Thursday, May 27, 2010

Online Session 2 Notes (5/27/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

PCs:
Doorjamb

And a map of the barrow from the adventure.

Friday, May 21, 2010

Online Session 1 Notes (5/21/10)

Here is a link to a .RAR bundle which includes all the .html transcripts for AIM online sessions 1-32.

Click 'open' in the upper left corner to read.

PCs: Doorjamb

NPCs

Lt. Hoary (human male): Lt. Hoary is a gaunt soldier well into his 50s, with a dropping gray moustache and one piercing ice blue eye. The other was taken by an ogre brigand’s arrow, and he now covers it with an eye patch. Hoary wears a bearskin cloak that he was gifted from traders to the North over his chain mail, and favors a footman’s flail and shield when pressed. He is generally found at his office at the Eidolorn Customs building, patrolling the docks over the Pinewater, or at his quarters in the Skunkside Tower.


Luorn Stride (human male): Luorn Stride is an impossibly tall, lithe, middle aged man, standing almost 7’ tall, with a white chin beard hanging several feet down his frame. He wears a green cloak and cowl constantly over studded leather armor, and has a scar running across the bridge of his nose, beneath either eye. Luorn carries a beautiful longbow with pearl inlays, and smokes constantly from a double-pipe. He is known to lounge about Cedarway on most days, strung out on a hammock. Some say he speaks with animals, in particular a large black wolf that has evaded hunters for months.

 
Odd Jon Stuckle (dwarf male):
Odd Jon is a stocky dwarf with a large gut that often sticks through his stained, damp cloth shirt. He wears baggy but patched, tattered breeches and carries a cudgel he fashioned from some farm equipment. He covers his balding blonde pate with a wide brimmed hat, two cards tucked into its brim (the dwarf equivalent to an Ace and Joker). He speaks excitedly and carries most of what he owns on his back, including a stuffed prairie dog corpse called Dwyte that he considers his companion and good luck charm. Odd Jon recruits Doorjamb Grizzlebeard to assist him in claiming his family fortune from the Stuckle barrow in Skunk Ridge.

Monday, May 10, 2010

Beyond the Empire

Lands Beyond the Empire

Alkinarre
Standard: Lyre and sun.
Population: 365,000 [isolated; 96% human (Riven), 2% elf, 1% half-elf, 1% other races]
Ruler: Adrastos, God-Bard of Alkinarre 
Cultural alignment: Lawful good
Cities: Thassos (114,000), Juriiin (68,000), Menlah (44,000)

Far south of Carbadi, on the east coast of Thault, lies the vast and prosperous land of Alkinarre, which is said to lie nigh unconquerable to the Eidolorn Empire. The Alkinari are a joyous and festive people who follow the guidance of their immortal God-bard, Adrastos, whose many living sculptures aid the populace in menial, daily tasks. Alkinarre is known as a a hedonist culture where practices such as polyamory, incest and bestiality are common, all of which stand in rather stark contrast to the values of Eleste. The Empire maintains a peaceful relationship with the Alkinari, but the God-bard has refused all invitations to meet a number of Emperors to discuss a possible alliance, so the only communication lines are through the trade of goods. Though the golden haired, fair-skinned folk of this kingdom seem opulent and laid back, they can be fierce when pressed. Their large military force, known only as Harpies, is reinforced by a division of unfeeling, massive living sculptures that remain inert across the countryside when not in use.

Braul
Standard: Pair of manacled wrists with broken chain between them.
Population: 118,000 [isolated; 96% human (Riven/Shann mix), 2% dwarf, 1% halfling, 1% other races]
Ruler: No known monarch or governing body.
Cultural alignment: Chaotic neutral

Located to the north of Nobbish along the east coast of Thault, Braul is a land of petty baronies with small populations, all constantly feuding with one another. In fact, the clans and families of Braul are so scattershot that they each practice their own laws, and worship portents and patron, heathen saints that the Imperial folk have abandoned nearly a thousand years in the past. About the only thing the many barons of Braul can agree upon is a loose standard, and a common desire to stay free of the Empire. Various border skirmishes have been fought along the Snath Plain and within the Childer Forest, but no formal conflict has yet escalated between the Brauls and Nobbs. Several Emperors have pondered a conquest of the rugged, chaotic territory, but have as of yet decided against it, since such a plight could bring nothing but rebellion and a lasting hostility that would stretch Imperial resources. Braul is a fairly dangerous place, with treacherous, windy seasons and the constant threat of large predators, but its people are fiercely proud, claiming direct descent from the ancient, barbaric Shann, the Eld Men of Thault who once held sway from shore to shore. Though they closely resemble their Imperial neighbors, the Braul are scarred and weather beaten from a great many conflicts. Few have seen a life without violence in some capacity, and they are often stronger. Braul mercenaries are valued by any patron who feels he or she can keep them in line.

Canelun
Standard: Coconut shorn with a cutlass.
Population: 17,000 [isolated; 96% human (Riven), 2% hadozee, 1% wild elf, 1% other races]
Ruler: ‘Traitor’ Bayl, ‘The Cutthroat’
Cultural alignment: Neutral evil

Canelun serves as both a refuge and den of vice for various bands of pirates and raiders who savage the rivers of Southern Thault and the coastlines of Durindesh, Hammerdark, Quelm and Alkinarre. The city's 'architects' ensured its safety with a series of synthetic reefs and dense perimeter defenses which can slow both land and sea attacks, and the city proper has several levels, some built into tall trees and others on the ground, with a massive docking system. While the Red Tide mercenary guard will not turn away any smaller bands of scum who seek to use the city as a sanctuary, most will pay tithe or tribute to one of the three great pirate 'houses' of Canelun: the River Razors, the amazonian Cannon Annies, and the populous Shadow Fleet, each of which has carved out its own 'turf' within the city. As to the actual day to day government of Canelun and the Red Tides, the tesk is left to an elected ruler, presently one 'Traitor' Bayl, a corrupt captain who once served under Harriet Rhys of Rothe.

