No one would have believed in the middle years of the fifth century that our world was being watched keenly and closely by intelligences greater than man's and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinised and studied, perhaps almost as narrowly as a man with a microscope might scrutinise the transient creatures that swarm and multiply in a drop of water. With infinite complacency men went to and fro over this globe about their little affairs, serene in their assurance of their dominion. It is possible that the infusoria under the microscope do the same. No one gave a thought to the older worlds of space and empire as sources of human danger. It is curious to recall some of the mental habits of those departed days. Yet across the gulf of Tridents, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regarded the East with envious eyes, and slowly and surely drew their plans against us. And then in 4447 would come the great disillusionment.
Father Camus, High Priest of Thoth. Ahyf 6/9/4447
(Credit to H.G. Wells)
City State of the World Emperor, Wilderlands Campaign.
Wednesday 20 December 2017
Tuesday 19 December 2017
Campaign Background
VIRIDISTAN, CITY STATE OF THE WORLD EMPEROR, CITY OF SPICES (Metropolis) Population: 120,000 (30,000 able bodied) Racial Composition: Mixed (human 70%, dwarf 10%, elf 5%, half elf 5%, others [including demons and strange creatures such as evil merefolk] 10%) Alignment: LE Average Citizen: The average citizen of the City of Spices is of mixed blood predominantly subjugated Tharbrian mixed with greatly-diluted Viridian, mer-folk or wild men of the Confederated tribes. Though the seat of an empire, the empire is in decline and the citizens are brutally regulated either by the emperor or the priests of Armadad Bog who enforce the Armadad Law. Especially that only the nobility and priesthood may practice magic.
Ruler. Hautulin Seheitt, World-Emperor and God-Priest of Armadad Bog (LE male Viridian Wiz/Clr).
Other important figures:
- Empress Murielle Eidn, High Priestess of Armadad Bog (LE female Viridian Wiz/Clr).
- Shah Pahrrib Fu, ruler of Shardis Province.
- Shah Satyrbis, ruler of Effernath Province. (Known by the party to be a Demon in league with the Natchai following their victory over Lareth the Beautiful.) Killed by the party 2/5/4448 and declared a Caliphate of Mitra under the sovereignty of High Priest Earendil shortly after.
- Shah Kijdawr Aenekosii, ruler of Smyrsis Province. Has declared itself independent and is now under the control of a Mitra/Mycr alliance.
- Shah Dyshim Leayh, ruler of Thygamus Province.
- Shah Abdu Inslar, ruler of Lyoophiath Province.
- Shah Drong Dirkah, ruler of Gommorath Province. (Suspectd by the party to be a Demon in league with the Natchai)
Resources: Spices, wine, the greatest market in all the world.
Allies: Cavemen of the Eleph Territories, numerous tributary villages and lands (though few are true allies).
Enemies: Nearly all the world, including the City State of the Invincible Overlord; the merefolk of Sae Laamer.
The City State of the World Emperor (CSWE), otherwise known as Viridistan, the City of Spices, the Immortal City, has been ruled for the past 150 years by Hautulin Seheitt, the Green Emperor,, and his wife Murielle Eidn, the last of a once haughty and powerful green-skinned race known as Viridians who claim to be descendants of the gods of the Uttermost War and themselves living gods deserving of worship.The Viridians founded CSWE 4332 years ago (in 101 BCCC), shortly after subjugating large areas held by the Wild Men.
The Green Emperor for that is what he is called, due to the cast of his skin is highly lawful and evil, and prone to extensive use of sorcery to maintain the Imperial Domain. While the Emperor has only rarely appeared publicly in the last twenty-five years, and then with his head and face covered by a silver cowl, he has now not been seen at a public function for eighteen months. Rumor has it that the Emperor has been gradually losing his once incredible magical powers, and has become uncertain or even afraid. Other rumors claim he is getting senile though none of this can be confirmed.
The City has had a stormy and checkered history centering around Viridian internal bickering and assassination plots to gain control of the throne. The "hereditary" monarchy has therefore seldom been passed on to son or daughter but due to treachery of one kind or another it has often been usurped by Viceroy, Suzerain and occasionally by a Padishah. This aristocratic race was thus gradually destroyed from within until Seheitt, Eidn and a few cousins were the last left, except possibly for their only son who disappeared 75 years ago and has not been seen since.
The city is surrounded by six provinces, all ruled by mortal kings called Padishah. These rulers swear their allegiance to the Green Emperor and the Immortal City when they are picked by the Emperor from the ranks of the highest social classes, supposedly at special tournaments but actually via political and religious intrigue.
All but two of the emperors of the Immortal City have been evil: Reddisorn the Golden, who ruled from 2089 to 2272 BCCC, and Cneninadus the Mycretian, who ruled from 4226 to 4283 BCCC.
Cneninadus reign approached the Golden Age of Reddisorn in its encouragement of the arts, education and civil rights but had not the peace and tranquility he sought. It was unheard of for any Viridian to become a follower of the god, Mycr; indeed, most had been Natchai (worhiping the god Natch Ur) or Mer Shunnans (followers of Armadad Bog), religions with alignments far removed from the Mycretian.
The Mycretian distaste for human sacrifice, blood-thirsty greed and the powers of the Dark exacerbated the enmity between Cneninadus and the eleven other Viridians and so his reign was marked by bloodshed and attempted assassinations. He was finally murdered by Hautulin Seheitt and eight demons in 4283 BCCC.
The Green Emperor, a Mer Shunnan, was a high priest of Armadad Bog at the time he took power. In the Great Slaughter of Pain in 4284, Seheitt decimated the Mycretians and their sympathizers, even making two raids into the caverns of the Holy Cities to kill two of their Prophets. Upon completion of this bloodbath of terror, the Green Emperor was rewarded by Armadad Bog by being ordained as the only Mer Shunnan God-Priest. Armadad Bog took up residence deep under the castle in the natural bay inlet soon after Seheitt had built him a temple near the inner castle curtain.
