Coté

Europe’s new rules for Big Tech start today. Are they ready? - “Under the DSA digital service providers - including hosting services, online platforms, VLOPs and even intermediary service providers like ISPs - have obligations to ensure that products sold are safe and not counterfeit, and to eliminate advertising that targets minors or is served using sensitive data. Another requirement is to get rid of dark patterns in advertising. Clarity on how orgs moderate content and a requirement to present their algorithms for scrutiny is also required.” And larger services that reach 45m+ EU people have more, they “have to share data with ‘vetted’ researchers and governments, allow users to opt out of profiling recommendations, submit to regular audits, and have risk management and a crisis response plans in place."

When "customer Value" is weird framing, if not dangerous

Don’t get hung up on “customer value” and “business value”

I feel like this metaphor of “customer value” (and “business value”) has gone too far. It’s become something that people think is real, not just metaphor.

Instead of “value” what we’re talking about is something like “is useful at a price the customer will pay.” Jobs to Be Done theory feels a lot closer to real.

The other issue: there are not ROI spreadsheets for a lot of things in our personal lives. What’s the ROI of eating dinner? What’s the ROI of watching a good TV show, enjoying the cup holders in your car, paying a lot extra to get a private pool at your AirBnB?

The pervasiveness of thinking about “value” and seeking ROI makes it hard to say things like “sure, those trash bags are one euro more a box, but they just work better than the cheaper ones.” Or, “I don’t know, we should just keep paying for Netflix because I like watching things on it.”

There is no spreadsheet that will show the ROI of getting surgery: avoiding death has intuitive value. You can get ripped off: you could have gotten the same for a cheaper price. I think of lot of ROI analyses should be reduced to that: did we get the best price, and are we happy with the outcome? Never mind “the return on investment.” Thinking that keeping your computers running is an “investment” is like thinking of getting needed surgery as an “investment.”

I don’t know, as a customer I don’t want “value,” I want to be satisfied with what I got, I want it to do the job I needed/wanted, and I want to pay a fair price. And then, usually, I don’t want to have to manage it or think about it.

You can call that all “value,” but the danger is that you’ll lose track of the original, literal thing. And then you need this kind of advice to pull you back.

Wastebook

  • Those who are satisfied do not speak. Here.

  • New hunch: PE firms mess with the evolve or die tenant of capitalism, “creative destruction.” They’re like cheat-codes that extend your video game characters life.

  • All is chaos. Thus, you can’t solve chaos by introducing more chaos. All you can do is accept the chaos and move on with your life. The enlightened use chaos to create more chaos. All evil is the denial of chaos and the sad attempt to beg Apollo to bring order.

  • To say that you cannot trust your perceptions and your model of reality - the basis of all those who believe that all is nothing - prima facie disproves itself. For, if you believe that, how can your trust your conclusions thus?

  • “data isn’t oil; data is sand.” Tim O’Reilly.

  • “we are very short-term oriented, so we hardly stop to consider that this very mundane moment we are in now, a moment that seems so plentiful because it happens as part of our daily life, will become a precious piece of history one day.” Here.

  • “the general raucousness of the occasion” Here.

Roll 20 for Distraction

Since last time, I’ve added a whole new layer of obsession to my renewed D&D hobby1…I guess you’d call it. I’ve managed to play several times with my kids. Once on a long bike ride, no dice needed, but you can use the color of the next car coming over the bridge if you need something random, I mean, they’re all basically black, white, grey, or “other” when it comes to color.

What I’ve done, though, is started using ChatGPT to both be a ChatDM and also a player. And also a co-writer for world building, adventures, and the like. So much so, that I started a blog to dump it all into: Eldergrove.quest. You can see my working theory for how to do D&D stuff with ChatGPT in the about page. I’m thinking of a way to livestream this “ChatDM” stuff. I think if I read the responses out loud it’d be something - and just general how to commentary. I have to tell you, D&D videos get a lot more views than digital transformation videos!

Midjourney is also pretty good, though a completely mystery to use precisely.

A pixie delighting in confusing you (Midjourney).

The ChatDM is great at little tasks like coming up with nonsense things a pixie would say to stupefy people. I’ve used to do some world-building, and it’s been a fun co-author for hyper-focused NPC studies.

Anyhow, I’ll maybe mention some more stuff I figure out here, but check out the blog if you’re into this kind of thing for the ongoing updates.

Relative to your interests

Logoff

Big props to the guy in this sleepy, Amsterdam suburb walking home from the grocery store and taking ten minutes to get the perfect selfie, pencil thin blunt hanging out his mouth, backlit by the golden hour sunlight. It’s good knowing he’s out there, taking her easy for all us sinners.

It's good knowin' he's out there. The Dude. Takin' 'er easy for all us  sinners. : r/gratefuldead
1

I think I’ve discovered that “distraction” is just what the 9 to 5 mind calls a “hobby.” Turns out, I haven’t really had a hobby for, uh, a long, long time.

US judge: Art created solely by artificial intelligence cannot be copyrighted - This is going to be weird for a few years, at least.

Generative AI dominates VMware Explore news - AI uses in the VMware stack.

