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```mermaid
---
config:
layout: elk
title: Ley of the Land Flowchart
---
flowchart TB
subgraph bellHeartTavern["Bell Heart Tavern"]
thornton["Meet Thornton (Barkeep)"]
thorntonTale["Thornton recalls the story of Rangrim"]
tavernRoom["Party asks thornton to play kazoo and watches books for changes"]
bookShow["When Thornton plays kazoo images flash across the Stasky book"]
assassinDiscussions["The party discusses ways to kill McPinn for guild"]
assassinsBlood["Recipe: Two day old blood, nightshade leaves, spices to mask the scent"]
assassinsBloodTest["A piece of cheese is coated in poison to test efficacy. Party prepares to kill McPinn"]
end
subgraph market["Voxiu Market"]
sprout["Sprout is apprehended by butcher"]
sproutIntervention["Coin toss to free Sprout"]
odatinaEntrance["Odatina watches the party"]
passedNote@{ label: "Odatina's note: Meet at the guild hall at sunset" }
end
subgraph guildHall["Guild Hall"]
assassinsGuild["Odatina takes party to assassins guild"]
janosDecision["Janos chooses a random task from guild officer"]
end
subgraph guildJob["Guild Job"]
odatinaQuestions@{ label: "Party questions Odatina's membership in assassins guild" }
partyAcceptance["Party (mostly reluctantly) accepts the assassination job"]
end
subgraph bottomLeafTheater["Bottom Leaf Theater"]
lancerMcpinndepott["Meet Lancer McPinndepott (mistaken for investigators)"]
theaterSuspicions["McPinndepott tells about missing persons"]
theaterOne["Investigate theater: Meet Joff, Abigail, Dwingle"]
abigail["Abigail (actress): gives info on McPinndepott and Cindry"]
joff["Joff (actor): Rude, racist, refuses to talk"]
dwingle["Dwingle (stage hand): suspicious of Cindry, affair hint, denies party into basement"]
cindry["Cindry (met in her room)"]
cindryInfo["Private acting lessons, provides debt documents"]
cindryDocs@{ label: "Docs: McPinndepott owes debt, can pay with 'bodies' Janos takes document" }
cindryItems["Six discovers 3 books, golden kazoo/knife"]
stasky["Book: Tales of Stasky the Great"]
timeTimeless["Book: Tales of Time and Timeless"]
gorgonsProphets["Book: Gorgons and Prophets"]
killMcPinn@{ label: "Attempts to break into McPinn's office but finds Cindry tied up inside" }
toTheStage["Cindry is untied and runs down to the main stage with party in tow"]
mimicAwakens["Cindry awakens the mimic disguised as a stage and the party battles"]
vomitMimic["Cindry is killed and defeated mimic vomits up Lancer and other missing persons"]
cindryIntangibles@{ label: "Odatina collects a piece of Cindry's ear and some hair" }
cindryNote["A note reads: To Cindry, We miss you. We have sent along your pet we look forward to seeing you! Mom and Dad"]
lancerProposition["Lancer thanks the party and offers 150 gold and an introduction to Commander Taylor"]
lancerAcceptance["Party agrees to the introduction with Taylor and snoops around theater"]
s1["hold"]
s2["hold"]
s3["hold"]
s4["hold"]
s5["hold"]
s6["hold"]
end
subgraph commanderTaylorsManor["The manor of Commander Taylor"]
taylorManor["McPinn leads the party to th residence of Commander Taylor for a meeting"]
taylorMeeting["Commander Taylor shows disgust for McPinndepott and queries the party and their motivations"]
taylorProposition["Proposition: Fix the election for Crown Elect to ensure the Vexens win instead of the Belters"]
taylorReward["Offers financial incentive, Introductions to the cities elites, and future employment"]
end
subgraph streetRally["Political Rally in the streets"]
rallyCrowd["A crowd gathers around political rally"]
crowdChants@{ label: "1:Kick 'em out! 2: No nuts and bolts! 3: Turn 'em off!" }
rallySpeech["Hofta Baldwin relays an anti automaton speech to the crowd to vote for him as the next Crown Elect"]
end
subgraph coinHouse["The Coinhouse"]
banking["The main economic market of Jessergate"]
end
subgraph silverCanals["The Silver Canals"]
canals["The waterways of Haffol"]
end
subgraph merchantPrincePavilion["The Merchant-Prince's Pavilion"]
pavilion["The main pavilion of Haffol"]
end
subgraph voxiu["Voxiu"]
bellHeartTavern