It is still technically illegal to be a Mycretian within the City walls, and for the last twenty years or so, the Green Emperor had not been pressing the hunt, nor charges, as often as before. He has seemed preoccupied. But is now lashing out and it is not wise to broadcast the fact of one's being a follower of Mycr. Mycretians have increased rapidly in numbers in those few years, until now they number about ten percent of the City and Mycretians have had a direct hand in the increasing tensions that are now racking the Immortal City, especially in their rescuing and spiriting away humans in danger of being sacrificed.
Several gods have been angered, and the City and surrounding areas experienced a minor earthquake three months ago. Most of the damage has been repaired. Taxes have been doubled in the last five years in the City State of the World Emperor. The City State of the Invincible Overlord has sent tribute to the Immortal City once a year since the Bloodless Battle of Barrad in 3788. Constant minor testing of the Emperor's strength (at least until recently) had always been met with more than adequate arrows or sorcery. In the last ten years, however, more and more of these "testings" have succeeded, but with no logical pattern to which incidents go unchallenged. And now, the Emperor has again outrageously increased the tribute.
Spies between the two cities are thick. World Emperors for centuries have maintained a small wall between the Elsenwood Forest and the Emperor's farm lands, ostensibly to protect crops from marauding animals and to help keep an eye on the pesky wood elves' thieving habits. However, Seheitt, the Green Emperor, has just finished a seven year project to triple the height and strength of the wall, to add a moat, and to double the guard, all for reasons indecipherable to the general populace.
Viridistan is ruled by the emperor with a strong hand. A High Council, made up of one viceroy, two Suzerain, and six Padishah, meets twice a year in late spring and fall for official reporting, information sharing, and setting mutually beneficial policies to recommend to the Emperor. It has no vote in the final say. The Emperor loves order and hates disturbances. Chaotic types are looked on with some suspicion, and so must try to keep their unusual behaviors and eccentricities under wraps.
Disturbances of the peace involving more than three people (gang fights, drunken brawls, mob action, etc.) are usually put down ruthlessly, with questions asked later. Loose talk about the gods, their worship, alignment, language, and negative comments about the Emperor and his government are not conducted publicly. The use of magic outside of the nobility and priesthood is punishable by death.
Common is spoken and used in the City almost exclusively now. The exception being the Eleph Quarter, where Elephanian is spoken. Viridian is no longer used much, since there are so few Viridians left.
Trade and barter economic systems are still in large scale use, though coined money and industry "traders" have gained much acceptance. Many rare and unusual varieties as well as common varieties of spices are grown here. Experts' knowledge on the care and marketing of herbs and spices is greatly in demand.
The wine industry, too, is substantial as many extensive grape arbors are grown in frequent forest clearings and fields in various places along River Leander. Most of the province capitols produce their own ale and enough to trade besides.
Targnol Port and the City State are both on the main trade route and both are major shipping ports. Trade by both land and sea is growing and the wide avenues of trade in the City State bustle with activity throughout the year's nine months of good weather.
In the last five years the Emperor has doubled the size of his military troops (again at the expense of the taxpayers) until now he commands the equivalent of about five Vasthosts. Guards and patrols police the City so there is not much reason to keep large numbers of militia in the area. Orcs and goblins and other lesser races are not welcome in the City even though some Mer Shunnans are friendly with them.
Just last year religious strife was again rife with the Green Emperor banishing the Arch Mage Wu Ug, Prelate of Natch-Ur and closing the Natchai Temple at the Obelisk, Zeph. Some say the Arch Mage has not been seen in Caer Cadwen. Others that his henchman, Taata Ert is in hiding at Grimlon in Gommorath Province and even under the protection of Shah Drong Dirkah himself. Following a long struggle against the Natchai the party have undone Natchai ambitions for now and have discovered that at least two of the Padishar are disguised Demons.
The City of Tel-Qa has seceded from Empire under a Mitra/Mycr alliance. It is gaining strength due mainly to the help of the party in securing the tri-partite support of the three Elven kindreds. The Emperor has declared war upon the renegade province and his soldiers have marched out beyond the Wall (1/3/4448) successfully investing the area around The Jolly Ent Inn with the intent of securing a safe route through the Elsenwood. Further imperial expeditions from the Moon Tower and Port Targnol crushed Sully and the road between them is now lined with cruscified rebels. The empire's victory here would have been complete but for the heroic actions of the Gnolls under Krak who still bravely battle on the Targnol Plains though against increasingly difficult odds.
The Hill Giants of Yakin Ley have also formed a rebellion capturing the towns of Ramarch and Ruppin Athuk before the assassination of their King (likely by the Black Adders) the Empires' counter attack (10/3/4448) and a surprise attack by the Fimmir from The Marmonmist drove them back to their Steading.
Forces were dispatched to quash a Mitran uprising in Sully and to bolster the imperial forces in the East against possible invasion from the Invincible Overlord (1/3/4448.) And a massive attack led by huge metal fighting machines of the Veridian Eye (9/4/4448) saw the Elsenwood in flames before retreating in disorder following a Godly intervention by Mitra himself at the behest of the High Priest, Earendil.
Original Province Boundaries 1/9/4448.
The Armadad Law.
The Armadad Law maintains order and stability in the World Emperor’s lands through pageantry, and a combination of ecstatic practices and public ceremony. Citizens are expected to cover their bodies, preferably completely, and to wear masks and tokens which denote their class, family, and occupation. The public dress is accompanied by secret signs, gestures, and phrases, which discourage identity theft. Above all, faces must be covered at all times; only the lowest of slaves would suffer the humiliation of baring his entire head.
Armadad Bog and his representative in the mortal world, the Emperor, demand total obedience, and suffering for god and state proves a citizen’s obedience. The wrathful father demands proof that his children deserve his benefice. Self-flagellation, barbed surplices, nettle shirts, and a host of other debasements flense the soul as they assault the flesh. Mortification of the flesh impels the soul toward the embrace of Armadad Bog. The Protectors of the Faith, warrior-priests of Armadad Bog, are ever vigilant for those self-important malcontents who refuse to participate in state religious rites, dabble in forbidden texts, or consort with Mycretians and other counter-religionists.