Developers Are the Future Of VMware (Part 2): Multi-Cloud and AI | by Torsten Volk - Good examples and thinking on using LLM AI in systems management stuff, in this case with VMware Tanzu and Aria.

I tried to get ChatGPT to summarize VMware Explore 2023 for me. I don’t know, it wasn’t that great. Also, a peak into my Dungeons and Dragons “ChatDM” obsession.

Rye Leafoot's Guide to Elderwood: The Lost Tribe

Preface

In the annals of Eldergrove’s tangled history, a formidable tapestry of culture and survival, one cannot overlook the enigmatic presence of The Lost Tribe. Nestled within the heart of this ancient forest, a society of orcs has taken root, upending both conventional orcish dogma and the limitations those who see them through eyes of ignorance. This monograph endeavors to peel back the layers of this unique tribe, piecing together the fragments of lore and legend that define their identity.

How upended, you may ask? They are governed not by the barking males of the species, but by the self stylized “Matriarks.” Eschewing the chaotic nature of traditional orcish society, they follow a rigorous code religiously. And speaking of religion, they not only shun the orc pantheon of Gruumsh, but believe any story of the one-eyed god to be fairy tales meant to weaken the tribe. But, most incredibly - and, as I will kindly do throughout, I tell you this for your own safety, you’re best not to say it this way should you ever converse with something other than the blade of a tribe member - the Lost Tribe embraces member who are not orcs. On this last point, I can’t help but add: you would be hard pressed to not think they were orcs.

Ever since I first heard tale of this tribe late one night in The Whispering Willow, my mind has been fixed on one question: how could this upending occur?

My belief is that The Lost Tribe’s dramatic origins forced the tribe to evolve.

First, some years ago the drow of the under-mountain decided that no other races should cohabitate with their vile selves. The drow, demonstrating that intelligence is no guarantee of civility, systematically wiped out countless orcish tribes and other residents of the hill. There are much more unkind words to apply to such a “war” that I will omit. The tribe calls this event The Crucible.

The drow’s utter destruction of the tribe leadership and warrior-cast of left the tribe both leaderless and gave them stark evidence that their traditional notions of strength were, to apply the strongest of orcish insults, weak. The handful of tribe members that remained were forced to flee.

Having fled south from the Elf’s Walls to the Elderwood, being a tiny minority populace our forest has forced the Lost to evolve core tenants of their society. “Tiny minority” - it’s best not to phrase the Lost as such as I found one night!

I for one, believe it is a an evolution for the better. As a guardian of the Elderwood, I’ve seen many of the towering triangle of the Lost Tribe stand among the tower trees of the wood. To my eyes, the two are indistinguishable.

The Triangle

Within the whispering depths of Eldergrove, a tribe of orcs stands as a testament to resilience and adaptation. Forged by hardship and driven from their mountain homes after a bitter defeat against the genocidal drow of the under-mountain, these orcs are now known as “The Lost Tribe.” 333 in number, they have woven themselves into the fabric of the forest, spreading across enclaves both large and small, emerging as an unexpected union of diverse races and backgrounds.

Matriarchal Evolution

From what I can glean, somewhere around 80 years ago - 84, the more numerological of the tribe will insist - the under-mountain drow’s relentless onslaught upended this tribe’s traditional orcish hierarchy. Most of the male leaders, once the cornerstone of orcish leadership, were either slain or captured by the drow. In the wake of devastation, a matriarchy emerged.

Now, under the mantle of “Lost Matriarks,” the females guide their tribe. At the apex stands the Blood Matriark, embodying both fierce warrior and cunning leader, proving her mettle annually or when challenged.

Kanak, The First Matriark

Studying the society, culture, and mind of The Lost Tribe is like studying magics of a master illusionist gone mad. Nothing is as it seems, and the mage casting the spell cannot be relied on for a coherent explanation. Proud as they are, a member of the tribe only ever has one reason to explain their nature: strength. Very few will abide inquiry about origins.

However, in a few rare conversations I have all but confirmed my suspicions. Because the fleeing tribe was so lacking in the male members of the species and the shamans who passed down their traditional beliefs, their new society evolved both, I believe, in blood and in brains. As an often repeated saying of The Lost Tribe says: “the enemy’s blade culls the weak, clearing a way for the strong to answer."

And, dear reader, you will delight in knowing that there are many, many sayings of The Lost Tribe. I will share some with you as we go, and have endeavored to collect those I know in an appendix. However, I have counted well over 500 now and am endeavoring to capture them all in a subsequent volume.

The Blood Code

Struggling to survive the aftermath of the drow genocide, and then as immigrants in an unfamiliar realm, The Lost Tribe evolved into lawful society. The necessity to survive led to the crystallization of a strict, unyielding code, The Blood Code. Though it may appear brutal to outsiders, the code is the tribe’s moral compass. This distinction sets them apart from the broader orc religion and culture, further fueling their sense of defiance, pride, and to my belief, strength and adaptability.

The Crucible birthed a strict code that governs every facet of their existence. This code, both brutal and unwavering, anchors them in their collective identity. Every tribe member, from birth, is indoctrinated into the Code’s tenets. The tribe attributes the code’s early inception to their salvation, standing as a defiant testament to their resilience.