market
guildHall
guildJob
bottomLeafTheater
commanderTaylorsManor
streetRally
end
subgraph haffol["Haffol"]
merchantPrincePavilion
silverCanals
coinHouse
end
subgraph jessergate["Jessergate"]
voxiu
haffol
end
thornton --> thorntonTale
sprout --> sproutIntervention
sproutIntervention --> odatinaEntrance
odatinaEntrance --> passedNote
assassinsGuild --> janosDecision
odatinaQuestions --> partyAcceptance
lancerMcpinndepott --> theaterSuspicions
theaterSuspicions --> theaterOne
theaterOne --> abigail & joff & dwingle
dwingle --> cindry
cindry --> cindryInfo
cindryInfo --> cindryDocs
cindryDocs --> cindryItems
cindryItems --> stasky & gorgonsProphets & timeTimeless & tavernRoom
thorntonTale --> market
passedNote --> guildHall
guildHall --> guildJob
guildJob --> lancerMcpinndepott
tavernRoom --> bookShow
bookShow --> assassinDiscussions
assassinDiscussions --> assassinsBlood
assassinsBlood --> assassinsBloodTest
assassinsBloodTest --> killMcPinn
killMcPinn --> toTheStage
toTheStage --> mimicAwakens
mimicAwakens --> vomitMimic
vomitMimic --> cindryNote & cindryIntangibles & lancerProposition
lancerProposition --> lancerAcceptance
lancerAcceptance --> s1
s1 --> s2
s2 --> s3
s3 --> s4 & s5 & s6
s6 --> streetRally
streetRally --> commanderTaylorsManor
rallyCrowd <--> rallySpeech
rallyCrowd --> crowdChants
taylorManor --> taylorMeeting
taylorMeeting --> taylorProposition
taylorProposition --> taylorReward
thornton@{ shape: rounded}
thorntonTale@{ shape: rounded}
tavernRoom@{ shape: rounded}
bookShow@{ shape: rounded}
assassinDiscussions@{ shape: rounded}
assassinsBlood@{ shape: rounded}
assassinsBloodTest@{ shape: rounded}
sprout@{ shape: rounded}
sproutIntervention@{ shape: rounded}
odatinaEntrance@{ shape: rounded}
passedNote@{ shape: rounded}
assassinsGuild@{ shape: rounded}
janosDecision@{ shape: rounded}
odatinaQuestions@{ shape: rounded}
partyAcceptance@{ shape: rounded}
lancerMcpinndepott@{ shape: rounded}
theaterSuspicions@{ shape: rounded}
theaterOne@{ shape: rounded}
abigail@{ shape: rounded}
joff@{ shape: rounded}
dwingle@{ shape: rounded}
cindry@{ shape: rounded}
cindryInfo@{ shape: rounded}
cindryDocs@{ shape: rounded}
cindryItems@{ shape: rounded}
stasky@{ shape: rounded}
timeTimeless@{ shape: rounded}
gorgonsProphets@{ shape: rounded}
killMcPinn@{ shape: rounded}
toTheStage@{ shape: rounded}
mimicAwakens@{ shape: rounded}
vomitMimic@{ shape: rounded}
cindryIntangibles@{ shape: rounded}
cindryNote@{ shape: rounded}
lancerProposition@{ shape: rounded}
lancerAcceptance@{ shape: rounded}
s1@{ shape: rounded}
s2@{ shape: rounded}
s3@{ shape: rounded}
s4@{ shape: rounded}
s5@{ shape: rounded}
s6@{ shape: rounded}
taylorManor@{ shape: rounded}
rallyCrowd@{ shape: rounded}
crowdChants@{ shape: rounded}
rallySpeech@{ shape: rounded}
banking@{ shape: rounded}
canals@{ shape: rounded}
pavilion@{ shape: rounded}
bellHeartTavern@{ shape: rounded}
market@{ shape: rounded}
guildHall@{ shape: rounded}
guildJob@{ shape: rounded}
bottomLeafTheater@{ shape: rounded}
commanderTaylorsManor@{ shape: rounded}
streetRally@{ shape: rounded}
merchantPrincePavilion@{ shape: rounded}
silverCanals@{ shape: rounded}
coinHouse@{ shape: rounded}
voxiu@{ shape: rounded}
haffol@{ shape: rounded}
jessergate@{ shape: rounded}
thornton:::Aqua
thorntonTale:::Peach
thorntonTale:::Sky
tavernRoom:::Sky
tavernRoom:::Peach
assassinsBloodTest:::Sky
sprout:::Peach
passedNote:::Sky
assassinsGuild:::Peach
odatinaQuestions:::Peach
lancerMcpinndepott:::Peach
killMcPinn:::Sky
killMcPinn:::Peach
taylorManor:::Peach
rallyCrowd:::Peach
rallySpeech:::Peach
classDef Sky stroke-width:1px, stroke-dasharray:none, stroke:#374D7C, fill:#E2EBFF, color:#374D7C
classDef Aqua stroke-width:1px, stroke-dasharray:none, stroke:#46EDC8, fill:#DEFFF8, color:#378E7A
classDef Peach stroke-width:1px, stroke-dasharray:none, stroke:#FBB35A, fill:#FFEFDB, color:#8F632D
style guildJob stroke:#000000
```

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Long ago, in the shadowy corridors of forgotten ages, the world of Baltun’ia trembled beneath the boots of Rangrim the Conqueror.
