EVENTS: FYRMONT

First Week

Fyrmont 1, AC 1016: Even Shamans Make Mistakes.
Location: City of the Stars, Shadow Elves' Territories. OW
Description: The shamans put a "low level" soul crystal in the special niche of the Chamber of the Spheres, in order to produce a radiant soul crystal, but it soon shatters like broken glass. (See Ya. 18.)
What This Means: Only "high level" soul crystals can be strengthened using the Chambers of the Spheres, all other crystals are too weak to undergo the treatment.
News of this accident is restricted to the radiant shaman and her most trusted advisors. Should the younger shamans (or worse, the shadowelf population) learn about it, there would be long discussions about the true nature of soul crystals.

Fyrmont 1, AC 1016: The Crones' Prophecy.
Location: Crones of Crystykk's Abode, Western Bay Marches. NW
Description: In desperate need to know how to act for the behalf of Norwold, Ericall decides to consult the mysterious seers known as the Crones of Crystykk, who dwell in a secluded mountain cave nearby the Duchy of Chitine (northwest of Leeha). Accompanied by Ney (Ericall's general and Duke of Chitine) and Madiera (Ericall's magist, who teleports the group there), they enter the old seers' abode and confront them. After proving their trustworthiness and bravery, Ericall asks for their help to divine out what will happen to Norwold. The three crones answer with a sibylline prophecy:
"Four plagues on Norwold will descend,
Before the new year be close at hand.
First the sky will fall deadly near,
When wings of doom will teach you fear.
Then the traitor will play his tricks,
Thrusting you in the bleakest of Pits.
For third the knights whose swords are swift,
Will make you taste utter defeat.
Last will come the red disease,
Endlessly floating across the seas.
And misery shall then have thee,
Until the black skull's fire
By gallant hands unlit will be." (See Fe. 24; Am. 1, Am. 2.)
What This Means: The Crones of Crystykk have just prophesied the future of Norwold, albeit in a rather obscure way; this is certainly not what Ericall had hoped for, but alas he cannot get anything better from the three ageless sisters.

Fyrmont 2, AC 1016: Breakthrough in Alchemos.
Location: City of Alchemos, Kingdom of Meriander, NACE, Bellissaria. AS
Description: The magist Drulivia, former queen of Meriander, announces the development of a new liquid for use in submersible construction. The fluid is said to be able to insure a suitable watertight seal and is dubbed Drulivia's putty. (See Fe. 18, Fe. 21; Fy. 10, Am. 5.)
What This Means: The fluid is a big breakthrough for Drulivia and the NACE. The material's development was started years ago by the magist Bordicar for use in his submersible designs. Since her abdication in AC 1013, Drulivia has been working on its completion and after years of sporadic research, she has finished it. She then contacted Xerathis, who is leading the effort to finish The Torpin. The thick fluid is to act as a sealant for hatches and vision ports: there are already existing rubbery materials for this, however they tend to leak at extreme depths and through heavy use. This new sealant has the advantage of being easy to apply in its liquid form, then cures into a semi-hard rubbery mass. Its fluid state at application insures uniform coverage and strength, and lessens the chances of leaks and is thus a great improvement over current usage of treated skins and raw rubber.

Fyrmont 3, AC 1016: Horrors from the World Mountain.
Location: Plain of Grass, Ethengar khanates. OW
Description: Undead attacks have been on the rise in regions surrounding the World Mountain. Notably, on this day, the Sliktor orcs, long since thought to have died out, return. They have succumbed to the horrors of the World Mountain and been transformed into zombies and ghouls. They pour out onto the Plain of Grass and attack helpless Ethengars. (See Fl. 11.)
What This Means: The Evil Spirits of the Spirit World are starting to become more active, now that one of their own (in the body of Manghai) has gained power in the Prime Plane.

Fyrmont 3, AC 1016: Emissaries Reach Underocean.
Location: Town of New Smaar, Sea-Kingdom of Underocean. AS
Description: The Alphatian emissaries reach New Smaar and present their request. After a brief discussion with his advisors, King Juliast chooses Arantria, an Aquarendi, and several powerful triton cleric/mages as representatives. (See Kl. 24, Fe. 17; Fy. 19, Am. 4.)
What This Means: Arantria was chosen because of her status as a former council member and her ability to survive out of water. The cleric/mages were sent to show the Alphatians that the tritons have powerful spellcasters, in an attempt to impress the Alphatians with their command of both clerical and magical powers.
What the PCs Can Do: The PCs, depending on their power level, could replace any of the delegates or be sent to guard them.

Fyrmont 3, AC 1016: Uldis Ponders His Nation's Future.
Location: Town of Gaudavpils, Kingdom of Littonia, Arctic Plains. NW
Description: King Uldis VI of Littonia summons his advisors to discuss various possibilities for his kingdom's future. News of events in the Old World has reached Littonia, through rumours and the Mystaran Almanac, and he realizes that his nation could benefit greatly if he were to somehow increase Littonia's links with the outside world. He raises the possibility of joining the New Alphatian Confederate Empire, hoping that joining it would bring investment and magical resources to Littonia. His advisors quickly dissuade him from doing so, arguing that there are many disparities in the NACE, with some regions being largely undeveloped. They also point out that Littonia has been an independent state for over 1,100 years, and the people are too independent-minded to acquiesce to a foreign power. Uldis realizes that this would not be the best move, and he resolves to find another way of bringing Littonia into the world. (See Sv. 12, Sv. 15.)
What This Means: Uldis honestly wants what is best for his people, and he thought that joining a major power would bring Littonia into the family of modern nations. Lying north of Norwold, Littonia has been isolated from most events in the Old World-few nations outside of those in Norwold know it even exists. A cold, distant land, Littonia wants to increase its contacts with other nations. Uldis's advisors know what happened to Qeodhar when it joined Alphatia-it remained a cold, forgotten island. They know a similar thing would happen if Littonia joined the NACE.

Fyrmont 3, AC 1016: An Informal Investigation Committee.
Location: City of Corisa, Milenian Empire. HW
Description: At Senator Krameos's urging, several prominent members of Milenian society gather at the baths to discuss matters. Present are Senator Tibernos, High Priest Dagos, High Priestess Helentia, Tassia Red-Hair, General Tythus, Xanthipon, and High Magus Amnethon. After the mages Xanthipon and Amnethon cast a series of spells on the room, Krameos speaks to the gathered. He tells them of the odd behaviour of Advisor Dionios, and that, like them, he has initiated his own investigation. Krameos suggests that they pool their resources and findings. (See Kl. 6, Fe. 13; Fy. 24, Am. 5.)
What This Means: Using his extensive network of informers and spies, Krameos has turned up much information on the Materan effort. His sources have also uncovered several other prominent figures that are also investigating matters. With some of his leads going into the Acropolis itself, Krameos sees the need to call upon others. Using his resources, he has sought out powerful allies and called them to meet.
Those present have differing motives for the investigation. Several, Krameos included, have desires for the imperial throne. However none of them wish to see the empire harmed; in fact, those with imperial ambitions see the matter as a way to increase their own prestige. This meeting will be but the first of many to swap information on the matter. As is, most do not entirely trust each other yet.
What the PCs Can Do: PCs previously hired to investigate the matter may be present to offer testimony. Likewise, PCs may be hired to start a new series of investigations. Or the PCs may be hired by the Order of Matera or other parties to investigate why some of the empire's notables are seen meeting in private.

Fyrmont 4, AC 1016: Thyatis Establishes Waystation.
Location: Eastern Thanegioth Islands, Sea of Dread. OW
Description: A group of three small Thyatian war galleys land at the westernmost island in the Thanegioth Archipelago, disgorging their troops. Over the next couple of hours, the troops fan out over the island, surveying it for any possible threats. Afterwards, they report back to their ships, saying that the island does not appear to be inhabited, but it does appear to have good soils and fruit-bearing trees. The expedition commander deems this island safe, as well as potentially valuable as a waystation, and he orders the ships to be unloaded of their supplies. He also orders one-third of the crew to remain behind to begin construction of interim facilities. With that done, he and the remaining crew set sail for Thyatis that evening. (See Kl. 20, Fe. 18.)
What This Means: Since the signing of the Kastelios-Thyatis Accord of AC 1016, Thyatis has recognized that there is a definite need for a waystation, midway between Thyatis and Kastelios, where Thyatian ships could restock essential supplies and undertake repairs as necessary. This island had been known to the Thyatians for a number of years, but only with more recent developments has the idea of establishing any sort of presence here been feasible. This waystation will also serve the Thyatian efforts to fight off the Twaelar, as well.

Fyrmont 6, AC 1016: Clash in the Lowlands.
Location: Smaggeft Road, Kingdom of Rockhome. OW
Description: The allied forces, having managed to push their way through a mountainous ambush and a fortified, goblinoid occupied village, are making their way steadily through the Klintest Lowlands. Today, on a plain midway to the city of Smaggeft, they have an engagement with the goblinoid forces of Psa'gh and Mokamet-Qadi. The gnollish cavalry, formerly very effective against the dwarven infantry, has its edge dulled by the opposing cavalry of the Darokin legions. The battle ends after a few hours with the routing of the goblinoid army.
The allied forces pursue the retreating army all the way to the city of Smaggeft itself. (See Ya. 14, Fe. 22; Am. 2.)
What This Means: This is the first real demonstration of the usefulness of the Western Defence League forces. The Darokin cavalry are able to keep the gnollish cavalry at bay, while the dwarven archers, backed by halfling slingers and bowmen, keep the boulder-tossing giants pinned down. The dwarven and Karameikan infantry are then able to engage the predominantly kobold infantry, and are able to force the opposition into retreat.

Fyrmont 6, AC 1016: Knights Engage Raiders.
Location: Six days' ride from Outpost of Vanya's Rest, Aryptian Coast. DV
Description: Following the winding trail left by the raiders, the Heldannic Knights are attacked by the Meghaddara. The battle is short as the Meghaddara use hit and run tactics before falling back into the wilderness. The knights regroup and pick up the trail again. (See Fe. 26, Fe. 28; Fy. 27, Am. 2.)
What This Means: The Meghaddara raiders have been aware of the knights' presence for the past three days, and laid down a visible trail to lure the knights into a trap. Their goal was to first wear down the knights and then bring them into a favourable area for an ambush. The Meghaddara then halved their numbers, one half would continue to harass these knights using hit and run tactics, drawing them further away from their home garrison, while the other half would return to the lands surrounding Vanya's Rest and continue the raids against the farms.
What the PCs Can Do: Any PCs with the expedition are pretty limited in terms of what they can do, except to bolster the knights against this first encounter.