The Blood Code of Three Threes TK( this should be in sets of 3 )

  1. 𐑮𐑃𐑎 𐑎𐑗𐑝𐑊𐑞𐑑𐑗𐑑𐑉𐑊𐑝 (Respect blood, honor the tribe)
  2. 𐑑𐑎𐑑𐑗𐑇𐑇 𐑃𐑎𐑏𐑑𐑉𐑑𐑒𐑑 (Stand together, forged by annihilation)
  3. 𐑝𐑠𐑙𐑍𐑕𐑎𐑎 𐑊𐑍𐑎𐑗𐑙𐑃𐑊𐑠 (Give strength, share strength)
  4. 𐑏𐑑𐑉𐑊𐑝 𐑑𐑑𐑞𐑋𐑑𐑛𐑇𐑗 (Defend honor, wield valor’s blade)
  5. 𐑞𐑋𐑑𐑛𐑇𐑗 𐑍𐑕𐑍𐑠𐑝𐑊𐑛 (Crush the witless, build strength)
  6. 𐑃𐑎𐑏𐑑𐑉𐑑𐑒𐑑 𐑎𐑓𐑛𐑏𐑑𐑠𐑎𐑎 (Craft legacy, shape destiny)
  7. 𐑃𐑎𐑏𐑑𐑉𐑑𐑒𐑑 𐑞𐑉𐑠𐑎𐑛𐑑 (Victory in strength, strength in threes)
  8. 𐑑𐑗𐑑𐑙𐑎𐑇𐑇 𐑏𐑕𐑍𐑏𐑑𐑞𐑃𐑊𐑠 (Forge the three, steel binds)
  9. 𐑗𐑑𐑊𐑝 𐑑𐑗𐑑𐑑𐑗𐑑𐑊𐑗 (The Code is strength, eternal strong)

Triumvirates of Governance

Councils of three, composed of revered orcs, govern the sub-tribes. These councils oversee daily governance, with a higher council above them, beneath the authority of the Blood Matriark. Guided by the Blood Code, the system's simplicity favors clarity and speed, making for swift decisions. The Blood Matriark retains the right to override, challenge, or ignore council decisions, though typically, harmony prevails.

The Triangle of Blood, Unwavering Companionship

Orc of the Lost Tribe are only ever seen in sets of three. This is known as a “Blood Triangle.” Aside from the hidden moments when orcs are ensconced with families, the triangle the smallest group of orcs you’ll ever seen. To see a single orc outside of the confines of an orc camp signifies that something has gone awry.

I have yet to discover when these triangles are formed, but from guarded responses to my queries, they appear to be life-long bonds between the three. Some ritual binds them, and, I suspect, as with all oaths and rituals of The Lost Tribe, an exchange of blood likely takes place. Indeed, the three call each others “Blood Kin” and adopt fanciful names for their group. The rest of the Lost will often refer to triangle, rather than a specific orc.

When you meet them in full splendor, the triangle is a formidable sight — two heavily armored orcs bearing orcish greatswords, each known as a render, accompanied by a third wielding a longsword and an orcish longbow, known as the blood seeker. The later serves as a ranged observer, barking strategic observations, suggesting tactics, and, of course, seeking blood from afar.

Curiously, the Blood Matriark has no triangle. I have yet to discover why.

The Tribe is Blood

Perhaps the most delicate part of my study has been learning about the foundlings role in The Lost Tribe. Common in other societies, a “founding” is a child that has been, well, found by one of the tribe. This may be by accident, though more than you would suppose, it is on the battlefield.

These foundlings are oft not actual orcs. Curiously, they are often children of those the orcs have slain. I have become, well, one does not say “friends” about members of the tribe, but, rather, I have had the chance to speak on multiple occasions with many of these foundlings. Thus far, all but three have been humans. Aside from physical characteristics, they are indistinguishable from the rest of the Lost.

Indeed, the foundlings status appears to be as such to the, if you’ll pardon the phrase, true orcs of the Lost Tribe.

Early on in my study of the Lost when I was a bit more cavalier with my questions, I asked one of the orcs in the Crimson Whisper triangle how one of their points, the human Kelda (the blood seeker), thought of her position biologically in the society. Her silence was captivating, and unnerving. It caught me off guard, and as I tried to recompose myself, I found that Qrald the One Fang, had suddenly hoisted my small halfling frame up eye-to-eye, demanding to know on which trees I would like various parts of brains spread on. It was only with a dramatic braking from Kelda that Qrald set me down.

“They do not see what you see,” Kelda said, having shifted from the orcish I had only heard her speak to a rough use of our Common Tonge. She hesitating every so slightly, looking at me with those dull blue eyes of hers, “nor what I can see. They see only orc.” She then proceeded to do something I had never experienced and have yet to experience again: she smiled at me! It was not, I fear, a jovial smile, however. It was then that I noticed that all of her teeth that could be seen has been filed to jagged points, some layered with metal and, thus, pulled into tiny daggers.