From the cold, jagged heights of the Mimfjell mountains, the dwarves plotted in silence. Their strongholds, carved deep into the living stone, became crucibles of invention and ambition. For decades, they tunneled ever downward, deeper than any had dared—piercing the crust of the world in search of something more than wealth. Whispers in the dark spoke of ancient power. Of forbidden veins of magic. Of forgotten truths etched into the bones of the earth.
It was there that Master Asprit Pemcage, an old sage cloaked in starlight and secrecy, emerged from the wandering east. He warned the dwarves of the creeping rot—the slow seep of greed that had begun to pool at the heart of Rangrim’s realm. But no ears listened. The forges roared louder than reason.
Rangrim’s engineers, visionary and ruthless, built machines that could bore through mantle and magma, carving paths no creature was meant to tread. From the depths came glittering wonders—gemstones that glowed with inner fire, metals light as feathers and hard as truth, and compounds unknown to any alchemist. Dwarven trade exploded like a struck vein, flooding the markets of Baltun with riches beyond imagining. Cities across the continent became dependent on these gifts. Cultures shifted. Thrones bent. Coin became covenant.
The most prized treasures were never sold, but offered—to Dukes, Knights, and courtly houses hungry for prestige. A pact sealed not in ink, but in desire. Quietly, Rangrim sowed allegiance. One by one, the monarchies of Baltun were unmade, not by sword, but by favor. Until the kingdoms were but puppets—and the strings led back to the Deep Halls.
Then came the eve of the Hollow’s Festival.
On that night, the skies above the mountains burned blue. The earth split with a sound like a god weeping. And from the heart of Dwarvendom, Rangrim unleashed his war. Towering machines, belching fire and wielding energy unknown, marched across the land. Villages were cinders before dawn. Palaces crumbled beneath the thunder of steel titans. Magic failed. Resistance shattered.
By the time the sun next rose, Rangrim ruled all lands from the crashing coasts of the Westfront to the green shores of the Verdant Isles. This was no alliance. This was dominion. The Age of Dwarven Rule had begun.
For centuries, Rangrim’s bloodline reigned with an iron grip, strangling culture and will beneath their golden throne. In the mountains, they drilled ever deeper. In the margins, the free peoples whispered and waited.
And then—they rose.
It began at the edges: a flicker of rebellion, a breath of hope. A crack in the stone. The drills faltered. The mountains trembled. And from the cracks poured fury. The Revolt of the Free Peoples erupted, shaking the world to its roots. Within a generation, Rangrim's empire collapsed. The throne was cast down. The shackles broken. And Baltun’ia breathed again.
Out of the ashes, a new order formed. Monarchies gave way to councils, to republics and federations. The memory of oppression became the foundation of freedom. The dwarves were not destroyed—but humbled. Their power shattered. Their pride scarred. Reparations were demanded. Forgiveness, only partially granted.
Peace followed, fragile but true.
The land blossomed. Cities rose anew. Trade flowed like rivers, and across the oceans came new sails—ships bearing strange men and women from distant shores. The humans had arrived.
They brought fresh customs, new creeds, and the weight of distant empires. What began as colonies soon became cities, and then citizens. Until one day, the ships simply… stopped. The connection severed. The humans remained, and Baltun’ia changed again. Their presence spread like ink in water—blending into every culture, reshaping every region. A Fourth Age dawned.
Gone were the armies. In their place, scholars debated the ethics of conquest. Clerics preached unity. Mages refined the arcane. A golden peace endured—long enough for the world to forget that peace is not a promise, but a pause.
Then came the day the sky split.
In the heart of Felenthor, the fourth month of the year, a great tremor rattled the bones of the continent. From deep below, a burst of blue light exploded into the heavens—so bright it was seen from sea to sea. Where it touched the land, it left a wound. A gash across the continent’s center. And from it came ripples—unseen, unheard, but unmistakably felt.
Old machines stirred.
The Automatons—long-dead constructs, forged in the forgotten eons—awakened. And they were not mindless. They spoke. They dreamed. They _learned_. Some cast spells with the precision of an elf. Others built and painted like gnomish artisans. Some wept. Some killed.
Fear swept the land.
Some blamed the Automatons. Others the gnomes, for their endless tinkering. Still others whispered of the dwarves, once again digging too deep.