Fyrmont 6, AC 1016: The Dragonlord Rests His Legs.
Location: Barony of Hopeland, Wyrmsteeth Mountains. NW
Description: After a week of avoiding dragon ambushes and following a difficult trail throughout the Wyrmsteeth Range, the Dragonslayers led by Kelter Zerben arrive in the outskirts of Hopeland, just in time to help Lord Ernest Day, the local baron, repel a pair of great black dragons attacking a small village in the foothills. The baron thanks the group after disposing of the two beasts, and invites them to stay at his home, Castle Daylight, in the capital city of Friedenburg, as long as they wish. The group gladly accepts and enjoys the stay, while getting more information on Baron Jax and his dominion, Dragonard. (See Fe. 15, Fe. 27; Fy. 20, Fy. 23.)
What This Means: Baron Ernest Day is a bold, fair man who has learnt to hate dragons after his arrival in Norwold. He is a devout follower of Bemarris and so he heartily offered shelter and solace to a group of kindred dragon slayers. He will protect and help them the best he can, and he will see that no harm comes to them as long as they remain in Hopeland.

Fyrmont 7, AC 1016: Assassination in Wendar!
Location: Korrigan Forest, Kingdom of Wendar. OW
Description: During the celebrations for the Adàn Dainyàs (Land Reborn) festival, King Gylharen's royal procession is suddenly targeted by deadly volleys of arrows and spells coming from the tree branches. In the confusion that follows, Beasthunter throws himself in front of Gylharen to protect him and escorts the startled king into a safer place, while the royal guards try to catch the assailants. Gylharen is beginning to heartily thank his saviour when Beasthunter treacherously impales him on his sword, cutting his head to finish him off.
But Beasthunter's joy is brief, for a loud cry echoes in the forest when Bensarian discovers the grim scene. Beasthunter gives the sage a puzzled look, but when guards start popping out of the bushes with killer looks on their faces, he understands there is no time for explanations. The Long Runner clanmaster teleports away before the guards can catch him, leaving behind a shocked Bensarian in deep commotion. (See Kl. 24, Fe. 4; Fy. 14, Fy. 16.)
What This Means: Bensarian's plan worked out just fine. His assistants' spells and arrows worked as a diversion to allow Beasthunter to take away Gylharen without arousing suspicions. Then, after the elf killed the unsuspecting wizard king, Bensarian revealed his deed to the guards, faking his shock and deep commotion at the event. Now all Wendarians will know of Beasthunter's crime in a matter of days, and Bensarian has still got some aces up his sleeve.
What the PCs Can Do: Participate in King Gylharen's assassination, although they won't be boasting about it afterwards. At this time, they have a slight chance to discover Bensarian's lies, but it is a remote one.

Fyrmont 7, AC 1016: Discussions Start in Alpha.
Location: City of Alpha, Kingdom of Alpha, NACE, Southern Bay Marches. NW
Description: All the rulers of free Norwold (including ambassadors from the distant northern lands of Kaarjala, Littonia and the Foresthomes) gather in the council room of Ericall's castle to discuss the future of their countries. Ericall explains them that the Heldannic Knights are slowly advancing and reconquering the southern independent holdings that revolted last year and will likely soon threaten Oceansend again. He admits that the knights' army far exceeds the power of any of their own warbands, and that the only possible way to stand in the knights' way (now that Alphatia is gone, and with the NACE not sending any help) is to join together in a defensive alliance.
Using their combined military forces, continues General Ney, they will be able to oppose the Heldannic Knights without loosing too much terrain, finally forcing them to accept the superiority of their league and leaving their dominions free from the knights' hands. However, they all must accept this treaty, for showing uncertainty and disorder to their enemy could bring their downfall.
Madiera then explains everyone the nature of the planned league: all the nations belonging to it will be obliged to help each other in case of invasion by a foreign force, by sending troops to repel the invader without striping their nation's defences bare. Also, all the nations will be forced to respect each other and remain in peace with one another. Any breaking of this rule will result in the attacker's immediate expulsion from the league and the following reprisal from the other members. The lords will not be obliged to send soldiers in case a member of the league attacks a foreigner, however. Finally, an overlord will be named each year to be placed in charge of guiding the common troops of the league. A heated debate follows and lasts the whole day long. (See Fe. 20, Fe. 24; Fy. 8, Fy. 9.)
What This Means: As expected by Ericall and his counsellors, not all the rulers are willing to give up their freedom and be obliged to follow a single ruler, as many of them have personal quarrels that still carry on to these days. King Ericall, though still nominally considered an overlord by some of the rulers, has explained that he cannot protect his loyal nobles anymore after the fall of Alphatia (as the past years showed) and so he now proposes them all to join their forces in a common league as peers. However, time and old rivalries play against this coalition.
What the PCs Can Do: Obviously, if the PCs are nobles ruling their own dominion in Norwold, they will be invited to take part in this meeting and voice their opinion. At the end, they can choose whether to join the alliance or to remain independent, and maybe face the knights by themselves!

Fyrmont 7: Slaughter in Wyndham.
Location: Near Village of Bexley, Kingdom of Bellayne. SC
Description: A group of Bellaynish militia assaults a nomad camp in the Wyndham Marches. The nomads are taken by surprise and slaughtered. This is the fourth such massacre in the last six weeks. The situation in Bellayne is beginning to get seriously out of hand. (See Ya. 3, Kl. 17; Am. 1, Am. 12.)
What This Means: This is the practical effect of the laws promulgated by James II on Klarmont 17. Many townspeople in the border regions are beginning to arm themselves and form citizens militia to combat the nomads. For their part, the nomads are also banding together to protect themselves. The people of the Wyndham Marches and Penwick support them for a variety of reasons: for some it is that they find common ground with the nomads and for others it is their dislike of Bellayne's new monarch.

Second Week

Fyrmont 8, AC 1016: A Meeting of the Jarls.
Location: Town of Østmark, Kingdom of Qeodhar, NACE. AS
Description: Today a gathering of jarls takes place, on the subject of the continued repression of the Antalian inhabitants of Qeodhar by their neighbors. Soon, a general consensus is reached-if the Antalians are to live freely in their own homes, they must fight back, and take what is being denied them. Messages are sent to every Antalian community-arms must be gathered, and able-bodied people trained in the arts of battle. (See Kl. 10, Fe. 14; Am. 18, Sv. 15.)
What This Means: Since the arrival of Harald's people, several other groups of refugees have come north and east. All of them shared tales of being forced from their homes, and being treated poorly. Realizing that there was nowhere else they could go, the jarls called this meeting to discuss their options.
What the PCs Can Do: PCs who are present may find themselves carrying messages to the various communities, or they could be working for Norlan, keeping watch on the Antalians, and reporting back to him of their plans.

Fyrmont 8, AC 1016: Norwold Confederacy Founded.
Location: City of Alpha, Kingdom of Alpha, NACE, Southern Bay Marches. NW
Description: The discussions have finally reached a conclusion with the majority of the rulers backing King Ericall's proposal in the final vote. All nobles are then invited to sign the treaty which establishes the foundation of the Norwold Confederacy with an impartial and renowned champion of freedom and justice, Ethendril h'Caramore, a renowned travelling paladin of Norwold, as its current overlord.
As expected, not all of the lords join the confederacy and among these a big surprise comes from King Sieger von Duwn, who boldly announces he will stand against the knights on his own, should they be so brave to challenge his dominion.
Among those who politely decline the invitation are also the ambassadors of Littonia and Kaarjala (both nations located north of the Landsplit river), who state that their rulers do not want to meddle in the affairs of lower Norwold for now.
The Foresthomes' elves refuse to enter the league as well, even though Quillan Elm-Grower, on his behalf and that of Zoltan the White, assures Ericall that all those clans loyal to both of them will be ready to defend "their lands" should the need arise.
Also refusing to share in the alliance are the barons living north of Oceansend (Dikhoff, Sixx, Fergus, Maximus-a.k.a. the Warring Baronies), who accuse one another of being in league with the Heldannic Knights or being a Thyatian spy; after their demand to arrest and imprison their rivals is refused by the members of the league, they exit the castle, severing all ties with the confederacy members.
Also not in the league is the self-styled Baron Alak Dool, who has already been declared a traitor after the Great War and has founded a rogue dominion nestled in a small valley among the Wyrmsteeth Mountains. The lords of Two Lakes Vale (Sir Maltus Fharo), Wyrmhart (Lady Maximilian) and Ersenbal (Count Martigan) just did not reply to Ericall's call, so they are technically out of the confederacy as well.
Finally, the lords of Ironwood, Moonland, Dag, Stamtral and Vyolstagrad (a.k.a. the Free Baronies) refuse to join the confederacy, explaining that their geographical position puts them too far from the other members of the alliance to benefit from it. They prefer to remain independent, although a friendly relationship of mutual respect will remain with the confederacy states.
Once the session is over, King Ericall, King Yarrvikson and Madiera immediately teleport to Oceansend to bring the news to the marching Heldannic Knights, hoping to stop or at least slow them while the armies of the allied lords of Norwold are assembled for war. (See Fe. 24, Fy. 7; Fy. 9, Fy. 10.)
What This Means: Ericall and the other lords do not want to be assimilated by the knights, yet they also refrain from calling out to the NACE for help. They want to remain as much free as possible and refuse to return to the old days when they were obliged to obey Alphatia's will. The Norwold Confederacy is at the moment the only means they have to defend themselves without losing their freedom, trying also to be recognized worldwide as a real political entity not to be taken lightly.
Currently, the list of dominions and lords who adhered to the confederacy consists of (in order of importance and rank): Ericall (Kingdom of Alpha), Olaf Yarrvikson (Kingdom of Oceansend), Shaedrik Divotfoot (Shires of Leeha), Ney (Duchy of Chitine), the Black Duke (Duchy of Ossian), Celia (Marquisat of Panteria), Beriak (County of Draken), Shuren (County of Kameloth), Brogahn (Khanate of Ublaat-nor), Ulf Karlsson (Theocracy of Odinia), Longtooth (Barony of Latela), Ernest Day (Barony of Hopeland), Allisa Patrician (Barony of the Free Plains), Quentin Jax (Barony of Dragonard), Adik de Chevas (Baronie de Chevas), Arcadius (Barony of Arcadia), Diablerus I (Barony of Redhorn), Quillan Elm-Grower (Barony of the Elms), Winnefred of the Lake (Barony of the Lake), Bardeen Longwalker (Jarldom of Nordenhafen) and Shebb Woolsey (Barony of Shebb).
What Ericall and his loyalists have not taken into account is that some of the lords who joined the alliance have their own hidden agendas and allies, and may be ready to backstab their unsuspecting allies of the confederacy when the time will be right.

Fyrmont 8, AC 1016: Troops Revolt.
Location: City of Haldemar, Kingdom of Alphatian Neatharum. HW
Description: Troops assigned to guard the governor's keep turn on their liege and storm into Ezreilla's private rooms, taking her prisoner. Commander Trikard assumes rule of Haldemar and quickly proclaims a state of martial law. Later in the day, a skyship lands. From it emerge additional troops and representatives of Empress Eriadna who take Ezreilla into custody and place her in the skyship. Leaving the kingdom under the temporary rule of Trikard, the skyship departs for Alphatia. (See Ya. 1, Kl. 20; Ka. 15.)
What This Means: News of the executions and Ezreilla's part in them has reached all the way to the imperial palace. Such mishandling of such a trivial matter has given Eriadna cause to remove her from her rule. Ezreilla's troops prove themselves willing accomplices in her removal. Had the Empress not contacted them earlier they probably would have avenged their comrades and overthrown Ezreilla.

