Showing posts with label arkhosia. Show all posts
Showing posts with label arkhosia. Show all posts

Sunday, 24 July 2016

Game Intro: Mage Tower Part 2


Recap

It is the middle of summer in the month of Bahumon, in the year 659 after the founding of Farland.

The party are leaders of a fledgling resistance against the Empire, led by the Herald and his powerful new god, the White Star. They were about to forge an alliance with the Wilder Wood but were hindered by the dragon Duskinicin. The dragon holds the wood hostage, and will only release the elves if the party steals a magical Green Orb from the Empire.

The party grudgingly agreed to the demands, and traveled to the city of Dragonspur. There they started a riot as a distraction to enter the Mage Tower where the orb is thought to be held. But they discovered that they were beaten to the tower by the Blood-Oath Orcs, a band of blood thirsty cultists to an unknown entity known as the Blood God

The orcs were no match for the adventurers, all but two falling the sword. A piano-playing orc fled the battle after being chased away by Arkaxus, and Radagog the Orc became the first true convert to Duskinicin. 

Through exploring the tower, the party discovered the hydra and other monsters hidden in the basement. They also found the magical forge used to create the swords and shields of explosions, but Drake Johnson was nowhere to be found. 

As they approached the stairs to the third and final floor, they could hear the droning chant of an evil ritual being performed above them. Aramil and Ceasus quickly grabbed a magical sword and shield with their mage hand cantrip and interrupted the ritual with explosions. However they were just too late, and a chilling roar emerged from above as the dying cultists uttered the final words....

Important People

The Resistance (Villageham)

  • Amos Caely: charismatic con-man and socialite, head spy of the Resistance forces.
  • Animals: have been recruited by Ra to form an early warning system for the village
  • Angus: former rebel against the Empire and son of Sanctus. Commander of the Resistance forces.
  • Bolgar: Dwarvish steward, de-facto ambassador of Kale Mountain to the Resistance
  • Eldridge: devoted bodyguard to Amos Caely
  • Mialee Liadon: Elvish sorceress, ambassador of the Wilder Wood to the Resistance
  • Rocky: devoted bodyguard to Amos Caely
  • Sick old man: an old man that first recited the prophecy from the Watchers. He is left in a bad state after he was released, and can barely speak.
  • Succubus: a prisoner caught when the party first took Villageham back

Dragonspur

  • Dimruff: Dwarven friend of Caelan that the party saved in Underearth fortress. Working with the Herald now.
  • Drake Johnson: Elderly mage and blacksmith, renowned in the empire for making the best magical weapons. Acquaintance of Ceasus.
  • Herald Artor Keler-Vonstahp: Emperor of Nuovo Arkhosia and the White Star's chosen one. Uses a special form of magic know as Soulmancy.
  • Sefora Robbe: A female human and former ally of the party whose body was stolen by the Herald using Soulmancy. Inhabited by an individual loyal to the Herald and who can cast magic.
  • Servasix: Relative of Arkaxis and head of the noble family. Killed Eatfrith in revenge for Arkaxus, and turned the family into a military house.
  • Walla: A tiefling and former ally of the party whose body was stolen by the Herald using Soulmancy. Inhabited by an individual loyal to the Herald.
  • Waregor: Faithful servant of the Herald, and a werewolf.

Kale Mountain


  • Dorgrim Ironhide: Dwarven noble from the former Northern Teeth, now leading the remnants of his people in Kale.
  • High Dwarf King Kolgar: Ruler of the Kale Mountains
  • Holmigar Sparkmetal: Dwarven mage and associate of Ceasus and Aramil. Known to be eccentric and erratic, and has unlocked many secrets about the portals.


Wilder Wood

  • Arcanissdi: young Copper Dragon that is assisting Duskinicin.
  • Duskinicin: ancient Green Dragon, has offered his "protection" to the people of the Wilder Wood. Request that the party find and return a magical Green Orb.
  • Infernal Fiend: An unusual creature that is neither devil nor demon that is bound to serve Duskinicin, albeit grudgingly.
  • Queen Galanodel: Ruler of the Wilder Wood, but held hostage by Duskinicin.

Black Wood

  • Beragorn: Pantheon faithful that wish to remove the theocracy
  • Farisha: Pantheon faithful that wish to remove the theocracy
  • High Aurach Zonadiella: Theocratic ruler of the Black Wood, working in tandem with Kraven to protect the ancestral worship of the Elvish people
  • Kraven: A lich that used to guard an ancient Elvish burial ground until the party destroyed 40 years ago. Now one of the leader of an undead army in the Black Wood, waiting for his revenge.

Templars (Knight's Hall)

  • Archmage: Head of all magical study within Knight's Hall, and advisor to the Lord Commander
  • Inquisitor: Head of the information network of the Templars, and charged with seeking out and destroying threats. Advisor to the Lord Commander
  • Lord Commander: Leader of the Templars and ruler of Knight's Hall
  • Lord Dolmud: Human noble, and ambassador to the Templars for the Zel City resistance
  • Master Thrain: Dwarvish noble, and ambassador to the Templars for Wawmar mountains
  • Parliamon: Elvish necromancer, and ambassador to the Templars for the Black Wood
  • Twigs: The dragonborn lover of Grimbold. Imbued their soul into an altar so that they may continue to teach while they wait for the return of their lover.

Miscellaneous

  • Caelan Caelanson: Son of the pirate-adventurer Caelan, and leader of a village of Tiefling outcasts near Knight's Hall. Carries on his fathers legacy, rumoured to be another Thieves Guild.
  • Joco: Powerful wizard and bard that is able to absorb the souls of others. Currently known to have the souls of Joco (bard), Taliadora (elvish wizard), Orvaxis (dragonbord paladin of Bahumat) and an unknown primary entity.
  • Librarian: Mysterious elvish resistance leader in the Green Copse, fighting against the Mind Flayers
  • Perathorn: Captain of the Guard in the Green Copse. Fighting with the Librarian against the Mind Flayers. Met the party briefly once.
  • Princess Sefora: Rumors abound that the Keleraki Princess still lives, and plots her return to the throne.
  • Puhau: The mage registrar for Aukby. Handles all government administration in the region, and was recommended in a letter to Aramil by "Taliadora"
  • Radagog: Orc convert to the Cult of Duskinicin, and protoge of Jinn.



Sunday, 26 June 2016

Game Intro: Mage Tower

From last session.....

The party are leaders of a fledgling resistance against the Herald and his powerful new god, the White Star. The party has traveled the land in an attempt to seek aid and forge new alliances with the Dwarves and Elves, but these ancient races are mired in problems of their own. Only a significant event can rally these disparate groups together against the new popular religion.

In the meantime, the resistance have scrapped together a secret village hideout under the watchful eye of the former rebel, Angus. Together with the shady yet charismatic Amos Caely they have begun to spin a web of spies and informers that stretch out across the Empire. The ambassador of the elvish Wilder Wood, Mialee Liadon, has recently arrived and promises to use her magic to help the resistance, and the dwarves from Kale have nearly finished their network of underground tunnels under the village of Villageham (ably re-hydrated by the flamboyant Bolgar).

The party have entered the city of Dragonspur, the capital of the Empire of Nuovo Arkhosia, without incident (surprisingly) and immediately began to search for the famous blacksmith Drake Johnson, a former associate of Ceasus. They managed to track down his workshop but the magical blacksmith was nowhere to be found. Instead they found research notes for a sword and shield combination that has some decidedly explosive results.

Suddenly the party was ambushed by some drow while resting at Amos' safe-house at the city's edge. The drow were wielding some of the explosive weapons, presumably made by Drake, but they also had a magical rod that seemed to rip the soul out of weakened mortals and then revived them as ghostly warriors. One of the drow managed to escape with the rod when the shields underwent spontaneous combustion, leaving the safe-house damaged and burning. It was here that the monk-for-hire Isa joined the party after she assassinated the atheistic cultist that had betrayed the party.

The party were about to be cornered as the back-up began to arrive, but Jinn was able to create a diversion by starting a fire on a distant building. The quick thinking of Ceasus made the panicked villagers think that the fire was caused by extremists of the White Star. Other villagers were able to see the slow clunking of Arkaxus retreating into the night, and now believe that the fire was caused by the Dragonborn. A riot brewed, lit up by the flames of burning city.

Regardless, the new party member Isa was able to find a safe retreat for the party to revive themselves. Talk started about what to do next, and Jinn brought up the mission of retrieving the Green Orb for the dragon Duskinicin. What better time than now to storm the Empire's magic tower, while the rest of the city's forces deals with the citizen's riot?

Monday, 20 June 2016

Terror of the Green Copse

"FORWARD....."

