Sunday, 17 December 2017

Game Notes 2 - Lyoophiath Province

Sully
The little fishing village of Sully provided a much needed haven for our group to recover from their travels. The folks seemed friendly, open and generous. The Merchant's Lodging House was clean, inexpensive and provided both a good breakfast and information on the road ahead.
Sully was sacked by advancing Imperial forces (early M3 4448) the Mitran rebles were all crucified their rotting corpses now line the coast road to Port Targnol.


Targnol Plains & Coastline
Targnol Plains (Grasslands): Named for a king who died in battle here long ago, the plains are abundant with animal life. Antelope, woolly buffalo and other game animals thrive in this grassy region. The area is rich in flowers and grasses because of its many freshwater springs. The plains are filled with Gnolls, who mostly keep to themselves and kill game. There are several Wights that live in the many beach mounds that lie along the coastal road. The Wights desire only to add to their unhappy number. Use of the coastal road is not advisable without magical weapons.
The coast road is now lined with the crucified remains of the Mitran's from Sully. Several Demons guard the coast watching both seaward and landward. Trade, unless accompanied by the military has all but ceased(M54448.)

Under the Gnoll Fort.
A Amadad-Bog temple and further clues to the prophecy of the wolf were discovered under the Gnoll fort. A Doppelganger was here posing as a captured merchant. Having solved the riddle of the wolf they pressed deeper still into an underground section protected by bound Mephits and Devils. Here they found the Altani forged blade Ashrune, hidden by the servants of the Green Emperor. They also found the recently dead body of the wizard Papak Amanj whom it would seem was searching for the same sword on behalf of some mysterious Natchai master. With him they also discovered a miraculous folding boat.

Kappa, Dwarf Druid.
The party encountered the old hunchback, Dwarven Druid whilst exploring the Gnoll Fort. He came with an offer to treat with his friend Krak, whom it seemed had once saved his life. He also passed on information about the horrid Wight, The Night Mother who haunts the coast road when the moon is darkest. Kappa has returned to his people in the Giggabolt Mountains.

The Gnolls of the Targnol Plains.
The Red Claw Gnoll Tribe and their Chief Krak live in and under the Hradd Ruins and roam the Targnol Plains hunting game. They also plunder the odd caravan for good measure but never to the point where they would risk the wrath of Imperial forces. The party managed to enrage both Krak and his pet Hyenadons on their visit to him. They were quickly shown the door.
Things changed when the party freed King Krak from the control of an Imperial Immortal, Cyrus (13/3/4448.). Clwy and Thebia managed to convince him to join their cause and the Red Claw began harrying imperial forces across the plains. They have proved most effective in this role but how long they can hold out against overwhelming odds is uncertain.


Targnol Port.
Is the seat of the provincial Shah, Targnol is a small city of some 11,000 inhabitants.  Most folk living there are olive-skinned humans of Common Viridian descent, but Tharbrian humans and the demi-human races are not uncommon.  Most of the town’s folk make a meager living from the sea, working as fishermen or boat builders, or manning the innumerable small merchant vessels that ply the waters of the Trident Gulf.  Only a few blessed souls live in the stone mansions of the nobility.  The Amadad Law is not so in evidence here as in the City of Spices. Only the nobility go about covered.
The province’s ruler is Shah Abdu Inslar, once a famed warrior.  The Shah’s reputation for ruthless cunning is legendary, though he is generally seen as a fair (if not kind hearted) ruler.  He commands General Giolan, leader of the Emperor’s military might in the province. 
At the centre of the town sits an ancient temple of gleaming black marble.  A doddering, time-withered mystic is said to sit in the dust before its gates, croaking cryptic warnings to those who would enter. It has a grand hall hung with silken tapestries, discreet alcoves with sofas covered with the softest furs. Verandas, porches and fountains surrounded by flower gardens and shrubs surround central point in which stands a solid gold Chimera statue. Tears shed in the Garden of Tears have been known to change to diamonds. A black enchantress lies in state in the viewing room and great reward is promised to any who break the enchantment (of course, this may not be wise) that holds her in deep sleep.
Local folktales speak of a dreaded Arch-mage who periodically visits the town, driving a chariot drawn by gleaming blue bulls.  Some have claimed to have studied magic at the side of this mysterious figure, but more speak of the writhing, tormented statues his magic has left littering the streets, commoners or town watch who dared to cross the mercurial mage.
Goblins and hobgoblins are commonly encountered as slaves, but seldom linger in the area if freed. Such slaves are forced to wear iron collars.
Targnol is well known as the biggest flesh pot in the Wilderlands and is home to one of the biggest slave markets.


Map of Targnol Port.


The Night Mother.

Slain by the party 11/3/4448

Kappa the Dwarf told the party this.