Dashnear
Standard: Shield with ram skull emblem dripping icicles.
Population: 33,000 [isolated; 96% human (Shann), 2% glacier dwarf, 1% snow elf, 1% other races]
Ruler: King Robyrt av Jakish
Cities: Njar Balloch (10,000)
Cultural alignment: Chaotic good

Among the heartiest of Shann men, the people of Dashnear are fully dedicated to living off the land in the oldest ways of their ancestors. They dwell as close to their environment as possible, and considering that the heart of their culture lies in the rocky island chain Shiverspine, this is no easy feat. Homes and villages are built low to earth, or directly out of caverns, and are difficult to spot from above by white dragon predators and other threats in the region. Even the thick-wool sheep the Shann harvest are often hidden from danger in reclusive valleys and subterranean pens. Men take their father's names as surnames, and women take their husband's first as surname. The region is popular among mountaineers and other danger seekers, so for those who risk climbing the towering peaks at the heart of the isles, or the staggering peaks will often find a rune or marking that some other adventurer had already been there. The largest population center, the small city of Njar Balloch is built upon a rough cliff itself, with various frosted stairways allowing access to different levels, with a small quay of fishing craft below. There is no 'official' standing army in Dashnear, every man (and boy of about 12 and up) is trained to fight for his women, children and brothers; yet the hostile environment the folk live in ensures it won't be subject to outside invasion, and an uneasy truce is held with the snow elves of Lyrinende should one of the civilizations be threatened.

Durindesh
Standard: Rhinoceros skull with crossed palm fronds.
Population: 218,000 [mixed; 79% human (Lhazon), 9% elf, 5% rilkan, 3% skarn, 2% half-elf, 1% gnome, 1% halfling]
Ruler: Lannya of the Veils
Cities: Quaalesh (68,000), Nahabor (49,000), Beydol (13,000)
Cultural alignment: Lawful neutral

While much of humankind inhabiting Thault can trace its lineage back to either the Shann or Riven races, the inhabitants of Durindesh instead hail from the dusk-skinned Lhazon stock who ply the seas far to the South of the Indriccan Ocean. Durindesh itself is a relatively young culture, with only a few centuries beneath it, but in that time they've already sculpted cities of beautiful stonework, jade and ivory, taming most of the once dangerous Flusterwood jungle in Southern Thault. A series of pebble roads and shrines connects the various cities and communities of the country, and the hereditary queen and religious icon Lannya of the Veils rules from an exotic palace in the city of Quaalesh, more beautiful even than that of the God-Bard of Alkinarre. With them, the Lhazon brought several exotic races in the rilkan and skarn, humanoids with slight reptilian features versed in a strange power source known as 'incarnum', and they've also integrated various elves and demi humans into their prosperous society. Durindesh is a haven for the spice trade, as well as exotic linens and garments, and fruit which is exported further north to Quelm and Alkinarre (though these are not 'allies'). The Durindesh civilization is divided into numerous tiers or 'castes', at the top of which are the noble born and the bottom of which are the simplest of tradesmen or the mamluk slave-soldiers whom the Lhazon are known to purchase from Sothos Karr and conquered tribes in Kettar's Run (there also exists a higher born warrior caste known as the Shahsar). The Lhazon practice a complex religion with many idols and deities.

Hammerdark
Standard: Black mountain against red-orange, volcanic sun.
Population: 72,000 [mixed; 79% deep dwarf, 9% fire giant, 5% goblin, 3% bugbear, 2% hobgoblin, 1% azer, 1% duergar]
Ruler: King Klade 'The Crippler'
Cities: Sunderspar (19,000), Dregport (11,000)
Cultural alignment: Lawful evil

Essentially a massive slave operation run by tyrannical fire giant despots, Hammerdark spans the three isles of Drann, Dylosh and Heaves south of Thault proper, several of which see high levels of volcanic activity through the year. Centuries past, the giants emerged from hidden places beneath the earth to conquer and enslave a deep dwarven civilization, transforming the unfortunates into a massive labor force to suit the whims of their overlords. Combining the secrets and traditions of both dwarven and giant steel, Hammerdark is today one of the chief exports of prized armor, tools, jewels and weaponry, which they ship through Dregport to distant lands of Thault (Thelos Retch, Vhorinyr, etc) and beyond. The primary forges are located in the subterranean citadel of Sunderspar on the isle of Heaves, and it it said King Klade rules from a throne carved into a livid fountain of magma. In recent decades, the giants have begun reinforcing their island dominion with goblinoid mercenary troops, which adds insult to injury among the dwarven populace; they also have an agreement with an otherworldly group of azer who serve Klade and his princes and princesses directly.

Kaul Kathom
Standard: Horse tramping through crossed spears.
Population: 59,000 [isolated; 96% human (Shann), 2% halfling, 1% gnome, 1% other races]
Ruler: Greatspear Chajauk
Cultural alignment: Neutral

Once little more than a riverside meeting grounds for the various Charger clans of Kettar's Run, stone was eventually transferred across the long distance from the Clanking Hills to build proper walls and defenses. Today, Kaul Kathom boasts a sizable population of those Charger clans who have sought a more stable existence and sense of community, plus thousands of traders and craftsmen from far off nations who wish to ply their wares and services to the newly emerging culture. Many of the Charger clans mock the residents for their abandonment of the traditional nomadic culture these Shann once thrived in, but even the detractors will visit the city when in need of particular goods, and pay respects to the elderly Greatspear Chajauk, a wise man of eighty or more summers who serves as monarch until one day bested in combat. The city is not only protected by its strong stone walls, but also the Kathomites, a fierce band of mercenaries who enlist only the toughest fighting men into their ranks. Kaul Kathom also maintains the greatest horse market in Thault, and breeders and merchants come from as far as Braul and the Eidolorn empire to browse the stock.