Fujimarius Gojira imperceptibly shifted his weight onto his right foot in preparation for the order, just like the 120 other soldiers that together formed a Shotatus. All around Fujimarius stood thousands of other Orlandic warriors, called the Shomeni in their native language, and every single warrior was waiting in anticipation for coming battle and the honour it brings. There is no other fighting force in the known world that could match the disciplined effectiveness of an army from the river island of Orland, a reputation that Fujimarius considered a severe understatement.

It was this reputation that led Fujimarius and his fellow Shomeni to the western edge of the Empire, far beyond the safety of the Wall and deep inside the barren landscape known as the Wasteland. The barbaric remnants of the old faith have once again gravely offended The Herald, ruler of the Empire of Nuovo Arkhosia, and so the faithful people of Orland organised a full Sho of the finest 25 Shotati units and deployed them against the savages to protect the honour of the Empire and the Herald.

"... MARCH!"

The left foot of Fujimarius shot out 75 centimeters in front for his first step. His right foot covered the same distance, and he repeated the movements at a steady pace of 120 steps per minute. The precise motion of the march was imprinted into every Shomenus so that the thousands of Orlandic warriors moved as if they were one. The *clomp* of each simultaneous step formed a continuous beat that played behind the rhythms of the metallic *clinks* as the overlapping bands of iron-plated armour clashed against each other. The thousands of Shomeni were united in this music of war. This music of Orland.

Every Orlander began their rigorous daily training from the moment the sun rose on their 16th summer. They wore their armour from dawn to dusk, they mastered the art of the sword and shield, and they lived and breathed military theory. War was the only proper profession for an Orlander, ever since their ancestors from beyond the southern seas fought and won the river island that Fujimarius proudly calls home. For as long as Fujimarius can remember he and his friends dreamed of rising up through the ranks to become Shogus of their very own Sho.

The menial work of society was left for the inferior Velati, the subjugated natives of the land ruled by Orland. The original natives were too weak to protect themselves, and so the Orlanders provide the necessary strength and leadership while the Velati work the fields, baked the bread and forged the weapons. But the Orlanders are a society that rewards ability, and a few privileged Velati manage to earn the honour of fighting alongside the Shomeni as skirmishers and cavalry. Even fewer manage to earn the right to rise up the ranks and be honoured as a proper Orlander. Fujimarius came from such a family, as his great grandfather Gojira was a Velati warrior that had saved a Shogus from certain death. Fujimarius fingered the familial amulet hanging under his tunic, the amulet that Gojira was given when he earned his full citizenship.

It is now Fujimarius' turn to fight for the honour of the Gojira family on behalf of the Empire and the Herald. The Empire is the only nation for true believers of the White Star, as the Herald is the link between mere mortals and the all-powerful White Star. The old kingdoms rallied to the Herald's banner when the White Star revealed his power by utterly destroying the old gods. The Herald allowed the Council of Shogi to continue their governance over Orland and the Velati, and in return the Shomeni will fight for the Empire. Fujimarius now has the chance to bring further honour to the Gojira family by eliminating the contemptible pagan belief that the old gods will return.

Fujimarius took a moment to take in the surrounding landscape of The Wasteland. It was a barren expanse of hills and overgrown grassy plains, with barely a village or farmstead in sight. The cowardly barbarians have again refused to engage the Orlanders in open battle, instead retreating further and further north. The savages are now forced to retreat into the heavily forested area known as the Green Copse, an ironic name for a forest that extends out for kilometers. The brutes had hoped that the trees and the elves will be able to protect them from the sharp Orlandic blades; how wrong they were.

Fujimarius' Shotatus slowed it's march as it entered the Green Copse, as the Shomeni automatically adjusted their formation to allow them to pass the trees. The sun was already partially blocked because of the Rip-In-Sky, but the ancient trees loomed high above their heads and blocked more of the dim light. A few of the Shomeni ignited the magical torches given to them by the magicians from Dragonspur, and the forest came alive in a blue-green light. A brief gasp from in front of Fujimarius caused him to look up.

The trees all around the Shomeni were splattered with blood, and limp corpses hung from the branches. The Shotatus slowed further as it approached the torn remains of what Fujimarius assumes used to be a human beings. Leather armour was ripped to shreds and revealed pulpy red flesh that barely clung to bone. A quickly whispered prayer to the White Star escaped from Fujimarius, and several Shomeni traced the sign of the Star over their left breast. Fear started to grip the once fearless warriors as they realized they have just stepped into the aftermath of a brutal massacre.

Suddenly there was a shout from the Shotatus on the far left of the Sho formation, followed closely by a blood-curdling cry. Fujimarius' step faltered, and the usually straight battle-line of the Sho staggered as a sudden fear gripped every single warrior. Fujimarius turned towards the sound and strained his eyes to see the cause of such terror, but all he could see was random pockets of Shomeni fighting an unseen enemy.

Then suddenly it was also upon him.

Out of seemingly nothing a small purple-skinned, hairless humanoid appeared in front of Fujimarius. It was a gruesome sight to behold, with gnarled claws and sharp teeth. It sunk it's claws deep into the first Shomenus it could see, a warrior that Fujimarius had known since his first training session. The foul creature let out a howl that matched the intensity of the victim's pained scream.

Fujimarius clumsily drew his sword as his fellow warrior fell unconscious from the pain, and the creature turned it's beady eyes towards him. It's lips turned upward in a grotesque imitation of a smile, and Fujimarius placed his shield in between him and that terrible image. And then, with a sudden pop, the creature disappeared completely. Fujimarius quickly turned around to see if the creature had popped up behind him, but it was nowhere to be found.

"...FOULSPAWN... TO ARMS! FIGHT!"

Fujimarius had heard of rumours about the Foulspawn, an infernal terror from another plane of existence. He had never believed those stories, thinking they were tales to frighten little children. But it had only been a couple of seconds and already dozens of Shomeni had fallen to the ambush of these very real horrors. Blood suddenly splashed onto Fujimarius' right cheek as a warrior received a blow to the neck that almost ripped his head from his body. The cackling Foulspawn then disappeared from view before Fujimarius could even retaliate, leaving behind the blood-soaked remains of the its prey. It was complete and utter madness. It was a massacre.

The usually solid formation of the Sho fell completely apart as the warriors tried to fight against an enemy that can appear and disappear at will. Some warriors huddled back-to-back in an attempt to avoid being flanked. Others tried to find an open space with solid ground so that they could fight unimpeded. The dishonourable tried to retreat, but their cowardice was met with claws  and sword blade alike.

Fujimarius plucked a javelin from the dead fingers of a fellow warrior and fell into the familiar spear stance. He hoped that the extra length of the javelin will allow him to hit the enemy before it had a chance to disappear. His courage rose when he saw the dead body of one of the Foulspawn, sword blade lodged deep into it's chest.

So these things can be killed!

A loud roar rang out from deep in the forest, followed by the ground-shaking *thuds* of a large beast running. Fujimarius turn his javelin-point towards the noise, holding his shield up high. He was joined by four other Shomeni, and each of them prepared themselves for whatever was about to burst out from that cursed forest.

Then they could see it, a large humanoid figure that was almost the size of a giant.  It's red skin was pulsating, and it's lip-less mouth showed rows of sharp blood-stained teeth. And it was coming towards them at a speed that was impossible for a creature of it's size. Fujimarius steeled his nerves and prepared for impact.

The creature ran straight into the point of Fujimarius' javelin and drove it all the way to the hilt. Fujimarius was knocked aside while the thing's giant hand wrapped around the unfortunate soldier on his left. The warrior valiantly stabbed at the wrist of the creature with his sword, but Fujimarius could hear the sickening sound of bones being crushed. He scrambled to his feet, searching for the first weapon he could find so that he could join the other Shomeni as they vainly tried to save the poor warrior from being crushed.

He was stopped in his tracks as one of the smaller Foulspawn suddenly appeared with a *pop* right in front of Fujimarius. He could smell the rotting flesh on the breath of the foul creature, and it's beady eyes stared right through to Fujimarius' soul. With no hint of emotion the creature dug it's claws deep into Fujimarius' abdomen.

Fujimarius suppressed a cry of pain and instead placed his hands on either side of the creature's head. He then dug his thumbs deep into the thing's eyes, and took perverse pleasure from it's shrieks of pain. He used all of his rapidly fleeting strength to hold on as the creature tried to escape. A tingle spread quickly throughout Fujimarius' body as the world went suddenly black with *pop*. Most of Fujimarius' senses went numb, but he could still feel the flesh beneath his hands so he clung on.