After that, dear reader, I learned to never see the distinction myself, least seeing eye-to-eye with a member of the Lost became the last thing I ever saw.

Delicate Diplomacy

The Lost Tribe maintains an uneasy peace with Aurel’s Reach, once embroiled in clashes that have given way to mutual non-interference. Many decades ago, before my arrival in the forest, a rare alignment of threat from across the Sea of Passage saw the Lost align with the popular of Aurel’s Reach in combat.

Lost Tribe orcs venture to the city occasionally, always in threes, causing surprise and caution, but rarely alarm and combat.

Of late, there is a more permanent pretense of The Lost Tribe in Aurel’s Reach. One triangle known as the Matriark’s Voice resides permanently in the city, serving what we would call “diplomats,” a word the Lost don’t seem to have in their vocabulary.

Notable Blood Tribe Members

Blood Matriark Kanak the 3rd

Kanak the 3rd, descendent of the first is the current Blood Matriark of the tribe. Guided by flames both visceral and metaphorical, she commands with a blazing resolve. Kranark’s rise to power was written in dragonfire—the scalding crucible where she and her triangle fought with the previous Blood Matriark’s against a mighty wyrm that had invaded the tribe’s main camp. Drawing the dragon away from the camp, Kranark’s triangle and the Matriark eventually defeated the creature late into the night. But it was a trial beneath the weeping moon, all but the Blood Matriark and Kranark were killed by the dragon.

Amidst the still-bleeding dragon’s carcass, seeing her opportunity, Kranark challenged the Blood Matriark. Despite both being severely injured by the dragon fight, Kranark defeated the Matriark to ascend as the new Blood Matriark by code. She has been the longest serving Blood Matriark and is as ruthless as she is devoted to the code and the tribe.

While she may not appear to be the strongest of all orcs, she is the craftiest and wisest of all Lost that I have met. Her intelligence can seem like magic to the other orcs. Paired with with speed and cunning, she is believed indomitable.

The Red Whisper

A small “camp” of just one Blood Triangle, Rokar Bloodblade, Qrald the One Fang, and Kelda Shadowarrow patrol the north east forest as the advance watch against drow. Though rare, drow occasionally come up from the under-mountains. Thanks to the Red Whispers, few have survived passage into Elderwood.

This trio embodies the tenacious heart of The Lost Tribe. And I’ve learned much about how the tribe works, how it thinks from them:

Fierce Loyalty: Even with their frequent bickering - very frequent bickering - the bond between Kelda, QRald, and Rokar unbreakable. Their mutual trust and reliance on each other are evident in their synchronized movements, non-verbal communication, and shared responsibilities. For the Lost Tribe, loyalty isn’t just a virtue; it’s a way of life.

Fluid Hierarchies: While Kelda often takes charge due to her assertive nature and larger view of the battlefield as the blood seeker, leadership within The Red Whisper is fluid. Depending on the situation, each member steps up to lead, leveraging their unique strengths for the benefit of the group. Rarely have I seen them confer on any issue, seeming to intuit what each other would think and do.

Adaptable Tactics: The Lost Tribe is not rigid in its battle strategies. Encountering drow marauders requires adaptability. Depending on the situation, they might use guerrilla tactics, set up ambushes, or, at times, even choose to avoid conflict, always prioritizing the tribe’s greater good.

Society, Family, and Roles

There are 333 tribe members, varying from time to time. The Lost Orcs gather in camps, spread throughout the Elderwood but in regular contact. Camps range in size from as little as one triangle, to the many triangles of the Blood Matriark’s camp, The Crimson Hearth.

Family

With the close bonds of the triangle, I at first thought it was the basis of family. This was just a naive outsider’s thoughts, however. Like most humanoids, member os the Lost have families of parents and children.

I have yet to be given view into this aspect of the Lots’s lives, though I have seen many orc children and, of course, foundlings. True to orcish nature, I would not call the few interactions I’ve seen with children to be “loving,” but there is clearly a bond and a type of kindness with children if you observe long enough.

When I have been many weeks into encamping with the Lost I have seen members of triangles separate from the other two to disappear for days into the deeper parts of the camp, presumably to be with their families.

Division of Labor

No matter how warlike, a resilient society cannot be all warriors. I have found the following major roles in The Lost Tribe.

Bloodcarved: Warriors

“My blood-soaked steel makes your flesh weak, the sounds of your death are the tribe’s triumph.”

This mighty assembly embodies the thunderous heartbeat of the tribe. Their ranks are composed of both male and female warriors, each wielding valor like a blade. Battle-scarred and unyielding, they stand ready to safeguard their homeland against any adversary.

Shadow’s Embrace: Hunters, Scavengers, Rogues, Assassins

"I stare into my prey's eyes as they falter. Their terror lingers, seasoning the feast."

These agile orcs master the art of stealth and guile, flourishing in roles as hunters, scavengers, rogues, and assassins. Cloaked in shadows, they dance with the forest’s secrets, stalking prey (and enemies) with precision and striking from the veil of darkness.

Forgefires of Destiny: Blacksmiths and Artisans

“Driving the hammer’s blows, our hands weld each Blood Triangle in steel.”