Lyrinende
Standard: Reindeer with a crystal crown.
Population: 8,000 [isolated; 96% snow elf, 2% hybsil, 1% human (Shann), 1% half-elf]
Ruler: Elleweth ‘Winterhart’
Cultural alignment: Chaotic good

A small but beautiful city of white walls and shimmering spires, Lyrinende is the haven of the snow elves, a sub-race distantly related to the high elves of Mitruul and the Eidolorn Empire, or the painted elves that dwell further south in the Rainscar Brakes and beyond. Perhaps the most reclusive race in Thault, the elves are hesitant to permit ANY visitors save those in the direst of need, and even these will be sent along. Under their hereditary ruler, a high priestess known as Elleweth or 'Winterhart', they commit their lives to crafts and arts of great beauty, constantly manipulating evergreen trees and fronds, and fabulous ice sculptures into a living artistry. However, when it comes to defending their shared sanctuary, the snow elves are known to unleash great magics and illusory defenses to drive off invaders from Vandrokk who often savage the region in an attempt at northward expansion. The elves share an uneasy truce with the highlanders of Dashnear to the North, and the two groups will aid one another in times of great trouble.

Mitruul
Standard: Silver stag rearing on its hind-legs.
Population: Unknown [isolated; 96% elf, 2% half-elf, 1% human, 1% other races]
Ruler: Dawnblade Evenstar
Cities: Aliijn (capital, 8,000)
Cultural alignment: Chaotic good

Mitruul is a far off land inhabited by the Mar'ruun, the jungle elves. Unlike their more festive kin of northern climes, the Mar'ruun are a highly civilized, productive folk known for their masterful craftsmanship and exotic warrior arts. High is the price to train beneath a Mar'ruun weapon master, but pay the Empire does, employing several of them as drill instructors in the capital of Carbadi. Mar'ruun weapon arts focus on swift, deadly movements, and they are characterized by wearing little but cloth or light armors. The Mar'ruun are also known for their excellent silver works, the envy of any dwarf of Thault. East of the Nestlebrush, the jungle home of the elves' communities and capital of Aliijn, lies the Graft Hills, where the finest silver ore in all of Thault is hidden. Other resources out of Mitruul include exotic jewels, fine linens and strange fruits that are used in delicious dishes in the finer restaurants of the Empire. Mitruul maintains a loose trade alliance with both the Eidolorn and Alkinarre, but is very hesitant to trust either beyond this. The elves of Mitruul look down upon their hedonistic northern cousins, and few are welcome there, even though the blood ties are undeniable. Mitruul is a military state, ruled over by the highest ranking general, or Dawnblade.

Negylss
Standard: Pair of furred boots tied by a twine of ivy.
Population: 65,000 [isolated; 96% tundra halfling, 2% human (Shann), 1% glacier dwarf, 1% other races]
Ruler: Dollee Motch, Greatmother of the Plains
Cities: Neverrest (27,000)
Cultural alignment: Neutral

Though the population of halflings found in Braul and the Eidolorn Empire might technically rival that of Neglyss, it is the Plains of Peryl and surrounding regions which host the one 'true' halfling civilization, and the tundra folk often look down upon their kin who live in more 'comfortable' environments. Here, the short folk have learned to cull the frost-swept lands, raising livestock and mounts almost uncontested save by the large predators who roam the open plain. Like their southern relatives, the tundra halflings exist in a Matriarchy, their current ruler one Dollee Motch, a wizened woman who is reputed to have prophetic and miraculous powers. The halflings also have two standing armies strewn about the coastal capital of Neverrest and the scattering of smaller communities: the Coldriders, who patrol the Plains and the hills to the south upon the backs of exotic steeds, and the Frostreave, who defend and police the towns and villages. Dwellings and garments of Neglyss tend to be humble and earthen in nature; for all the bounty their farms, livestock and ice fishing permit them, this is still a dangerous region, and the constant threat of ambitious raids from Braul or Vandrokk keep the folk more hardened, and less 'devious' than their southern counterparts.

Quelm
Standard: Sword and ink vial over open book.
Population: 36,000 [isolated; 96% human (Riven), 2% elf, 1% half-elf, 1% other races]
Ruler: Inscriptor-General Naske
Cities: Vaulted (7,000), Virune (9,000)
Cultural alignment: Lawful neutral

A neutral nation with close relations to the people of Alkinarre, the Quelmi ('Knowers') are known as a highly literate culture of scholars and philosophers who place great importance in archiving the history of Thault. The libraries of Vaulted are among the most thorough, massive and secured in the world, exceeding even the private collection of the God-Bard Adrastos, with tens if not hundreds of thousands of volumes covering both the mystic and the mundane. They retain a small standing army dubbed 'Penblades' who enforce and police the cities of Vaulted and Virune, and surrounding towns; but in times of need, the God-Bard is always quick to send reinforcements, despite the Quelmi insistence on remaining an independent state. The literati class is supported by a slowly growing population of crafters, tradesmen, farmers and fishermen, and the Collegiate of Quelm is a prized destination for wandering scholars of the Eidolorn Empire, Alkinarre, Durindesh and Mitruul.

The Robber Kings
Standard: Golden pony against starry night.
Population: 89,000 [isolated; 96% human (Lhazon), 2% badlands dwarf, 1% skarn, 1% other races]
Rulers: Pasja Jhalom, Pasja Madjar, Pasja Melth
Cities: Grisba (37,000)
Cultural alignment: Neutral evil

Derelicts and criminals who escaped Durindesh en masse a few decades past, the Robber Kings were forced to adapt to their new 'homeland' of the Mirrorwastes (and northern grounds of the Salt Rushes). Today they have established numerous tent communities among the curious, clear lakes of the region, most of which can be uprooted within days and moved if the Queen and her Shahsar ever decide to mount a full scale war against them. Many of the Robber Kings' accrued followers and peoples have learned to mete out their living from the sands, but each of the three ruling Pashas still fund raids to 'skim' off the populace of Durindesh wherever applicable, and it is also not unknown for raiders to risk the high Pennants and attack the scholarly kingdom of Quelm. While it lacks proper walls and material defenses, Grisba is a well protected community with hundreds of camel mounted lancers, dervish mercenaries and skilled summoners who can call upon the djinn and other entities to drive back threats.