Fyrmont 9, AC 1016: Kidnappings!
Location: Dominions belonging to the Norwold Confederacy. NW
Description: Throughout all the nations of Norwold who joined the confederacy, the seneschals and the most important generals are reported missing today (including Ericall and Sieger von Duwn's seneschals-although the last one does not belong to the confederacy). After some investigations, in each of the vanished people's bedchamber a scroll is found, bearing a simple line in both Heldannic and Alphatian: "If you want him (or her) back, come to the Dragon River's mouth on the midday of the 16th of Fyrmont." No other sign or trace has been left, and any attempt to magically detect their location fails miserably. (See Fl. 21, Fy. 8; Fy. 16, Sv. 28.)
What This Means: The Black Duke is at work. Spies and doppelgangers working for him have skilfully gagged and teleported to his castle the missing seneschals, taking them by surprise in the middle of the night. The duke has provided them with an amulet of teleportation and has personally arranged to imprison the seneschals in a special area of his castle that is immune to any magical scrying or telepathic bond. The duke sent away his minions a month and a half ago to wait for this kind of opportunity, and now he knows that he has seriously hindered the preparations for war.
What the PCs Can Do: If the PCs are Norwold lords they will probably be caught completely by surprise. They won't be able to locate their seneschal, and they will experience firsthand how hard (and stressful) it is to handle the daily matters of their dominion. If they work for a Norwold lord, on the other hand, they could be the target of the kidnapping attempt, and will have to watch their back or that of the local seneschal in the future.
Also, if they were spying on the Black Duke's moves, they could suspect he is behind the kidnappers-and maybe warn the lords just in time. However, it will be very difficult to prove the duke's involvement, since he too joined the confederacy and, like the other rulers, he too reported his seneschal missing (he had him kidnapped as well to avoid suspicions). The only possibility for them now would be to sneak into the Black Duke's castle and find the prisoners-a difficult and dangerous mission.

Fyrmont 9, AC 1016: Breaking a Siege.
Location: Town of Buenos Viente, Baronía de l Grande Carrascal. SC
Description: After a few weeks of siege of the gnollish sacred place by the goblins, supplies are getting low and the gnolls make a sortie on that sunny day, forcing the goblins to fight at a disadvantage. Signalling to gnollish units without the town, they crush the goblins caught in between them and are able to break the siege on one side of the town. After the initial surprise, the goblins retaliate though, and hold their ground but are unable to drive the gnolls back. (See Ya. 16, Kl. 25; Fy. 21, Fy. 22.)

Fyrmont 9, AC 1016: Returned from the Dead.
Location: Confederate Capital of Ionace, NACE. AS
Description: The city's garrison cries out that skyships are approaching; as they come closer, they prove to be flying the flags of the kingdom of Randel. The vessels halt and hover just out of range of the city's air defence batteries. Minutes later, a squad of Randel aerial marines and a trio of high-ranking officers, magically appear in front of the council hall.
The trio leaves its accompanying troops behind and enters the council hall. The council is in hushed silence as they recognize one of the three for who he is. In the silence, Czekostrine bows before the trio briefly, then rises. Turning to the council, he announces the arrival of King Verothrics, their candidate to rule the Randel settlers.
Verothrics then addresses the council, stating that he is here to assume rulership of the Randel settlers in Notrion and to guarantee their rights. Verothrics responds to the question of where he has been that, like the settlers, his battle group had been moved to rear areas pending the assault upon Glantri-instead of Notrion, they were heading back to Randel. When Alphatia sank, he and his troops proceeded to the continent of Skothar where they established a stronghold to work from to build a new Randel.
The council recesses for the day to ponder the matter, stating that they will reconvene the following morning with a decision. They make the necessary arrangements for Verothrics and his accompanying troops to be fed and bedded down for the night. (See Fe. 16, Fe. 28; Fy. 9 Fy. 11, Fy. 12.)
What This Means: Verothrics was the king of Randel prior to the Great War; as customary for that kingdom, he assumed a command position during the war, as leader of a battle group. When Alphatia sank, Verothrics was assumed to have perished and his eldest spellcasting daughter, Junna, assumed the throne in Randel.
With Alphatia gone, Verothrics decided against heading for the Isle of Dawn, the Alatians, or Bellissaria; instead his group would land elsewhere and establish a new kingdom of their own. Norwold and Esterhold were the two most likely locations; since the latter lands were closer, they chose to settle there. They never made it to Esterhold, as their supplies were rapidly depleted, but landed far to the south and established a settlement there.
Unlike the settlers in Notrion, Verothrics's battle group fared badly in their attempts at forging a new kingdom. The land was not as gracious to their farming efforts and the local humanoids were a constant menace. Also, they lacked the labour force of Thyatian prisoners. The years since had been difficult for Verothrics and his men.
In AC 1015, Czekostrine discovered and established contact with Verothrics via magic. Thus he learned of Alphatia's survival in Hollow World and of the settlements in Notrion. Since then, there has been talk of Verothrics and his troops coming to Notrion. Though preparations were under way for this, the recent events in Notrion have moved up the timetable to now.

Fyrmont 9, AC 1016: Doom of the Burrower.
Location: Kingdom of Gaity, Alatian Islands. SD
Description: Sneaking past the defences set by the burrower on its new Gaity lair, Dromedon reaches the ugly beast and confronts it for the second time. This time, Dromedon is at an advantage as the annelid couldn't heal the wounds made by Fiendslayer in their first encounter, though he also knows that this time he cannot retreat to a friendly place if he is himself injured, so it will be a fight to death.
The great annelid attacks Dromedon with a mix of mental, magical and physical assaults, some of which the former king is able to withstand unharmed, but some attacks get through the magical defence of his artifact and he is badly wounded. Meanwhile, Dromedon wields Fiendslayer with fury, and on several occasions harms the spawn of entropy with tremendous blows that rip through the creature's hide and open huge, painful wounds that shall never heal.
After a hours-long, strenuous fight, both man and beast are covered with scars of battle, strained with blood and gore, and exhausted, yet neither has the upper hand. Then Dromedon seizes an opportunity to inflict another blow, and activates the artifact's ultimate power, and the burrower is banished from Mystara. However, a weakened Dromedon fails to resist the power activation's effect, and dies instantly, his life-force sucked into Fiendslayer. (See Fe. 10, Fe. 18; Fy. 14, Fy. 22.)
What the PCs Can Do: If Dromedon has been replaced by a PC, there are two broad options at this point:
The PC survives the artifact's activation. In that case, he or she probably becomes a great hero of the NACE and beyond, all the while gaining the eternal enmity of Thanatos. The PC may become an important figure in the NACE, maybe becoming the ruler of Aegos, or, who knows, replacing Broderick as commander in chief of the military. It is also possible that the PC is well on his or her path to immortality at this point.
The PC dies like Dromedon. Though this may seem an end for this PC, it may not be: the PC may have been absorbed within the artifact, just like at the time of its original creation, and then who know what could happen to the preserved soul in the future?

Fyrmont 9, AC 1016: Defects Is Another Word for Defeat.
Location: Town of Buenos Viente, Baronía de l Grande Carrascal. SC
Description: As the sun sets on El Grande Carrascal, the goblins of Garok's horde redouble their efforts to restore their siege of Buenos Viente. The hit-and-run attacks against the gnolls are not enough to break the bridge though, as Marshal Vupilor Watak makes sure that the corridor does not collapse under the assaults.
After several hours of on and off battles, many gnolls from various tribes turn on their brethren and their Long Legs officers, slaughtering many, and integrate Garok's horde. The goblin horde and its new turncoats resume the siege of Buenos Viente; few supplies have been brought to the town during the short respite. (See Ya. 16, Kl. 25, Fy. 9; Fy. 21, Fy. 22.)
What This Means: The gnollish defectors are opponents to the new way of the gnolls that mimics the humans', and are especially opposed to the worship of Pflarr. Many of them are followers of Karaash, whose following among the gnolls has been eroded in the past few years, prompting the Immortal to encourage the very creation of the humanoid horde.
What the PCs Can Do: Gnoll PCs may discover about the plan by the followers of Karaash and other gnolls opposed to the way of Pflarr and the Hutaakans' prominence, and try to inform the marshal and her officers about the upcoming defections. Though this will not prevent the defections and subsequent resuming of the siege, due to the diffuse nature of anti-Pflarr feelings rather than an actual organized rebellion with clear leaders, this will save many lives and probably allow the PCs to get them the attention of the marshal.

Fyrmont 10, AC 1016: Aquatic Mercenaries.
Location: Wavedasher Dome, Sea-Kingdom of Aquas, NACE. AS
Description: Queen Zynnia and Aquas military officers meet a group of armed merrow and tritons. After a brief meeting, including a light dinner, the aquatic troops depart the area. (See Fe. 21, Fy. 2; Am. 5, Ka. 1.)
What This Means: Well aware of its limitations at fighting underwater, the NACE has opted to enlist the services of merrow and tritons from around Aquas. Though they are mercenaries, the cost to employ them is relatively cheap thanks to the influence of Queen Zynnia, whose own mother is a mermaid.

Fyrmont 10, AC 1016: Oceansend Sighted!
Location: South of Oceansend, Kingdom of Oceansend, Tranquil Coast. NW
Description: After more than two weeks of marching, the massed force of Heldannic Knights, led by Wulf von Klagendorf, see the towers and spires of Oceansend, several miles to the north. With a great cheer, the knights rejoice, knowing that their goal is near. (See Fl. 19, Fe. 20; Fy. 12, Fy. 13.)
What This Means: The knights are on the verge of completing a second quest under the guidance of Herr Wulf, and they realize that if they succeed, the Heldannic Order could be restored to its former glory.

Fyrmont 10, AC 106: Prisoner Questioned.
Location: Agrisa Fort, Milenian Empire. HW
Description: A recovering General Zarkrios and several troops visit the female prisoner in her cell. They spend several hours trying to question her, but to no avail: though they use various languages, she sits in unmoving silence without even acknowledging her interrogators' presence. Frustrated, the interrogators temporarily abandon the questioning and leave the cell. (See Fe. 22; Am. 5, Am. 9.)
What This Means: Though the military is particularly interested in the culture that spawned these warrior women, they are not yet ready to utilize more heavy-handed means to gain the information. Being officers, they see torturing a woman as being ungentlemanly. Besides, such action is unneeded as magical aid is supposed to be coming from Corisa.
What the PCs Can Do: Spellcasting PCs may be hired, or dispatched, by the empire to Agrisa Fort to use their magics to pry the answers from the captive.