“Years Ago the Green Emperor fought a desperate battle to the north of here. His forces were outmatched seven to one by those of the Invincible Overlord. All seemed lost but using magics forbidden to man he raised the forces of the Abyss to aid him, led by the Demogorgan himself! The Veridians carried the day though many of the emperors Satraps fell and were buried in victory barrows along the coast. Those poor souls found no rest however and have haunted these shores ever since looking to add to their sorrowful number.”

and


“There is one particularly troubling shade who it would please us greatly if she were gone... The Lady Jasmijn, once Satrap of Fagamuc haunts this land when the night is darkest. Her Barrow is but a few miles north of here. However she is powerful indeed, perhaps even beyond your strength?”


Satrap Tarique Aasama.
Older brother of Artabid and current ruler of the Aasama family.








Artabid, Lejla ib Aasama.
The Artabid (a title for a minor imperial functionary), Warmer of the Royal Foot Stool and member of the wealthy Aasama family approached Earendil with a proposal to rid the Thistledown Forest where they hold the logging concession of the legendary monster Koses.




Koses.
(image courtesy of Rach Drummond)
Koses had haunted the Thistledown Forest for centuries but was killed then it's shade destroyed in an epic battle 22/9/4447. It was later discovered that the creature had been driven mad by the Marmon Witches who had infested it with giant ticks.


















Saturday, 16 December 2017

Game Notes 3 - Gommoroth Province

Nho



4630 NHO (Village): Magical; AL N, TL 7; 200 gp limit; Assets 7,520 gp; Population 1,391 (Able bodied 402); Mixed (human 90% [mostly Common Viridian and Tharbrian, some Altanian], dwarf 4%, gnome 3%, goblin 3%); Re- sources: fish, artifacts (non-magical). Authority Figure: Melit Shazepan, male human N Ftr7 (sheriff); Shizzan Fillar, female gnome LN Clr7 (mayor). Important Characters: Ewitik Earthmaster, male dwarf N Exp5 (expedition lead); Graham the Incessant, male Common Viridian LE Wiz5 (expeditionary sage, deputy mayor); Dwilla Lodebottom, female Common Viridian CG Ftr4 (innkeeper); Kali Medpar IV, male Tharbrian NG Ftr4 (fisherman leader); Dexxel Modlet, male goblin NE Ftr2 (slave leader died exploring the ruins with the party when they discovered the sacred horn).


Due to the Harkarim Ruins to the South East, Nho has increased in size to support the influx of explorers and investigators. The original town council fell by the wayside, facilitating the takeover of control by a self-appointing council of wizards bent on locating any and all secrets and devices of power still buried nearby. 
The goblin slaves are kept in line by Dexxel, giving little reason for the dwarven and gnomish population to object too strongly to their reasonable treatment; an odd cultural twist certainly note worthy to those coming here for the first time. 

Recently, several slaves were lost in tunnels beneath the ruins, giving Graham and Ewitik cause to abandon further exploration until the problem can be determined and dealt with, directing the excavation efforts instead toward the untouched mounds of the ruins in the meantime.
 Kali, once a low ranking member of a minor noble family, leads the fisher- men, keeping them held together as a formidable selling group, maintaining good prices for their catch. For what reason he is here is unsure as he refuses to discuss or address his past, especially when directly questioned about it.
The party uncovered some odd goings on, talk of sacrifice that was soon hushed up along with a fear of a raiding Ettin to the north. 
One of the local huntsmen had seen the Iron Kettle fly over him when he was close to the valley haunted by Falsum the Unlucky a Black Dragon.

The Party cleared out the Ettins (14-16/3/4448) and their breeding grounds in the Glacis Fens. Here they rescued the Hobbit children  Nettleblossom and Surefoot Shortshanks who they later took to saftey in Actun.

Game Notes 4 - Thygamus Province



2314 YAKIN LEY (Hamlet): Conventional; AL N; TL 7; 100 gp limit; Assets 1,163 gp; Population 372 (Able bodied 93); Mixed (hill giant 95% blink dogs 5%); Resources: berries. Spaen Brotbuckle (Assassinated), male hill giant CG Ftr10. Important Characters: Jutum the Devourer, male hill giant CG HD10; Aknekkle Seven Blow, male hill giant CG HD10; Acaref, male hill giant CG Clr8 (shaman of Hei). The hill giants of Brotbuckle Clan are a warty, blubbery and shy sort, preferring not to interfere with humans. However, if they can get away with something, they will blunder on, doing it openly. They fight ferociously but prefer not to. An occasional hill giant will develop a taste for human but are usually thrown out by the giants themselves for causing too much trouble. Spaen Brotbuckle, leader of the Clan, got his position accidentally and is now held in awe by his fellow giants. The Yakin Ley hill giants long feared a creature called the Moaning One of the Hundred Hands who dwelt in Rock Hollow. Hecatoncheires (the thing’s real name) claimed to control the weather and threatened vile storms or worse if proper offerings were not given. One day, the Moaning One came demanding a collection of powerful magical items called “The Magical Three” as a sacrifice. Unable to obtain the items, the giants were thrown into a panic. Spaen, being even denser than most Giants, thought the Moan said “The Magical Tree” and so he risked the wrath of the Wood elves (actually, he was too scared to think about it) and ripped up the Holy Tree of the Magical Branches in Elsenwood, carried it all the way back to Yakin Ley and threw it into the Rock Hollow. The Moaning One was never heard from again and Spaen was a hero. The giants
are, hefty but slightly rotund, have many warts and have a penchant for talking bones and singing harps. Jutum the Devourer and Aknekkle Seven Blow with their pet blink dogs guard the Yakin Ley giants.