Sothos Karr
Standard: Leering gargoyle face with massive tusks.
Population: 45,000 [mixed; 79% orc, 9% human (Riven), 5% half-orc, 3% dwarf, 2% halfling, 1% elf, 1% gnome]
Ruler: Dror Gheel, Slavemaster of Sothos Karr
Cities: Thaarlash (capital, 33,000)
Cultural alignment: Lawful evil

Sothos Karr is the hold of the wretched, violent orcs of Thault, who have build their strength upon the backs of those they have enslaved. Most of the orc lands lie in 'The Lash', a violent and stormy plain south of Floivin Province, but several forts are maintained in the Fyreklaw barrens to the West of the great plain. Roughly 20% of the population of Sothos Karr is comprised entirely of slaves the orcs have held, some families in thrall for centuries! These unfortunates are culled from raids across the southern Empire, in particular the provinces of Floivin, Melethesz, and Carbadi, but the orcs have been known to range farther south to harass the elves of Mithruul or bands of explorers and adventurers. Despite their brutish shortcomings, the orcs of Sothos Karr are well organized. A tyrant, or Slavemaster sits upon a throne of slaves in Thaarlash, and he is served by the Iron Grip, a force of heavily armed taskmaster soldiers who are known to fight with forks, spiked whips and other gruesome armaments. Leadership tends to pass through natural usurpation, as one high ranking officer in the Grip or another stages a coup against the current Slavemaster. The orcs of Sothos Karr right terrible steeds, great lizards bred from the terrible land dragons of prehistoric ages. A Sothos Karr raiding party is a fearsome thing indeed, but the orcs simply do not have the numbers to mount an all out assault against the Empire, fearing that they would lose control of their slaves. Occasionally, slaves will escape from their tormentors. Some will return to their family lands, but others often end up worse than their former captors: brigands, mercenaries or slavers themselves.

Thelos Retch
Standard: Skull with filed teeth chewing a heart against a backdrop of bloody veins.
Population: 75,000 [mixed; 79% human (Shann), 2% lizardfolk, 1% bullywug, 1% other races]
Ruler: Flesh-Baron Borizc
Cities: Maaklev (29,000), Krudluster (14,000)
Cultural alignment: Chaotic evil

Like Vhorinyr, Dashnear or Braul, Thelos Retch is a country established by the Shann, the original, rough men who inhabited Thault before the Riven arrived in great numbers and established their kingdoms and Empire. However, unlike these other lands, Thelos Retch evolved out of the primitive hideous urges of cannibal clans on the southern end of the continent. They share the same, territorial and reclusive sensibilities of their kin, but with a largely distinct moral code that values slavery and the flesh consumption of those they conquer and capture. As such, they are perhaps the most despised society in all of Thault, and really don't give a whit. Despite their gruesome tendencies, Thelos Retch has established a hierarchy of rulers through the centuries, largely based upon an individual's cleverness to rise to the top in the social circles of Maaklev by whatever means are necessary. At present this is 'Flesh-Baron' Borizc, a flamboyant and thoroughly cruel individual who toys with both his allies and enemies. The Shann here have adopted lizardfolk and bullywug servants and thugs to prowl the Mash, the Web of Ever, the Fish Flats and other regions for prey, and many within the walls of Maaklev and Krudluster practice dark arts with which to amuse themselves. The soldiery, known as The Retched, are largely used as a defensive grid against attackers from Hammerdark (who attempt to steal away some of the food supply to work the fire giants' mines and forges), Canelun raiders or Chargers of Kettar's Run who become 'fed up' with the flesh gluttons.

Torwyddya
Standard: Sunwheel of dragon skulls.
Population: 16,000 [mixed; 79% frost giant, 9% frost folk, 5% snow goblin, 3% human (Shann), 2% hybsil, 1% tundra halfling, 1% snow elf]
Ruler: Sklann Witch-father
Cities: Melmgrud (7,000)
Cultural alignment: Chaotic evil

Though frost giants are not uncommon in the Bonefrost, Wintersbreath or other more southerly locales, it is the distant kingdom of Torwyddya in which they reign supreme. Were the land any closer to the civilization of man, it could prove a massive threat, but in fact the giants are quite content with the environment and their supremacy of Trelljaur Taiga and the Drachydis isles. The ruler by strength, Sklann Witch-father is served by a court of devious frost folk wizards and generals who are the only other race allowed to exist in peace by the giants' side; whereas the elves, goblins, halflings, hybsil and unfortunate Shann men here serve as slaves in the mighty lodges at best, fighting pit fodder for the giants' amusement, or perhaps even a snack for their great pet beasts and linnorms. Several small fleets of Torwyddyan longships have attempted sacks of the coastal cities of Neverrest and Njar Balloch through the ages, but their have yet to be massive land raids, though the presence of the Farlund Arls could certainly prove conducive to an all out assault on the tundra halflings.

Vandrokk
Standard: Eagle with axe wings.
Population: Unknown [isolated; 96% human (Shann), 2% dwarf, 1% half-orc, 1% other races]
Ruler: High Kzarl Kromyth 'The Thunderhead'
Cultural alignment: Lawful evil

Vandrokk is the savage realm of the Vandrakki, a loosely knit society of nomadic hunter gatherer clans, each ruled by a Kzarl. There are at least two dozen such clans, most naming themselves for a particular totem (Blood Owls, Wolf Tongues, Spear Chiefs, and so forth). Though the tribes compete with one another for game and other resources, they rarely come into bloody conflict with one another, and thus there is some semblance or order amongst them. Often clans will join through weddings or other bonds, and thus 'join' their clan names, one word from each, to form the newest. The largest and strongest of the clans (currently the Quake Wyrms) serves as a ruling body, though only in times of warfare or mediation. The current High Kzarl of the Quake Wyrms is Kromyth, also called 'Thunderhead', a bear of a man who has felled many a monstrous predator in the Scurlwood and the Pinestead, the two forests that comprise much of the Vandrakki territory. Vandrakki warriors are also known as 'Painted Berzerkers', barbaric men who know the blood rage and often fight until they are either dead, or no enemies remain standing. For this savagery, the Painted Berzerkers are prized as mercenary combatants and pit fighters, and often hired by the shadowy denizens of Vhorinyr for various purposes. Skirmishes along the border of Wintersbreath are not unheard of, and the Vandrakki are violently opposed to any further Eidolorn expansion to the north. For most citizens, and the wiser explorers and adventurers of the Empire, the Scurlwood and Pinestead are off limits.