Within the tribe’s beating heart lies the forge, tended by skilled blacksmiths and artisans. With sweat and skill, they shape weapons, armor, and tools that resonate with the ancestral fire of their people. Each piece carries a history, a legacy, and the promise of victory.

Healers of Resilience: Healers and Herbalists

In the aftermath of battle, these healers mend the wounded, ensuring the resilience of the tribe. With herbs and salves, they nurse warriors back to health, embodying the spirit of unwavering strength.

Reapers: Ranchers, Farmers and Gatherers - A tireless

The reapers bear testament to the tireless labor of these orcs, nurturing crops and gathering forest treasures. Meat, fruits, and grains sustain both body and spirit, binding the tribe to the land they call home. The larger camps maintain yards and glades of livestock from chickens, pigs, goats, and even steer.

Generations in Unity: Families and Children

Within familial bonds, the next generation blossoms, nurtured on tales of valor and unity. These children, snarling-laughter echoing through the tribe, are seeds that will grow into future warriors, carrying forth the tribe’s legacy.

Silent Echoes: The Lost Tribe’s Fading Faith

“Ever silent, Gruumsh’s strength is a lie. The tribe washes away Gruumsh’s betrayal with the blood of the feeble.” After the annihilation of the mountain orcs by the drow, The Lost Tribe greatly resented [Gruumsh and the other orc gods](https://forgottenrealms.fandom.com/wiki/Orc_pantheon). The orc pantheon seemed totally absent from the struggle with the drow. With the male leadership and shamans killed by the drow, The Lost Tribe slowly lost reason to worship the orc pantheon. Eventually, the tribe lost all faith in any divine orc. As if to prove that the orc gods abandoned them, nothing has been heard from the those gods since.

The Lost have a reverence for the forest, but to say they worship the forest would be incorrect. The orcs see the forest as a force on its own, but more often a weapon, as one saying goes: “the forest finds blood just as quick as steel.” There is no denying the magical energy of the forest, which the rare orc druid harnesses. But the orcs have an utter lack of faith in anything spiritual.

Strength, valor, and survival are the only three things the Lost can be said to “worship.” As the orc saying goes: “the orc that listens to the gods’ lies shows their fear to face the flesh and bone standing before them.”

A popular Lost Tribe children’s bed time story

Qrald the One Fang told me this one night after I’d plied the Red Whisper with enough golden mead to lay an army of dwarves low.

In the old days when our tribe was settling in the Elderwood, a triangle found a hidden cave where the orcs here long before us and long gone worshiped Gruumsh. As nights turned to weeks, one of the triangle Rina was consumed by the stories of Gruumsh she had witnessed in the shrine. Each night, she secretly ventured back to the shrine alone, breaking her Blood Triangle in secret. So long did she turn her mind to Gruumsh the one-eyed, that she honored him in the old way by gouging out her own eye.

That same night, while she felt the witless ecstasy of One-Eye, a group of marauding drow attacked her camp. The drow destroyed three triangles, leaving only her own broken Blood Triangle. Unknowing of the consequence of her betrayal, Rina stumbled back to camp, weak from her pride in Gruumsh. She witnesses the drow slay her blood kin, draining their necks like stupid hogs. Each was strong as any member of the Lost. But, as only two, weak as an elf child’s bones.

Rina was enraged at the cowardly slaughter of her blood kin, but more so, her own fault in breaking the triangle. As the drow surrounded her for the kill, she yelled out in her weak voice, beseeching Gruumsh’s aid. The drow softly chuckled, it is said.

Her stance changed to a warriors’, crouched down, her hands of iron around her brute sword. As she licked the blood trickling from her enraged eye socket she said “Do you hear it, vile elves? There is no answer from the lies of Gruumsh. There is only answer from my steel" and slaughtered the drow single-handedly.

Thus we say: “the orc that sees with one eye drinks the blood of their triangle.”

It is said that the nine skulls that adorn the Blood Matriak’s throne are those of the slain drow.

Lost Tribe Sayings

With the code at the core of the Tribes essence, they each know and use hundreds of sayings, frequently as if to guide their thoughts and, thankfully, for those outside the tribe, make their intentions and thoughts clear.

  • Poetry is the shield of the weak.
  • Talk of dreams is talk of trash.
  • The weak interrupt with words, the strong interrupt with blades.
  • A compliment oft hides a knife.
  • Talk of oneself is a distraction from talk of your enemy.
  • When you show one who complains their entrails, they have but one complaints left.
  • The enemy’s blade culls the weak, clearing a way for the strong to answer.
  • Screamed or whispered, what is said before steel slices is meaningless.
  • Mercy’s touch leaves a blade.
  • Do not ask questions of the Matriark unless her reply is the last thing you wish to hear.

Half-Harpy, Dungeons and Dragons Race

A half-harpy is the result of a human breeding with a harpy. Usually, the offspring is a harpy (female), but 10% of the time the offspring is a half-harpy. Half-harpies are male 90% of the time, have wings, human arms, human hands but with long talons on each finger, and, as with a harpy, legs that start as human but end in vulture like ankled and feet.