Whatever the cause, the world began to unravel. Magic—once stable and studied—fractured. A simple charm might cause frostbite. A healing prayer might birth flame. Spells twisted, turned, and tore through reality with unpredictable force. Magic had become… wild.
Now, Baltun’ia teeters on a new precipice.
Prejudices simmer. Factions rise. Cities split from within. New alliances form in shadows and light alike. The world is no longer as it was—and it may never be again.
And so it is, in this time of uncertainty, as the old world cracks and the new one struggles to be born, that you find yourselves here.
**Adventurers. Wanderers. Scholars. Outcasts. Champions. Fools.**
Whatever you are, the world awaits your story. So I ask of you these simple questions:
**What songs will be sung of you, travelers of Baltun’ia?**
**What legends will bear your names?**

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Long ago in ages past, Rangrim the Conqueror laid waste to the Kingdoms of Baltun. The dwarven strongholds in the mountains of Mimfjell spent decades preparing quietly. The miners delved deep into the core of the crust searching for something. A wise sage, Master Asprit Pemcage, visited the Dvorak City telling of the depths of greed seeping from Rangrim's kingdom. A warning that was not heeded. Rangrim's engineers dreamt of new machines capable of boring through the mantle with unimaginable speed and ferocity pushing the empire into strange new layers never before excavated. Jewels, diamonds, and compounds emerged in droves from the depths. Trade to the neighboring kingdoms flourished ushering in wealth to all corners of the dwarven kingdoms. In cities throughout Baltun, Dwarven goods where prolific forming the basis for much of societies progress. A basis for dependency.
The most precious items were reserved for handpicked bastions across the kingdom. Willing conspirators who stood to gain everything from their partnerships. A calculated purchase from the dwarves capturing allegiances in the hearts of Baltun's courts. One by one the monarchies weakened inching Rangrim closer to toal control. On the eave of the Hollow's festival the Dwarven plan swung into action with devastating effect. Swirling outwards from the heart of Dwarvendom they laid waste to any kingdom in their path. Strange machines and weapons of war toppled palaces, burned villages, and destroyed any resistance met. Maelstroms of energy and blue light flooded the land until Rangrim posessed all living creatures between the Westfront and the Verdant Isles. This was Dwarven rule.
For centuries, the bloodline of Rangrim strangled the people's of Baltun through unrelenting domination. Deep within the mountains they bore further. On the fringes of the empire they rose up. On both fronts a fracture shook the land. The drills stalled and the free people's reclaimed their title through an uprising toppling the emperor from his golden thrown. Within days, the cultures of the world were liberated from the dwarven conquest ushering in a new era. A new world. Baltun'ia.
Republics where formed and anti-monarchist sentiments fueled the people's voice establishing governments based on the old ways with new protections. The land was free. The dwarves where forgiven, to an extent. Reprimands and restitutions were laid out, leaving a once powerful people, shattered and shamed. A new age began with renewed peace.
Cities were built, trade flourished. Baltun'ia blossomed seeking out beyond its borders and inviting traders from beyond the waters and fertile plains of the westfront. Humans ventured east arriving of the shores of baltun'ia bringing new concepts, customs, and religions. These visitors established colonies in the west establishing a new precious in the Baltun'ian lands, new rifts, new neighbors. These colonies shifted to settlements then to citizens until the ships stopped. Humans stayed and contact to the far lands ceased. This new life spread across the land cementing human contact to all corners of the continent.
Baltun'ia and its inhabitants welcomed in the fourth age. Peace was maintained and war became a distant memory, a myth. Scholars discussed history and government in academic courts replacing armies with rhetoric.
Until one day, in the middle of Felenthor (the fourth month), a rift formed. A deep rumble from beneath the mantle split the center of the continent amitting a burst of blue light into the sky that could be seen across all corners of the land. A gash left in the center of Baltun'ia an odd ripples extending to the borders followed in its wake.
Machines, once dormant began to awaken. Creatures capable of thought and reasoning. Able to cast magic like the elves and invent like the gnomes. They could speak, draw, play music, study, and commit crimes. Eventually these automatons were accepted into the world by most but not all.
Not only were these machines brought to life but other strange occurences began fluttering through the lands. Magic, a common controlled practice, began experiencing ripples of interference. Spellcasters left magicless, spells producing the opposite effect, and even mundane magic with the capability to cause devaststing and damaging effects. The magic became wild. Some blame the machines, others the gnomes for their insesent tinkering, and some still claim the dwarves falling back to their old ways.
Whatever the cause, Baltun'ia is still coming to grasps with these new revelations. New prejudices and politics are forming, new peoples banding together for both good and evil. This is where our story begins in a Baltun'ia burgeoning with change ripe for adventurers to make a name for themselves. The question I ask of you:
What songs will be sung of you and your adventurers travelers?