Vhorinyr
Standard: Skull with candle light on black background.
Population: Unknown
Ruler: King Tomas the Unspared; The Seven Lords of Syn
Cities: Grymgate (capital, pop. unknown)
Cultural alignment: Lawful evil

Much of Vhorinyr is a mystery, but it is perhaps the most dangerous territory neighboring the Eidolorn Empire. North of Wintersbreath, beyond the White Fir Hills, rise the Harrowed Heights, a large mountainous region littered with ruins and keeps of an unknown origin. They are not uninhabited. Locals speak rumors of skeletal legions that stalk the mountains as far south as the foothills, and of a vast and fell kingdom located deep within the Heights, accessible through subterranean tunnels that connect many of the surface structures. They speak of an entire population of lost souls, ghosts aglow in the windows of cliffside towers, and an ancient, cursed king and his seven sworn generals, each granted immortality through death. Few are those who venture too near the mountains, and fewer still return, but there fairly consistent reports of a city known as Grymgate, high up the Harrowed slopes, in which the dead commune with the living, and the crooked old King resides. Eidolorn scholars believe Vhorinyr is the remnant of a Shann civilization which forsook the barbaric lifestyle of its kin to create a powerful, unassailable kingdom far above the surrounding lands, but if so, the symptoms of the kingdom's tragic fate are unclear. Only silent wanderers have voyaged forth from the Heights, and it is suspected that the denizens of Grymgate have some hidden relationship with the berserkers of Vandrokk, using them often as mercenaries.

Zlug
Standard: Tentacle-shrouded trident.
Population: 72,000 [integrated; 37% kuo-toa, 20% sahuagin, 18% bullywug, 10% locathah, 7% aquatic elf, 5% human (Riven/Shann mix), 3% half-elf]
Ruler: Krasss the Kraken-caller
Cultural alignment: Chaotic evil

Zlug is a foul place, a city built of rock and coral which lies both on the Northern coast of the Fish Flats, and below it in the bay beyond. A treacherous yuan-ti warlord known as Krasss the Kraken-caller holds reign over a large host of kuo-toa and sahuagin who terrorize both the depths and coasts of the Fangsea, his Krakenguard selected from amidst the most dangerous warriors and spellcasters those races can offer. Zlug has a large population of slaves culled from aquatic elf and locathah civilizations they have conquered, and they are set to the task of the city's expansion both above ground and beneath the waves. Bullywug bands often patrol south of Zlug for parties of Shann from Thelos Retch, who consider the city's 'fishy' inhabitants quite a delicacy, but outright war has yet to erupt between the two populations. Krasss is a loyalist of his kind, and thus has forged trade relations with both Port Fang to the north and the yuan-ti regimes who dwell across the Fangsea, so Zlug is essentially thriving, an evolving threat which might one day come in contention with Thelos Retch, Sothos Karr and possibly even the Eidolorn Empire.


Friday, May 7, 2010

The Score

This post will be used to maintain information on the current status and whereabouts of members of The Score, a shadowy organization of ex-slaves in Floivin Province that the PCs have been charged with digging up and questioning.

01. Shalabarr Klasp (halfling male)
Status: At large. Presumed to be hiding out somewhere in Sothos Karr.
Trinket: ?

02. 'Fancy' Nan (human female fighter)
Status: Slain at the Skull Collar Hideaway.
Trinket: Shadow Twin Pendant

03. Drado (human male fighter)
Status: Slain, after attacking the PCs at Tooth Marsh.
Trinket: Nemesis Scabbard

04. Adder (human male)
Status: Slain in Castle Floivin.
Trinket: ?

05. Bread (human male)
Status: Slain at the Skull Collar Hideaway by Old Codge Myron.
Trinket: Girdle of the Greatsponge

06. Butter (human female)
Status: Slain at the Skull Collar Hideaway by Mudgol.
Trinket: Quiver of Aces

07. Scroundel (half-elf male)
Status: At large; last sighted at the Haunted Horrn.
Trinket: ?

08. Pedegar Pell (human male)
Status: At large; possibly Tarndim; Doorjamb has encountered Pell numerous times. Pell is a skilled poisoner.
Trinket: ?

09. Baron Mordanc (human male)
Status: Recently retired from The Score, fled Floivin Province after being pursued by Ginkwrench, Lord Ballyhoo and Commander Vhelok.
Trinket: ?

10. Luorn Stride (human male ranger)
Status: At large; last sighted at Cedarway where he helped slay Doorjamb and Lesper.
Trinket: ?

11. Parodee (gnome female illusionist)
Status: At large; targeting Mudghol and possibly others for assassination.
Trinket: ?

12. Gremek (human male cleric)
Status: Slain at the Haunted Horrn.
Trinket: Spell Eater Scarab

13. Frynne Hosspotch (halfling female druid)
Status: Slain. She was part of the 'hit squad' that jumped Doorjamb at the Steady Oar in Tarndim. He was able to slay her before being killed by Mulch.
Trinket: ?

14. Dondrys Buld (dwarf male)
Status: Slain. A barbarian who was operating out of the Hud Horrn/Haunted Horrn with Gremek. He was killed after pursuing the PCs through the underground tunnels to the Blowback Mine.
Trinket: Inexhaustible Bands

15. Merevhos Tha (human male wizard)
Status: Slain at the Haunted Horrn.
Trinket: Skullstaff of Spellsplitting

16. Choj Bladebreaker (half-orc male)
Status: Slain. An assassin or rogue of some sort. He took part in the Storming of the Hud Horrn, where he was brought low by the PCs and Lieutenant Rove.
Trinket: ?

17. Flaming Fack (efreeti male)
Status: Slain at the Skull Collar Hideaway by Langston.
Trinket: None known.

18. Maythee Marrot (halfling male)
Status: Slain at the Skull Collar Hideaway by Luz.
Trinket: Pipes of Haunting

19. Kohl Harthas (human male aristocrat)
Status: At large; Presumed to be hiding out somewhere in Sothos Karr.
Trinket: Claw of Command

20. Mulch (dwarf male)
Status: At large; was with Luorn in Cedarway recently, killing Doorjamb and Lesper.
Trinket: Hammer of Charges

21 (replacement). Bulgoth (dwarf male)
Status: Captured by Kalkan and turned over to the 'Hello Men' of Toul Tabor.
Trinket: Knuckles of the Brute

22 (replacement). Syriux (human male)
Status: At large, encountered the PCs in Badash and killed Rumpridge, but they turned the local orcs against him and he was last seen fending them off.
Trinket: ??