Then he was back in reality, far from where he originally was. He was glad to see that his thumbs were still dug in deep into the foul creature. At his feet there he noticed the glint of  a dagger blade, and so Fujimarius adjusted his left thumb so that he could hook in deeper while he reached for the weapon. The creature's claws furiously tried the remove his grip, causing deeper and deeper lacerations. But Fujimarius was not going to die without taking this thing with him. He finally managed to reach the dagger and drive it deep into the forehead of the creature, and with a shudder the Foulspawn went completely limp.

Fujimarius collapsed, resigning himself to death. He noticed a couple of nearby Foulspawn start head towards his direction. He closed his eyes and muttered a prayer to the White Star for an honourable death.

A sudden *fwoosh* cause him to open his eyes, and he saw that arrows were now sticking out of the approaching Foulspawn. A rustle nearby revealed the figure of an Elf, drawing their bow in preparation for another shot. An armoured elf burst out of the underbrush and removed the stopper from a potion bottle he carried. He forced the harsh liquid down Fujimarius' throat, and he suddenly felt rejuvenated and more alert.

"Who... who are you?", croaked Fujimarius.

The elf made some hand signals before looking down at the Orlandic warrior.

"My name is Perathorn. Do not speak, you need to rest," he said as a couple of elvish warriors emerged from the forest with a stretcher.

Perathorn said something in elvish, and the two new elves nodded and gently lifted Fujimarius into the stretcher. They lifted him up and carried him away from the furious battle. Fujimarius was only able to catch glimpses of the battle, but could tell that the Foulspawn still had the upper-hand despite the help of the elves.

"Where... where..... where are you taking me?", Fujimarius stammered.

The elf in front did not even turn around to reply. "Hush. You are being taken to The Sanctuary. The Librarian will be able to heal you. Then you will tell us about the outside world"

Fujimarius barely could make out the last couple of words before his whole world went black as pain overtook him and he fell into unconsciousness.

Sunday, 15 May 2016

Political map of Nuovo Arkhosia

Political Map of Nuovo Arkhosia

Nuovo Arkhosia: Summary of the story so far

Sit around the camp-fire, my dear friends, and listen to a tale in the making. A story about dead Gods, devil legions, empires, dragons and lost princess'. It is a remarkable tale told to me directly from the lips of Langfar, the God of Stories & Adventure. The God risked the wrath of the White Star to tell me this tale, this truth straight from the heavens. So be still with your mugs of ale and listen, for I cannot risk a second telling.

The Empire of Nuovo Arkhosia was built upon the ashes of the Holy Pantheon, as the old Gods were obliterated by the might that is the White Star. The White Star ambushed the old Gods while they were busy defending against an invasion by the Devil's Legion, led by the Infernal King Artorial. The Infernal King and half of the Pantheon were utterly destroyed by a sudden indiscriminate attack by the White Star. This attack caused a devastatingly large magical tear in reality that can be seen hovering in the sky above Dragonspur City, and has been dubbed the Rip In the Sky by us mere mortals. The White Star's attack left both sides leaderless and in utter disarray, and the Rip In The Sky severely altered the climate on the mortal realm by partially blocking out the sun and significantly increasing temperature and humidity.

The dead Gods of the Pantheon were able to imbue the last of their essences into an amulet owned by the folk legend Grimbold. They were guided into the amulet by the surviving God of Time Cyndor, while Grimbold sacrificed their own clerical powers to keep the spark of the holy essences alive within the amulet. These essences in the amulet are only mere disjointed fragments of the former Gods, who are in turn only fragments of the Elder God known as The Sacrifice. In their current nascent state the fragmented Gods are easily swayed and susceptible to outside influences, and are also prone to merge together to create new deities. The fragments of Korellon and Melora have already merged together within the amulet to form Korellora the Goddess of Beauty, Freedom and Nature.

The surviving deities of the Pantheon fled before the rising power of the White Star, and are now fighting among themselves for the prayers of the few remaining faithful. Helyn, the Goddess of Dignity, has tried to keep peace and order between the remaining members of the Pantheon and has able assistance from the only remaining warrior God, Nazerness. But fear, greed and the primal instinct to survive has led some of the surviving Gods to plot against their fellow deities as a way to ascend or become allies with the White Star. The Halls of Heaven has become eerily silent, allowing the White Star to roam unhindered in the mortal realm.

Langfar has revealed to me that the White Star is as an Elder God known as 'The Mockery', who has suddenly returned after he was banished from the cosmos. Upon his return to our cosmos a century ago, the White Star recruited the Soulmancer Artor Keler-Vonstahp to be his Herald on the mortal realm. As a Soulmancer, the Herald Artor is gifted with a peculiar type of magic that allowed him to shape and control the souls of mortals, and it has been hypothesised by the eccentric dwarven mage Holmigar Sparkmetal that the Herald's magic is also powered by captured souls. This type of magic is strictly forbidden to study within the empire, as the Herald has decreed that the power gifted to him should not fall to the unworthy. Instead, the focus of all magic users within the empire has been turned towards reversing the magical side-effects of the Rip In The Sky, and great strides has been made in healing the damage caused by the random portals to hell.

The Herald was able to use his unique magical powers to quickly rebuild the old Kingdom of Kelerak after the widespread destruction caused by the Pantheon's demise, and from this base was able to conquer most of the known world. This new nation became what we know today as Nuovo Arkhosia, named in honour of the ancient Dragonborn empire of Arkhosia. The Herald formed the Senate to help him govern his new nation, and it is composed purely of magic users. Only those gifted with magic are able to elect new senators or hold administrative positions, leaving the merely mundane without a voice in the halls of government.

The only remaining independent human nations are the Kingdom of Farland to the east and the The Templars of the Wastelands to the west. Trade with the dwarven Kingdoms has slowed as the mountain-folk have become increasingly insular, fearful of the great changes that remind them of what had brought down the ancient Dragonborn empire. And the elvish forests have become fiercely protective of their lands, rejecting all outsiders while internally debating how to handle the sudden changes within their forests. Only the orchish tribes in the Northern Teeth thrive in the chaos, although they are still unable to drive out the Titan from their mountain home.

It was also whispered on the winds that a Tiefling wizard named Ceasus has discovered links between the Rip In The Sky and the random creation of portals to the Hells, which allow Devils and Demons to easily enter the mortal realm. This has made travelling extremely dangerous for us mortals, and we have all heard stories of isolated farms being taken over by Succubi in disguise. The magic of the portals is like nothing we have seen before, as it seems  to be neither arcane or divine. But, with the aid of Holmigar, Ceasus has managed to create a spell that can temporarily counteract the magic of the portals. We can only hope that this wandering Tiefling will pay a visit to our humble homes and place wards to scare away the Succubi.

Another wizard we should watch out for is the human bard Joco, a mysterious figure that used to be part of the Templars. This bard seems to be able to use the same soul magic as the Herald Artor, able to bind the soul of the folk legend Grimbold's lover Twigs to a lectern in Knight's Hall so that they may continue to teach while they wait for Grimbold's return. Joco was also able to merge with the soul of his wife Taliadora when she fell defending mere villagers from the rage of a Demon, an act that made him a pariah among the Templars. Joco was last seen decades ago leaving Knight's Hall after visiting the crypt of Orvaxis, where he bonded with the soul of the Dragonborn Paladin of Bahumat. This powerful bard might be our salvation from the grip of the Empire, or he may be the harbinger of our doom.

The turmoil and troubles of the time has awakened the dragons from their centuries of slumber. A few, such as the green dragon Duskinicin, sees an opportunity in the misfortune of the old Pantheon. He remembers the times of old when his kind used to rule over the mortal realm, undisputed in their power before they lost the favor of the Gods. Duskinicin and others sees the sudden power vacuum as an opportunity to take back their rightful place as rulers of the mortal realm. To help him achieve his goals Duskinicin has recruited the young copper dragon named Arcanissdi, summoned an unusual infernal fiend that some claim sprung forth from a magical book, and has even laid claim to the elvish Wilder Woods.

Other dragons disagree with imposing their power over mortals, and the memories and rivalries of the ancient Dragon Wars are awakened. The mighty winged serpents debate each other over whether they should rule over mortals or simply guide them from afar. These serpentine plots are threaded far beyond us mere mortals, and we can only hope that the clash of these mighty dragons do not reach us while we cower in our taverns.