Viridians have few opportunities to escape this oppressive denial of the flesh. Their baths offer some respite. Shrouded in darkness, each patron dons a hood and removes all other clothing. Bath-slaves, every one eyeless, provide steam, soaking, massage, grooming, and sexual release. Trance halls are the other major venue where the green people find release from the rigid hierarchy and regulation of their daily lives. The halls are dark, lit by erratic cascades of colored light and throbbing with loud music. Potent beverages are provided for a small fee to help relax the patrons, and soon the music draws them to dance. Slaves, usually giants, dance naked except for a hood, their sweat-slicked bodies urging the patrons to follow suit. Clothing is cast aside (what little the patrons did not leave with their slaves outside), and soon the patrons are swept up in the trance, offering up their will and power to Armadad Bog in the ecstasy of the moment. Children are often conceived in the trance hall. Thus, Viridian inheritance is exclusively through the female line.
The empire of Viridistan, though far from its peak, is still a force to be reckoned with. They may never again be allies with the once-vassal state that now styles itself the City State of the Invincible Overlord, but they maintain useful relations with the wizards of Tula and merchant princes of Antil and Tarantis.
Calender & Weather.
Calender & Weather.
BALOZKINAR’S CORRECTED COMMONERS’ CALENDAR
The days of the BCCC Week are: Airday, Waterday, Earthday, Fireday and Spiritday.
The months of the BCCC Calendar are:
Thawmist (Days 1-20)
Dewsnap (Days 21-40)
Flowerbloom (Days 41-60)
Sweetrain (Days 61-80)
Meadowlark (Days 81-100)
Longrass (Days 101-120)
Warmshade (Days 121-140)
Sunstrong (Days 141-160)
Thistleburn (Days 161-180)
Harvestime (Days 181-200)
Goodgrove (Days 201-220)
Blackmoon (Days 221-240)
Willowind (Days 241-260)
Redleaves (Days 261-280)
Maggotfeast (Days 281-300)
Coldrain (Days 301-320)
Shadowrath (Days 321-340)
Gloomfrost (Days 341-360)
Year’s End (Days 361-365\366)
The days of the BCCC Week are: Airday, Waterday, Earthday, Fireday and Spiritday.
The months of the BCCC Calendar are:
Thawmist (Days 1-20)
Dewsnap (Days 21-40)
Flowerbloom (Days 41-60)
Sweetrain (Days 61-80)
Meadowlark (Days 81-100)
Longrass (Days 101-120)
Warmshade (Days 121-140)
Sunstrong (Days 141-160)
Thistleburn (Days 161-180)
Harvestime (Days 181-200)
Goodgrove (Days 201-220)
Blackmoon (Days 221-240)
Willowind (Days 241-260)
Redleaves (Days 261-280)
Maggotfeast (Days 281-300)
Coldrain (Days 301-320)
Shadowrath (Days 321-340)
Gloomfrost (Days 341-360)
Year’s End (Days 361-365\366)
Weather and climate in the Empire varies from Northern European in the furthest refions of the Elephlands through Mediteranian from Tel Qa to Nho. Further south and especially to the warmer west the climate resembles that of North Africa from the desert lands to Lenap. Lenap itself is cooled by fresh breezes from the Sea of Five Winds.To the east south of Antil through northern Orichia a band of tropical jungle prevails. In Veridistan itself and notably the City of Spices, Caer Cadwen and Port Targnol enjoy middle eastern temperatures.
The months of Coldrain and Shadowwrath are considered the Rainy Season with large parts of the area plagued by torrential downpours.
Ludgates.
Vilmandil, Isudia and Isin.
The Council of Ludgates
3923 LUDGATES (Small Town): Conventional; AL CE;
TL 4; 800 gp limit; Assets 36,000 gp;
Population 1,440 town, + 4000 dominion
(Able bodied 360 +1000); isolated (elf 76% [mostly high, some
gray and southern], half-elf 10% human 5% other 8%);
Resources: Horses.
Authority Figure: Pikarterlard, male elf [high] CE Clr5.
Important Characters: Vilmandil, male elf
[high] CE Clr14 (high priest of Natch Ur, leader of the
Amiondel Council); Isudia, female elf [southern] NE Clr2/
Wiz13 (member of the Amiondel council); Isin, male elf
CE Ftr10/Wiz3 (member of the Amiondel council).
The Amiondel were elves who delved too far into uncovering
the secrets of the earth. No longer desiring to work
with the earth, they now desire only to master it. Expelled
over four millennia ago, they wandered the Wilderlands for
many years. They are now followers of the evil god Natch
Ur. The leaders of the Amiondel formed a secret council to
discover further secrets. When they arrive in an area they do
whatever it takes to wrest its secrets and then leave. A
hundred years ago they arrived on the southern shores of
Orchia and establishing the town of Ludgates. They conquered
the village of Cheapside for slaves and now have spies
and agents throughout Orchia. Currently the council has
three members, Vilmandil, Isudia, and Isin. They have
placed Pikarterlard in charge of maintaining the town and
controlling the slaves they have brought in. Currently they
are enraged that the dwarves of Klerkenwell continue to
defy them and are also preparing to deal with the escaped
slaves at Ironshod after the dwarves. Though a key point on
the southern tip of Oricha and a natural way-point for those
sailing through the Orichalan Straits, most sailors avoid the
town and its evil denizens. Swift elvish ships patrol the strait
and raid ships. It is said that the only thing on which the
Overlord and the Green Emperor can agree is that the elves
of Ludgates need to be dealt with.
Pikarterland.
TL 4; 800 gp limit; Assets 36,000 gp;
Population 1,440 town, + 4000 dominion
(Able bodied 360 +1000); isolated (elf 76% [mostly high, some
gray and southern], half-elf 10% human 5% other 8%);
Resources: Horses.
Authority Figure: Pikarterlard, male elf [high] CE Clr5.
Important Characters: Vilmandil, male elf
[high] CE Clr14 (high priest of Natch Ur, leader of the
Amiondel Council); Isudia, female elf [southern] NE Clr2/
Wiz13 (member of the Amiondel council); Isin, male elf
CE Ftr10/Wiz3 (member of the Amiondel council).
