The Medusa's Cascade

The Podcast

A Dungeons and Dragons actual play podcast featuring a mysterious tavern known only as The Medusa’s Cascade.

The Journeyman


Teams: Collateral Damage



Galadloriel (Glad)


Shankise (Shanks)








The Daughters of Creation

Not just a folktale or bedtime story, the Daughters of Creation is a part of an ancient religion that reveres the eight energies that created the gods. These energies are responsible for creating what we understand as the planes of existence and represent themselves as sisters. They will sometimes take the form of mortal beings, usually of the feminine variety.

The Void

The Flame

The Light

The Wind

The Divine

The Wave

The Weave

The Vine

Book of Alchemy

The Source

Book of the Archfey


Archfey were fey beings who gained nearly god-like powers and established a position of preeminence among fey-kind. Each archfey had a unique appearance and set of abilities, most controlled a portion of the Feywild and had self-proclaimed titles.

Some of them were powerful fey of many races, others were the awakened spirits of natural places such as forests or rivers, others the sentient incarnations of different types of animals, and others were noble eladrin so old and powerful they transcended the bounds of mortality.

Some archfey were regarded as deities and granted divine abilities to their worshipers. Archfey could be contacted by a willing warlock to form a fey pact.

Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.

Notable Archfey
  • Baba Yaga, Mother of All Witches
  • Hyrsam, the Prince of Fools
  • Neifion, the Lord of Bats
  • Nintra Siotta, the Princess of Shadow Glass
  • Oberon, the Green Lord
  • The Prince of Frost
  • Queen of Air and Darkness
  • Titania, the Queen of the Summer Court
  • Verenestra the Oak Princess
  • Kannoth, the Vampire Lord of Cendriane
Pacts with Archfey

Fey pact warlocks, which were among the fewest in number of all warlocks, forewent the obvious dangers of dealing with devils or the forbidding mystery that surrounds the star pact but instead dealt with powerful, supernatural forces of the Feywild. Such spirits of the natural world may have been menacing or simply capricious in their dealings with mortals of the Prime Material Plane. Some were faerie-like dryads or sylphs while others were less easily defined, more like incarnations of nature than anything else. Many of the sponsors of warlocks who sought the fey pact were dangerous archfey, such as the Queen of Air and Darkness or other such Unseelie fey, although a few received their powers from the more benevolent Seelie fey.

The magic bestowed upon fey pact warlocks could be enchanting, while retaining the savage lethality common to the Feywild. Typical spells may have charmed a foe or burnt them alive, reflecting the often fickle nature of the fey. Often such invocations required the wielder to have a high level of natural presence and charm, with which they could hold their own in negotiations with the wily and often deceptive beings. The most basic of these, known to all of the fey pact, was eyebite, which caused its victim to lose sight of their attacker under the weight of staggering psychic pain. Additionally, fey pact warlocks with a measure of fey blood may also have demonstrated a natural affinity for flora and fauna, allowing them to have located hidden wildlife with relative ease.

Warlocks who focused all their attention on dealing with fey spirits might have become one of the feytouched, half-mad arcanists who slipped between the Feywild and the Prime Material Plane as they wished. Some of the best-known organizations of fey pact warlock included the Lakh-Myr Thorns, who, during the Era of Upheaval, were headed by a shadar-kai named Gaen Ral, as well as the Tairemgira of Kryptgarden Forest. While most fey pact warlocks sided with the Unseelie, a few came under the patronage of more benevolent beings, such as the archfey Titania.

The Archfeind

Demon Lords

Demon lord was a self-proclaimed title used by the most powerful demons of the Abyss. Though there were no formal criteria for the title, most demon lords were extremely powerful, controlled at least one Abyssal layer, and commanded armies of lesser demons. Each of them had a unique set of powers and abilities. The most powerful demon lords sometimes called themselves demon princes. Prominent demon lords included Demogorgon, Orcus, and Graz’zt 


Each demon lord had a unique appearance and set of abilities and ruled over at least one layer of the Abyss. Those that controlled several layers and rose higher in power gave themselves the title of demon prince. Both “demon lord” and “demon prince” were self-proclaimed titles by those who had gained enough power and influence. The demonic fiends were in an eternal struggle, edging and fighting for dominion over one another. Unlike the archdevils, the chaotic evil demon lords did not have a rigid hierarchy, though they appeared in greater numbers throughout the Blood War.

A demon lord, when slain in a plane other than the Abyss, was banished to the Abyss for a hundred years, whereas ordinary demons, including the mariliths and glabrezus, risked being reborn into a lesser form, or not at all.


Demon lords waged eternal war with each other, often seeking ways to expand their holdings into other layers and at the same time defend their personal domains from rival lords and scheming underlings. Obox-ob was the first demon lord to hold the title of “Prince of Demons”, a coveted status symbol, followed by Miska the Wolf-Spider, and then Demogorgon. Orcus and Graz’zt contested this title, while Obox-ob desired to regain it.

Most demon lords had secretive mortal cults who sought to elevate their lords to godhood through prayer and sacrifice.