A little songbird has revealed to me that there is hope for us to return to the old ways, as during the civil war that divided Kelerak nearly 40 years ago there was a horse seen leaving the old castle in Dragonspur before it collapsed and allegedly killed the child Princess Sefora. Upon that horse were two cloaked figures, one an adult and the other a child, and an astute peasant noticed that the brooch of the child had the royal seal of Kelerak. The horse sped off to the north towards the fortress known as The Pass, where the loyal Baron Roper ruled until his death. The Baron controversially made his adopted daughter his heir, who had arrived at the The Pass some time after the Princess was thought to have died. Is the Baron's adopted daughter really our beloved Princess Sefora, and will she be able to take her rightful place upon the throne of Kelerak?

Regardless we still have hope in the form of Arkaxus the Headstrong, stalwart companion of Grimbold. Arkaxus is a Paladin who seeks revenge upon the White Star for the death of his God of Battle, Kord, and to this end he is rallying to his cause all those who suffer at the hands of the Empire. There are whispers that he seeks the creation of a League of Nations, a coalition that seeks to oppose the Empire and bring it down once and for all. To all those who suffer, to all those who despair, to all those who struggle, seek out the Resistance and help throw off the yoke of our oppressors!

And yet there is another hidden, secretive and mysterious faction that has designs upon the mortal realm. The only thing known about them is that they call themselves The Watchers, or at least that is what the God of Stories called them. The Watchers have revealed a prophecy to Grimbold, bearer of the Amulet of the Pantheon, but whether this is to guide Grimbold towards restoring the Pantheon or a nefarious method to further their own goals is unknown. All that we know is the prophecy, and the prophecy is thus:
Message from the new master, hidden five-fold! 
Chosen are you travelers, virile and bold! 
The first is concealed power, in plainest sight! 
Second is the lost heiress, devoid of might! 
Find third among mind seekers, not of this world! 
Bargain secrets with the fourth, their wings unfurled! 
The final piece we reveal, but bide our time! 
Then final peace for all kind, yourself and mine!

Thursday, 5 May 2016

The Wilder Wood

Pregame

The party has secured the respect of both the Dwarves of Kale and of the Northern Teeth. High King Kolgar, leader of the Kale Dwarfs, and Dorgrim Ironhide, leader of the Dwarfs of the Teeth, have worked out a treaty that benefits of both parties. The Dwarfs of the Teeth are allowed to enter the Kale Mountains and prepare for their campaign to retake their homeland, and in the meantime the Dwarfs of the Teeth will provide cheap labour to help expand the kingdom so that it can deal with the sudden population explosion.

The party have been given temporary quarters in the king's tunnels, where they have been given free reign to pursue tasks with the full backing of the king. The party is safe from physical threats, but the prophecy constantly interrupts them during the quiet hours of the night. Endlessly they are reminded of the refrain:

Message from the new master, hidden five-fold!

Chosen are you travelers, virile and bold!
The first is concealed power, in plainest sight!
Second is the lost heiress, devoid of might!
Find third among mind seekers, not of this world!
Bargain secrets with the fourth, their wings unfurled!
The final piece we reveal, but bide our time!
Then final peace for all kind, yourself and mine!
The party knows that to complete the prophecy they must find the five pieces that are cryptically referred to. What is this power that is concealed in plain sight? Who this heiress, and how is she lost? The otherworldly mind seekers are much less cryptic, but probably the most dangerous, and how to reach them since the Herald collapsed the tunnels? And most of all, what are these pieces that they should be looking for?

In addition to the troublesome nature of these mysteries, the party are further troubled by the news from around the Empire. The elves seem to have trouble dealing with the changes occurring to their forests, and in many places are split into competing factions. Some elves wholeheartedly embrace the changes, seeing it as a way for the long-lived to also evolve for the better. Others are repulsed, and seek to reverse these changes for good and stubbornly cling to the ancient traditions that have kept them together for centuries. Others still look for help among outsiders, desperately seeking a power strong enough to protect them.

The dwarves in the other mountain kingdoms are turned increasingly isolationist, seeking to separate themselves from the turbulent surface and the Rip In The Sky. The vast trade routes from the dwarven mines are now just a mere trickle, and the price of precious metals slowly increases as the supply dries up. The Kingdom of Farland, far to the east, have also closed their borders as they try to stop the effective missionaries of the White Star from infecting the populace.

The War of the Faithful has reignited between the Templars and the Empire, and the Templars have suffered shocking losses alongside the walls that surround their territory. It seems that the Empire have been secretly amassing an invasion force for decades, waiting for the opportune time to unleash on the fragile Templars. But rumours say that something has stopped their advance alongside the Green Copse, something that the Empire is desperately trying to cover up.

  • Arkaxus has worked hard in negotiations with the dwarves on behalf of the Resistance. It has been difficult to secure a concrete alliance since the dwarves are not sure that the Resistance can withstand conventional warfare, but they have definitely accepted to aide the Resistance with token measures. 
    1. The Dwarfs say that the real aide will not happen until they can see that the Resistance has a real connection with the people in the Empire.
    2. The dwarfs will immediately dispatch a loyal unit of Teeth Dwarfs to the village to build the tunnels underneath Villageham. The escape tunnels will be completed within in a month.
    3. Amos has been "gathering" trinkets from the rich people in the area, and has offered this for trade purposes. The Dwarfs have reluctantly agreed to trade in these stolen goods as a favor to the resistance. All the houses are rebuilt from these funds.
    4. Dorgrim likes the idea, but Kolgar does not. Will wait for other nations.

  • Jinn has a crystal ball that supposedly kept the old dwarf traitor in contact with some high level figure in the White Star hierarchy. But how to use it? 
    1. The crystal ball seems to be arcanely connected to another object for the sending of messages, just like a sending stone. The benefit of using the crystal ball is the transmission of visual information as well as audio. The device is a magical transmission device.
    2. Find out the passphrase is "Mockery". Using the crystal ball with the passphrase will allow the ball to conjure up an image of an empty, stuffy old library and magical laboratory. The books are full of information about the dwarfs, and contains historical and magical information specific to the dwarfs.
    3. Jinn is unable to shake the mysterious shadowy figures, and they seem to have figured out that Jinn is doing research on the Crystal Ball.
    4. Bolgar joins the resistance, and is willing to follow Jinn wherever he goes.

  • Aramil has a contact in the human magic world, Taliadora, but it wouldn't hurt to get to know a few dwarfs. He also decided to do some research on what has happened to his home forest while he was gone for 40 years.
    1. The research reveals that Arranis was sent on fact-finding mission to the Green Copse before it became the most dangerous forest in the land. Arranis has not returned from his mission.
    2. Aramil has ingratiated himself among the learned dwarven scholars, and especially the eccentric Dwarven mage Holmigar Sparkmetal. Aramil allowed (under Grimbolds watchful eye) Holmigar to observe the amulet and the power within. Holmigar has promised to write up a treatise and send the results onward to the village of Villageham, and asked that Aramil keep him abreast of the half-elfs adventures.
    3. Old dwarf reveals magic might concealed power. Lost Hieress sounds like Sefora but she is dead. Mind flayers. Dragons or Devils. No idea who sent the prophecy.

  • Grimbold is dedicated to reigniting belief in the old gods, especially the dwarven patron Moradin who now exists in the amulet. The current belief among the dwarfs of Kale is a mix of White Star, Ancestor worship and a new form of Stone worship, where adherents revere stone above all.
    1. Missionary work has made some believers among the populace, but not strong enough to completely overpower the belief in the White Star and other religions. Nevertheless, there are now allies among the tunnels of the Kale Mountains.
    2. Despite days of searching, no mention of the Watchers could be found in any of the old texts.
    3. Some of the personalities in the Amulet have decided to merge and grow their power. This time it was Melora and Korellon, to become Korellora the Goddess of Nature, Freedom and Art.

  • Ceasus is concerned; all his research leads to the undeniable conclusion that nature is suffering due to the portals and the Rip In The Sky. The abhorrent magic could potentially cause irreparable long term harm. Ceasus is researching methods to repair and even reverse the adverse weather events, until the portals and the rip can be permanently fixed.
    1. You discover an alternate form of counter-spell that can temporarily negate the subtle effects of the new form of magic. By consistently applying this new counter-spell onto an area hourly, you could avoid the most adverse affect of the magic.
    2. You are not the only one concerned about the Rip In The Sky. Dwarven mage Holmigar Sparkmetal has also dedicated extensive research into the field, and has allowed you access to his notes. This has drastically enhanced your counter-spell to be much more effective, needing only a day between applications.
    3. In accounts of the soulmancer, it seems that not only can the Soulmancer control the souls of other (and allow souls to inhabit other bodies), but that it is actual souls that power his magical abilities.
  • Ra been healing the forest around the village. He is distraught about the significant damage done, and the climate change has meant that he doesn't have the knowledge required to adjust for those changes. He tries to fix the damage, but unfortunately doesn't do much for forest itself. He concern for the forsest has gained the attention of the local animals, and they have warmed to the little gnome. They have endeavored to aide Ra, including sharing information about the area surrounding the village.