The Amiondel were elves who delved too far into uncovering
the secrets of the earth. No longer desiring to work
with the earth, they now desire only to master it. Expelled
over four millennia ago, they wandered the Wilderlands for
many years. They are now followers of the evil god Natch
Ur. The leaders of the Amiondel formed a secret council to
discover further secrets. When they arrive in an area they do
whatever it takes to wrest its secrets and then leave. A
hundred years ago they arrived on the southern shores of
Orchia and establishing the town of Ludgates. They conquered
the village of Cheapside for slaves and now have spies
and agents throughout Orchia. Currently the council has
three members, Vilmandil, Isudia, and Isin. They have
placed Pikarterlard in charge of maintaining the town and
controlling the slaves they have brought in. Currently they
are enraged that the dwarves of Klerkenwell continue to
defy them and are also preparing to deal with the escaped
slaves at Ironshod after the dwarves. Though a key point on
the southern tip of Oricha and a natural way-point for those
sailing through the Orichalan Straits, most sailors avoid the
town and its evil denizens. Swift elvish ships patrol the strait
and raid ships. It is said that the only thing on which the
Overlord and the Green Emperor can agree is that the elves
of Ludgates need to be dealt with.
Pikarterland.
Natch-Ur.
NATCH UR, GOD OF DEEP EARTH
Alignment: Chaotic evil
Domains: Chaos, Earth, Evil, Blood, Death
Symbol: Black fist in iron gauntlet, granite triangle (type depends on rank)
Typical Worshippers: Evil cultists, mostly in Viridistan Favoured Weapon: Flail
Natch Ur, God of Deep Earth, is chaotic evil. The religion centred around the worship of Natch Ur is called Natchai. He is a blood god arising during the darkest days of the War of the Pious and Philosophers. His followers perform blood sacrifice to gain power. His temples are built around obelisks of hematite, a blood red stone. The holiest ritual is the Dalles Burial where the supplicant is buried alive to commune with the god. Only the devoted survive the ritual. His worship is centred around Viridstan and the Obelisk of Zeph located in the city itself. Though in recent years his worship has been banished to the provinces by the Green Emperor and barely tolerated.
The Natchai had been preparing for a great sacrifice in the early spring of 4448 but have had their plans setback by intervention by the party on several fronts. Not least by the defeat of Lareth the Beautiful (19/2/4448) and the freeing of the would be sacrifices from the Tree of Woe.
Natchai Update (1/4/4448.
Following numerous defeats and set backs at the hands of the party all senior members of this sect have retreated to their temple, Obelisk of Feigh, north of the Gigabolt Mountains where they wait and brood planning foul revenge. They have however left their summoned demons in both Gommarath and Effernath provinces.
Wu Ug. Prelate of Natch-Ur.
NATCH UR, GOD OF DEEP EARTH
Alignment: Chaotic evil
Domains: Chaos, Earth, Evil, Blood, Death
Symbol: Black fist in iron gauntlet, granite triangle (type depends on rank)
Typical Worshippers: Evil cultists, mostly in Viridistan Favoured Weapon: Flail
Natch Ur, God of Deep Earth, is chaotic evil. The religion centred around the worship of Natch Ur is called Natchai. He is a blood god arising during the darkest days of the War of the Pious and Philosophers. His followers perform blood sacrifice to gain power. His temples are built around obelisks of hematite, a blood red stone. The holiest ritual is the Dalles Burial where the supplicant is buried alive to commune with the god. Only the devoted survive the ritual. His worship is centred around Viridstan and the Obelisk of Zeph located in the city itself. Though in recent years his worship has been banished to the provinces by the Green Emperor and barely tolerated.
The Natchai had been preparing for a great sacrifice in the early spring of 4448 but have had their plans setback by intervention by the party on several fronts. Not least by the defeat of Lareth the Beautiful (19/2/4448) and the freeing of the would be sacrifices from the Tree of Woe.
Natchai Update (1/4/4448.
Following numerous defeats and set backs at the hands of the party all senior members of this sect have retreated to their temple, Obelisk of Feigh, north of the Gigabolt Mountains where they wait and brood planning foul revenge. They have however left their summoned demons in both Gommarath and Effernath provinces.
Wu Ug. Prelate of Natch-Ur.
The most unholy leader of the exiled Natchai, his Bloodstaff makes friendly Ghouls and Zombies from human blood. He can entice the heart out of any animal or child and can put the flesh and entrails back onto any skeleton.
Taata Ert, Primate of Natch-Ur.
Was exiled from the Obelisk Zeph Temple in the City of Spices two years ago. He is rumoured to be an ally of Shah Drong Dirkah of Gommorath Province. He wields the Root Staff, said to seek out earth imps, gods and demons.
The Three Witches of Marmon Mist Swamp.
Taata Ert, Primate of Natch-Ur.
Was exiled from the Obelisk Zeph Temple in the City of Spices two years ago. He is rumoured to be an ally of Shah Drong Dirkah of Gommorath Province. He wields the Root Staff, said to seek out earth imps, gods and demons.
The Three Witches of Marmon Mist Swamp.
Marmon Mist (Swamp, EL 15): This vast and dismal swamp, dreaded for its dangerous predators, is located between the Rivers Mush and Snikle, and is best known as the lair of the Three Witches of Marmon. It is also known to harbor fearsome grey renders and primitive tribes of lizard folk.
3107 Witch Lair (EL 42): Experts at shapechanging, all three witches (called the Marmon Hags) can take on any form, appearing most often appear as hags or beautiful maidens.
The Marmon consider themselves outside moral alignments and are incredibly ancient. They are touchy about their privacy and they keep the swamp supplied with frogs that were once unwanted visitors. A long hut is their lair, a location where they do a lot of spinning. Strange occult objects, herbs, and containers line the walls.
Several other huts contain magical items and paraphernalia. Intruders seldom leave like they came unless they have great power or have something of great magical value to trade.