Fyrmont 11, AC 1016: New Kingdom Announced.
Location: Confederate Capital of Ionace, NACE. AS
Description: After a day's deliberation, the council decrees officially that the contested land in Notrion will be ceded to the Randel settlers; in exchange, the settlers will join the NACE. The new kingdom is dubbed Veroth in honour of its ruler. Surprisingly, the Notrion contingent is silent at the ruling. (See Fe. 28, Fy. 9; Fy. 12, Fy. 14.)
What This Means: Upon deliberation, the council has decided to grant in favour of the Randel settlers. To quell Notrion opposition, they have spoken to them prior to the announcement, pointing out that by joining the NACE, Veroth will be less likely to wage war against Notrion. Also, Veroth has the potential for being an ally in both trade and defence, a point that struck home as Randel and Notrion had traded heavily before the war.
What the PCs Can Do: PCs affiliated to Randel or with a military history can migrate to Veroth. Randel nationals living abroad that do not want to return at the moment may find themselves recruited as operatives. All they have to do is regularly report bits and pieces of information that they see during their travels, in exchange, they can count upon aid from other Veroth agents and a home if and when they choose to travel to Veroth.

Fyrmont 11, AC 1016: Legates Dispatched.
Location: City of Beitung, Kingdom of Ochalea. SD
Description: Having returned from their successful missions to Helskir and Westrourke and been rewarded by a pleased emperor, the Thyatian envoys are given a new mission: talks with Ochalea and the Pearl Islands. Throughout the last several years these rebellious domains have been negotiating with the empire, hoping Thyatis will recognize their independence. However, having severed their ties with the empire both kingdoms have seen their economies dry up as trade withered while banditry and piracy have increased, with neither king seemingly able to do anything about it. Both nations have a peaceful character, and are having difficulties grappling with their troubles (which Eusebius has secretly encouraged).
In addition, both Ochalea and the Pearl Islands are troubled by the growing power of the NACE in the region. Rumours that the NACE plans to conquer them next are widespread. With this backdrop, Eusebius proposes a meeting between his deputies and the rulers of the Pearl Islands and Ochalea, to be held in Beitung. (See Fl. 21, Fl. 25; Fy. 17, Am. 10.)
What This Means: Ochalea and the Pearl Islands are neither strong nor warlike enough to maintain their independence in the face of an expansionist NACE and a recovering Thyatis. While both nations are close enough to help each other, they are distant from other potential allies.
In addition, ever since declaring independence, the economies of both nations have suffered. The Thyatians have redirected trade elsewhere, and Eusebius has given covert support to bandits and pirates basing themselves in the island nations. As poverty and lawlessness increase, the once happy realms are on the brink of societal chaos, and people are becoming disillusioned with their rulers as the promised benefits of self-rule vanish. The thousand-year stability and comparative prosperity of life as a citizen of Thyatis are fondly remembered by many.

Fyrmont 12, AC 1016: Business Is Booming.
Location: Town of Threshold, Kingdom of Karameikos. OW
Description: Merchants in Threshold, particularly those that deal in outfitting adventuring parties, are experiencing a market glut. The town, always a hotbed of adventuring activity, has attracted even more prospective treasure seekers and glory hounds ever since the news of the Lost Valley. Over the past few months, many expeditions have set off in exploration of the mountains. Though most of the townsfolk are elated at the profits, Patriarch Halaran is not so sure that all is well. The adventurers bring with them many problems, ranging from a shortage of space to house them, to rowdiness and brawling in the town.
Mysteriously, the adventurer who originally brought the news of the valley has disappeared, without ever revealing its exact location. (See Kl. 9; Am. 14, Sv. 4.)

Fyrmont 12, AC 1016: Thyatian Strikes Escalate.
Location: Twaelar Merrow Empire, Sea of Dread. OW
Description: With the decoy ruse becoming less successful, the Thyatians shift their tactics once again, becoming more aggressive. Over the last several months the Thyatians have used a variety of resources (including casting speak with dead spells on merrow) to gain information about the Twaelar Empire, specifically discovering the location of some of the settlements that the Twaelar strike forces are operating from. Thyatian skyship detachments (divisions of 2 skyships) are used as platforms for surprise assaults against these settlements. Thyatian forces launch enchanted submersible platforms derived from the diving bells first used to explore submerged Alphatia [see Joshuan's Almanac, Fyrmont 25, p.229. Ed.]. These small submersibles are insulated against attack and equipped with a variety of weapons including lightning projectors that shoot ball lightning effects at their targets. (See Fe. 3, Fe. 20.)
What This Means: The war has definitely turned in favour of the Thyatians. Thyatis is not using crude mass tactics and suffering disproportionate casualties anymore; they have put their own magical and clerical assets to work on the problem, and are closing in on victory.

Fyrmont 12, AC 1016: Slave Ban Vote.
Location: Confederate Capital of Ionace, NACE. AS
Description: The council votes today on the proposal made by Favian Vern a month ago, which would ban slavery within the entire confederacy. Gratia, Zynnia, Aiklin, Ericall, Teskilion, Hubertek, and Corydon support Favian Vern's proposal. The representative of Arkan leads the cons, and is followed by the representative of Thothia and the three city-states of the Isle of Dawn, Norlan, Siaron Lagrius, Villiun, and newly-appointed King Veroth. The motion is rejected, and slavery remains authorized within the NACE, though many nations have banned it within their borders.
During that same council session, the council also rejects demands for troops to defend Alpha and its allies from the Heldannic Knights. The reasons given are the troubles in the south (in the Alatians), and the fact that the NACE does not wish to declare war on the knights; the fact that the Alphatian Artifacts' range does not reach all the way to most of Norwold, though not mentioned, probably influenced some councillors' votes. (See Fy. 9, Fy. 11; Fy. 13, Fy. 14.)
What This Means: Favian Vern knew he didn't have a majority, but he hoped for a tie which would give his friend Commander Broderick the deciding vote. Unfortunately, his plans failed because of the recent division of Notrion into two nations.

Fyrmont 12, AC 1016: The Knights Make Their Demands.
Location: City of Oceansend, Kingdom of Oceansend, Tranquil Coast. NW
Description: A small group of envoys is dispatched by Herr Wulf to ride to the main gates of Oceansend, and issue an ultimatum to the city. They demand the unconditional surrender of the city, and its recognition, for all time, of undisputed Heldannic dominance in the region. They also state that the knights will show mercy upon the city if it surrenders, but will give no quarter if it refuses these terms.
A representative of Oceansend's leadership responds from the battlements that the knights will have their answer tomorrow. (See Fy. 8, Fy. 10; Fy. 13, Fy. 15.)
What This Means: The Heldannic Knights realize that they are straining their resources by attempting to reconquer Oceansend so soon after recovering their powers, but they also know that it is an insult to their order's reputation as conquerors that such a large and important city as Oceansend should remain outside their sphere of influence, when it was once ruled by them. This is why they are taking a slightly more diplomatic tack by offering Oceansend the opportunity to surrender.

Fyrmont 12, AC 1016: To Huitlaktima.
Location: City of Chitlacan, Azcan Empire. HW
Description: Otziltipac's army, now doubled by reinforcements from Chitlacan, takes the southern road leading from the capital to Huitlaktima, the main stronghold of the followers of Atzanteotl.
Meanwhile, Chupicuaro's army has reached the city and is preparing its defences for an attack, bringing in available warriors from nearby towns and villages. (See Fe. 20, Fe. 21; Am. 1, Am. 3.)

Fyrmont 13, AC 1016: Oceansend Responds.
Location: City of Oceansend, Kingdom of Oceansend, Tranquil Coast. NW
Description: At dawn today a soldier of Oceansend, bearing a banner of truce, rides out from the main gates to meet the Heldannic forces assembled outside the city. After handing over a piece of parchment, sealed by wax, he rides back to the city. The document is sent to Wulf, who then reads it aloud to those standing around him.
The message is very brief, stating that Oceansend will never give up the freedom it has fought so hard to regain, and that the city will never willingly accept Heldannic rulership over the region. Also, should the Heldannic Knights invade Oceansend, they will have to face the retaliation from all the members of the newly founded Norwold Confederacy (a list of all the dominions in the league follows). After standing silently for a few moments, Wulf burns the document, and orders those around him to prepare to lay a siege. (See Fy. 10, Fy. 12; Fy. 15, Fy. 19.)
What This Means: Oceansend's King, Olaf Yarrvikson, fought hard last year to regain the city-state's independence from the Heldannic Knights, which conquered it in the years following the Great War. He is not about to surrender it to anyone, and hopes the reinforcements from the Norwold Confederacy will arrive soon.

Fyrmont 13, AC 1016: Ordana's Elves.
Location: Barony of Ironwood, Final Range. NW
Description: After two weeks of absence, during which he left the ruling of his barony to a council of clan leaders, Elarianthas Blackblade returns to his dominion and proclaims that the Faith of the Ancestors, the religion he created for the elves, is now headed by the Immortal Ordana. The news does not bring much reaction from the elves who follow that religion, as they expected that the pantheon would get a head some day. (See Va. 14, Th. 22; Fy. 18, Sv. 8.)
What This Means: Lord Blackblade made a pilgrimage to the southern continent, as far south as his magics could bring him, in search of the ancestral homeland of the elves where he hoped to find lost lore that would help him in his quest to make the foretold future of the elves come true. Although he never found it [the place was most likely destroyed after the Great Rain of Fire; after all the destruction brought by the cataclysm was enough to prompt the migration of the entire elven race, so there is little chance anything remains at all. Ed.], his quest brought him to a very ancient place of worship, a shrine to the Immortal Ordana. There, he fell into a deep slumber during which the Immortal appeared to him in his unnatural dreams, giving him clues, and more. Reinforced in his beliefs by the vision, he teleported back to his dominion to the other side of the world to carry on the tasks assigned him by the Immortal.

Fyrmont 13, AC 1016: Calling All Pirates!
Location: Barony of Caerdwicca, Thyatian Empire, Isle of Dawn. SD
Description: There is a sudden influx of migrants to the Barony of Caerdwicca, as pirates and rogues that had been living on the Alphatian isles and plying their trades begin to move in. Their homes have been taken over by Commander Broderick's forces, and they must find a new place to operate from. Uthgaard McRhomaag, ruler of Caerdwicca, has put the word out to all lowlifes that they are welcome in the ports of his domain, and they have answered the call. (See Nu. 16, Va. 12; Ei. 8.)
What This Means: Of course, all those pirates will have to pay hefty tithes to the baron in order to make use of his ports, so it is not as if this is hurting McRhomaag in any way. The fleet of ships under the baron's command grows ever stronger, and piracy in the southeastern Sea of Dawn will be at an all time high.