Map of the Eidolorn Empire

Click to increase size.

Thursday, May 6, 2010

Session 2 Notes (5/6/10)

Varony, Clairis 12th, 868 ID (continued).

The PCs ignore Shalabarr's warning, remaining outside the Blind Vixen as they wait for he and his companions to finish their meal and drink. But Shalabarr does not emerge, so the PCs enter the tavern. The halfling is nowhere to be found. The PCs question a half-elf they hadn't seen earlier, who motions towards a curtain behind the bar. Pockny approaches the curtain but is waylaid by the blind vixen herself, Frestha, who threatens the priest with a rolling pin. Our heroes claim they have writs to arrest Shalabarr, and Mudgol tries to trick the old woman with a page torn out of his spellbook. Frestha has her cook Baffles read the page, and he recognizes the hoax. Frestha then urges the PCs to leave her establishment. Though the tavern has no visible rear exit, the PCs suspect that she has helped Shalabarr escape.

As our PCs exit the tavern, they see the woman in leathers from earlier, who had accompanied Shalabarr into the Blind Vixen with two other halflings. She is chewing an apple beneath a tree, right behind the tavern. As the PCs approach, she beckons them to follow her outside Halehusk, where Shalabarr is waiting to meet them and discuss their business in privacy, away from the ears of any passing by guards. The half-elf woman from within has also followed the party outside, and they leave Tundra Wolf to keep a watchful eye upon her while they follow the woman, 'Fancy' Nan to the East of the village. She leads them to a clearing, springing a trap upon them. The two halfling thugs from earlier leap out of the surrounding cornfields and Nan draws out her axes.

As Tundra Wolf and the half-elf woman (known as Navan) close in on the battle, Nan notices the tide may turn in the PCs' favor, so she activates a ruby amulet about her neck, which summons a shadow-self to aid her in the battle.
The battle is bloody, with Imperion being taken down several times, only to be healed with Pockny's magick. Mudgol picks a fine time to play archer, firing upon the halflings. Due to their concerted fire, the PCs emerge victorious from the battle, without managing to kill any of their opponents! They restrain the human woman and the halflings, but Shalabarr is nowhere to be found (his rickshaw has left the village). Imperion snatches the inert pendant from about Nan's neck, and the heroes decide to carry the lot back to Floivin Keep, where they can turn them over to the city guard, without alerting the local Captain of Halehusk. They drag along the belongings of the three, deciding they are ultimately worthless. Imperion notices a strange series of marks engraved on the back of 'Fancy' Nan's neck.

Once they arrive at Floivin Keep, they approach the Eidolorn Guard at the East Gate courthouses, who in turn sends out word to Lt. Banghorn, and then escort Nan and the halflings to the Floivin Penitentiary building in Armory Square. After filing their report, they decide to split up. Pockny heads to the Cathedral of Blades, while Imperion heads for the barracks to get some rest. Mudgol decides to follow the woman Navan, under the suspicion that she might be an unregistered magic user. She heads over to Dronn's Arsenal to have a metal disc beaten upon which she can place an arcane mark. Tundra Wolf temporarily disappears, presumably to find himself a stout city brew. Soon, a local guard fetches Pockny from the Cathedral, and the two head to Armory Square to join up with Imperion. Turns out, this 'guard' is none other than a well-disguised Lt. Banghorn! Pockny is surprised, but not Imperion, who sees through the guise. After Mudgol arrives, Banghorn grants the PCs permission to interrogate the three prisoners being held at Floivin Penitentiary.

They first attempt to crack Nan, to no effect, so they move over to the halflings' cell. The halflings are being held in a cell with a filthy, long-bearded old man known as 'Zinsk', who speaks in a creepy tone and apparently has been convicted for lewd acts. The halflings have no desire to answer the party's questions, but Zinsk informs the PCs that he has overheard their nervous chatter. Our heroes arrange to have Zinsk moved from his cell to the guards' rec room, where they interrogate him. The old man attempts to bargain for his freedom, or the visitation of a woman to sate his awful desires. He winds up getting to keep the pet rat 'Fluffy' he has concealed in his clothes, and the promise that a woman would 'visit' him, if only to ask him further questions. He tells the PCs that the halflings were nervous that 'Grandmother' might find out they were working for Shalabarr, and that they are angry that they didn't get their money up front from the flamboyant never-do-well.

Zinsk is returned to his cell, where the PCs confront the halflings with their new-found knowledge. The halflings make a deal with the heroes, not to inform Grandmother Hosspotch of their dealings, and in turn they relate their duties, which were to crack a few skulls for Shalabarr Klasp (revealing his last name). They claim he is not a Hosspotch, and Grandmother is not fond of the deviant entertainer. Navan arrives, and the PCs convince her to speak with Zinsk, honoring their earlier deal. Zinsk approaches the cell bars, and suddenly 'Fluffy' darts out from his clothing and up Navan's skirt. Mortified, she stomps the rat out, and it zips back into the cell! What the hell is going on? Angry, she storms out of the Penitentiary, with the PCs in tow.

Later, they head back to the Fiery Rat to meet up once more with Lt. Banghorn, encountering Tundra Wolf outside in a screaming match with the barkeep, over the tavern's incendiary sign, which has nearly set him on fire twice now as he passed below it. Inside, Banghorn is disguised as a heavily cowled Melethesian merchant. After awarding them each a sack of bonus pay (10 platinum each)
, he insists that the party's two new companions be deputized, so they can assist in the next mission. The PCs, and Banghorn, have learned that both Nan and Shalabarr Klasp belong to an organization known as 'The Score'. This is purported to be a group of 20 men and women who were once slaves at Sothos Karr to the south, who now function as spies and mercenaries for various parties. It is unknown who they are working for, or why they are in Floivin.

