: Mission Failed.
Location: Keep of Drax Tallen, Forest of Geffron, Kingdom of Denagoth. NW
Description: The survivors of the elven squadron sent to the Septahenge teleport to Drax Tallen in bad shape. Half of them have been killed by formidable opponents guarding two of the Seven Keys needed to open the gate to the Pits of Banishment (where the weapon lies). They only managed to recover one key, and considering they were the best individuals among the crusaders, the elves start losing their hope to retrieve the Black Staff. (See Nu. 6; Nu. 24, Va. 9.)
What This Means: The elves were unfortunately not skilled enough to win against the guardians of the Seven Realms. They are now realizing that they had underestimated the difficulty of the mission and are thinking about other possible solutions before the Shadow Army shows up again.
What the PCs Can Do: Hopefully be among those who return from the Septahenge alive.

Nuwmont 20, AC 1016: A Rebuff by Renowned Mages.
Location: City of Seashield, Sea-Kingdom of Aquas, NACE. AS
Description: Queen Zynnia personally contacts the mages Xerathis, Tredrigon, and Dlanor to inquire as to their lack of participation with the effort to build the new domed city. They respond that they are busy with their own project, The Torpin, using the opportunity to stress their own need of assistance and funding for their project that "is surely to be beneficial to the NACE." Zynnia inquires as to the possibility of the construction crews using Tredrigon's submersible, The Shark , to ferry supplies, but Xerathis responds that that would be impossible as Dlanor is off in it and will not be back for some time. (See Nu. 12; Va. 7, Va. 18.)
What This Means: The domed city project has a more than ample workforce. However, the participation of the three mages would prove invaluable as each are greatly familiar with the procedures of such construction. Plus, the three were all apprentices of the renowned mage, Bordicar, who was instrumental in building the existing domes, as well as being a pioneer in submersible designs.
The Torpin is a massive submersible designed and begun by the magist Bordicar. Since he disappeared during the Great War, his former pupils have taken it upon themselves to finish the submersible but their progress has been pitifully slow because of a limited budget. Their most recent effort to supplement their funds entails a bit of smuggling: Dlanor is off delivering arms to the Twaelar in their fight against the Thyatians. [The Shark can be found in the Dawn of the Emperor boxed set. Ed.]
What the PCs Can Do: Alphatian PCs may find themselves being sent to the three mages to assist them in their own project. The three wizards can use all the help they can get for the submersible's enchantments. As with the dome construction project, PCs assisting with The Torpin will find little in the way of pay.

Nuwmont 20, AC 1016: The Devilfish Pursuit.
Location: North of Sea-Kingdom of Aquas. AS
Description: The devilfish that survived last year's campaign continue to flee south from Underocean, harried by triton forces. Some of the officers feel that the army is getting too close to Aquas, with which contact has been forbidden, but they are overruled by their superiors. (See Nu. 1, Nu. 12; Va. 16, Th. 8.)
What This Means: The officers are right, they are too close to Aquas. Already, some rumours of the running battle have reached the city. The senior officers, however, are partially blinded by their desire of revenge for the destruction of Underocean.
What the PCs Can Do: Triton PCs can be part of the army. Alphatian PCs can attempt to determine the truth in the rumours.

