I rejoined the party today. For the last while, they have been passing the time by exploring Davania, the southern continent.

I am glad that I rejoined them today, for we encountered a town occupied by colonists from Renardy, the lupine country near the Red Coast. We certainly didn't expect that those from the Red Steel part of the world have established colonies as far away as mainland Davania, but not only has Renardy, but the Taxeirans, from the baronies, have established a colony further south. We've been informed that five percent of their population, or thereabouts, remain cursed.

This colony, of Renardy, was established 150 years previously. It's still quite small, but they certainly have early dibs in what otherwise appears to be a sparsely populated continent.

Unfortunately, Cap Saint Renard is poorly located for the exploration of ruins; the best ruins are further down the coast and slightly inland, or in the jungles northwest of here. On the northwest coast there is a town named Kastelios, a Millenian name according to Minora.

We have decided to head to the ruins to the southeast first, and on the way back visit the ruins to the northwest, the latter primarily for Minora's benefit.

Now that I have decided to inform the party of my intentions, I have had some further suggestions on the matter of assisting Sind. Namely, approaching the Savage Baronies and the Jarldoms for troops, inquiring whether the Numerians (star device people) may be willing to assist, and considering the possibility of terrorist training camps.

These are all further possibilities that I must keep tossing about in my head.

We have visited yet another colony, this time inhabited by Vilaverdans, Baronies people. This colony is but 50 to 100 years old, with 25% of the population still afflicted by the red curse.

According to those in the local adventurer hangout, we're on track to the ruins. Further south is a lizardman city, and in the mountains south of the lizardmen are ruins waiting to be explored. There is little of interest inland as an inhospitable desert dominates it.

We found and visited the lizardman town today. The lizardmen seem a violent and mercenary group, willing to fight if the money is right. They indicated at least five silver per day per lizardman is necessary, where 2500 lizardmen are available for hire. Given their location, I can't see them getting much employment. The lizardmen we spoke to casually informed us that they conquered this territory from the previous inhabitants, of whom they know little.

They stated that they would be willing to hire themselves out as guides, to lead us to nearby ruins, but we declined, opting instead to see if we could see anything with our own special mode of transport.

We have spent much of today exploring ruins, mostly unsuccessfully.

We first spotted them while flying along a river heading into the mountains, which we've been following for a short while. We observed a regularly shaped part near the edge.

There is not that much to be reported. We encountered some orcs on the lowest level, and decided that they weren't worth the bother. So we headed up to the second level, where, aside from some paralytic tentacled worm creature, we found lots of spider webs. Fortunately, we never actually had to combat the spiders.

An interesting point about the spiders is that they seem to be intelligent. We evidenced intelligent behaviour, and there is some cause to suggest that they're able to communicate amongst themselves. Moreover, we also found a primitive magical research laboratory, constructed of natural materials. The sort that I would have thought only remained in textbooks. Finally, we experienced a fireball, and yet found no evidence of humanoids, or humanoid equipment, but only that of a single cowering spider. Again, it is all supposition. However, I have taken some notes on the laboratory, for historical reasons.

For some reason Lani has decided to capture a small spider. Yuck.

Further up the levels we encountered a nasty plant that had somehow animated corpses of humanoids, although they were not undead. Further inspection revealed that each corpse actually consisted of plant fibres. It was a vicious plant indeed. Its vines were causing Roland some small amount of difficulty, but I managed to stop the thing by polymorphing it into a blowfish. We just tossed it down the mountain after that. On the positive side though is the large shield we found underneath it. It's magical, although it looks a little worse for wear.

On the top level we found what Minora thinks is a Griffon eyrie, another Millenian thing.

It's interesting that such a powerful empire could effectively crumble into dust. According to Minora, pre-Hollow World Millenia used to have a hereditary emperor. The emperors got progressively worse, until the empire fell into decline, with enemies on the border taking advantage of the situation.