Fyrmont 14, AC 1016: The Most Miserable Place on Mystara.
Location: Town of Dubbo, Kingdom of Surshield, NACE, Bellissaria. AS
Description: Residents of the town of Dubbo are greeted by an unusual-and unwelcome-sight today. Early in the morning, dozens of characters straight out of Alphatian fairytales and children's stories emerge from the sea... and immediately start sacking the town and assaulting the people. The minuscule militia is unable to combat the threat, and people begin to leave in droves, heading out of the town limits. Oddly enough, the fairytale characters don't follow. (See Fe. 18, Fy. 9.)
What This Means: The storybook characters are in fact specially created golems, that once were part of a children's attraction on Gaity. They were deactivated following the Week of No Magic, and have been locked away in storage ever since. The chaotic magicks of the burrower has reactivated them, however, and has warped their original programming so that they now seek to destroy humankind, rather than nurture it.
They escaped the island weeks ago, in search of a new home. Now they plan on taking over Dubbo and remaking it as it suits them.
What the PCs Can Do: Surshield is an anarchy, and lacks a strong, organized military presence. There will undoubtedly be a need for adventurers to go and reclaim the city from the golems. This is a chance to have some fun and outright hack and slash adventuring, as the PCs face off against golems of every size and shape imaginable-all in the forms of characters they grew up hearing about as children! Though most of the golems are unintelligent, there may be a few with more developed reasoning capacities to thwart the adventurers.

Fyrmont 14, AC 1016: The Battle of the Three Lords.
Location: City of Jandak, Kingdom of Huyule, Hulean Empire. SC
Description: By a foggy morning, the armies of Rehmin, Hosadus, and Ustalam finally meet in the plains north of Jandak. As they rush from two different directions, the Hulean troops brought from Khuur are forced to battle the two groups at once. If at first the battle was engaged in an orderly fashion, it rapidly degenerates into a senseless carnage. Fog, mud and blood prevent the soldiers to distinguish allies from enemies as the three groups are opposed to one another. Mercy is neither asked nor granted. Charges of cavalry pit the swift nomadic riders against the heavily-armoured Grouzhinians or the sneaky humanoids raiders. In the air, dragons are opposed to flying barges full of skeletons and wizards, flashes of lighting are regularly seen as well as a multitude of fireballs and other magical niceties. The Hulean wizards unleash creatures of the darkest planes on the battlefield caring little about who they will destroy. The issue of the battle is uncertain until the horns and drums of the Huleans are clearly resounding on the battlefield. At first, mistaken field commanders among the nomads and mountaineers think that the Master is calling for retreat, yet the horns and drums are those of the elite Hulean forces back from Sind and northern Hule. Massive magical juggernauts and hordes of humanoids are added to the battlefield. The bloodbath ends up late in the night, when a mighty red dragon soars out of the melee and sets up toward the city of Jandak, destroying almost everything on his way; once over the city, the winged reptile disappears among the high towers and minarets. (See Fe. 13, Fe. 24; Fy. 15, Am. 13.)
What This Means: Plainly, it means what it is: the plain north of Jandak will be remembered as one of the worst tragedy of the recent times (even by the Great War standards). [For further information, see Zoran Dragovic's analysis of the situation. Ed.]

Fyrmont 14, AC 1016: A New King on the Throne.
Location: City of Wendar, Kingdom of Wendar. OW
Description: In a tense meeting inside the royal palace of Wendar, the representatives of all Wendarian communities listen to Bensarian's shocking news about the recent events. He tells them all that Gylharen's death was caused by the Alfheim Avengers' very leader, Beasthunter. Gylharen had already been suspecting the Long Runners of hiding the avengers among their ranks but he could not imagine how far went their corruption. Now that the wizard king is dead, a new one must be elected in this time of crisis, a fair ruler, a wise man and a competent politician. After a short debate, all members of the council agree that for the time being no other person is more appropriate than Bensarian himself. The sage quickly accepts the position, specifying that it will temporary until the current situation is cleared.
In the quick ceremony that follows, Bensarian is crowned Prince-Regent of Wendar, and his first act is to outlaw all Long Runners currently living in Wendar. A bounty is also placed on Beasthunter's head and the army dispatched to capture all Long Runners. (See Fe. 4, Fy. 7; Fy. 27, Sv. 4.)
What This Means: Bensarian explained to his assistants that Beasthunter, who they thought a good elf, was indeed the avengers' leader. He let him believe he was helping them, but in fact he wanted to frame both him and Gylharen, thus catching two birds with a stone. However, he explains further, he did not reveal Gylharen was a puppet of the Church of Idris because he thought this would have only brought major chaos, and this is not necessary. When the waters will calm and the proofs will be clear, then he will make the news public.
This way Bensarian's plan has been accomplished. He lured his investigators into believing every single word he said, and now it's too late to revert what has been done. He is on Wendar's throne, and this is a major stroke for Idris. Wendar's troubles are only at the beginning, though, and the Alfheimers will soon get their share of problems.

Fyrmont 14, AC 1016: Alphatian Decree.
Location: Confederate Capital of Ionace, NACE. AS
Description: The NACE Council has King Verothrics issue a decree citing the founding of a new Randel homeland. He issues a call for all Randel nationals stranded throughout the world to unite at the new kingdom. He also invites other Alphatian nationals that support the Randel philosophy, particularly those Alphatians native to Eadrin. (See Fy. 9, Fy. 11; Am. 18, Sv. 3.)
What This Means: Following the Great War, many Alphatians were stranded abroad. Being militarists, most of the Randel nationals hired themselves out as mercenaries or accepted commissions in the armies of various kingdoms of the NACE. Verothrics wants his scattered people together yet being a realist he also invites others that are capable of adapting to the Randel way of life. Since Randel and Eadrin were on good terms and shared a great deal of history he has targeted them to immigrate to Veroth.

Third Week

Fyrmont 15, AC 1016: Hopes Dashed.
Location: City of Oceansend, Kingdom of Oceansend, Tranquil Coast. NW
Description: Three cargo vessels silently sail out of Oceansend's harbour in the hope of securing more supplies from the County of Ersenbal, a friendly dominion located on the northernmost island off the coasts of Norwold. Before they venture far from port, however, a Heldannic warbird swoops down from the clouds, and proceeds to destroy them in five sweeps over the area. The defenders are dismayed to see that even the open seas are closed to them. (See Fy. 12, Fy. 13; Fy. 19, Am. 10.)
What This Means: Wulf does not wish to take any chances in his siege of Oceansend. Knowing full well that there are many regions that could come to the city's aid, he wishes to take it as soon as possible, so he arranged to have a warbird made available during the siege. Now that it has been made clear that any ships leaving Oceansend will be attacked, the resolve of the defenders should falter soon.

Fyrmont 15, AC 1016: No Dwarven Demobilization.
Location: City of Denwarf-Hurgon, Kingdom of Stoutfellow, Floating Continent of Alphatia. HW
Description: Queen Buthra Bofadar announces that unlike the Shiye Elves and the kingdom of Limn, her kingdom will not downsize its fighting forces. The dwarven queen also announces that her people will begin mining operations in Neatharum. (See Th. 11, Th. 27.)
What This Means: The dwarves had contemplated downsizing their standing army, but Empress Eriadna's influence and promises of mineral rights in Neatharum have swayed them. The downsizing of the Shiye and Limn have caused a bit of a panic in the empire. The dwarves are quite content to maintain their army as long as they get the mining rights in Neatharum.

Fyrmont 15, AC 1016: The Aftermath.
Location: City of Jandak, Kingdom of Huyule, Hulean Empire. SC
Description: The battle has left few unshaken, and the following day is dedicated to the count of the victims on every side. The first to be counted as missing are the two leaders of the invading armies, as both Rehmin and Ustalam Banshybek can't be found anywhere. The Master has won his gamble since his troops have taken the control of the battlefield in the end. The nomads have been routed and disorganized, but they are still in the region's countryside licking their wounds and trying to regroup. Rehmin's troops have suffered high casualties, but have been able to retreat in a not-so-disorderly fashion. Decisively defeated, the Grouzhinians head to their homeland, cursing the name of Rehmin; his own army is disoriented and demoralized, most of them have nowhere to go but to run away from the Master's legions. Thousands of corpses are left on the field. (See Fe. 24, Fy. 14; Am. 13, Sv. 9.)
What This Means: The Master has been able to destroy his two enemies in one deadly blow. However, no one knows where are the two leaders or if they have attained their secret objectives. The empire has been saved, but is in dire condition: the northern part of the country has been ravaged by the invading parties, raiders are set loose in the countryside and will need to divert resources away from the stabilization of Hule's possessions, two strategic colonies have reclaimed their freedom, a foreign power has extended its sphere of influence onto the empire's territory, and the populace's confidence in the Master has dropped to the lowest levels. In brief, Hule has won but the price paid for this victory is high.

Fyrmont 16, AC 1016: Beasthunter Heads North.
Location: Forest of the Curse, Kingdom of Wendar. OW
Description: In a tense and private meeting with the high ranking officers and heroes of clan Long Runner, Beasthunter tries to defend himself from the accusations moved by the Wendarian government. He tells his comrades about Bensarian's revelations and their common plan, and then concludes that the whole thing has probably been set up to give the Long Runners the guilt for a coup. He knows that this is but the beginning of hell for all Long Runners who will remain in Wendar, and orders his brethren to leave the country as soon as possible. He then resigns his position as clanmaster, leaving his wife the reins of command, and announces his intention to return to Denagoth to lead the crusaders still there back home [to Canolbarth. Ed.]. Many of the officers side with Beasthunter and follow him, together with their followers, but the great majority of the Long Runners prepares to leave Wendar heading south. (See Fe. 4, Fy. 7; Am. 20.)
What This Means: Beasthunter knows he has done a faux pas that will never be forgotten by the elves. His last hope now to regain his honour is to maintain the oath he did to the clanmasters' council and rescue all the elven crusaders held prisoners in the Great Forest of Geffron by the Shadow Army. Using their magics, he still hopes his small warband of less than 200 elves will succeed in this impossible mission.

Fyrmont 16, AC 1016: Rendezvous near Dragon River.
Location: Dragon River's mouth, south of Hopeland, Wyrmsteeth Mountains. NW
Description: Representatives of many Norwold lords as well as nobles have come to this meeting point in order to know more about their seneschals and generals' fate. A small crowd is waiting up high in the Wyrmsteeth, near the mouth of a thunderous river, when a lonely messenger riding a hippogriff appears in the sky. The rider wears a heavy hooded cloak, black trousers and high boots, and has no distinctive features visible. After landing, he addresses them from a higher ledge in Alphatian: "Hear me, Lords of Norwold! My master has sent me to deliver you this message: know ye that your vassals are well and alive for now. But if ye want them back, ye have to bring here five thousand pieces for each of the captive fellows. Those who refuse will never see their vassals again. We shall meet again here in a month! Begone now!"
After saying these last words, he simply mounts back on his hippogriff and flies away, leaving an angry crowd behind. (See Fy. 8, Fy. 9; Am. 16.)
What This Means: The duke is only trying to gain time and upset the lords. He is torturing the captives to obtain information about their dominions' defences and other vital intelligence before he strikes. He has also arranged to have all the lords out of their dominions so his minions can cause some mischief before they return.
What the PCs Can Do: If they are present to the meeting, they can try to stop the fellow and question him. However, if they try to attack or approach him by flying or by climbing to his position, he will immediately use his amulet of teleportation to escape to the Black Duke's castle. If they somehow manage to trap him, however, he will be unable to speak of his master, and if forced, he will die horribly because of a geas the Black Duke put on him.