Nuwmont 21, AC 1016: A Lifeline to the Hinterlands?
Location: City of Thyatis, Duchy of Thyatis, Thyatian Empire. OW
Description: A group of scholars, senators, and adventurers has been conferring privately for the past three days in an effort to find a safer route to the Thyatian Hinterlands. After drawing on the experience of both scholars and adventurers, the senators have uncovered what they believe is a safe alternative to the southern route across the Sea of Dread. Thyatis has apparently had contact with a city-state on the northern coast of Davania, near Yavdlom, called Kastelios. Although interaction with Kastelios has been sporadic for the last twenty years, news does reach Thyatis through its network of spies. Thyatian spies have reported that the Kastelians are said to be the most accomplished sailors in the region, being able to sail around the treacherous northern coast of Davania with ease. After consulting their maps, the group decides that a diplomatic mission should be sent to Kastelios, to see if the city-state would be willing to help. They agree that, although the proposed route would be much longer, it could save many lives. (See Nu. 3, Nu. 18; Th. 2, Th. 3.)
What This Means: The losses in the war against the Twaelar have become so serious that Emperor Eusebius has commissioned some senators to find a solution to the problem. These senators enlisted the aid of adventurers and scholars with knowledge of the region. Drawing on their knowledge, a southwesterly route to Kastelios, and then east along the coast to Raven Scarp, has been identified as a possible solution. This route would go west of the current zone of conflict, but would add several weeks to the voyage. The Thyatians are also counting on their size relative to Kastelios as a bargaining chip; many anticipate a quick resolution, and bending Kastelios to their will.
What the PCs Can Do: If they are present, the PCs can provide advice, especially if they have sailed the Sea of Dread extensively, or if they have been to Kastelios. Should this be the case, the PCs could very well find themselves part of the diplomatic mission to Kastelios.

Nuwmont 21, AC 1016: A Nasty Surprise.
Location: City of Inun, Kingdom of Nithia. HW
Description: In the Senkhites' camp, the day's peace is broken by the sounds of battle. Hurriedly, the soldiers arm themselves and rush towards the fray, only to see a disheartening sight: Lake Menkor, whose shores lay only a few hundred feet from the Senkhites' positions, is dotted with large ships, each of which is filled with soldiers, the sun glinting off of their armours. Cries of dismay arise as fresh enemy troops begin to make beachheads, and as hundreds of soldiers rush towards the Nithian lines.
With a deep cheer, the beleaguered defenders of Inun join their newly-arrived companions, and within minutes the Senkhites begin to lose ground. Surveying the scene, one Nithian general orders several runners to take a message to Senkha herself. Steeling them with his gaze, he tells them, "Inform Her Imperial Majesty that we must retreat; Selhomarr is invading Nithia." (See Nu. 2; Va. 2, Va. 7.)
What This Means: Senkha's forces have finally identified the strange troops who invaded the Delta Kingdom last year, though they still do not know the reason for the invasion.
What the PCs Can Do: Selhomarrian PCs have the opportunity to do a little bit of wargaming here, or they could perform covert operations against the Senkhites.

Fourth Week

Nuwmont 23, AC 1016: A New Enclave.
Location: City of Rafielton, Colony of Aengmor, Shadow Elves' Territories. OW
Description: An Enclave-like district is created in Rafielton to house the Alfheim exiles that recently got back from Wendar (mostly diplomats or mages involved in healing Canolbarth). Since this district is built on the ruins of the former elven quarter in east Alfheim Town, the place is quickly renamed East-Rafielton.
Princess Tanadaleyo sets strict regulations on the exiles: Alfheim elves are allowed to freely wander inside Rafielton during the day, but they must get back to East-Rafielton at night. Only those elves involved in healing Canolbarth can leave Rafielton, but they must be escorted by shadow elves. (See Th. 11.)
What This Means: This is yet another step toward the cohabitation of both elven races in Canolbarth. Unfortunately the strict regulations imposed on Alfheim elves, while consistent with Rafiel's verses, are likely to increase the tension between the two groups.

Nuwmont 23, AC 1016: Provisional Government.
Location: City of Titlapoca, Azcan Empire. HW
Description: The first organized resistance to the collapsing government comes from the north-Titlapoca. Otziltipac, governor of Titlapoca and highest placed adherent of the New Way, and his wife Malinalxoch who is the ometochtzin (head of all cults save Atzanteotl), who incidentally renounces the bloodthirsty ways of Atzanteotl and her family, including her brother, the late Tlatoani Azcotica, declare a new age, heralded by Quetzalcoatl's sacrifice. The sacrifices stop in Titlapoca. (See Nu. 1, Nu. 6; Va. 12, Th. 10.)
What the PCs Can Do: If they are advisors to Otziltipac, they may be asked to investigate on the reality of sacrifice before any declaration is made. Also, they may be in charge of investigating the power of the clergy of Atzanteotl, for Otziltipac is not willing to expose himself if the risk is too high.

