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.

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.

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.


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




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 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.

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

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)

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.

Sliant
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. 




Caer Cadwen.








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.
 Fled the scene of the attack on the Caer Cadwen throne room 2/5/4448.

The Mull Kreen Fountain.
Discovered by Clyw in the ancient tunnels far below Cear Cadwen.











2 comments:

  1. Session 1 (partial) - http://smons.blogspot.co.uk/2018/01/oona-friends-1.html

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  2. Session 2 - http://smons.blogspot.co.uk/2018/01/oona-friends-2-viridistan-6947-300-xp.html

    ReplyDelete