Anyway, there appears to be little of interest for us here, so we've decided to zigzag further up the river.

(Note to self: Leo has stated that the metal of the World Shield can be worked)

Again, I have been thinking of Sind. A possibility that has occurred to me is that of collapsing Hule mine sites, something Gurzurk informs me is ridiculously easy. With our mobility, it's something we should be able to achieve with ease.

We found the ruins of a small village today. There is nothing of interest here, although Minora believes it has a similar layout to Millenian villages.

We have found little of interest. We had two options available to us, to head south out of the mountains and into a forested region, or head back north, through the mountains. We have randomly decided to head north.

Interestingly, we saw a bright reflection of light earlier this morning, to the east. No need to ask where we are now headed.

The light was brighter today, and lasted twenty or thirty seconds.

Last night we discovered the source of the lights, a city that whilst not necessarily large, has buildings on the order of fifteen to twenty levels high. Positively amazing by anyone's standards.

We've decided to head one days walk away, and then we can fly in, which should only take an hour. Since we have to rememorise for this, we'll head on in in the morning.

We are presently staying in the city of Linear, an amazing construction if ever I saw one. It is surely of magical origin. Even the road, leading straight to the city, must surely be magical in nature, for it is too perfect to be otherwise.

There is so much to say about Linear, I'm not sure where to start.

Fortunately for us, a number of the inhabitants speak Alphatian. Apparently Alphatians used to regularly visit Linear to attend the college, although this was prior to the sinking of Sundsvall.

Moreover, Serraine used to visit Linear, although it hasn't for a good long time. Linear is where Serraine's hero of old, Glimreen Gemeye (the founder of Serraine; Serraine is a 1000 years old) studied. Linear seems to be a sort of center of learning, although the range of subjects available at the university is somewhat specialised. But more on that later.

Linear is inhabited by humans, although this was not always the case. The inhabitants of Linear found it in its present condition a long time ago; its condition was almost as good as new. They found the previous inhabitants locked away underground, a large number of elves, all dead. It appears the power failed on the elves, and they all died.

The description given me by Mr B strikingly resembles the city of linear! It is quite possible that this is the ancestral home of the Blacklore elves. What a find!

Oh, much of our source of information is from Bryan, a shopkeeper.

The inhabitants are highly advanced. They even have mage magic that can be used to assist in healing, quite an achievement by any mages books. We were all checked out at the medical centre, where various magical implements were waved over us.

They also use magic to feed the local population of 10000 people. There are no cultivated fields.

Damn, this place is so advanced. Even the windows are virtually perfect. They're certainly very difficult to break!

Bryan's apartment, for example, is very comfortable. It all at a very comfortable temperature, thanks to a thing he calls air conditioning.

We of course checked out the university. Whilst not terribly impressive in appearance, the courses offered are quite interesting. To obtain a degree, one must study for a period of three years. Usually one has a single major, and can opt to take a few elective units. The courses (and some electives) include:

Airships
Flying
Control Systems
Theory of Flight
Jet engines
Power production
Physics
Mathematics
Chemistry
Alchemy
History, biology (electives)
Astronomy
Navigation (single unit)
Engineering
Medicine

There are also some other units on offer. In order to be eligible to study, one must be able to demonstrate either competence in magic, or mechanical ability, of which most of us are capable of either, if not both. There are two semesters in each year. First semester begins on the fourteenth day of the second month, and finishes on the twentieth day of the sixth month. This is followed by a week of exams. Second semester begins on the fourteenth day of the seventh month, and finishes on the twentieth day of the eleventh month, followed again by more exams.

Apparently they even have reliable jet engines! What's more, unlike the gnomes, they would teach us about making engines, and planes.

Lani should set up a gate here, between Serraine and Linear, so the gnomes in Serraine can collaborate. There must be much that can be gained from each other. To this end, Lani has arranged an appointment to speak with the arch-chancellor.