Nuwmont 24, AC 1016: Heroes Wanted!
Location: Keep of Drax Tallen, Forest of Geffron, Kingdom of Denagoth. NW
Description: Coolhands finally comes up with an interesting idea that is immediately accepted by the highest officers of the elven army: she proposes to recruit new volunteers to go to the Septahenge among the most famous human and demihuman adventurers of the world. They magically send a message to Wendar City with the instructions to contact all the friendly governments of the Old World, searching for honourable and trusted heroes to accomplish a most difficult mission for Wendar. Those interested will have to come to Wendar City in a matter of weeks to be examined before revealing them the true goal of their quest. Great wealth and treasures await those brave enough to answer this call. (See Nu. 6, Nu. 20; Va. 9, Sv. 8.)
What This Means: This idea has been inspired to Coolhands by the Shadow Lord. Upset by the failure of the elves, he is growing ever more impatient to put his hands on the Black Staff and has decided to involve others in his project. For this reason he is now proposing the elves to call upon the "forces of goodness" of the Old World to accomplish their quest: a last desperate effort to achieve his ultimate goal.
What the PCs Can Do: If they are human or demihuman heroes, they will hear of the news and may offer their invaluable help to Wendar. High-level PCs are required for the difficulty of the adventure.

Nuwmont 25, AC 1016: Idris's Will.
Location: Idris Tower, Forest of Lothenar, Kingdom of Denagoth. NW
Description: The Shadow Lord is summoned to Idris Tower by the high priestess. She informs him that Idris is tired of his inaction and wants to see the elves' blood stain Drax Tallen's walls. For this reason, he must awaken his special troops and lay siege to Drax Tallen, and conquer it before spring comes. The Shadow Lord leaves for Aeleris Pits burning with rage. (See Va. 7, Va. 15.)
What This Means: Idris has sensed that something is not in order with the Shadow Lord and wants to annihilate the elves before anything could undo Her plans. The Shadow Lord obviously resents being constantly controlled by Idris this way and fears that She could possibly discover his secret plan and spoil it. For this reason he has decided to obey the orders, albeit slowing a bit the operations.

Nuwmont 25, AC 1016: Economic Reform.
Location: City of Aaslin, Kingdom of Notrion, NACE, Bellissaria. AS
Description: After discussing Notrion's economic troubles with his advisors and the NACE Council, Corydon has drawn up a plan of action and decrees that the kingdom must become more reliant upon itself. Gone are the days of the old empire; now, Notrion must adapt. With the demand for grain gone, Notrion must diversify its way of life. He suggests that farmers begin farming other types of crops such as fruits, vegetables, and even cotton, and also recommends the implementation of herding animals such as cattle, pigs, and sheep. (See Nu. 10; Va. 7.)
What This Means: After lengthy discussions with the council it has become apparent to Corydon that the NACE can provide little relief. The council lacks the authority to order acceptance of grain in other Bellissarian kingdoms, and it lacks the funds to subsidize the Notrion farmers. Corydon sees this as a travesty as Bellissaria has long held a reputation of being an agricultural giant, reputation that has come back to haunt Notrion.
The Notrion king has to take charge of the situation himself. With grain in such abundance, meals in Notrion consist mostly of grain derivatives. Corydon himself loathes the monotonous dinners that are put before him, so he can appreciate even minor additions such as fresh fruits. Corydon and his advisors feel that other crops will warrant other kingdoms to want them.