Half-harpies are accepted into harpy society, but have an even deeper wanderlust than regular harpies. Half-harpies do not stay with flocks of harpies for long, but will follow the flock on annual migrations. A half-harpy that stays in one place for more than a month must roll a constitution DC of 10 each day or lose the ability to fly until it moves at least a day’s travel away from that location.

Diet

Half-harpies inherit the vulture-like diets and eating habits of harpies. Half-harpies eat an almost carnivorous diet and prefer uncooked meat of any type. They prefer eating rotten meat and other carrion. When it sees raw meat of any type, the half-harpy must roll a wisdom DC of 10 or be forced to eat a small portion of the meat, needing to be forcefully held back. To eat, the half-harpy rips its food apart and is resistant to eating with civilized manners. A half-harpy can eat vegetation but does not like it and needs to eat a large portion of meat at least once a week if it doesn’t regularly eat meat.

Relations to Humanoids

Most humanoid react cautiously to half-harpies. While tolerated, at the least provocation most humanoids will become fearful and hostile to the half-harpy. In such cases, roll a contest on charisma versus wisdom to see if the troubled humanoid becomes hostile. Smaller to medium sized (a wolf), non-sentient animals will immediately be afraid of half-harpies and flee, hide, or fight as the situation and their disposition determines.

Half-harpies are always chaotic, but may be good, neutral, or evil. The most common alignment is chaotic neutral.

Abilities

  • Half-harpies increase dexterity by 2, and charisma by 2. Half-harpies are thin boned and light so they suffer a -2 to constitution.
  • Age. As “unnatural” creates, half harpies mature quickly but die younger. Half-harpies are mature at 10 and can live up to 50 years.
  • Languages. Half-harpies speak, read, and write, common, Auran (humanoid bird language), and one other language.
  • They lose the siren song of harpies, but are highly immune to charm (they have an advantage), and totally immune to harpy songs and charms of other avian creatures.
  • Half-harpies have full harpy wings and can fly at 30 ft, but walk a speed of 20ft. They must be wearing light armor or less, and no shield. To fly, a half-harpy can only carry half of the encumbrance for an equivalent human, or is forced to make a strength check each time it takes aloft.
  • Half-harpies have darkvision and have detailed, long range vision. They can see a three foot carcass from four miles away.
  • Half-harpies have perception, acrobatics, and deception.
  • Half-harpies are particularly effected by freezing cold and roll and defend at a disadvantage for cold related checks.

Flying

Half-harpies fly at 30 feet and walk at 20 feet.

It takes a half-harpy one turn to get aloft, and a turn to land safely. The half-harpy’s feet talons need something to grip so, for example, it cannot land on a sheer, vertical surface that has nothing to grip onto.

If a harpy falls it takes damage as per a human falling the same feet.

Combat

Half-harpies can only use weapons that are two pounds or less. They can only use light armor. This armor must be specially made, increasing the cost by 50%.

Half-harpies can attack with their hand talons as slashing weapons, creating d4 damage. They can attack with their feet talons creating d4 damage plus their strength bonus. They can perform a special attack by quickly descending on a foe from 15 feet and striking with their feet talons for d6 + 3 damage.

While flying, if a half-harpy is hit, it must roll a Constitution. If it fails, it falls out of the sky and must roll a Dexterity check or 13, or take damage per the falling damage of a human.

A harpy will not attack a half-harpy unless directly provoked.

The Lost Ingredient - An Elderwood Adventure

Overview

The Lost Ingredient is an adventure that takes place in the city of Aurel’s Reach and the surrounding Elderwood. The player, a new apprentice to Thanlin, a powerful but forgetful elven alchemist, is tasked with finding a rare ingredient, the Luminescent Elder Lily, for a potion that Thanlin has been brewing. The adventure involves seeking guidance from Rye Leafoot, a friend of Thanlin’s, retrieving stolen truffles, and negotiating with a tribe of pixies.

The Setup

Thanlin explains to the player that he’s lost the lily. Thankfully, his friend Rye can locate where to find more in the Elderforest. Thanlin sends the player to the Whispering Willow to ask Rye for help.

Part 1: Seeking Rye’s Guidance

Read to player

As you step into the Whispering Willow, the warm glow of lanterns and the cheerful hum of conversation welcome you. At a corner table, you spot Rye, engrossed in a book, a half-eaten pie forgotten next to him.

DM Overview

Rye is happy to cast Locate Animals or Plants for the character to find the lily. However, he needs the material component, a bit of fur from a bloodhound. More importantly, he’s just overheard that there’s a new delivery of truffles at Underwood’s Delights, a store in the east district market.

“It’s just one basket,” he says with a distressed look on his face. “I can start the ritual for the spell now, but I must get a few of those truffles before they’re out.” He hands the player 20 gold pieces and says, “get the truffles first, and then find the bloodhound hair. The constables’ kennel should have plenty - they might even pay you to take it!”

The player finds their way to Underwood’s Delights and managed to buy the last four truffles for 20 gold pieces. As they leave, an orc child runs into them and with a scared look runs off.

The orc child has stolen the truffles! The player will notice almost immediately. It won’t be hard to track down the orc child as there aren’t that many of them. If the player gets to them quickly, they can just demand them back. After some bluster, the child will hand them over.