The Wilder Wood

The party has decided to make contact with the Elves in the Wilder Wood, the ancestral home to Aramil. During the days of travel, Aramil tells the party that the Elves of the Wilder Wood are extreme pacifists who broke off from the ancient Elvish Kingdom of Vallade because of an internal war. They are extremely protective of their forests, and wary of all outsiders and will view them with prejudice until they can prove their benevolence. The whole forest is ruled by the Queen Galanodel, who is ably assisted by a Council of Spellweavers and a Council of Guilds.

After days of travel, Aramil guides the party through the desperately sick forest to the main habitat for the Elves of the Wilder Wood. The rain is intermittent but heavy, drowning out the usual vibrant colours and makes the forest seem gloomy and uninviting. Ceasus and Aramil are both heartbroken to see the sick trees drooping because of low sunlight, and note that the flowers are no longer able to find purchase on the slippery wet mud. 

Upon entering the main habitat, the party notices a large wooden statue in the center of a clearing. The artwork depicts a nefarious Tiefling with a devious smirk clutching a bag of gold, with his other hand behind his back holding a dagger out of view. The Tiefling is reasonably well dressed in an outfit usually reserved for the nobility. An inscription on the artwork reads:

"The Infernal Deceiver: That which looks noble and good is always anything but
There are also constant chatter about town: Duskinicin the Green Dragon has called upon all the elders of the town to a meeting in his abode. The elves are all terribly frightened that the Dragon will make more demands on the Woods in return for his protection and continued benevolence.
  • Duskinicin (Cunning mind) is an Ancient Green Dragon
  • Arcanissdi (magic one) is a young Copper Dragon that has been convinced by Duskinicin that her hoard will be increased ten-fold if she aides Duskinicin in his plans for the realm. Duskinicin will use his knowledge that the party was involved in the deaths of Aussiraesthyr and the Black Dragon Pefulir to convince Arcanissdi that they stole those dragon's treasure.
  • Duskinicin will want the party to use their amulet to help summon an avatar of the White Star so that he can confront his new nemesis
  • Duskinicin will interpret that the fourth line will require the party to bargain with a Dragon, and will make an offer: if the party retrieves an orb from the White Star Magical University in Dragonspur, the party will be allowed to gain one item from his horde (and he will leave the Wilder Wood in peace, to face the dangers of the world alone)
Summoning the White Star will require a troop of White Star prisoners to pray to their god while Grimbold uses the amulet. Duskinicin will do everything he can to force the amulet's use.

D: Ahhhhh, so the great White Star, killer of Gods, has finally visited me. Am I right in my assumption that you are a Mockery of all that we hold dear?

A: [smirks]

D: Hehehehehe, well then, hear me true. I denounced and reject that there is any power greater than my own. I am not beholden to any law other than my own. Tremble in your castle of broken power, and await my coming! Begone!

A: [Points to Grimbold] Mine

D: In my domain, no one shall be harmed without my consent. I do not consent. Begone!

A: [Waits, then draws club and attacks Grimbold]

Sunday, 31 January 2016

D&D Adventure: Breaking into prison

This adventure uses some of my personal home-brew, including the Samurai, and is set in my home-brewed world of Nuovo Arkhosia (map). This is all mere fluff, and the Samurai can be replaced by Knights in the monster manual.

The Gaolers Keep is found just outside Dessingrove City, along the inner part of the wall that separates the Empire from the Wasteland. It is a fairly small fortress, only meant to temporarily hold prisoners before they are transferred and exiled into the Wasteland.

Prison Grove, it is mockingly called by the locals.

The Keep also has something of interest to the party; a political prisoner (and family relative). Angus was a prominent figure in the resistance to the Empire, leading a campaign of sabotage and subterfuge against the Herald of the new God, Artor Keler-Vonstahp. Eventually a peace was struck between the residents of the wasteland and the Empire, but only if Angus became a hostage as part of the truce. For peace and his family, Angus willingly gave up his freedom to secure the truce.

Why does the party wants to break Angus out of prison?

The party were sent by the old Gods to remove the heresy of the new religion, but are seen as relative unknowns in this land. Angus was a fervent believer of the Old Gods, and is a legendary hero to the people of the wasteland. Securing Angus may be just the thing the party needs to become legitimate in the people's eyes.

Where is Gaoler's Keep, and what does it look like?

The Keep is located approximately 1 km south of Dessingrove city on the eastern side of Artor's Wall, the wall that separates the Empire from the Wasteland. Part of the Wall is integrated into the Keep. No other buildings or settlements are allowed to be built near the Keep to ensure the prison's integrity.

Map of the prison

The heavily guarded entrance to the Keep is located to the north-east, and immediately leads into the Administration room where prisoners are checked in and out. The entrance is magically constructed as such that only one door can be open at any single moment. This ensures that prisoners or visitors cannot just rush in or out.

The Admin room leads into the main corridor, which is segmented into three main parts. The corridor, like the entrance, is magically constructed so that neither gate or the kitchen can be open at the same time.

The large open space to the south of the corridor, or the Yard, has multiple uses. It is used to train the guards, provide leisure time for well-behaved prisoners, and as an execution area for summary punishment. The Record Room is located just to the south-east of the Yard, and is where all records of prisoners are kept until release.

The two rooms to the north of the main corridor are for the use of the guards. The red rooms are known as the Officer's Quarters, while the other room is known as the Guard's Mess. The Guard's Mess is where the Guards spend their break, and also doubles as an armoury.

The largest room in the Officer's Quarters is the Warden's Office, who overseas the administration of the whole prison. The left room is the Captain's Office, who is in charge of all guard related matters. The right room is the Chaplain's office, who is required to be on hand to serve the prison's religious needs.

The Kitchen and Prisoner's Mess are located to the south of the Officer's Quarters. The Kitchen is largely run and staffed by the prisoner's themselves so as to save on costs.

The final room is the Cell Block, where all the prisoners are located. There are 14 single cells and 2 bulk cells. 

All of the walls, floors and ceilings have been inscribed with runes to prevent the use of magic. The Captain and the Warden also have magical staves that when planted generate an anti-magic field around them. Only the yard is considered mildly safe to use magic, but the interrupted flow means that every single spell cast will cause a Wild Magic surge.

The NPCs

Warden Gavin Delson
Human, Samurai / Knight
The Warden is a minor member of the Delson noble family, and has been stuck running this prison for the past 20 years. His workaholic habits led his wife to leave him 5 years ago, and he’s done nothing but throw himself more into his work and alcohol. He sold his house in Dessingrove and set up a bare-bones cot in his office, and traded his horse to pay off his tab at the local taverns. Many of the prisoners who have been around for an extended time get along great with him and consider him a friend.

Captain Bronzefist
Dwarf, Samurai / Knight
Bronzefist is an exiled dwarf from the Wawmar Mountains, and has sort to make his mark on the new empire. He has risen high in Gaoler's Keep, and is now in charge of all guards. Relatively new to the prison in dwarf terms (15 years), Bronzefist has gotten to know almost all of the inmates fairly well. Even though his philosophy is that prison is a place for rehabilitation, he does not get along well with most of the prisoners. He, more so than the Warden, is seen as the gatekeeper by the inmates. Nearly all of the long-term prisoners hate him, and their attitude bleeds down to the newer inmates.

Chaplain Agnar
The prison's resident cleric. He is pale like a ghost and always has bags under his eyes. The guy looks like he hasn't slept in a while. He usually handles all administrative work.

Jeremy (Guard)
This black-haired, grey-green-eyed man has a fragile build and heavy, plain face. He is naive and quirky, and is interested mainly in money.

Riley (Guard)
This strawberry blond-haired, grey-eyed woman has a slender build. She is self-righteous, and is interested in romance and clothes. Way tougher than she looks.

Vidhi (Guard)
This man is a cold-hearted guard who is usually inconsiderate. He has dull grey hair, blue eyes, and brown skin. He is rotund with a thin face.

The Prisoners

Angus
A 52-year old man serving out a life sentence, Angus has been around since the Warden came into the job. He largely keeps to himself, and his status as a revolutionary means he garners some respect from the other prisoners.

Amos Caely
Mr. Caely, as he is referred to by nearly all of the inmates, is the most connected man in Gaoler's Keep. Nearly everyone owes him a favour. It is quite possible to suppose that he’s also incredibly well connected in Dessingrove. It is well known that he wouldn't be doing ANY time if it wasn't for a particular guardsmen that managed to witness Amos overseeing a drug deal. Amos is serving 10 years, 3 of which have passed.