Nuwmont 25, AC 1016: Missing in Action.
Location: City of Shraek, Kingdom of Blackheart, Floating Continent of Alphatia. HW
Description: This day sees the arrival of the renowned hardball player, Risha, and her entourage. They are in town but a few hours before they begin inquiring about a group of adventurer types that may have been through the area within the last few months.
What This Means: Risha is in Shraek looking for her brother, Brodee. He and several adventurer buddies had travelled to Blackheart to make their fortunes and establish their names. However, Risha has not heard from her brother. Suspecting foul play, she has travelled to the dark kingdom to seek out her brother.
What the PCs Can Do: Risha may be a master on the hardball field, but she is out of her element in her search for Brodee in Blackheart. She may hire PCs to aid her in her search.
What has happened to Brodee is up to the individual DM. Given Blackheart's reputation, this could be linked to just about anything. Risha's profession as a champion hardball player could also come into play as her brother could be used to influence the outcome of an important game.

Nuwmont 26, AC 1016: A Gentleman's Wager.
Location: City of Blueside, Kingdom of Lagrius, NACE, Bellissaria. AS
Description: Amid the pomp of a socialite ball, several partygoers engage in a heated debate as to whose sailing yacht is the ablest vessel. Before spells are exchanged, onlookers intervene and offer a means to settle the matter: the men will race their yachts to prove who has the best ship. To seal the deal, they settle on a wager of 20,000 crowns to be pooled together to go to the winner; with seven vessels committed to the race, whoever wins will receive a hefty sum. Two participants, Dreximar and Zeraxim, make an added wager with each other: each places their favourite concubine slave as an added prize. News of this side bet draws even further attention from the local social scene. (See Va. 9, Va. 19.)
What This Means: This is a fairly typical display of Alphatian gambling and pride. From the numerous side bets, the crowd favourite is the magist Dreximar and his sporty yacht, The Sundowner. Another owner, Zeraxim, is nonetheless confident in his own vessel The Mayko and has a fare share of supporters. The other participants have little chance of a win, it is merely the excitement of the whole race that gets them involved.
What the PCs Can Do: PCs adept at sailing may find employment with the crews of any of the participants. PCs may also find themselves hired to spy upon other participants to evaluate the performance of their ships and crews, or even to sabotage other sailing vessels.

Nuwmont 27, AC 1016: Meditor Attacked.
Location: City of Minrothad, Minrothad Guilds. OW
Description: During a public appearance in the city of Minrothad, ruling guild master Oran Meditor and his entourage are suddenly attacked by a swarming horde of giant insects. Though a panic erupts among the crowd, the creatures do not attack anyone except Meditor and his guard. Attempts to dispel the creatures are unsuccessful, and though they are easily destroyed, they greatly outnumber the guild master and his bodyguards. As if that was not enough, the very city itself seems to come to life to attack Meditor, as stone arms and spikes jut out of the ground to join the assault.
The guild master's life is just barely saved by the timely intervention of a group of adventurers who come to his aid. After they help him dispatch the insect-like creatures, they present him with the struggling form of a human wizard, Murl of Vlaardoen, who they claim is the man responsible for the assassination attempt. Meditor thanks the adventurers profusely, and rewards them. Meanwhile, he orders an immediate investigation into the latest attempt on his life. (See Ya. 18, Ya. 25.)
What This Means: Murl of Vlaardoen is an earth elementalist from Glantri, who has tried to kill Meditor in the past. This latest attempt found him summoning a horde from the Elemental Plane of Earth (see Rules Cyclopaedia or Mystara Monstrous Compendium) while at the same time using his powers over earth and stone to assist the attempt. Unfortunately, a group of adventurers had infiltrated Guild Corser (which employed Murl) weeks prior to the assassination attempt, in order to find out the identity of the assassin. After a few days with Meditor's investigators, Murl will readily admit his culpability in the matter, as well as that of Hildric Vendor, head of Guild Corser. Vendor will deny his part, but the evidence against him is substantial, and he will be tried and executed according to Minrothaddan law.
What the PCs Can Do: This event corresponds to the adventure In The Ruling Guild Master's Service from Gazetteer 9: The Minrothad Guilds. If you have already run that adventure or otherwise exposed/removed Murl of Vlaardoen in your campaign, feel free to substitute another equally evil wizard assassin in his place.