Chael (Drd 20; hp 415; AL N; Str 28, Dex 23, Con 23, Int 24, Wis 26, Cha 10) is the leader of the three and is the most creative; Phyth (Wiz 17 Drd 3; hp 350; AL N; Str 28, Dex 23, Con 18, Int 26, Wis 24, Cha 20) is the most unstable and prefers to molest or eat intruders; Gaedd (Clr20 [Rhiannon]; ; hp 460; AL N; Str 28, Dex 23, Con 24, Int 23, Wis 22, Cha 20) is a steadying influence and helps them keep a low profile.
The Marmon do not know quite what to make of Mycretians. They would like to meet Mycr or a prophet of his and match talents. Even though they are semi-divine they have no worshipers, but their power is so ancient as to be nearly god-like. Even the Green Emperor of Viridistan fears them, though he suspects they are the reason he is recently losing his spell knowledge and blames them for the disappearance of some of his magic items. The spies he has sent to investigate the hags have never returned.
The witches have proved to be most active stirring up trouble all over the empire. Their magical flying iron teapot has been seen as far afield as the Bitter Ridge consorting with Falsum the Black Dragon.
Just recently (30/2/4448) they were behind a plot to bring the Hill Giant's of the Yakin Ley into the war by tricking them into attacking the Faeries of Shelter Haven. An attack which led to their sevents the Fimmir capturing the Harp of Anstruth (2/3/4448).
The Fimir
The witches have proved to be most active stirring up trouble all over the empire. Their magical flying iron teapot has been seen as far afield as the Bitter Ridge consorting with Falsum the Black Dragon.
Just recently (30/2/4448) they were behind a plot to bring the Hill Giant's of the Yakin Ley into the war by tricking them into attacking the Faeries of Shelter Haven. An attack which led to their sevents the Fimmir capturing the Harp of Anstruth (2/3/4448).
The Fimir
The Fimir are amphibious humanoid monsters that haunt bogs, fens
and desolate moorlands of the Marmonmist. Their strongholds take the
form of forbidding, craggy piles of rock, crudely built in the semblance
of the castles of more civilised races. Such
dwellings are seldom seen by outsiders, for they are wreathed in thick
mist, a miasma which is magically generated by the Fimir to shield their
fortresses from prying eyes, and themselves from the harsh glare of the
sun.
Most Fimir are male. The only female Fimir are the Meargh, powerful
spellcasters who rule the Fimir clans. There is only one Meargh per
clan; if she has a daughter, the daughter will leave to form her own
clan.
Long before the rise of Man, the Fimir worshiped the Chaos Gods,
and for a time enjoyed their favor. Alas, the Eye of the Gods was
swiftly drawn to the more vibrant and amusing race of Man, and the Fimir
were abandoned, reduced to seeking boons from bound
Daemons where once they had enjoyed the blessings of gods until they
were adopted by the Marmon Hags.
Nowadays, the Fimir are a dwindling and reclusive race, little
given to leaving their swampy fastnesses, save for the occasional raid
for food and slaves. Only the Fimir sorcerers, known as Dirach or
sometimes as Balefiends, spend prolonged periods in
the lands beyond the mists.
The Fimir’s cyclopean eye can see the ebb and flow of the Winds of Magic in the same way a Man's perceives light and shade.
Actun.
0108 ACTUN (Small Town): Conventional; AL LG; TL 4; 800 gp limit; Assets 43,600 gp; Population 1,744 (Able bodied 436); Mixed (elf 75% [high], human 14%,half-elf 5%, halfling 3%, others 4%); Resources: Market.
Authority Figure: Redon the Enchanted, male elf [high] NG Eldritch Knight 15
Important Characters: Lutheia, female elf [high] CG Clr13 (high priestess of Cilborith); Sir Sandar, male half-elf NG Rgr6 (spokesmen for Actun’s human and half-elf population).
Actun is home for the majority of the elves in this region of the Wilderlands. It is an ancient city predating the foundation of Antil, the City State and Viridstan. Actun rulers use elven lore and magic to keep the region free of control from either Viridstan or the City State. The Narith, one of the holiest groves dedicated to the elven god Cilborith, dominates the city. It is rumored that the heart of the grove co-exists with the plane of Arborea. The high priest and priestess traditionally anoint the King of Actun who rules in Cilborith’s name. The current ruler is King Redon who has reigned for over three hundred years.
Having saved the life of King Redon from an assassin tied to the Green Emperor's secret service, The Black Adders they were named elf friends (11/10/4447) and entrusted by him to forge an alliance with the elf kingdoms of Elsenwood and Shelterhaven.
Having saved the life of King Redon from an assassin tied to the Green Emperor's secret service, The Black Adders they were named elf friends (11/10/4447) and entrusted by him to forge an alliance with the elf kingdoms of Elsenwood and Shelterhaven.
Monday 18 December 2017
Game Notes 1- Effernath Province
Farzad far-bin Abtin. Jenaab of Midwall.
Human (Veridian Noble) Artificer-Wizard and Steward (Jenaab) of Midwall.
Reportedly cunning and cruel Farzad is an excellent administrator who has kept trade flowing despite the troubles in the Elsenwood. He is high in the favour of Shah Satyrbis of Effernath. A High Council member of the Order of the Veridian Eye he's rumoured to have the ear of the Emperor.
Midwall
A garrison fortress and administrative centre for the Emperor's Great Wall. It also houses the workshops and dungeons of Farzad far-bin Abtin. Currently there are almost 300 troops here including the XXI Light Cavalry 'The Black Dragons' under Galiabrar-Marestung their dashing commander. The taverns and inns are mostly taken up by the military so prices are high. They are (in order of quality) The Emperor's Rest Inn, The Furness & Forge Inn, The Wall Tavern and The Blind Elf. There are a number of lesser guest and flop houses too. Religious life here is sparse a Mer-Shuna Temple and a shrine to Nephtlys. Mycretians are not welcome at all and will likely face a beating and expulsion at best.