Eldridge and Rocky
Mr. Caely’s left and right hand men. They worked for him before getting thrown in Gaoler's Keep, and continue to do so now. These two brutes are never too far away from their boss, and are willing to put up a fight for him, or take the blame when he gets a finger pointed at him.

Other Prisoners
Most of the other prisoners are simply on their way to being exiled into the wasteland. They are generally political or religious prisoners.

Some notes about the prison

Guard shift change
Most guards live in Dessingrove, and usually work for the full day. The shift changes at dawn. A minimum of four guards (not including the captain) is required to maintain the prison. There is always at least one guards patrolling the walls (accessible from the yard near the record room). One guard watches over the prisoners in the Cell block, however protocol dictates that two guards is required to manoeuvre prisoners around. Finally, one guard patrols the rest of the prison while the last one is on his break in the Guard's mess.

Food, water and supplies
Most of the work is done by the prisoners (or at a stretch, the guards themselves). Food and supplies are brought on a weekly basis through the entrance. Water is brought daily.

Visitors
Visitors are strictly not allowed.

Alarms
A magical alarm has been set up that is link to the main Dessingrove guard barracks. It can be set off in any of the Officer's Rooms. It should take roughly 10 minutes for back-up to arrive.

Some useful references

Use these rules:
http://recedingrules.blogspot.com.au/2011/05/heist-con-special-mission.html

Some useful skills checks:
http://dungeonsmaster.com/2009/06/skill-challenge-prison-break/

Sample adventure:
http://www.enworld.org/forum/showthread.php?249387-Prison-Break-Adventure

Thursday, 14 January 2016

The Amulet of the Pantheon

The defeat of the Pantheon to the might of The Mockery left the old religion in ruins and many of the deities essentially dead. Their shattered fragments were banished from the mortal realm, but they managed to navigate the hostile dimensional planes and found safety inside the amulet of one of their most devout followers, Grimbold. There the old gods, both good and evil, partially regathered themselves and waited to be reforged into their former selves.

Grimbold followed the teachings of the Raven Queen, Goddess of Death in the Pantheon, and wore an amulet that was imbued with the soul of one of her unnamed saints. Grimbold gave up their divine powers while the amulet's soul sacrificed itself completely so that the fragments of the old God's could find a temporary home within the amulet. Unfortunately the defeat has left the individual personalities of the Gods completely shattered so that what remains are the raw emotions and ideologies of those Gods but without any of their purpose.


The nascent essences of the Gods now compete for dominance, struggling with each other to come out on top. Their struggles are heavily influenced by what occurs immediately around them, and by the choices of their bearer. For instance deadly combat favours the war gods Kord and Bane, while appreciation of the arts favours Korellon. The most dominant ideologies have a significant influence on the magical powers that the amulet will bestow upon it's bearer.

The Gods and their Ideologies

Over half of the Gods in the Pantheon fell, and their personalities were shattered. They only partially remain inside of the amulet, and are heavily influenced by their environment. They are, in alphabetical order:

Asomodeus was the most powerful evil God of the Pantheon, and represented raw power and pride. He is influenced by any actions that significantly increase the power of the bearer (whether through acts good or ill), and in taking pride in that works.

Bahumat was the leader of the Gods of good as he represented Justice and Honour. He is influenced by actions that are exceedingly just and honorable, and where the bearer abides by the law of the land and follows a strict honour code.

Bane was the evil God of War, and he always lusted after complete domination of his enemies. He is influenced by victorious combat, the subjugation of enemies and the conquering of their land.

Bukalos was an evil Goddess that thrived on disaster and pain. She is influenced through illness, averse weather conditions and disasters of any nature.

Erathis was a Goddess of Civilisation who sought to bring order to the masses. She thrives on orderly bureaucracy and peace.

Gruumsh was the evil God of Wrath, and had an insatiable appetite for destruction. He thrives on any type of destruction that was caused intentionally.

Ioun was the God of Magic, and spent eternity studying the nature of the universe. He is influenced by dedicated study and the use of magic.

Kord was the good God of War, and thrives on the battlefield. He is influenced by combat and feats of physical prowess.

Korellon was the God of Freedom, and appreciated natural beauty in all of its forms. He thrives on art, liberty and individual freedom.

Lloth was the evil Goddess of Treachery, and is influenced by lies and deceit.

Melora was the Goddess of Nature, and is influenced by the wilderness and the sea. She is influenced through any act that would protect nature.

Moradin was the God of Creation, and is the patron of all craftsmen. He is influenced when anything new is created.

Pelor was the God of the Sun, and is the patron of farmers and commoners. He is influenced through any act that would protect farmsteads and the common people.

And the Raven Queen was the Goddess of Death. She is influenced through proper burial procedures and the destruction of the undead.


Powers of the Amulet

The amulet starts off with the following powers:

  1. While attuned to the Amulet, the bearer can use an action to case Cure Wounds. After the bearer casts the spell, they roll a d6. On a roll of 1-5, the bearer cannot cast the spell again until the next dawn.
  2. While attuned to the Amulet, the bearer can use an action to case Heal. After the bearer casts the spell, they roll a d6. On a roll of 1-5, the bearer cannot cast the spell again until the next dawn.
  3. When you cast a spell using the Amulet, there is a 10 percent chance that you attract the attention of The Mockery. The Mockery sends an avatar to wrest the Amulet from you. The avatar has the same alignment as its creator and the statistics of an Empyrean. Once it obtains the artifact, the avatar vanishes.

Sunday, 10 January 2016

Map of the Empire of Kelerak

This is a map of Kelerak as it stands in the year 649 after the founding of Farland (the standard reference calendar used within the region). The Empire of Kelerak stretches from coast-to-coast, all barring a small walled territory called "The Wasteland" surrounding Knight's Hall.

This map was created using Inkarnate.


Map of Kelerak

Wednesday, 23 December 2015

Templar Code of Honour

Ever since the old gods died to treachery, it has been the responsibility of all mortals to govern in their stead. And it is as such that we, the remnants of the old temples, decree the creation of the Templar Order.

The duty given to the Templars is great, and lest they become corrupted by their power we shall impose upon them a Code of Honour to guide their actions. Let any Templar who breaks this code be cast out naked into the night to face the horrors alone.

The Virtues

  1. Justice. A Templar vows to decide upon a course of action with reason, to die when to die is right, and to strike when to strike is right. Justice is the skeleton of the Templar; without bones the head cannot rest on the spine, nor hands move or feet stand. Without Justice neither talent nor learning can make a mortal into a Templar.
  2.  Courage. A Templar must not only perceive what is right but also have the courage to do what is right. Bravery only counts if it is exercised in the cause of Justice and Righteousness.
  3. Mercy. A Templar is imbued with the power to kill, but they must temper that power with mercy. The Templar must show love, sympathy and pity for their fellow mortals lest they fall into hubris and evil.
  4. Sincerity. The Templar must have the courage to speak and act truly about their own feelings, beliefs, thoughts and desires. To be true to others is to be true to oneself, and in that truth is the path towards becoming a true Templar.
  5. Politeness. The Templar will always express a benevolent regard for the feelings of others. Courtesy and good manners are only counted as a virtue if it is not motivated by a fear of offending good taste.
  6. Loyalty. The Templar Order is charged with bringing order upon the mortal realm, and to achieve that it must have the utter devotion of the Templars. The ties that bind us together will allow mere mortals defeat the forces of evil.
  7. Self-Control. The Templar must have an absolute moral standard that transcends logic. What is right is right, and what is wrong is wrong. Do not allow others to cloud the standards which has been given to you to uphold.

The Codes

  1. To protect the weak and defenceless
  2. To give succour to widows and orphans
  3. To refrain from purposely giving offence
  4. To despise monetary rewards
  5. To fight for the welfare of all
  6. To obey those placed in authority
  7. To guard the honour of fellow Templars
  8. Abstain from unfairness, meanness and deceit
  9. At all times speak the truth
  10. To preserve to the end any promise made
  11. To respect the honour of the common folk
  12. Never refuse a challenge for combat from a Templar of equal standing
  13. Never turn your back on your enemy

Wednesday, 16 December 2015

The changes to Kelerak

The D&D campaign I am running at a cross-roads. The party was transported to an alternate dimension that had changed time to speed up, and are now exiting nearly 40 years in the future. I had the party roll some dice to determine what had happened in the meantime, and this is the result.
You may not know me, but I have been watching you all throughout time. Arkaxus the Headstrong, twice defeated but resolute on his path towards vengeance. Grimbold the Provider, who has already given so much but still so willing to give their all. Sanctus the Courageous, always defending the weak from those who abuse their power. Ceasus the Seeker, striving to pry the secrets of the world from the dark places. Aramil the Storm-Born, still grieving over the love he lost. And Jinn, the trickster who runs from his own past.