Fyrmont 16, AC 1016: Qeodharans Attack.
Location: Barony of Odinia, Southern Bay Marches. NW
Description: An imposing fleet of twenty longships crowded with Qeodharan troops lands on the northern and eastern coasts of the Barony of Odinia, razing the countryside and laying siege to the towns they find on their path. Totally caught by surprise, the people of Odinia are not able to repel the invader and the commanders order a hasty retreat to the western part of the country. The absence of the seneschal and of Odinia's lord, High Priest Ulf Karlsson (momentarily at the meeting point at the mouth of the Dragon River), makes it a lot more difficult to coordinate the troops' movements and take clear decisions. (See Fl. 8; Fy. 26, Sv. 18.)
What This Means: Exploiting the forced absence of the lord of Odinia, the Qeodharans have been told to attack the south-eastern coasts of the Great Bay by the emissaries of the Heldannic Knights, who are in fact Talitha's minions. They will try to establish a bridgehead in this dominion and another one on the northern edge of the Great Bay in order to block all possible ways of escape to the Norwold fleet. From this vantage point they will then begin raiding the coasts of the bay and march inside the enemy's territory, hoping the Heldannic Knights will give them a hand from the south.
What the PCs Can Do: If they live in Odinia, they will have to face the invasion by themselves, trying to rescue as many villagers as possible and to coordinate the defence. If they are powerful enough, they may also confront the landing forces in an open conflict, using magic and stealth to severely reduce their numbers. They are unlikely to prevent them from establishing a bridgehead, however, because of the surprise factor.

Fyrmont 17, AC 1016: Young Star Killed.
Location: City of Kelvin, Kingdom of Karameikos. OW
Description: Dimitri Stepanov, young Karameikan hardball player, is killed by Alfheim Avengers just outside Kelvin. Red-Arrow darts and a message reading "Alfheim Free-Shadow Elves go home" are found on his body. (See Fe. 13, Fe. 15; Sv. 17.)
What This Means: Another despicable act of the Alfheim Avengers. News of this murder also reach the NACE, where hardball is the national sport, though it does not cause any reaction there.

Fyrmont 17, AC 1016: Legates Arrive.
Location: City of Beitung, Kingdom of Ochalea. SD
Description: On the appointed day, the kings of Ochalea and the Pearl Islands go down to the harbour to welcome Thyatis's envoys. But no ships sail into port. A hush comes over the city when instead, a squadron of six Thyatian imperial skyships accompanied by a flight of griffon-mounted Knights of the Air overfly the city from the west before settling into the harbour. This, coming as it does on the heels of Thyatis's recent (if modest) success against the Twaelar, stuns the assembled multitudes. The emperor's envoy Vivianna Romanones, regally garbed and attended, greets Teng Lin-Dieu and Nurokidu Nuar warmly, immediately assuming control over the situation. The trip from the harbour to the palace is a virtual parade as throngs fill the street to gawk. Some even raise welcoming cheers, viewing the Thyatians as possible saviours. (See Fl. 25, Fy. 11; Am. 10, Sv. 1.)
What This Means: The situation in both Ochalea and the Pearl Islands is very unstable. Following the NACE's expansion into the Alatians fear (secretly stoked by Eusebius's agents) swept both islands. Many look on the period of Thyatian control prior to the Great War fondly, disappointed by the fruits of freedom. While none are awed by the mere presence of airships, all are stunned that the Thyatian Empire would dispatch a strong air fleet on what is merely a diplomatic mission. What they do not realize is that Eusebius is gambling on a show of strength: the force sent to Beitung represents almost all of the empire's active aerial assets. Eusebius is putting on a bit of theatre, hoping it will help convince the rulers to accept his terms.
What the PCs Can Do: The PCs can be present as guards (or participants) with either the Thyatian envoys or as representatives of Ochalea and the Pearl Islands. Many, especially within the NACE, will be interested in getting information on the talks themselves, and may hire the PCs to spy for them.

Fyrmont 17, AC 1016: Tremors!
Location: Norwold Confederacy Territories. NW
Description: Many nations belonging to the confederacy experience strange tremors which cause some villages to collapse and many cracks in the earth to open. After some investigation, the nature of the tremors is revealed: apparently an unknown species of huge burrowing monster is at work. Those that experiences the earthquakes immediately reports to their lord asking for his or her protection and the extermination of the threat. Some of the lords personally take the matter into their own hands, while others commission the task to a band of brave adventurers. Others yet are still on their way from the Dragon River and the commoners must cope with the problem by themselves. (See Fy. 9, Fy. 16.)
What This Means: The cause of the tremors are Alphaks's earthquake beetles [see M2 Vengeance of Alphaks or DMR2 Creature Catalogue 2. Ed.], which have been placed by the Immortal right under the domains of the most powerful Norwold rulers (excluding Odinia, the Warring Baronies near Oceansend, the Foresthomes and Alpha itself) to keep them occupied with something else than the current war. An entropic artifact produces them regularly, and if somebody doesn't stop it soon, a veritable army of giant borrowers will rampage throughout Norwold turning it into a cracked wilderness. However, since many of the ruling nobles are still on their way home from the Dragon River, they won't be able to face the problem personally, and this will only cause things to worsen. Unless a brave group of heroes decide to intervene, of course.
What the PCs Can Do: It's time for a beetle hunt! But these beetle are far from being huge stupid walking worms: they are huge dangerous voracious monsters with some very nasty powers (among which a dragon breath) and it won't be easy to overcome them. However, Alphaks likes to toy with mortals, and so has sent a small red imp in each of the troubled dominions with a key to destroying the earthquake beetles. If the heroes will accept the red imp's challenge and solve his puzzles, he will give them the key to destroy the artifact that produces the beetles. But this does not mean that the already existing monsters will stop from burrowing and causing earthquakes in the continent! [For more details on this, see M2 Vengeance of Alphaks. Ed.]

Fyrmont 18, AC 1016: Orcland Recognized.
Location: City of Darokin, Republic of Darokin. OW
Description: In a narrow decision, the Council of the Republic votes to recognize the autonomy of the region known as Orcland. The diplomatic envoy had returned and submitted their report many weeks ago, but it took much politicking and deliberation before the council could arrive at a decision.
The region formally recognized as Orcland essentially consists of the hills north of Aengmor all the way to the border with Rockhome; the official measurements will be determined over the course of the next few weeks. Diplomatic overtures to Orcland are officially opened. Of course, curtailing humanoid raids into Darokin is a key requirement of this act. Tlatepetl agrees that his humanoids will not raid Darokin (though neighbouring regions are exempt, as far as he is concerned). (See Ya. 13, Kl. 4.)
What This Means: Official recognition by Darokin is a big step for Tlatepetl and his allies. As for Darokin, they have really lost nothing by this act. Orcland was really only Darokin's by default (no one else wanted it). Now that they have opened diplomatic relations with Tlatepetl, they have theoretically curbed humanoid raids in the vicinity. Additionally, they are able to better keep an eye on events in the region, and potentially have an ally against dangerous shadowelf activities. Nevertheless, Darokin keeps its troops at Forts Nell and Hobart at full strength.

Fyrmont 18, AC 1016: Tristilia Resigns.
Location: City of Faraway, Province of Verdan, Republic of Esterhold, NACE. AS
Description: The secessionist magistrates of Verdan put Governor Tristilia in minority, and she is forced to resign. (See Fl. 11, Fe. 13; Fy. 23, Am. 3.)
What This Means: The moderate magistrates fear the worst, as the secessionists can now elect one of their members as the new governor.

Fyrmont 18, AC 1016: Faith's High Priest.
Location: Barony of Ironwood, Final Range. NW
Description: In a move that surprises all elves of Norwold, Elarianthas Blackblade announces that the Faith of the Ancestors, the religion he created in his barony of Ironwood, shall now be led by Zoltan the Treekeeper. The followers of this faith, whose numbers have, strangely, increased hugely over the last weeks, react quite positively to the announcement. (See Th. 22, Fy. 13; Fy. 20, Sv. 8.)
What This Means: This is yet another move by Lord Blackblade to carry out the task given him by the Immortal Ordana during his pilgrimage to Davania. The most surprised is Zoltan himself, who did not expect anything like that. The human treekeeper, who already is the spiritual leader of many clans north of the Great Bay, is a priest of Ilsundal, who always refused to recognize the legitimacy of Blackblade's new religion. The fact that the baron named Ordana as the head of the faith's pantheon only puts Zoltan, who didn't see it coming, in an even more awkward position. If he accepts to lead the church, Zoltan will likely become the pre-eminent spiritual leader of the Norwold elves (even though this does not mean they will all automatically recognize him as such).
The change in attitude in the various elven clans of Ironwood, who are not naturally disposed to becoming so suddenly followers of a new faith, was favoured by the ascension of S'hastarl, the ruler of the neutral dragons of the Wyrmsteeth, to guardianship, an event carefully prepared by Ordana.

Fyrmont 19, AC 1016: Underocean Debates Begin.
Location: Confederate Capital of Ionace, NACE. AS
Description: King Juliast's representatives appear before the Alphatian Council, and the debate about Underocean's fate begins. Most of the day is spent as the representatives are questioned about Underocean's inhabitants, their origins, culture, and the size of their kingdom, in order to determine the potential threat or help the tritons represent. Some council members are impressed when they are informed that Underocean secretly aided the resistance against Zandor a few years prior. (See Fe. 17, Fy. 3; Am. 4, Am. 11.)
What This Means: Underocean's fate is truly on the line. The tritons are unable to mount another exodus only a few years after their retreat from Undersea. If pressed, the tritons will be forced to fight, and even if they are not destroyed by the superior Alphatian force, the aquatic beholders and the devilfish will fall upon their weakened people.

Fyrmont 19, AC 1016: The Siege Tightens.
Location: City of Oceansend, Kingdom of Oceansend, Tranquil Coast. NW
Description: For five days the Heldannic Knights have been besieging the city of Oceansend, and already the populace is showing signs of strain. The besiegers outside the city walls continue their offensive, lobbing many boulders with their catapults and casting offensive spells at the city walls. In some places, the walls become so weakened by the sustained attacks upon them that they almost collapse, and it is only through tremendous effort that they are kept intact.
In a private meeting in one of the cellars beneath the castle, King Olaf meets with his advisors, and they conclude that the city cannot hold out for too much longer. (See Fy. 12, Fy. 13; Am. 10, Am. 13.)
What This Means: Oceansend has only been free of Heldannic rule for about a year, not long enough to build up food stocks once more, or to repair some of the damage sustained during the fight for independence. Also, the struggle to remain free has taken up a lot of Oceansend's resources, both in terms of manpower and otherwise. Many other dominions in Heldland also revolted, and during the year some of them tried to assert their own dominance in the region. As a result, Oceansend is much weaker than it would have been otherwise. The defenders must also contend with Heldannic Knights who can cast clerical spells-a factor that was not present when the city regained its independence.
What the PCs Can Do: If they are with the Heldannic Knights, the PCs could perform reconnaissance operations for Wulf and the other senior knights, gaining information about Oceansend's defences and morale. Likewise, if they are on the side of Oceansend, the PCs will be busy helping to hold off the invaders and ensure that despair does not set in among the defenders. They could also perform mission of their own, venturing behind Heldannic lines to cause disruptions.