For example, Linear has even developed vertical take off and landing vehicles, using engines alone. Even so, they know how to develop the Alphatian military grade flying ship engines! What's more, they offer a course on it, which to some practitioners of magic would seem insane.

Whilst we'll be informing Serraine of our re-discovery, I don't believe we'll be advertising the fact to the world.

We're going to move the falcon in, since obviously it won't be considered unusual here.

Lani has spoken to both the arch-chancellor, and her sister. The next Serraine council meeting is three days hence, and on this date, a delegation from Linear will be sent to Serraine.

Hopefully it will go well.

The delegation from Linear arrived in Serraine today. They were all dressed in unusual costumes, what I presume to be academic garb. They toured Serraine, and were both astounded and incredulous of the sights they saw. For example, they just didn't see the point in someone designing the glittersteps. The pegataur flyby was also a nice touch.

I personally didn't like the progress of the council meeting, and it would appear the pegataur council leader also didn't like it much. There was lots of political talk, and mincing of words. Who knows what they really meant?

However, it does sound like they do want the gates, it's just issues of control over the gate, etc, that they're going to spend a lifetime working over. They have requested that Lani set up some slave gates so that they may continue to meet and discuss matters.

It could well be a good set-up. Serraine is often in need of food, and Linear could gain a good selling platform, although both Serraine and Linear deal in similar goods. However, there's a lot of pressure on both sides by the civilian populace to hurry it up and come to an arrangement. For example, the researchers of both sides want to confer with each other!

It looks as though there'll be continuous council meetings for the next week or so.

It also appears that we're starting to gain a bit of a reputation among the locals of Serraine. We keep contributing, somehow or another.

In the meantime, whilst all this is being sorted out, we're going to hang about Linear.

Well, a sort of agreement has been arranged. Lani is going to have to spend some time making a gate in Linear, and then one in Serraine.

I think others of the party are going to wander off their own way. I'll stay in Linear, since a week isn't really enough time to get anything serious accomplished.

Lani has finished making her gate.

All party members have returned to Linear, so Lani and I told them what we saw.

Out of curiosity, we visited the area where they had found the elven bodies. All 60000 of them. There is a huge area underground, with sufficient room and facilities to keep them alive indefinitely, completely cut off from the outside world. Independent air supply, magically created food, power, the works. All beyond a huge set of ten foot thick steel doors, well underground. It was known to the local elves as a fall-out shelter, and it was clearly meant to protect them from something serious. But it evidently failed, even though not a crack in the walls was to be seen. The entire structure is even magically reinforced.

Lani and I had all sorts of guesses. It is quite possible that the major cataclysms that befell what appears to have been all of Mystara thousands of years ago, and which even the shadow elves still remember, might have been related to this fall-out shelter, and the deaths of the sixty-thousand elves.

We asked Leo what the fall-out shelter was for, and he answered that it was to protect them from what is now known as the Glantrian doomsday device. This is serious.

It would explain their deaths. If the Glantrian doomsday device was used, then magic would have failed. Within a short period of time, unable to open the doors without the assistance of magic, they would have suffocated. All sixty thousand of them. It must have been terrible for them, to have had their hopes of safety dashed in an instant as the power failed them, and the horrible realisation dawn that as none were able to cast spells, magic had failed. With sixty thousand breathing the same air, they must not even have had a decent opportunity to say their final goodbyes to one another, let alone their families.

And now, here we are again, somehow the Glantrian doomsday device has managed to survive the ages, and has even been used once again, although it would appear not with the same level of destruction as it was once used (or perhaps there was more than one of the doomsday devices in the past), for the cataclysm was only brought to bear against Alphatia. And we guess that the failure of magic is a way of powering the device? And, on one day of each year, magic functions at less than 100%. Perhaps the device is gradually recharging itself once again?

Foolishness.

Perhaps, after Sind, we will attempt to do something about it.