The Goliath Tribes of the Barrier Range

The 9 Tribes
  • Munakithino – Matriarchal (Warrior Culture)
  • Vathuniala – Patriarchal (Intellect Culture)
  • Nulakulane – Theocracy (Sarenrae/Everlight)
  • Elaniano – Republic (Nature Based Culture)
  • Gathakanathi – Matriarchal (Warrior Culture)
  • Inulugate – Communal (Monastic Culture)
  • Nola-Kolake – Patriarchal (Nature Based Culture)
  • Ovethavea – Republic (Crafting Culture)
  • Lakumatho – Theocracy (Melora/Wild Mother)

Though there have been squabbles between tribes here and there, they get on well with each other. Their ancestors having banded together many years ago against an impending threat from the west in the Burned. The tribes have embraced their differences and use the knowledge and traditions of their own tribes as advantages in protecting their people and home territories. 

While all of the tribes are governed similarly, they tend not to be too rigid about social standings. Each tribe, over time, borrowed different ideas from other neighboring tribes. 

Having lived in these ancestral territories for ages, each tribe has found a way to find an equilibrium with the land around them. This has allowed them to survive and sustain themselves throughout the ages through the six cataclysms that have occurred in Sloane.

Notable Persons

Zaumeo “Brightrunner” Munakithino

Leader from the last age, led the northern tribes in battle against an Illithid incursion that threatened not only the tribes but their allies in the east in Stargrave. Landed the killing blow to the hive’s Elder Brain, dying in the process.


Olakia “Wanderdream” Gathakanthi

General from two ages ago, left the tribe to wander the range in search of new battle tactics and expand her understanding of the range. Is the progenitor of the current standard of fighting that meshes monastic harnessing of Ki and the berserker’s harnessing of rage.

Pegu “Truthherder” Nulakulane

High Priestess from four ages ago, received a vision from the Everlight encouraging her to bring patience and temperance into the tribe. Was responsible for converting her tribe to the ways of the Everlight and pioneered their current healing practices.

Thauki “Deerdream” Lakumatho

The High Priestess of the current age, made a pilgrimage to the Heartwood for guidance from the last Arbiter,Tuz’gan , and with their help they became the chosen of the Wild Mother. Became the standard of symbiosis with the world of Sloane, helping the tribe become closer to nature.

Apagak “Dawnsmasher” Vanuthiala

Leader from two ages ago, a powerful mage that was the first to institute formalized education for the tribe. His example would spread knowledge throughout the neighboring tribes. Several academies bear his name in the northern parts of the range.

Gralig “Flowerspeaker” Elaniano

Council member from three ages ago, a beekeeper that pioneered a way of bringing native bees further into the mountains by crossbreeding the different species and creating a heartier new species. Because of this, this area of the range is far more lush than the surrounding areas, allowing the tribe to provide a wider array of food to trade with the neighboring tribes. 

Zaumak “Wisevigor” Inulugate

Monk from the current age, studied at the Monastery of Perpetuity and was the first in several ages to diversify the teachings within the tribe and to make allies with those across the burned in the western part of Sloane. Speaks for the majority of the tribes in talks with the west.

Marathak “Rainbearer” Nola-Kolake

Druid from the last age, went into isolation in the lowland swamps surrounding this area of the range. After several years, he returned with new found knowledge of converting natural death into a natural rebirth. Brought the Circle of Spores into the tribe and helped the tribe become even more self-sufficient.

Lauveith “Wisemender” Ovethavea

Artificer from the beginning of written history, was the first known Goliath to imbue his tribe’s mechanical and natural devices with magical energy. Though more advances have been made since his momentous advancement, without his incites and curiosity, his tribe would have scattered to the winds long ago.

Book of Celestials

Book of Archdevils


Archdevils were the greatest of devils, and the archdukes of the Nine Hells. As befitting their kind, their position was strictly dictated by the hierarchy of the Nine Hells. Only nine archdukes ruled at any given time, one for each layer of Baator. Deposed or banished archdukes were also referred to as archdevils. Prominent archdevils included Asmodeus, Zariel, and Mephistopheles.

The position of archdevils in the hierarchy of Baator was clear: archdevils were the most powerful and were, therefore, on top. The most powerful of the archdevils were the archdukes, also called the Lords of the Nine. Other archdevils were dukes, ruling portions of a layer, generals, or bureaucrats of various sorts.

Bound to the Void

  • Takes place 2 ages ago (roughly 3k years) in the city of Drose
  • Vast Human Empire, aligned with powerful dragons to the north in Zur Algud
  • Resistance grows mainly in the south, but in general the remainder of the surrounding regions of Sloane
  • The spearhead of the resistance is Juno, the Arbiter of the age: Half-elf Sorcerer, towards the end of his age
  • Follows Human squire Ybo, 16/f with a black pseudodragon companion Gerviss
  • Witnesses a war crime by higher ups and is spotted. Runs south, chased by Taf the Dragonheart and his mount Coazzu the Clever. Many close calls. Several close calls, introductions of archetype characters.
  • Eventually gets to Juno. Gerviss reveals himself to be an Ancient Void Dragon, pulling together several clues that have been slowly dropped throughout the story.Ybo reveals a hidden weakness of the Empire’s forces that has been found out along the way. The book ends at the climax of the final battle, the leader of Drose monologuing.


We’ahqa found a drawing of an ancient temple dedicated to the sisters.

The drawing depicts a city built into a massive mountain with passageways and great walls that swirl around upward to the top of the structure. Some tunnels go through it. It is a massively complex structure. Three gigantic statues perched on foothills surround the city. These corporeal feminine beings are in different poses.

There is a second drawing of an altar suspended in what looks like a giant cavern. The altar sets atop a large granite hand holding it out from a passageway near the cavern wall. On the other hand, the altar and surrounding the altar are six very similar but distinctly different effigies of what you believe to be The Daughters of Creation.