A garrison fortress and administrative centre for the Emperor's Great Wall. It also houses the workshops and dungeons of Farzad far-bin Abtin. Currently there are almost 300 troops here including the XXI Light Cavalry 'The Black Dragons' under Galiabrar-Marestung their dashing commander. The taverns and inns are mostly taken up by the military so prices are high. They are (in order of quality) The Emperor's Rest Inn, The Furness & Forge Inn, The Wall Tavern and The Blind Elf. There are a number of lesser guest and flop houses too. Religious life here is sparse a Mer-Shuna Temple and a shrine to Nephtlys. Mycretians are not welcome at all and will likely face a beating and expulsion at best.
The Children of Mycr
MYCR, THE UNKNOWN ONE Alignment: Lawful good Domains: Law, Good, Healing, Protection, Plant Symbol: None Typical Worshippers: Monks, healers, gardeners. Favoured Weapon: Quarterstaff Mycr (Mi-ker), The Unknown One, is lawful good. Mycr is one of the most mysterious deities known in the Wilderlands. He has no known avatar, but exhibits great powers even over other gods. His followers (known as Mycretians) teach that he is the one true god and the others are false demons or apparitions. His followers have a very strict moral and ethical code by which they must live. His worship is centred on the five Holy Cities of the Desert Lands. Mycretians are generally pacifists and will not fight except in defence, and then only with the least force necessary. However the Order of Zealots are exempt from this code and are expected to destroy the enemies and protect the adherents of this expansionist religion. Mycretians are also excellent herbalists, renowned for their skill with and knowledge of many plants and their mystical qualities. Their skill in this regard is often as much in demand as their spirit gifts of healing.
MYCR, THE UNKNOWN ONE Alignment: Lawful good Domains: Law, Good, Healing, Protection, Plant Symbol: None Typical Worshippers: Monks, healers, gardeners. Favoured Weapon: Quarterstaff Mycr (Mi-ker), The Unknown One, is lawful good. Mycr is one of the most mysterious deities known in the Wilderlands. He has no known avatar, but exhibits great powers even over other gods. His followers (known as Mycretians) teach that he is the one true god and the others are false demons or apparitions. His followers have a very strict moral and ethical code by which they must live. His worship is centred on the five Holy Cities of the Desert Lands. Mycretians are generally pacifists and will not fight except in defence, and then only with the least force necessary. However the Order of Zealots are exempt from this code and are expected to destroy the enemies and protect the adherents of this expansionist religion. Mycretians are also excellent herbalists, renowned for their skill with and knowledge of many plants and their mystical qualities. Their skill in this regard is often as much in demand as their spirit gifts of healing.
Jerech the Disciple
Jerech of Tel Qa, Human (Smyrian) Cleric of Mycr.
Encountered by the party shortly after their escape. He was leading a band of martyrs across the Emperor's Farm Lands spreading the Gospel. He gave them directions to a tomb, sacred to the Veridians where they may find respite from pursuit.
Harlgrimn the Wildman
Human (Tharbrian,Wild-Man) Barbarian
He was with our heroes when they escaped and killed the slaver, Bahad al Ahmadi. After the fight they parted ways only to meet again later at the Jolly Ent Inn. He was captured with Hogart and Arthur 10/9/4447 but escaped that night. Meeting with Handdella the Wood Elf 12/9/4447. With Handella and Vulrick the Druid he arrived at Port Targnol in time to alert the party to the threat from the Natchai and joined with them to rescue the slave girls and subsequently on their travels to Actun.
He was part of the group who slew Lareth the Beautiful after which he took his leave to raise the tribes (19/2/4448) of the Berserker Wilds a task he confirmed he had achieved at the Council of Hefaeland. He and 50 Berserkers stand ready at the village of Munj (6-1722) with several hundred more fierce mounted warriors encamped at Lake Saffrin awaiting marching orders.
It was at the Conclave of Lake Saffrin (3/4/4448) that Harlgrimn gathered together the various southern tribes of the Berserker Wilds. Swift Horse, Bloody Moon, The Wanderers, Scarred Face and his own tribe Fell Moon. Each tribe agreeing to supply 10 Berserkers and 40 swify, mounted warriors. In rerurn they want assistance to settle around Crystal Lake.
Conclave of Lake Saffrin.
He was part of the group who slew Lareth the Beautiful after which he took his leave to raise the tribes (19/2/4448) of the Berserker Wilds a task he confirmed he had achieved at the Council of Hefaeland. He and 50 Berserkers stand ready at the village of Munj (6-1722) with several hundred more fierce mounted warriors encamped at Lake Saffrin awaiting marching orders.
It was at the Conclave of Lake Saffrin (3/4/4448) that Harlgrimn gathered together the various southern tribes of the Berserker Wilds. Swift Horse, Bloody Moon, The Wanderers, Scarred Face and his own tribe Fell Moon. Each tribe agreeing to supply 10 Berserkers and 40 swify, mounted warriors. In rerurn they want assistance to settle around Crystal Lake.
Conclave of Lake Saffrin.
Order of the Veridian Eye
Artificers, Order of the Viridian Eye
Magic-user (NPC) members of the Order of the Viridian Eye. Members of the Order are known as Artificers.
- Artificers Gains 1D6-1 HP/level
- Cannot use any Armor/Shield, permitted to use dagger, staff, and darts
- Can cast rituals. (see below chart)
- At 11th level an Artificer will be asked to lead or establish a workshop-and attract other Artificers who wish to study under him.
Members
of the Order of the Viridian Eye are unable to memorize spells. Instead
all of their magic is cast through rituals which focus on creating
various permanent and temporary magic items. An Artificer carries dozens
of charms, amulets, and other device to use if engaged in combat.
Because
of the focus on ritual magic, the Order of Viridian Eye is more highly
adept at rituals than the other Orders. Because of the demonic heritage
of the Viridians it is rumored that some of the most powerful rituals of
the Order involve summoning and binding demons to make potent
artifacts.
At
1st level the Artificer has completed his initial training and inducted
as an Initiate. He is expected to travel and study at different
workshops run by Master Artificers. When the Initiate has been judged to
have built three worthy magic items, he will be granted the full rank
of Artificer. At this time he will typically join one of the Imperial
Workshops. By 11th level the Artificer will have risen to become a
Master in charge of the workshop or have been granted leave to establish
his own. Before the fall of the Viridian Empire the Emperor would
appoint a Grand Master Artificer to run the Palace Workshop. Since the
collapse there are now a half dozen Grand Masters appointed by the
various pretenders.