Nuwmont 27, AC 1016: Caught!
Location: Dominion of Polakatsikes, Heldannic Territories, Meghala Kimata Plains. DV
Description: One of Mivosia's spies, while in a tavern, makes reference by accident to the names of several prominent Mivosian citizens in a conversation. This, and his poorly-concealed Mivosian dialect, tip off his fellow patrons that he is not all that he seems to be. He is grabbed by several patrons, while another goes out to summon a group of patrolling Heldannic Knights. Within minutes, the man is dragged to the offices of Wolfgang Stemmel, Governor of Polakatsikes. After a brief interrogation session, the man is executed, and his body is disposed of quietly. Herr Stemmel orders an investigation of the incident, and places his top soldiers on alert for other spies. (See Nu. 10; Va. 15, Va. 21.)
What This Means: The Mivosian spy in question was not careful enough about maintaining his cover, and he gave enough away that some men who were loyal to the new rulers of the city-state were able to catch him. The authorities in Polakatsikes will now be more alert for spies, and they now know of the city-state of Mivosia, as well as its location. More spies will be caught during the next few weeks.
What the PCs Can Do: If the PCs are with the knights, they might be able to interrogate the prisoner, in which case they will learn what the knights did - that the man in question was a spy from Mivosia, which lies hundreds of miles to the northwest, along the Meghalo Fithi River.

Nuwmont 27, AC 1016: Don Claudio Disappears.
Location: Bosque de la Sombras, Baronía de Saragón. SC
Description: Don Claudio de Tolón, baronet of Montejo in Saragón, goes missing with his hunting party on the outskirts of Bosque de la Sombras. His retainers at Montejo immediately send out a search party. It does not return either.
What This Means: Bosque de la Sombras is quickly developing a deadly reputation. It has long held to be haunted, but no one really took its reputation seriously-it was just used as a tale to scare naughty children. But now, with the disappearance of Kalil, the Archdruid of the Savage Baronies, last month, and now Don Claudio, people are taking the old tales much more seriously. Barón Balthazar doubles his patrols along the forest's border and personally takes over the administrative responsibilities of the baronet of Montejo.

Nuwmont 28, AC 1016: Vertiloch Islands Secured.
Location: Vertiloch Islands. AS
Description: North Vertiloch and South Vertiloch are both secured by the NACE. Some dangerous animals and a few monsters are encountered in the hills, but they don't pose any serious threat to the trained troops. A military fort is to be built on each of them, but the council is also considering the possibility of allowing settlers in. (See Nu. 3, Nu. 16; Va. 12, Va. 20.)

Nuwmont 28, AC 1016: New Magical Precepts.
Location: City of Andaire, Kingdom of Jafilia, Floating Continent of Alphatia. HW
Description: With the advancement of Aspalinth's experiments, and the numerous reports on how magic works in the Hollow World and in Alphatia that were submitted to the council, Empress Eriadna decides to open the files to all aristocrats within Alphatia. She also announces a reform of the magic teaching system, with promising students spending one academic year in the outer world and becoming dependent on the mnemonic minerals. A first group of students is scheduled to begin this new training this very year. (See Nu. 3, Nu. 4; Va. 16, Va. 25.)
What This Means: This experimental training technique is designed to bypass the limitations imposed on spellcasting in the Hollow World, thus preventing the gradual utter destruction of the magic-based empire. A diplomat is immediately sent to the outer world by way of the Sundsvall Maelstrom to arrange for the availability of a school and of enough mnemonic mineral potions in extremely short notice-Empress Eriadna requests that the students begin their year at the usual date of Thaumont 15.