On that note, Lani is now going to work on Serraine's end of the gate. Moreover, we're going to start seeing what we can do about Hule. First thing is first: we need information. To that end I have contacted Jose and Martin, to arrange a trustworthy person to fill us in on Hule; general nature, economics, that sort of stuff.

Legionate Linton Kalemi is also arranging a briefing for us, so that we can be bought up to speed. I hope Darokin has well qualified spies. Kalemi is also going to arrange for someone who speaks the language as well as a native to teach us Hulean. At some point, I shall also have to teach Sind to my companions.

We have received a briefing from Legionate Kalemi, in particular by a Darokinian Diplomat (or Dippy) who has recently been reassigned. The information on Hule sounds accurate.

The dippy, whom Gurzurk recognises, has just finished an overview of Hule and the present situation, together with a little history. We're having a little break at the moment, so I thought I'd summarise as best I can, and as tersely as I can, what we have just been informed.

Sind, as I was already aware, has only in living memory become a kingdom in its own right. Previously, it consisted of many autonomous states. Even just prior to the invasion by Hule, there was still a degree of autonomy, and bickering. Consequently, as Hule invaded, it was not a terribly united front that was used to defend Sind. Indeed, some Sindhi states joined forces with Hule, some out of fear, some for perceived gain. Consequently, the remaining Sindhi had not only an invading force of humanoids to deal with, but fellow Sindhi, as the warrior-caste of the assisting barons was added to the Hulean invaders. Indeed, some of the Sindhi assisting the Huleans were collaborators (whilst others simply felt the need for selfpreservation); Hule in many ways defeated Sind via treachery. Another factor contributing to Sind's loss is the absence of any sort of peasant militia. This is something that, if we're successful in liberating Sind, it would be good to remedy. It should be possible to arrange, and perhaps the creation of yet another sub-caste may be possible, though I do not believe necessary.

South of Sind is Jabul, and has also recently been conquered by Hule. Jabul is a scive of villainy, a dump, the (now ex) haunt of pirates. Hule, sick of pirates, thought to remove the threat by conquering Jabul, but instead only succeeded in mving the problem; the pirates just moved on. Indeed, it would have been difficult for Hule to defeat the notables in Jabul as the ruling class consists of mages. No doubt the ruler escaped. Unfortunately, the Jabul pirates are now a source of grief for Darokin traders who sought to trade west of Sind. The pirates are preventing the uptake of trade (there was little trade previously).

To the southwest of Sind is the so-called arm of the immortals, a particularly unusual name, since most Mystarans refer to immortals as gods (not as immortals whatsoever). The people there used to be considered primitive tribesmen. However, that attitude is being rethought. Sind had a sort of treaty with the so-called tribesman. After Hule had invaded, a group of the so-called tribesman, about 100 of them, counterattacked. They even progressed a significant distance. Each so-called tribesman rode a large steed known as an elephant. Moreover, each so-called tribesman appears to have been a mage, as they cast typical spells, such as fireballs, bolts of lightning, and creature enhancement spells (which must have worked magnificently on large steeds). Unfortunately, they were overwhelmed and wiped out by the superior numbers of the Huleans. These so-called tribesmen are very secretive, and dislike outsiders. Darokin is attempting, so far unsuccessfully, to open diplomatic channels. In my opinion, this is an avenue that the party may well be able to pursue.

When Hule invaded Sind, the king was deposed and replaced by someone who turned out to be incompetent. Hule subsequently removed him, and has returned the old king back to the throne. Whether the old king is willingly ruling Sind for Hule, or whether he is but a hostage, is essentially unknown.

Hule also attempted to conquer the Baronies, attacking via land and sea. Their attempted land invasion was only just repelled, and a large part of this was due to the magical legacies that those afflicted by the curse wield. Their invasion by sea was a disaster for Hule; the Baronies not only obliterated the Hulean fleet, but they sacked many of Hules coastal cities, even going as far as Sind. Without a decisive victory, any attack upon the Baronies would have been doomed to failure, for any invading soldiers would soon fall under the effects of the curse.