This
is one of the oldest Orders in the Majestic Wilderlands. It was found
over four thousand years ago when the Viridians first came to the
Wilderlands. It is believed that the majority of the Grandmaster
Artificers in the Order are of pure Viridian blood. For its long history
the Order was an extension of the will of the Emperors of Viridistan.
The Tomb of Prince Ashan the Immortal
Set in the sandstone vally's west-north-west of Midwall (Hex 3526) this tomb is strictly taboo to all Veridians. The party was directed here by Jerech the Disciple and within found evidence of the works of the Viridian Eye artificers, treasure and an ancient clay prophesy tablet. Exploring further they discovered the secret burial chamber of Ashan, horribly altered by science and magic, his undead spirit lingering still. They defeated the terrible Mummy and made off with his magical spear, Heart Seeker. A further secret passage lead North where they found themselves in the eaves of The Elsenwood looking back on the Emperor's Great Wall.
In the days when the dead stalk the world
When that that was risen has fallen again
Then shall two wolves rise in the East
To do war that will shake the stars
Then Heroes shall come forth from bondage
And all that was hoped for befall.
Hekate and Nightfang
Hekate and her wolf Nightfang saw the party shortly after their exit from Ashan's Tomb. She is an Aelsinar Elf and Ranger of the Elsenwood. Since then she has helped them several times on their adventures including their crossing of the Leander to Caer Cadwen (1/5/4448)
The Elsenwood
Elsenwood
is tightly controlled by the Wood Elves and remains wild and primitive.
The Elves have their ways, and any troublesome high-powered Magic User
or political entity just might find themselves dancing in the forest for
hundreds of years. One will never see them in the wood until it is too
late; the silvery green raiment they wear helps conceal them. Their main
villages (which are underground) are so well hidden and protected that
very few know exactly where they are or could ever find them. Because
this is so, the Elves have lived for centuries in their underground
abodes through many political regimes and have survived. Splendulin and
Efrinodel, brother Lords of the Elves, rule all Elsenwood and their
unknown number of kin and Elfin subjects. Each have two sons (Splendulin's eldest son, Hektorious died in the Imperial assault 19/3/4448) who are
very competitive and despise their cousins. The Elves are amused at the
wall the Emperor has built, and they mistakingly think that he put it
there to keep them out. This, though, may be a mistake. There is a large
evil serpent named Sliant in Elsenwood near the wall who is conversant
in Viridian and the common speech. The Elves know his ways but he does
keep the wall guards from wandering too far. Besides eating an
occasional guard, Sliant is known for setting fires to attract the
unwary and spitting poison at birds and travellers. Sliant’s poison is
not only an immobilizer but also haliucinagenic which makes it extremely
valuable to certain religions and elements of society. Deep within this
forest is an overgrown Gate that transports those stepping within to
the shores of the Burning Sea. It only works in one direction that may
explain the many attempts to destroy it with huge boulders as evidenced
by slight cracks on the surface of the pillars.
Splendulin&Efrinodel, Elf Kings of The Elsenwood.
Brother Lords of the Elves, they rule over all of Elsenwood. They have joined with the High Elves of Actun and the Grey Elves of Shelter Haven in an alliance against the Empire.
The Council of Hefaeland 20/4/4448.
Those present at the Council of Hefaeland 20/4/4448
King Splendulin & King Efrinodel. Joint rulers of the Elsenwood.
Aknekkle Seven Blows of Yakin Ley.
The Master Bard Anstruth representative of Shelter Haven.
Sir Sandor, Half Elven for Actun.
Lady Rosmix Repaid, representing the Mitran forces from Tel Qa.
Jerech the Disciple representing Mycr.
Harlgrimn Ironsides representing the tribes of the Berserker Wilds.
Ernason Blue representing the Altani hoard of Hakeem Greywolf from the East.
And the Heroes:
Alkaia of Sea Rune
Thebia Valandros
Earendil of Mitra
Clyw Furtton
The Council of Hefaeland 20/4/4448.
Those present at the Council of Hefaeland 20/4/4448
King Splendulin & King Efrinodel. Joint rulers of the Elsenwood.
Aknekkle Seven Blows of Yakin Ley.
The Master Bard Anstruth representative of Shelter Haven.
Sir Sandor, Half Elven for Actun.
Lady Rosmix Repaid, representing the Mitran forces from Tel Qa.
Jerech the Disciple representing Mycr.
Harlgrimn Ironsides representing the tribes of the Berserker Wilds.
Ernason Blue representing the Altani hoard of Hakeem Greywolf from the East.
And the Heroes:
Alkaia of Sea Rune
Thebia Valandros
Earendil of Mitra
Clyw Furtton
The Jolly Ent Inn.
Hekate tells you of this roadside inn famous for it's hospitality. Where the Green Emperor Way meets the eaves of The Elsenwood. "Tell Red I said hello!"
The Jolly Ent was taken in a brief battle (2/3/4448) with Imperial Forces lead by the Amir, Ashkan Mir el Udahbi. Black Soul! These forces withdrew with the defeat of the Veridian Eye fighting machines (11/4/4448.) Miraculously other than a few scorches the Jolly Ent remains intact though the imperials destroyed most of the Inn's furnishings and smashed it's ancient stained glass windows.
The Jolly Ent was taken in a brief battle (2/3/4448) with Imperial Forces lead by the Amir, Ashkan Mir el Udahbi. Black Soul! These forces withdrew with the defeat of the Veridian Eye fighting machines (11/4/4448.) Miraculously other than a few scorches the Jolly Ent remains intact though the imperials destroyed most of the Inn's furnishings and smashed it's ancient stained glass windows.
Veronica Scarlett (Red).
Red hales from far off Modron, a follower of Mitra and landlady of the Jolly Ent. She hinted to Earendil that The Lion Lord has friends in high places and that a resistance to the Green Emperor and his tyrannical rule may exist.