If it takes longer, the child will have run into a building that has been painted crimson red. This is the new embassy of The Lost Tribe, an orc tribe of the Elderwood. There are three orcs inside (known as a “triangle,” they never separate). Use the standard orc statblock, but two carry two handed swords and the third a longbow and longsword. The orcs speak common and are more “civilized” than stock orcs, but still as blustery and brutal. If the player explains their case, one of the orcs will question the orc child, get the truffles, and give them to the player.

Once the player has the truffles, and they return them to Rye, he will finish casting the spell and draw a map for the player to the hidden glade. If the player can wait, Rye will offer to buy the player a fish in truffle sauce dish for the player after sending the truffles back to the kitchen.

Part 2: Journey to the Glade

Read to player

As you leave the city outskirts, the familiar sounds of Aurel’s Reach fade into the distance, replaced by the harmonious symphony of the Elderwood. The path before you is a winding trail through towering trees and lush undergrowth, the air filled with the earthy scent of moss and damp leaves. Dappled sunlight filters through the dense canopy above, casting a mosaic of light and shadow on the forest floor.

You cross a bubbling brook, its clear waters sparkling in the sunlight. The stones beneath your feet are smooth and worn, a testament to the countless travelers who have crossed here before. The path then leads you up a gentle slope, the forest growing denser and the air cooler as you ascend.

Suddenly, a rustling in the underbrush grabs your attention. You pause, your senses heightened, ready for whatever the forest might throw at you. But it’s just a squirrel, scampering away with an acorn clutched tightly in its paws.

You continue your journey, the forest around you alive with the sounds of chirping birds and the rustling of leaves. The path narrows and the trees grow closer together, their branches interweaving to form a natural archway. As you pass under it, you feel a sense of anticipation building, as if the forest itself is holding its breath.

DM Overview

The glade is north west of Aurel’s Reach, and should take about half a day. The map is surprisingly accurate, though it does not always show the easiest way.

While going down a narrow path, the player will encounter the player will encounter a giant spider, first encountering a dense web that fills the path.

Should the spider capture the player, they will be rescued by a three orcs from The Lost Tribe. These orcs will cruelly joke about the player’s weakness, one of them gnawing at a spider leg, but will roughly dust off the player and let them go. If the player is an elf, they will give them a playful (to an orc!) kick in the pants to send them off.

The spider has three cocooned bodies in its net: dead human and dwarf guards (leather armor, daggers, long swords, and common gear), but a still live tax collector with a bag of 150 gold coins, papers authorizing tax collection, and a record book of two years of tax collections for the past five years. If the orcs rescued the player, they will have taken all of this and freed the tax collector, leaving them unconscious but free.

More terrain:

  1. City Outskirts: As the player leaves Aurel’s Reach, they pass through the city outskirts, where the hustle and bustle of the city gives way to the serene outskirts. Here, they might see small homesteads, farmlands, and the occasional roadside inn or shop.
  2. Elderwood Forest: The player must traverse the dense and enchanting Elderwood Forest. This ancient forest is filled with towering trees, thick underbrush, and a network of animal trails. The forest is home to a variety of creatures, both friendly and hostile.

Part 3: The Glade and the Pixies

Read to player

As you push through the last curtain of hanging ivy and moss, the forest suddenly opens up into a breathtaking glade. The air here feels different, imbued with a quiet magic that makes your skin tingle. Bathed in a soft, ethereal glow, the glade is a symphony of color, the luminescent Elder Lilies casting dancing shadows that turn the ordinary into the extraordinary.

An ancient tree, gnarled and wise, stands sentinel in the heart of the glade, its branches reaching out like a silent invitation. The tree is surrounded by a tranquil pool, the water’s surface shimmering with the reflected light of the Lilies.

As you take a step further into the glade, you notice odd insects flitting about, their wings iridescent in the glow of the Lilies. They buzz and hum, adding a soft undertone to the symphony of the glade. It’s a sight to behold, a hidden gem nestled in the heart of the Elderwood, untouched and unspoiled.

DM Overview

As the player enters the Luminescent Elder Lily glade, they encounter a tribe of five pixies. These tiny, whimsical creatures live in the glade, and while they don’t value the Lilies themselves, they are intrigued by anyone who does. The player’s interest in the Lilies presents an opportunity for the pixies to engage in one of their favorite pastimes: bartering.

DM Instructions

“A song, a story, or a shiny trinket. That’s our price for a Lily."

  1. Pixie Introduction: Describe the pixies as they flit around the glade, their iridescent wings catching the glow of the Lilies. The pixies are curious and playful, but also cautious of the player. They watch from a distance, whispering amongst themselves, before one of them, bolder than the others, approaches the player.
  2. Pixie Bartering: The bold pixie, acting as the spokesperson for the tribe, expresses interest in why the player wants the Lilies. Once the player explains their need, the pixie proposes a trade. The trade could be for a shiny trinket, a heartfelt story, or even a song - pixies love music and are easily swayed by a good performance. If the player agrees to the trade and meets the pixies' request, they allow the player to take a few Lilies.
  3. Pixie Interaction: Encourage the player to interact with the pixies. The pixies might ask the player about their adventures, share some of their own stories, or even offer some advice or warnings about the forest. This interaction can add depth to the encounter and make the glade feel like a living, breathing part of the world.