With the assassination of King Spaen, Aceref now leads the tribe in all but name.

Friday, 15 December 2017

Player Characters.
(All images on this section are courtesy of Rach Drummond)

Clyw Furton.

  Clyw's Backstory: An urbanite of the large cities of the northern Wilderlands, the City State of the Invincible Overlord, Warwik and Modron. In fact of mixed Tharbrian and Altanian blood, but he considers himself “civilized", and would be shocked to learn he has actual close 'barbarian' Altanian kin. A born gambler with a keen eye who can't resist taking a risk for a potential payoff, Clyw is a devotee of Lady Luck. He is also a bit of a practiced hand at opening a lock quicker than a doxy's bodice. But the Lady's favors can be fickle. Ergo, having fell afoul of a powerful Burgher in the City State, he thought it 'prudent' to make himself scarce for a while... er, perhaps for quite some time would be better.


Longterm Goals: Comfort, wealth and all the trappings that go with it... what any mildly hedonistic but convivial rogue dreams of... Clyw's fortunes have definitely turned for the better in the meanwhile. But he has a proven penchant for spending coin as quickly as it is gained (though in some cases to good end). If fortune should lead back North, returning to the City State would likely necessitate resolving the 'unfinished business' there... but Clyw is content to see relationship(s) with his current associates prosper, as discovering oneself to be among those few named in an ancient prophesy tends to inflate one's personal ego.


Earendil.

Earendil is a noble born Veridian cleric of Mitra The All-Seeing, Friend of Man, and Lord of Justice. Raised & groomed to rule from birth among his cruel, tyrannical people, none the less, novice Mer Shunnan of Armadad Bog Earendil was changed by the atrocities, slaughter & persecution he witnessed in the Desert lands. Though Mycretians (& outright innocents) were the main target of the purges, it was instead the efforts of a priest & a paladin of Mitra that convinced him to not only abandon his people's god & imperial ways, but to actively oppose them. The passive Mycr was not for him, Mitra's call to justice & fair laws to organize society spoke to his soul. Upon his return to Viridistan, he & his heretical brother were quickly betrayed by his family, and, being noble, were not slain outright, but instead sent into slavery. This didn't last at all, as he & some other victims escaped their bondage almost immediately. Escape soon changed to opposition, and seeking to subvert, or defeat the empire, as best he could, with allies of good heart, and varied backgrounds. 

Earendil, other than possessing an indomitable willpower, a strong sense of order & justice, and the benefits of an esoteric, sorcerous, clerical & noble education, is otherwise, a rather average man. His ability to channel the power, flame & light of Mitra has grown quickly, probably as he exercises it very frequently indeed; this can & does also tend to get him into trouble, as magic is outlawed in the empire, and problems, or combat, that might be better solved otherwise, gets a large dose of Mitra's light anyway! His confidence in Mitra's power borders on the over-confident. Of late, he has increasingly become able to commune directly with Mitra; this likely will have a large effect on his course of action henceforth. His background, a member of the .01%, has also left him quite ignorant, or even naive, about a surprising number of things, although, unlike his fellows, he does not mock or be cruel to others due the circumstances of their birth. 

Earendil still enjoys nice things, and takes them for granted, but he is not attached to them, he will sacrifice them for the good of others in need. He also can do without them...fairly well. A figurine of wondrous power, an ebony fly called Beelzebub, has been a longtime, if infrequent, mount, after it's recovery alongside a wizard companion. "Wind Song", a magnificent Elven horse, has changed a long skepticism about equestrianism recently (blame the amazons). The elves of Actun have granted him elven sight and fine elfin mail; aside from those, his silk rope and precious religious paraphernalia are his main possessions. He sometimes carries a weapon; a spear, or a staff, but they are used as walking sticks; he's never really fought with them. A recent find, a holy relic, a ring, has him excited. 

Earendil's long term goals are basically the same ones he's had since he became a priest of Mitra: To overthrow the emperor of Viridistan, and to completely stamp out the evil religions & cults of his people (Mer Shunnans, & the Natchai). He foresees Mitra bringing justice & peaceful relations with Viristan's neighbors thereafter. Perhaps because such goals were (absurdly) lofty, his plans for "after" have been, and remain, somewhat vague. Mitra will light his way, though, he is certain.