I have followed the essences of my dead brothers and sisters to this unhallowed place, and I have sensed them within that amulet you bear. Why they have chosen mere mortals to guard their essences I cannot begin to speculate, but my fellow Gods have made their choice and I will abide by it.

But, where are my manners? I have not introduced myself!

Behold, for I am Cyndor the God of Time!

I must be quick, for controlling this plane of existence is draining me of my power. I am sending you back to your own world so that you may resurrect the essences of the Gods that lie within your amulet. The Mockery has finally re-emerged after eons to lay waste to the plans of the Elder ones, and we must  reforge the essences of the Gods so that we can oppose The Mockery and his Herald. But be warned, as much has changed since you last were home...

It has been nearly 40 years since the old gods were defeated before the might of The Mockery and the army of devils summoned by his Herald, Artor. The fabric of reality has been torn, with infernal Fiends and otherworldly abominations slipping in through the inter-dimensional cracks and running amok. Travelling the wilds is no longer safe, so that the commoners cower behind feeble walls and meekly pray for salvation.

The sky has been permanently breached, torn asunder by the power of The Mockery. The sun can barely be seen through the ash-darken clouds, and never-ending thunderstorms constantly assail the earth. For some unknown reason the earth itself has become warmer to the touch, hot enough to heat up puddles of water. The new low-light and humid conditions has changed the way plants grow, slowly replacing the familiar forests with thick jungles of ferns, vines, and mosses.

The farmers suffered the worst as traditional farming methods were no longer producing the crops required to feed the population. Animals that could not survive the hot and wet weather died quickly, and starvation gripped the land. It was then that Magic Universities and Academies throughout the land focused their efforts to magically alter the seeds and animals to become suited to the new conditions. The new magically-altered crops averted a crisis, and magi and sorcerers became a highly regarded profession.

The Herald used the food crisis to usurp power, trading magically-altered seeds for absolute rule over towns and provinces. In place of traditional feudal lords and city councils he created the Magocracy, where he gave power to trusted magic-users to rule in his stead. The new rulers were known as Senators, and Artor used them to consolidate his power to rule upon the White Star Throne in Dragonspur City.

The death of the gods and the rise of the Herald hearkened the birth of the White Star religion. This new religion was based around the appearance of The Mockery and his victory over the old gods, and praises Artor as the Herald. The new religion falsely teaches that the old gods, myself and my siblings, were false and that we stole godhood from what they now call the White Star. The White Star, through the Herald, shall now reveal the True Path that the faithful should follow towards redemption. All hogwash, of course, but this new religion has been mandated by the Herald to be the only religion throughout his new Empire.

Under Artor's guidance and through the fervor of his new religion, Kelerak was quickly able to conquer and subjugate neighboring Zeland, Kale, and Daven. Only the militant Orland and their legions were strong and organised enough to repel the fledgling Empire of Kelerak, although they too eventually fell to the zealous teachings of the White Star missionaries. Only the far-flung Kingdom of Farland remains independent, as the ancient King Wolgan the VIII maintains a vice-like grip onto his throne.

As the Empire spread so too did the White Star relgion, and it destroyed any vestiges of the old Pantheon in it's wake. Temples were re-purposed to worship the new and only god. Clerics were mercilessly cut down in public executions by the militant wing of the White Stars, the Justicars. But the old Pantheon still remains stubbornly alive, as the elders secretly still pray alone in dark rooms when the Justicars are not watching.

All surviving members of the old Temple hierarchy fled west towards the castle of the Order, where the half-elf Knight-Captain Dendy Jeri remained faithful to the old ways. The Temple of Kord was by far the strongest contingent remaining, and they formed the backbone of the resistance movement against the Empire. Soon the Order and the remains of the Temples merged together to form the Templars, a holy order with the divine duty to govern over the remaining faithful. All assets of the Castle were gifted to the new Templar Order, and the Castle was renamed Knight's Hall.

Instead of invading the lands of the Templars, Artor instead ordered a wall to be built around them to cut them off from civilization. The wall itself was permanently manned, and a common punishment throughout the Empire was to be banished onto the other side of the wall. As such, the area  beyond the wall has been nicknamed "The Wastelands" in the rest of the Empire. Strict border controls were in place at every gate along the wall, and anyone who managed to cross the wall without permission were mercilessly hunted down and executed.

The wall was integrated to be a part of the city of Dessingrove and the towns of Waleron and Deaton, making these places the only points of contact between the Empire and the Wasteland. When the Templars and the Empire cooled their relations, these towns actually thrived as it was the only trading point for the Empire to access goods from the Wasteland, the Elves of the Black Woods and (surprisingly) the Orcs of the Northern Teeth.

Over the years the Templars have become increasingly secular, with many giving up hope that the old gods will return. The Templars have become the defacto government of the Wasteland, and the Pantheon faith now barely influences their decision-making. They have instead become more militant, eschewing the arcane arts in favor of increasing technological might.

As for the races, non-human races now experience the most intense racism within the Empire than at any other point in known history. Tieflings suffer the most as their infernal bloodline link them to the unholy abominations that wander the wilds. Many Tieflings are simply attacked on site in any urban area, forcing Tieflings to hide out in the wilds. Many Tieflings have fled into the Wasteland or far to the East, although some have formed alliances with Fiends and have grown powerful.

Although most Orcs live in the Northern Teeth under Uggoth Kalakzorson, some have chosen to follow Skanut the White and live in the Wasteland. This has created some animosity between the two, as each believe that theirs is the true Orc way. Simmering away in between this animosity waits the Blood Oath Orcs, awaiting their chance to create bloodshed and awaken their foretold Blood God, whoever that may be.

Elves are barely tolerated within the Empire as the Black Wood still do not follow the White Star faith. Half-Elves are treated with contempt and pity by both sides, although they can still find fulfilling lives. Dragonborn also find it hard to maintain their place in society, and are slowly being pushed out by the human-centrist aristocracy. And Dwarves have mostly retreated deep into their mountain retreats, away from the prying eyes of the Magocracy. Only the Halflings and Gnomes are welcomed among the humans.

Curiously, the Herald himself has encouraged the migration of Drow into the capital city of Dragonspur. The migration was paid by the Empire itself on the condition that the Drow convert willingly to the White Star faith and burn the remains of their old faith. The Drow eagerly agreed as their native lands to the east were barren and dry. What the Herald plans for the Drow is unknown, but the ash-clouded skies allow the Drow to frequently roam the surface.

This is the world you will now enter. It has changed drastically, and in 40 years almost everything you have loved and cared for will have died or grown old without you. As a final gift, I will tell you their stories.

Arkaxus, Sila was valiantly rescued from the Blood Oath Orcs by Skanut and the two lived their lives happily together. Sila managed all of her taverns expertly, spreading her business across the Wasteland. While she was happy without you, she did not forget you, and you remained part owner of the taverns in Dessingrove and Deaton. The Tavern in Knight's Hall was forcibly given to the Templars, as well as your smithy.

Your noble family has hit upon hard times, and have been forced to sell their expansive estate to meet rising debts in an increasingly racially charged Dragonspur. Sila was kind enough to give them your profits to keep them afloat, but they constantly squander the money.

Eatfrith was a devout follower of Gruumsh, and when his God fell so did he. The Cult of Gruumsh quickly fell apart at the seams and was irreperably damaged. The once fearsome Goliath roamed the Wasteland as a simple bandit, hunted by both Templar and Empire alike. Eatfrith finally died to your cousin Survasix, who joined the Templars to continue your quest for vengeance.

Grimbold, your love Twengebehriehs had left you alone in your village but as you had found your true calling so did they. Affectionately known as Twigs, they had become teacher of poor urban children so that they may improve their lot in life. In payment all Twigs asked for was food and shelter. Eventually the legend of Grimbold reached Twigs, and they packed up and began a journey to reunite with you. Unfortunately by the time they reached Knight's Hall you had disappeared into this dimension. Undeterred by rumors of your downfall, they established a school for the poor and awaited your return. On their deathbed, still resolute in the fact that you would return to them, they called upon Joco to imbue their spirit into the lectern to await your arrival. They continue to teach the poor up to this very day.

Despite the sweeping changes across the land, the Cult of the Raven and "Him" continue to thrive in the wayward forest off the beaten track. They continue to partake in psychedelic drugs in an attempt to become closer with the Raven Queen, ignorant of the fact that she has now died and lives on within your amulet.