Fyrmont 20, AC 1016: The Dragonlord Kills Quentin Jax.
Location: Barony of Dragonard, Icereach Domains. NW
Description: The Dragonslayers (Kelter Zerben and his party) arrive in the capital city of Dragonard and demand an audition with Baron Quentin Jax over a matter of capital importance regarding the Wyrmsteeth dragons. Lord Jax immediately receives them and during the meeting Zerben accuses him of being an evil dragon bent on enslaving human people and tricking the Norwold lords. He then unsheathes his mighty Wyrmslayer and attacks the surprised baron. After only a few strokes, Jax's body lies lifeless on the floor, when the guards storm the meeting room and witness the grisly scene. Suddenly, Jax's corpse changes into that of a great gold dragon, whose size causes the whole exterior wall of the castle to crumble. Soon all servants start running away from the collapsing building in panic. Siren the Sorceress immediately casts a disintegrate spell on the dragon and rushes the companions to find a safe place outside the castle.
After Zerben and his friends reach a safe spot, the Dragonlord immediately turns towards Siren looking for explanations, but his astonished gaze meets that of a pitch black wyrm standing in the woman's place. The dragon immediately flies away, but not before mocking the whole group with a malicious grin and staring coldly into Zerben's horrified eyes. Neither Alminthrar the Archmage nor Ceowulf the priest attempt anything against the dragon, because they know she owns a ring of spell turning. (See Fe. 6, Fy. 18; Fy. 23, Am. 1.)
What This Means: Quentin Jax was indeed a dragon, but not an evil one as Siren pretended to know (in fact, Siren has tricked the whole group since their arrival in Norwold). Instead, he was Jarth'yis, the acknowledged ruler of all lawful dragons of Norwold, and by killing him the Dragonlord has just caused the greatest schism in draconic society since centuries. Unknown to him, the chaotic ruler and the neutral ruler both disappeared as well just a few days before: the first one (Raxandraghyr-who lived near the Barony of Wyrmhart) simply consumed herself during her last attempt to become a guardian dragon spirit, while the second (S'hastarl-who dwelt in the northern tip of the Wyrmsteeth, near the dominions of Ironwood and Odinia) actually succeeded in the same quest and disappeared from the Prime Plane to serve the higher wyrms in the Draconic Planes. Now the Draconic Council is in complete turmoil and this bodes ill for all Norwold.
As to who Siren really was or why she acted that way, this remains a mystery for the present.
What the PCs Can Do: If they accompany the Dragonlord in his quest they may simply witness the treachery of Siren, but it is unlikely they will be able to prevent the disaster.

Fyrmont 21, AC 1016: New Gnollish Sortie.
Location: Town of Buenos Viente, Baronía de l Grande Carrascal. SC
Description: Despite the defections from the gnolls' ranks, Marshal Vupilor Watak orders a new sortie to break the siege of Buenos Viente, counting on the gnolls' ferocity to fight to the last end rather than surrender to an enemy. The marshal leads the troops herself, with the help of her lover Hernán Costa. The fight is brutal, but despite all the blood spilled the gnolls cannot break the goblin lines and the battle is a stalemate, which considering the current situation is a victory for Karaash's horde. (See Kl. 25, Fy. 9; Fy. 22, Am. 17.)
As the gnolls are in a desperate deadlock, the sounds of battle are covered by those of horns, followed by the charge of the Cimarron cavalry armed with flintlock and wheellock pistols as well as red steel swords. Sir John of the Wain leads the force that cuts through the goblin ranks without trouble, inflicting great casualties to the horde. Several goblins flee the battle scene, and when Birkko is shot dead, the horde scatters for good.
What the PCs Can Do: Participate in this epic battle!

Fourth Week

Fyrmont 22, AC 1016: Freedom Warriors Strike South.
Location: Mumlyket of Sindrastan, Kingdom of Sind. OW
Description: The resistance army, consisting of Nagpuri and Gunjab troops, backed by some forces provided by Darokin, begin their march to Sindrastan. Their objective: to reclaim Sayr Ulan from the Master's forces.
It is not long before word of this army reaches Sayr Ulan, and the Hulean troops march out to meet the resistance forces. (See Th. 19, Fl. 13; Am. 3, Am. 12.)
What This Means: With Gunjab and Nagpuri free, and Peshmir tying up the forces of Kadesh, the next stop for the resistance is to liberate the capital city of Sayr Ulan.

Fyrmont 22, AC 1016: Gaity Annexed.
Location: Kingdom of Gaity, NACE, Alatian Islands. SD
Description: Commander Broderick, currently stationed at Aegopoli with a large force, receives directives from the council to annex the island of Gaity and restore peace to the place.
Shortly after, he disembarks with his troops on the war-torn island. Against the military machine of the NACE, the feuding nobles have no choice but to bow before the Alphatian might and acknowledge their new overlords. Despite Broderick's best efforts, wars still continue to be waged and assassinations to be carried whenever the Thyatian petty lords can get away with it.
Thyatis does not react to this hostile action by the NACE [the Treaty of Helskir recognizes only voluntary annexations as legitimate. Ed.]. (See Fe. 10, Fy. 18; Am. 14, Am. 25.)
What This Means: The Retrievers of the Alphatian Artifact Agency are worried at the fact that the Bearer of Fiendslayer did not report and may have died fighting the burrower on Gaity. As the first party of Retrievers sent there reported no signs of the artifact, before being killed by a local baron's men, they decided that further investigation would be in order. They fear that a local lord may have the artifact in his possession.
The agency has a great sway over the council indeed, for it can have it vote for military aggression against an independent nation at the risk of provoking a war with another empire. However, Emperor Eusebius is not willing to go to war with the Alphatians over such a minor issue as Gaity, especially with the events going on in Helskir and the brand new Thyatian Quarter in Aegopoli.
What the PCs Can Do: PCs who are Thyatian lords in Gaity will certainly react to this invasion.

Fyrmont 22, AC 1016: Imperial Raid.
Location: City of Bluenose, Kingdom of Arogansa, Floating Continent of Alphatia. HW
Description: Imperial troops assault the popular tavern, The Merry Mermaid. The sounds of a pitched battle are heard throughout the block, some coming from below the streets. Later, troops begin emerging from the tavern as well as from the sewer manholes, bringing with them the bodies of their fallen fellows as well as several not wearing imperial uniforms; other troops carry out load after load of assorted items. The bodies and items are loaded aboard wagons and taken away. The Mermaid is locked up and a sign posted declaring that it will remain closed pending imperial notification. (See Ya. 12, Kl. 3; Am. 17.)
What This Means: The following of Alphaks is outlawed and punishable by death. This raid is part of the empire's crackdown on the following of Alphaks. Information gathered from Karyndra and by Alphatian agents have uncovered that The Merry Mermaid is a front for a group of Alphaks followers. Imperial troops are sent in to destroy the following's meeting place. Though a success, the raid proves more difficult than expected as the cultists put up a strong defence, taking full advantage of the catacombs and sewers beneath the tavern. The cultists are eventually struck down as the imperial troops offer no quarter.
What the PCs Can Do: Given the nature of the assault, PCs may be hired to supplement the imperial troops. Their particular skills should come in real handy. Conversely, PCs may find themselves, perhaps unknowingly, defending the cultists-perhaps the PCs have been hired as bouncers for the tavern or may be friends with some of the cult members.

Fyrmont 22, AC 1016: Treaty of Buenos Viente.
Location: Town of Buenos Viente, Baronía de l Grande Carrascal. SC
Description: Marshal Vupilor Watak and Sir John of the Wain sign the Treaty of Buenos Viente. With it, Cimarron recognizes the gnollish barony and its claim to El Grande Carrascal, and both parties are bound by a pact of non-belligerency. (See Fy. 9, Fy. 21; Am. 17, Sv. 9.)
What This Means: Cimarron is now the strongest supporter and ally of the gnollish barony.

Fyrmont 23, AC 1016: New Governor?
Location: City of Faraway, Province of Verdan, Republic of Esterhold, NACE. AS
Description: The assembled magistrates of Verdan try to elect a new governor, but no majority emerges. Verdan remains without a governor. (See Fe. 13, Fy. 18; Am. 3, Am. 4.)
What This Means: The moderate magistrates of both Alphatian and Jennite origins lobby hard for restoring Tristilia to her position, but the extremist Alphatians refuse to support her this time and support their own candidates without compromise, while no secessionist Jennites accept to support her.
The secessionist Jennites, although a majority of the magistrates, are divided and do not support the same factions. The candidate that gets most votes from the secessionists is Draeh, a friend and supporter of rebel leader Talin's, though he can't achieve majority. Draeh is well-known for his hatred of Alphatians ("I will kick every last Alphatian out of our ancestral lands."), advocates violence to achieve his vision, and publicly admits he does not accept the elections' results ("The Alphatians are not part of this land; they shouldn't get to vote at all." and "The results in the other so-called provinces would be the same as those in Verdan hadn't the Alphatians prevented the Jennites they still keep as slaves from voting.").

Fyrmont 23, AC 1016: Dragonard Stormed.
Location: Barony of Dragonard, Icereach Domains. NW
Description: A flock of gold and white dragons fly over the skies of Dragonard, and wherever they cast their shadow nothing but debris and mutilated corpses remain. Horrified and scared, the people of Dragonard flee as fast as possible to the nearby lands of Leeha, Kameloth and Siegeria, bringing the news of the dragons' raids and massacres. King Sieger von Duwn immediately sets out of his own to discover what is happening and prevent his kingdom from becoming the dragons' next target, asking his friends Adik de Chevas and Arcadius to do some researches as well. (See Fe. 6, Fy. 20; Am. 1, Am. 26.)
What This Means: The lawful dragons have received the news of their master's death at the hands of the Dragonlord and have now retaliated against the people of Dragonard, looking for Kelter Zerben, who is nowhere to be found. The rumour that the Dragonlord is also responsible for the mysterious disappearance of the other two draconic lords is spreading faster, and it will only be a matter of days before all the dragons of Norwold become aware of the return of the Dragonlord and of the breaking of the ancient Draconic-Alphatian Treaty.
What the PCs Can Do: If they know King Sieger he could ask them to investigate in his place, or if they are in the same area when the troubles begin they might want to go investigating by themselves. They will soon discover that the dragons are out to avenge themselves and to kill the mysterious Dragonlord and that there are far more wyrms in Norwold than what they have ever thought.