Red had to flee with the party when the Jolly Ent was taken by the Green Emperor's advancing forces. She is currently hiding out in the Elsenwood with the elves intending to return to her Inn M64448
Red had to flee with the party when the Jolly Ent was taken by the Green Emperor's advancing forces. She is currently hiding out in the Elsenwood with the elves intending to return to her Inn M64448
Catchpole the Hobbit.
Catchpole is a quietly prosperous Hobbit with fingers in many pies. He met and helped the party shortly after their escape. Catchpole fled into the Elsenwood with Red and the survivors of the Jolly Ent. (2/3/4448)
Umbar Hogart.
Umbar is a Human (Karak) Merchant living and working in the village of Kahled. The party has been hired to escort him from The Jolly Ent to the Shilly Shallows. Following a fall out they parted ways 10/9/4447. Later that morning he was captured by forces under the command of a mysterious Natchai named Lareth. The party discovered this only when they recovered the journal of Hamid Hashan a spy in Targnol Port slain by Alkaia.
Umbar was rescued along with Arthur of Valon from the dungeons under the Natchai Gate House from where he headed back to Kahled (arrived 5/3/4448)
Umbar was rescued along with Arthur of Valon from the dungeons under the Natchai Gate House from where he headed back to Kahled (arrived 5/3/4448)
The Village of Kahled.
Arthur, Ice Wizard of Valon.
The party met Arthur on his way to meet the Fair Folk at Shelter Haven. He gifted Xandor spells in return for the groups protection of Umbar Hogart's caravan. Captured 10/9/4447. Captured by Lareth the Beautiful's forces he was to be sacrificed on the Tree of Woe but was rescued by the party. He made good on his promise to bring the Faeries into the elven tripartite alliance and is currently (6/3/4447) with the Elves of the Elsenwood and delegation of high ranking Grey Elves.
The Barrow of Alkratson the Terrible.
Set in a black barrow over looking the deserted Elven village of Eithel, 5 miles north-west of the Jolly Ent Inn. Alkaia, Earendil, Harlgrimn and Xandor sent Alkratson's shade to Hell and recovered his great treasure.
Y'Dell
The town of Y'dell is situated on the eastern bank of the mighty Leander River (Hex2821).It is a collection of ill favoured hovels and run down shacks mainly. Only a few buildings having their first stories built from rough field stone with a timbered upper story. The two Inns here are of the worst kind; dirty and dangerous. The Boatman's Tavern was identified as the base from which pirates and bandits operate, perhaps led by a large half Orc with a squint eye? The other The Waterside, run by Dick Rentch is home to pickpockets and perhaps worse. Our heroes stayed here on their first visit. There is also a Blacksmith and a Herb Seller.
The second encounter with Sliant saw the party split and wandering the Elsenwood. It took several days for them to regroup and continue onwards to the Holy Mounds.Sliant was finally killed by the hero, Alkaia of Sea Rune in a great battle (7/2/4448). His head taken to the court of Kings Splendulin and Efrinodel and used to seal the first alliance between them and King Redon of Acrun.
The Holy Mounds
Holy Mounds (Grasslands): This plain contains flower covered burial mounds raised ages ago to bury beloved heroes. Animals avoid the mounds and sentient creatures have been known to fall into a deep coma lasting up to 30 days if they tread upon the flowers. The elves of Elsenwood have no special use for the area but allow Mycretians to gather there whenever they wish. Our heroes found a small cave under an ancient crucifixion site haunted by the evil shadows Dismas and Gestas. Destroying these they found magical treasures.
The following morning they joined a band of travelling Mycretians who took them close to the town of Sully and out of Effernath Province.
Leander River. Leander, River (Rough Aquatic): The River Leander is a wide, fast and dangerous river from its mouth by Viridistan up to Leafork. Except for the narrow but sturdy bridge by the City, Shilly Shallows is the only other reliable crossing on the river. Though it is known to be treacherous in many places, the Leander is nonetheless a beautiful sight, for it sparkles with light both night and day. Some say that this is caused by some species of glowing water insect, while more romantic souls believe that miniature fey known as leandris are responsible, but no one has actually ever seen one. The suspension bridge between Leafork and Caer Cadwen is in constant and repeated states of disrepair and is not safe for caravans or carts, forcing them to detour via Rock Haven. Between Caer Cadwen and Rock haven live kobolds and treants just west of Leafork. | |
2621 CAER CADWEN (Small Town): Non-Standard; AL LE; TL 9; 800 gp limit; Assets 76,600 gp; Population 3,064 (Able bodied 766); Mixed (human 100% [mostly Common Viridian, some Tharbrian]); Resources: market. Authority Figure: Shah Satyrbis Orkiss. Important Characters: Grand Dagmaggus, male Common Viridian LE Ftr17. Caer Cadwen is a castle of the older type with square or rectangular baileys, towers, barbican and keep but the buttresses and bastions on the outer curtain were added later and are round. It is said that the Hags of Marmon built the older parts of Caer Cadwen. The town that grew up around the walls was named for the castle. The Shah’s solar is the most luxurious in the land, including, probably, the emperor’s. In the Great Hall is a magic mirror that shows what is taking place in all the other province capitals of the empire. It is used mainly for amusement, but occasionally more. Shah Satyrbis rules with an iron hand and all dissidents and malcontents are ruthlessly hanged or tortured. Satyrbis gets along well with the emperor and shares the overseeing of some of the emperor’s farmlands. Satyrbis performs just enough good deeds to confuse people into thinking he is good, kind and generous when instead “he” is in fact a succubus in the direct service of the Natchai.
Dagmaggus — dark, tall and skinny with an ugly beak-nose — is just as cold as his boss. He carries out orders exactly but has a few designs of his own on his superior’s job, as well as dastardly plans for amassing a private fortune. His ruby sword sweats blood whenever a person of 10th level or higher is present who has aggressive designs on its owner. The “blood,”however, is poison (DC 16 Con or 6d6).
Shah Satyrbis
Killed by an arrow fired by Clyw Furton 2/5/4448
The Grand Dagmaggus.
Discovered by Clyw in the ancient tunnels far below Cear Cadwen.
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