The humanoids that lead the brunt of Hule's invasion of Sind are contrived of Hule's northern tribes. The northern tribes typically warred and bickered amongst themselves, but Hule convinced them to invade by promising loot. However, having conquered and been settled in for a while, the humanoids are becoming restless; what loot there used to be, there certainly isn't anymore. These tribes, which form a significant portion of the occupying forces, are restless, and almost revolting. Darokin has attempted to exploit this weakness, but so far unsuccessfully. The Master of Hule is playing a delicate balancing game. One of his tactics used to keep the troops in line is to keep moving them around, sending old ones back to Hule, and bringing fresh ones in.

Hule has a very strong priesthood, and their deity is not known as the deceiver for nothing. Hule is a country filled with informants, for the populace is encouraged to inform the authorities of wrongthinkers. As such, the priests have a firm grip on the country. Lower ranked priests are not allowed to lie to higher ranked priests.

Hermit priests wander Hule, and are accorded great respect. It is a good guise to travel around with, if travelling alone, unless one meets another priest.

The Master, of who very little is known, is the ruler of Hule. Darokin has attempted to assassinate the Master on several occasions, but obviously has never succeeded. It's even possible that the Master isn't human, and is simply using illusions to present the guise of one. Darokin agents have heard that the Master may be some legendary figure.

Fortunately, there are few mages in Hule, and we are frankly unlikely to ever meet one. However, if we do, they are probably well defended, and good. Unfortunately, there are many priests. We can expect to find at least one per town. Moreover, Hulean priests are the law and government in Hule.

Since there are many priests in Hule, there are a fair number of powerful ones that we should be cautious of. Hulean priests often wear strange and outlandish clothes, and we should also be suspicious of those travelling by themselves. Also, if someone is yelling at us, then they're probably a priest.

Hule consists primarily of humans. Outsiders are generally unwelcome, although it's not uncommon to find foreign mercenaries.

In the plains between Hule and Sind there appear to be elves and gnolls peacefully living together. This is truly fascinating, if true. Perhaps the party could further investigate this?

Darokin isn't entirely sure why Hule invaded Sind, but it was presumably for the sole reason of getting to Darokin; considering the personal assets of Darokinian council members typically amount to millions of gold, I don't find this unsurprising. Conquering Darokin would also be a good way of gaining significant political influence throughout the Known World; many Known World countries have plenty of wealth entrusted to Darokin.

Presumably the Master of Hule retains Sind both to strip it of its natural resources, and to maintain access to Darokin. Hule does not seem interested in assimilating Sind; most Huleans within Sind are troops.

Darokin believes there are perhaps 10000 Hulean troops occupying Sind. Whilst the local troops tend to be of poor quality, if we cause trouble, they'll bring out their better troops. Nonetheless, it's recommended that we avoid pitched battles since they have the advantage of numbers.

There are no major Hule fortresses within Sind, although there are some fortresses along the Darokin/Sind border. There are some major fortresses within Hule. Since Hule is magic poor, there is little in the way of magical protections, although we can expect important fortresses to be well protected.

Although there is a Sindhi resistance, it is organised into isolated cells, which proves both a blessing and a curse. It is a blessing since one cell cannot compromise another, and, there being many cells, it is near impossible for Hule to take effective action against the resistance. Unfortunately, independent cells means there is no effective organised resistance. In a way, the resistance may only amount to an annoyance in Hule's side. As a side note, the Sindhi priests who are largely responsible for the resistance, wouldn't mind removing the old rhajas once and for all once Sind is again free.

The Daronian diplomat informs us that there is certainly popular support for the removal of Hule, for Hule certainly hasn't improved the lot of anyone in the country. Indeed, they now tax everyone equally heavily.