Lt. Banghorn charges the PCs with hunting down Shalabarr Klasp and any other members of The Score they can muster. The heroes believe there is some connection between this organization and the red marks they found on the map Shalabarr carried in a compartment of his rickshaw. The PCs leave to purchase some supplies, and Mudgol uses his earnings to identify the ruby amulet, which turns out to be an Amulet of the Black Mimic. Imperion purchases a potion of cure light wounds from the Chapel of Blades, and with the help of Mudgol, Navan registers herself as sorcerer with the Arkana Arkiva, to avoid later harassment.

PCs: Imperion, Mudgol, Navan, Pockny

NPCs

Baffles (human male): Baffles is the head cook for the Blind Vixen tavern in Halehusk. He's a swarthy, hairy man, with bushy eyebrows and thick nose hairs. He is very fond of a cherrywood pipe which he almost chokes on as he chews it so fiercely, and he wears a chef's cloth cap slung low over his eyes.

'Fancy' Nan (human female): A skilled dual axe fighter and a member of the shadow organization known as The Score. Little is known of Nan's origin, but she is fair skinned, with beautiful auburn hair and gleaming hazel eyes. She serves as a bodyguard to Shalabarr Klasp, and has the brand of The Score carved into the back of her neck. A fierce combatant, Nan was known to have a particular trick up her sleeve; a magical pendant which conjured a shadowy image of herself to aid her in battle. Nan was defeated in Halehusk by the PCs, and turned over to Floivin Penitentiary, where she remains.

Frestha (human female): Frestha is the proprietress and barkeep at the Blind Vixen tavern in Halehusk. She's a blind woman in her 50s, but wise and courteous to most of her patrons. It is suspected that the gray and black haired woman is in league with criminal elements, for Shalabarr Klasp and his companions were able to escape from the PCs prying eyes, though there are no visible exits to the Blind Vixen save the front door. Frestha may have a handicap, but she does not let it stand in her way, and brooks no trouble nor treachery from anyone walking through her door. She is known to be pretty mean with a rolling pin.

Zinsk (human male):
A twisted old man, filthy and unkempt, with an all-too long, graying beard with fecal stains and rat whiskers throughout. Zinsk is being held in the Floivin Penitentiary due to various lewd acts he has committed against local women. He is known as the most infamous peeping tom in all of Floivin Province, but his methods are rather...unconventional. Zinsk refers to himself as the 'Keeper of Rats', and is never without his precious 'best of the brood', a stumpy albino rat named 'Fluffy'. Zinsk constantly craves the presence of a woman, but to what end...


Wednesday, May 5, 2010

The Eidolorn Empire


The Eidolorn Empire

Carbadi (1st Province)
Standard: Maiden with sword aloft, grapes in off-hand.
Population: 116,000 [mixed; 79% human, 9% halfling, 5% gnome, 3% dwarf, 2% elf, 1% half-elf, 1% half-orc]
Ruler: Emperor Freth Borth, 'The Cobbler'
Cities: Lammorth (38,000), Inverfar (capital, 27,000), Lochba (16,000)

A rich land of orchids and forest glades, Carbadi is the heart of the Eidolorn Empire and its first province. Originating some 300 years before the establishment of the Empire, its people were originally scattered among the vast Ribald Wood, clans of hunters, harvesters and fishermen that united in order to combat the imposing dangers of surrounding territories. Centuries later, after succumbing to a curse Lord Admiral Bedry Coventavon gifts Carbadi and the conquered lands of Rothe and Nobbish to his beloved general Eleste, who founds the Eidolorn Empire. Today, Carbadian cities are hubs for merchants and high civilization, with a higher average cost of living than is found in any other province. Wines, garments, furs, spices and jewelry are exported across the Empire, and reap large profits. The people of Carbadi are fair skinned, with graceful features, blonde and brown hairs, and they speak in the Common tongue of the Empire. The province is also the most well defended in the Empire, as numerous castles and tower forts dot its regions, some of them abandoned, and some from centuries before the establishment of Imperium Domine. The current seat of power is held by the first Emperor-Elect in Eidolorn History, a generous former cobber from Nobbish named Freth Borth.

Floivin (7th Province)
Standard: Leaping bass over crossed hammers.
Population: 11,000 [mixed; 79% human, 9% dwarf, 5% elf, 3% halfling, 2% gnome, 1% half-elf, 1% half-orc]
Ruler: Regent Reginald Bauerkroft
Cities: Floivin Keep (capital, 7,000)

Floivin Province is the most recent and peaceful acquisition of the Eidolorn Empire, annexed in 722 from the Gnarlbottom Clan, who agreed to Imperial dominion after Eidolorn guard helped drive out orc invaders from the Fyreklaw Barrens to the south. It is perhaps the most isolated of the provinces, also known as the Vernal Valley, ringed almost entirely by the Vernal Wall, which houses several abandoned mines once delved by the Gnarlbottom dwarves. Floivin has a small population, the smallest of any province, and the people ply their trades on the massive lake known as the Udders Well, and in the small sub-regions that surround it. Several millennia in the past, the Valley was once very much flooded. But thanks the marvel of dwarf craftsmanship, a great damn known as the Udders was built to regulate the flooding from the Dimnesse. Today, the capital, Floivin Keep sits atop the Udders, at a highly defensible vantage point. The Imperial Navy builds ships to one day cross the Dimnesse, transport soldiers and invade treacherous Sothos Karr, but the day is long off, due to the present Emperor's peaceful disposition. Numerous dwarf crypts and ruins lie within the Valley and in the Wall surrounding it, so the province is a hotbed for adventuring types.