See also pixie tricks and nonsense talk.

Adventure Conclusion

Once the player has satisfied the pixies, they will allow them to take three, or even ten, Luminary Lily. The player then safely returns to Aurel’s Reach if they choose to.

Upon giving the Licht Lelie to Thanlin he will proclaim, “wonderful, wonderful!” and then drop the Lilly into a beaker full of translucent brown liquid. The liquid will poof. “Finally! You’ve helped me perfect my recipe for transparent tea!”

Pixie Mischief

A cruel laughing pixie, in a forest, in a fantasy setting, in the art style of D&D

Pixies, those delightful and mischievous denizens of the Elderwood, are as much a part of the forest as the trees and the streams. Tiny and whimsical, they flit through the undergrowth, their wings aglow with an ethereal light. They are guardians of the forest, protectors of its secrets, and masters of trickery and illusion. Their laughter is the rustle of leaves, their whispers the sigh of the wind. They are elusive, yet their presence is felt everywhere.

Pixie mischief is legendary in the Elderwood. They are known for their playful pranks, their harmless tricks designed more to amuse than to harm. They delight in leading the unwary astray, in causing mild confusion and chaos, in adding a touch of whimsy and unpredictability to the otherwise serene forest. But remember, their tricks are never malicious, and often, they serve to remind us not to take life too seriously.

In my time in the Elderwood, when I’ve been, let’s say, lucky enough to encounter Pixies, I’ve collected a list of their delightful mischief. It’s a testament to their playful nature, a glimpse into their whimsical world, and perhaps, a guide on what to expect when you find yourself in the heart of their domain.

–From Rye Leafoot’s _Elderwood Guidebook, vol. 5: Catalog and Observations on the Least Dangerous of the Inhabitants of the Elderwood_.


When a player encounters a Pixie in Dungeons and Dragons, what might the Pixie do and say to mess with the player?

Twenty Pixie Pranks (d20)

  1. Pixies turn invisible and whisper misleading directions, leading people astray.
  2. They tie shoelaces together when no one’s looking.
  3. Pixies use minor illusion to create the sound of a roaring beast nearby.
  4. They sprinkle pixie dust on sleeping individuals, causing them to levitate a few inches off the ground.
  5. Pixies use their magic to make a person’s food taste like mud.
  6. They steal small, shiny objects and hide them in hard-to-reach places.
  7. Pixies use their magic to make a person’s clothes change color.
  8. They use minor illusion to make a rock look like a precious gem.
  9. Pixies move a person’s equipment around when they’re not looking.
  10. They use their magic to make a person’s hair stand on end.
  11. Pixies use minor illusion to create the sound of a swarm of bees.
  12. They use their magic to make a person’s voice sound like a frog’s croak.
  13. Pixies rearrange signs or landmarks to confuse travelers.
  14. They use their magic to make a person’s drink taste like vinegar.
  15. Pixies use minor illusion to make a tree look like a scary monster.
  16. They steal a person’s map and replace it with a drawing of a pixie sticking out its tongue.
  17. Pixies use their magic to make a person’s backpack unbearably heavy.
  18. They use minor illusion to make a harmless bunny look like a dire wolf.
  19. Pixies hide a person’s weapons and replace them with flowers.
  20. They use their magic to make a person’s bedroll feel like it’s filled with pebbles.
A cruel laughing fairy, in a forest, in a fantasy setting, in the art style of D&D

Pixie Nonsense Talks (d20)

“Just let me go and I’ll tell you a secret that the big folk don’t know!"

  1. “Did you know that cloud gazing at midnight helps you grow taller?”
  2. “The sun actually rises in the west in the Elderwood, you know.”
  3. “If you hold your breath while crossing a stream, you’ll become invisible.”
  4. “Trees can hear your thoughts, so be careful what you think around them.”
  5. “If you sing to your food, it tastes better. Trust me.”
  6. “Swallowing a pebble will make your voice sound like a dragon’s roar.”
  7. “Tying your boots with your eyes closed brings good luck.”
  8. “If you can catch a falling leaf before it hits the ground, you’ll have good dreams tonight.”
  9. “Walking backwards wards off evil spirits.”
  10. “If you whisper your secrets to a flower, it will never tell.”
  11. “Did you know that owls are actually afraid of the dark?”
  12. “Rubbing moss on your skin helps you blend in with the forest.”
  13. “You can talk to squirrels if you learn their language.”
  14. “Rainbows are actually bridges to other worlds.”
  15. “If you tickle a tree, it might just tickle you back.”
  16. “The moon is made of cheese, but only on Tuesdays.”
  17. “If you dance in the rain, you’ll never get wet.”
  18. “Birds can’t actually fly; they’re just really good at jumping.”
  19. “If you can catch a raindrop on your tongue, it will grant you a wish.”
  20. “Never trust a rabbit; they’re notorious liars.”
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