Fyrmont 24, AC 1016: Home Burgled.
Location: City of Corisa, Milenian Empire. HW
Description: The home of Dionios and Sephone is reportedly robbed while they are away at a theatrical performance. Aside from a few jewels and personal papers, little is reported missing. The authorities investigate the matter intensively, but have no leads. (See Fe. 13, Fy. 3; Am. 5, Am. 9.)
What This Means: This whole event is part of the investigation initiated by Senator Krameos. The burglary was orchestrated by the following of Halav. Items stolen were minimal, but demonstrate the lavish spending that Dionios is doing on Sephone. Likewise, their absence reinforces the robbery facade. Using their influence, the investigating aristocrats use the robbery investigation as a cover to give the estate a further thorough look-over, using their own agents and those from the Academy of the Arcane.
What the PCs Can Do: PCs involved in the matter can be part of the investigation of the robbery. Likewise, they could be sent in to do the robbery, or both. What the robbers and investigators find in their searches of the estate is up to the DM. It is advised that some clues be found.

Fyrmont 24: Slagovich Counters.
Location: Village of Kastr. SC
Description: Zuberi leads a marine landing against the Hojahan garrison at Kastr. Leading better-equipped troops, Zuberi has overrun the village within hours. No mercy is shown to the defenders. (See Th. 6, Ya. 26; Ei. 9.)
What This Means: This is the Slagovian response to the earlier takeover of Kastr by Hojah. Slagovich has now freed up its southern overland trade route. The cold war between Hojah and Slagovich is quickly heating up. Zuberi is quickly becoming Hojah's public enemy number 1 and the Hojahans begin thinking of ways to plot his downfall. For his part, Zuberi is becoming increasingly frustrated by not being allowed back to Slagovich. He is still in love with Tatyana, the cousin of Margrave Miosz II of Slagovich, but the margrave does not approve of the match and is thus determined to keep Zuberi at arms' length from the city.

Fyrmont 25, AC 1016: Orb of the Great One Stolen!
Location: Shrine of the Great One, Wyrmsteeth Mountains. NW
Description: An unknown black dragon by the name of Syrkas is admitted into the holy chamber of the Shrine of the Great One as part of her quest. During the solemn ritual officiated by the Great One's priest, Syrkas casts a stun symbol on the orb, stunning all dragons present. Then, taking advantage of the situation, she paralyses the wyrms and steals the orb, one of the sacred artifacts of the Wyrmsteeth dragons. She then transforms in front of their eyes into a raven-haired human woman and before teleporting away, she mocks the dragons by saying that the Dragonslayers will take care of the Great One's orb. (See Fy. 20, Fy. 23; Am. 1, Am. 27.)
What This Means: This is another major deed of Siren the Sorceress, former member of Kelter Zerben's Dragonslayers. Siren is not a dragon, but nonetheless she managed to be admitted inside the holy shrine, a magical place that is barred to non-wyrms. Siren then used her magical powers to overwhelm the puzzled dragons and to spirit away one of the most important artifacts of the dragons, the Orb of the Great One. The orb is a spherical pearl 30 feet in diameter crafted by the Great Dragon and gifted to the Wyrmsteeth wyrms to preserve balance and peace. With the last pin holding the wyrms together removed and the draconic earls dead, the Wyrmsteeth dragons are now on the verge of a civil war. And since humans are responsible for this situation, the dragons' wrath will fall on them as well!
As for Siren, she is a cunning, powerful wizard following her master's orders. She is in fact one of the members of the most secret and deadly sects worshipping Idris: the Onyx Ring. As part of this order, she has been initiated to the mysteries of dragonkind and can now polymorph into a true dragon without being affected by dispel magic spells [like the members of the Glantrian Circle of Dracology. Ed.]. Siren was ordered by the High Priestess of Idris to infiltrate the Dragonslayers and wait for the opportunity to stir trouble in Norwold. After misleading Kelter Zerben and his friends to assassinate the gold dragon Jarth'yis, she completed her plan by infiltrating the draconic shrine and stealing their precious artifact, being sure to put the blame on the Dragonslayers. She has now teleported to Denagoth, in a special chamber protected against magical scrying, where she will wait for the outcome of her machinations and for new orders from the ring after informing them of her accomplishments.

Fyrmont 26, AC 1016: Inspiring Ceremony.
Location: City of Rafielton, Colony of Aengmor, Shadow Elves' Territories. OW
Description: During a ceremony in Rafielton commemorating last year's peace treaty, Jorodrin Feadiel sees for the first time a soul crystal (actually he sees one of the radiant soul crystals). In the past years he has heard a lot of different rumours about soul crystals and the magical energy commanded by the shamans.
Suddenly he has a new idea: what if we manage to merge the energy of the Tree of Life with that of the soul crystal?
A joint group of treekeepers, shamans and mages of both races immediately starts to work on the issue. (See Kl. 10, Kl. 24; Am. 16, Ka. 28.)
What This Means: Mixing the magical power of the Trees of Life and the soul crystal (i.e. the Radiance produced by the Chamber of the Spheres) could be the key to saving Canolbarth Forest, but the task is not an easy one, because both sides refuse to reveal their religious secrets.

Fyrmont 26, AC 1016: Odinia Conquered.
Location: Barony of Odinia, Southern Bay Marches. NW
Description: After only ten days the Barony of Odinia falls to the Qeodharan troops. Baron Ulf Karlsson never arrived in time to guide his people and they soon lost faith in front of the steady advance of the savage Qeodharan raiders. Today at noon the soldiers stationed in Wiudengrad, the capital of the barony, finally surrender after five days of siege and in a fortnight all remaining resistance inside the dominion are subdued. The survivors of Odinia's army flee faraway to the southern lands of Vyolstagrad and Stamtral or east towards the Barony of Ossian, looking for a safe place to hide. (See Fl. 8, Fy. 16; Sv. 18, Sv. 24.)
What This Means: This is the first great victory for Baron Norlan of Qeodhar, and it will surely bolster the morale of his troops. He has now gained a solid foot on Norwold and from there his march towards Alpha will begin.
Baron Ulf Karlsson never arrived to his dominion because he was treacherously imprisoned by the Black Duke while travelling through Ossian only a few days before. He is now held captive in the same dungeon as the kidnapped seneschals.
What the PCs Can Do: Even if they fight to their best, it will be soon clear that the war is a lost one for Odinia, which hasn't got as many troops as Qeodhar and not even as well trained. If the PCs fight bravely they may postpone Odinia's fall by up to one week, thereby buying some time for nearby dominions.

Fyrmont 27, AC 1016: Prison Camps for Alfheimers.
Location: Forest of the Curse, Kingdom of Wendar. OW
Description: All the Long Runners captured by the royal army following Bensarian's decree are brought inside special reserves patrolled by the Wendarian militia. The elves have been stripped of all their magical possessions and must now reside inside these areas until their position regarding the Alfheim Avengers' terrorist acts has been cleared. So far, no interrogation has started yet. (See Kl. 24, Fe. 4, Fe. 14; Sv. 4.)
What This Means: The prison camps have officially been devised to keep the Long Runners in check, but Bensarian knows the truth far better. Wendarian humans seem considerably pleased with the news and applaud the new king, while the Genalleth elves simply see this as a temporary measure caused by the circumstances. They still think Bensarian will act wisely-after all, he is the most respected and talented sage of Wendar. Among the other Alfheimers, the Mealidils start to pack their things up and head southwards, following their clanmaster's example.

Fyrmont 27, AC 1016: An Unusual Sight.
Location: City of Seashield, Sea-Kingdom of Aquas, NACE. AS
Description: Citizens of Seashield watch in amazement as a platoon of Seashield troops drill outside of the dome alongside several merrow. What is amazing is that the troops are wearing chain mail armour and move about as if they were in a normal environment. The manoeuvres last for several hours until a submersible arrives, the troops board it, and leave the area. (See Fy. 2, Fy. 10; Am. 5, Am. 12.)
What This Means: The NACE has found that waging a conventional battle underwater is difficult and requires a great deal of assistance from magic. Several mages have banded together and assembled their enchanting skills to outfit a platoon of troops that will serve as a test bed to evaluate the best use of magic for such troops.
What the PCs Can Do: PCs adept and equipped at underwater combat may find themselves recruited as advisors to the NACE's efforts to improve their underwater fighting skills.

Fyrmont 27, AC 1016: The Hunt Continues.
Location: Approximately 170 miles southwest of Outpost of Vanya's Rest, Aryptian Coast. DV
Description: The Heldannic Knights continue their pursuit of the raiding party, their quarry manifesting themselves to attack and then quickly falling back into the wilderness. The chase has drawn the knights steadily westwards, far away from Vanya's Rest. (See Fe. 28, Fe. 6; Am. 2, Am. 3.)
What This Means: The Meghaddara's plan is working beautifully: the knights continue following them with great enthusiasm. The Meghaddara have decided to lure the knights into what they call "the forsaken land." Normally the Meghaddara avoid this region like the plague because of its long, dark history of swallowing up trespassers. However, the Meghaddara are beginning to suffer from the chase, both in morale as well as in numbers. They muster their nerve and hope that whatever "demons" inhabit the land will take notice of the more highly visible knights than the less conspicuous Meghaddara.
The knights also are wearing down, the weeks of riding and frequent fighting taking their toll. However, their morale is still good, as in their minds, the pursuit has become a game of sorts. The knights know very little of the area they are heading into, and the general idea is that they are being drawn into the homeland of the raiders. The knights plan to do some raiding themselves before returning to Vanya's Rest.
What the PCs Can Do: Besides surviving, there is very little the PCs can do. The knights are too enthusiastic about catching their prey. More precisely, they have been too long in the field to turn back without a definitive sign of victory. If the PCs voice suspicions of a trap, their statements fall upon deaf ears, or worse are seen as defeatism; the knightly devotion is too great. Not being a knight, the hunter, Dieter von Kleindorf, may be the only member to take their opinions with any objectivity; in fact, Dieter has his own suspicions but knows voicing them to the knights will do nothing.

Fyrmont 28, AC 1016: Naval Battle in the Strait of Todstein.
Location: Strait of Todstein, Great Bay. NW
Description: The naval forces of Draken approach the Strait of Todstein which connects the Great Bay to the Alphatian Sea. Lord General Mage Beriak, Count of Draken, sent it to attack the Qeodharans stationed in Odinia and to try to send reinforcements to the besieged city of Oceansend. The fleet, composed of three war galleys and six small galleys, clashes with the Qeodharan patrol line at the mouth of the Great Bay. The battle lasts until the last rays of the sun shine on the sea. At the end of the day, two war galleys and four galleys head back to Draken, while the Qeodharan longships hide in the thick fog which surrounds the strait. Floating on the dark waves are the remains of three Draken galleys and six Qeodharan vessels. (See Fy. 19, Fy. 26; Am. 6.)
What This Means: Although officially this battle was a stalemate for both parts, the Qeodharans clearly prevented the forces of Draken to raid their coasts and to pass through the strait, thus winning their day, albeit at the cost of several ships.
Lord General Mage Beriak could not send reinforcements sooner because of a series of problems plaguing his dominion (first the earthquake beetles and then a series of sabotages in his docks, which delayed the preparation of his fleet). Now that he has tested the enemy's forces, he understands that he needs reinforcements from Ericall's navy to break the Qeodharan blockade and will immediately issue a plea to his king about this matter.
What the PCs Can Do: If they are with Draken's navy, they could engage in the battle and maybe alter its final outcome.