Melethesz (6th Province)
Standard: Mechanical bronze horse.
Population: 106,000 [isolated; 96% human, 2% gnome, 1% halfling, 1% other races]
Ruler: Regent-General Shann-hai Riggings

Cities: Haldur (capital, 21,000), Gargoun (18,000), Tesleb (14,000)

The sixth province of the Empire was perhaps one of its most hard fought, and the great tragedy of its taking lingers across its plains and woodlands today. A people of bronze complexions with great minds for culture and invention, they were forced to rely upon an ancient artifact, the Scepter of Plagues to defend them from the superior Imperial force, but even they did not realize its far reaching consequences. Many thousands were slain by the Scepter, including innocents as far as the heart of the Empire, until the Eidolorn guard finally managed to destroy it. Enraged, Emperor Vylon Varr ordered the near genocide of the entire Melethesian upper class, with the exception of a few inventors and merchant families who would be of use to the Empire. He would have proceeded into the lower classes, until stopped by a young Eidolorn Captain known as Dascomb Darl, who would succeed the vengeful Emperor. Today, Melethesz is still a haven for invention and culture, and has a higher population of gnomes than any other province of the Empire. The cities of this province are quite advanced in art and architecture, and sky sailing ships and balloons are used as the primary source of transport for merchants, though they rarely leave the safety of the region. The province is home to a great many bands of explorers and adventurers who travel ever south, discovering exotic places and bringing back tales of plights and distant peoples, that is...if they return. Though the people have now fully prostrated themselves before their Imperial rulers, many refuse to follow the call of Eleste, and they keep alive their native faith/philosophy of Radol Thidhe. Melethesians are also known to ride camels and llamas in place of horses.

Nobbish (3rd Province)
Standard: Oxen snorting fumes.
Population: 93,000 [isolated; 96% human, 2% halfling, 1% dwarf, 1% other races]
Ruler: Regent Krispin Bowyerson

Cities: Scourie (17,000), Durmoral (capital, 11,000)

Another of the founding provinces of the Empire, the pastoral land of Nobbish was the second to fall below the Carbadian armies under Bedry Coventavon. Though a quaint and peaceful territory, it was once ruled by the horrifying Blood Witches, who made great taxes upon their people in the form of curses and sacrifices. It is said that the natives rejoiced as Coventavon slew the Blood Witches to the last, but they would ultimately prove his own undoing, with a curse placed upon his very heart. Centuries later, the Nobbs are still frightful of their previous overlords, and implement various superstitions and charms to ward off their vengeful spirits. It is said in some circles that the Witches still exist, biding some return to power. Today, Nobbish is known primarily for its vast tracts of farmland, and well over half the population of the province lives outside its towns and two cities. All manner of crops are grown here and exported throughout the Empire, and it is also the primary source for livestock. At any time, hundreds of herds are driven about the Snath Plain, one of the most powerful resources in all the Empire. Nobbish folk are as fair skinned as their Carbadian neighbors, but often tan due to the time spent outdoors in grazing and harvesting months. They are generally shorter, and wartier than other humans in the Empire.

Rothe (2nd Province)
Standard: Octopus wielding eight scimitars.
Population: 22,500 [isolated; 96% human, 2% halfling, 1% dwarf; 1% other races]
Ruler: Regent-Admiral Harriet Rhys, 'Witch of the Waves'

Cities: Grand Mooring (capital, 9,000)

Rothe is the 2nd of three founding provinces of the Eidolorn Empire, conquered in pre-ID years by the Lord-Admiral Bedry Coventavon of Carbadi. It's the sole province located off the mainland of the continent Thault, on a chain of three large islands East of the Imperial capital. It was once a free hold of the Raiders of Rothe, who were known to terrorize the Sea of Chimes, putting a quick end to early attempts at trade along the eastern coast of Thault. Rothe boasts a small native population, scattered across the three isles of Scythe, Szandor and Lemay. The capital of Grand Mooring lies on the southwest shores of Scythe, the largest isle. Rothans are a festive, rowdy folk, with swarthy complexions and hair of ash. They speak the Common tongue of the Empire, but also the ancient tongue of seafarers, Bydish. Most of the folk here make their living off the sea, whether as merchants, shipsmen, mercenaries or fishermen. Many are enlisted within the Imperial Navy.

Toul Tabor (4th Province)
Standard: Open tome with inverse raven talons on its pages.
Population: 132,000 [mixed; 79% human, 9% halfling, 5% dwarf, 3% gnome, 2% elf, 1% half-elf, 1% half-orc]
Ruler: Regent Dharmark 'Spellhammer'

Cities: Olgest (capital, 36,000), Delvesh (23,000), Faenak (19,000), Tarair (8,000)

Toul Tabor is the largest and most populated province of the Empire, and was one of the more difficult to conquer, as it was once a haven for the great magicks wielded by its Sorcerer Kings. Having suffered great losses to both the First War of Expansion and later to the forces of the White Dragon Woe, the people here are proud of their heritage and durability. Toul Tabor has four cities, and its people engage in a wide range of trades, from forestry, animal husbandry and fishing to a great many crafting professions. Despite the fall of the Sorcerer Kings, the magical tradition is kept very much alive here, through the Wizards Elite, a large academy dedicated to the training of the various schools. The Elite supplies the Eidolorn guard with most of its gifted, sorcerous conscripts, and you're always likely to find a few of the common folk armed with a spell or two. However, the Elite is very strict with rules, and certain spells are banned from use in public places, with dire punishments in place. Though not as rich as Carbadi, Toul Tabor's large population and wealth of local color and resource make it one of the more prestigious and wealthy provinces in the Empire.

Wintersbreath (5th Province)

Standard: White dragon's head.
Population: 14,000 [integrated; 37% human, 20% dwarf, 18% elf, 10% halfling, 7% gnome, 5% half-elf, 3% half-orc]
Ruler: Regent Brisby Balewhyte
Cities: Vettlar (capital, 5,000)

Once the domain of the White Dragon Woe, the province of Wintersbreath was officially annexed in 151 ID, some 30 years after the vicious and cunning wyrm herself was slain, and most of the more dangerous frost giant chiefdoms were driven out of the land. Had Woe never launched her own preemptive strike against the newly conquered province of Toul Tabor, the Empire may never have chosen to launch the Second Expansion War against it, but they maintain the region today with a fairly small population centered in the city of Vettlar. Most who eke out their existence in Wintersbreath are loners or survivors, who prefer the solitude of its cold swept dunes and ice glazed rivers and ponds. The region remains eerily cold throughout most of the calendar, and there are few resources to be found, but nonetheless, furs and other exotic goods are exported with enough frequency to support the small economy. Of all the seven provinces, Wintersbreath remains the most dangerous. Frost giants and yeti remain in the region, and things even more dangerous. But the people, almost all immigrants save a few native elves and dwarves, represent some of the heartiest of the Empire, and they feel they are more than up to the challenge of taming its frigid wastes.