Sanctus, your son Angus has hit upon hard times. He was a hot-headed youth that believed in attacking problems head on, just as his father did before him. When the Empire forcibly took over and began to wipe out the remains of the old Pantheon, he and his friends traveled to Dragonspur and began a campaign of guerrilla warfare and sabotage. He also led all the refugees that he could back to Knight's Hall, and was a leading figure in the Order. But years of fighting tired the Templars, and they eventually sought to make peace with the Empire. One of the conditions was the imprisonment of Angus for the crimes of sabotage. When Angus learned of this, he marched right up to Templar-Captain and turned himself in on the condition that his family remained safe and unharmed. Angus still lives, but languishes in prison beneath the city of Dessingrove.

The slave kid that you had rescued from the orcs took your name in your honor, and fought alongside your son Angus in their campaign against the empire. He was your son's right-hand man, and together they probably saved the remains of the Temple from destruction. Angus' eventual imprisonment has pained Sanctus Freeman, to the point that he has infiltrated Dessingrove and plots to break his friend out of prison.

The Sanctuary, the monk order where you learned to fight, was forcibly conscripted to fight in the Empires war against Orland. Any monk who resisted to maintain strict observance of pacifist doctrine was brutally murdered as an example to the rest. The surviving monks soon found that they were really good at fighting, and became willing shock troops for the Empire.

Jinn, your homeland to the east lies tattered and barren. The changes to the world has adversely affected the underground dwellings the Drow built over centuries, and in-fighting broke out between the clans. Your family was on the loosing end, becoming indentured slaves to more powerful families. Eventually the Drow migrated as a whole to Dragonspur at the request of the Herald in exchange of forsaking their ancient religion. The Drow as a whole agreed, and they burnt their holy books and symbols as they left their cavern cities. Your family ancestors remain as slaves in Dragonspur, serving the whims of their overlords.

Aramil, the your elvish clan's forest lies totally within the Empire and as such experience mild racism from the human aristocracy. Only elvish magic-users are in any way respected. The family of your human lover, in comparison, has thrived as it was discovered they have a rich steak of magic running through their blood. The family quickly rose to power in the Magocracy, but instead use their new-found power to protect their home village. In respect of your relationship with their relative they have taken it upon themselves to protect the forest and your elvish family from the avaricious machinations of the Magocracy.

Ceasus, while you are used to being exiled you should be wary as racism towards Tieflings have grown exponentially in the Empire and in some parts of the Wasteland. This is because of the fear that Tieflings are in league with the Devils and Demons that terrorise them on a daily basis. The wilds are also no longer truly safe, as fierce abominations prey upon the unsuspecting. No place is no longer safe, except that magic-users are highly respected or at least tolerated.

For Caelan Blade the collapse of the Kingdom meant that he was no longer a wanted man. The Thieves guild was also broken up due to factional infighting, so Caelan was no longer hunted by assassins lurking in the shadows. Unfortunately his Tiefling blood meant that his was no longer welcome in towns or cities. He still had his gold and his ship, and with them he created a little village along the Dark Lake that was a refuge for other Tieflings. He refitted his ship to ferry goods along the river-ways between the Wasteland and the Empire. He is survived by his son Caelan who continues the family business.

Belric was able to grow his pacifist ideology within the Wasteland, and had a devout follower in Skanut. Skanut wanted to reform the world's opinion of orcs, and through Belric had someone else with faith that orcs could change. Together they worked tirelessly to change the Templar's opinion of orcs, bugbears, goblins and kobolds so that these races are considered natural extensions of civilization. The ideology of equality is Belric's lasting legacy to the Wasteland.

Joco was able to secretly study necromancy and other forms of taboo magic to find a solution to his problem. He was also an avid supporter of the arts in Knight's Hall, and formed part of the magical backbone of the Templar order. But despite his efforts, he and his wife Taleadora could not keep up with the magical progress made within the Empire. When Taleadora suddenly died to a Demon attack, Joco decided that staying in Knight's Hall was only holding him back in his quest.

As a respected member of society, no one suspected that it was he that had found his way to Orvaxis' tomb on the night the spirit disappeared. Orvaxis was depressed that Bahumat had died, and when Joco approached him with his plan Orvaxis was only too ready to agree. Through an ancient arcane ritual the spirit of Orvaxis was merged with the soul of Joco, and this managed to also increase the lifespan of Joco. The three spirits in one body then quietly left Knight's Hall and made their way to Dragonspur.

That is all I can tell you, as now my power is fleeting and I must destroy this plane and the forbidden time magic that is imbued within it. Go now, heroes, and find a way to resurrect the gods so that we can fight the Herald and The Mockery!

Wednesday, 4 November 2015

Sila's capture by the Blood-Oath Orcs

This short is based on a Dungeons & Dragons tabletop role-playing game that I Game-Master for.

“Bring the Ale, Bring the Mead!
Grimbold is all we need!”

The raucous chant echoed throughout the tavern as Skanut entered. The fresh coat of paint above the door proudly proclaimed that this was the ’Kord’s Axe’. Skanut smiled broadly as his brother Orcs lifted their mugs in salute.

“Kord’s Paladin,
Easily pleased,
Jus’ make certain
You ain’t diseased!”

The room bawled with laughter at the clever little chant. The scrawny looking half-elf who shouted it was met with slaps on the back and offers of copious amounts of ale. It was not long before the whole room managed to twist the lyrics into something much more dirty and depraved.

“Why are you so happy today?”

Skanut turned to see Sila smirking, her hands full of jugs of sweet smelling mead. She was attractive enough for a Dragon-woman, and Skanut would admit to thinking about bedding her. Although he wasn’t too sure about those scales….

“I’m glad be home,” replied Skanut, before his thoughts drifted away. His knowledge of Common was getting much better, although it was still heavily accented.

Sila’s smirk dissipated into a knowing look, and she sighed heavily as she looked around her tavern.

Her gaze must have caught something, because she snapped back to Skanut. “Those Orcs by the far wall wanted to discuss something with you. Asked me to let you know the second you came in”

Skanut nodded and left Sila to work in peace. There were 5 Orcs, two of them wearing ridiculous looking cloaks and hoods. The other three just had a dumb, grim look about them. Skanut sighed, preparing to receive some sort of complaint. Why did he ever agree to become a knight?

“May your ancestors provide you a strong arm in battle,” greeted Skanut in Orcish as he sat opposite the 5 mysterious Orcs.

“May your battles be bloody,” replied one of the hooded strangers. They both seem to bow their heads lower so that Skanut could not see their faces.

There was long pause, and the three uncloaked Orcs began to look uneasy. Skanut could feel the battle tension in the air, and he clenched his fists underneath the table. He cursed as he remembered that he left his axe at the smith’s for repair.

“I’ve been told you were looking for me?” Skanut asked, hoping to break the tension.

“Waiting, to be more precise,” replied the other hooded figure. He then nodded.

The tavern suddenly erupted with screams.

Half of the Orcs overturned tables and drew their blades, striking down any armed man or woman they could see. Some were too drunk to react quickly and they fell where they sat, mugs toppling over to mix alcohol with blood.

Skanut leaped back and readied himself to face the three, now armed, Orcs as they surrounded him. The two cloaked figures removed their hoods, revealing the red woad-like tattoos that they had painted on their faces.

“The Blood Oath”, spat Skanut in Orcish, “What brings your foul stench to these halls?”

The reply was the swift thrust of a blade that Skanut barely dodged. The three Orcs were rash and impetuous, and Skanut used Dendy’s training to skillfully avoid their attacks. But then a sudden roar from behind put Skanut off-guard and he mistimed a dodge, receiving a deep cut to his side.

Luckily the roar was part of Dorgrim’s charge. He and the other Ironhide dwarves must have been using the private drinking room at the back of the tavern. The charge of the dwarves made short work of the three Orcs, outclassed by the stout warriors. Once Dorgrim was finished he gave a brief nod to Skanut before rushing to help the other victims.

Skanut jumped back to his feet and grabbed a sword. He looked around for the Red-faced Orcs, catching a glimpse of a coat escaping through the side exit. Skanut barged through the exit to see an unconscious Sila being carried down an alley-way by shadowy figures.
Leaving Skanut alone with the two red-faced Orcs opposite him, blocking his way.

“Blood for the Blood God”, said one.

“Skulls for the Skull Throne”, replied the other.

Then they attacked, but Skanut’s training had prepared him for two-on-one combat. He countered the overarm strike coming from his left, leveraging the momentum into an attack on his right. The cut went cleanly through the Orc’s guts, felling him instantly.

“Fire! Fire! Tavern on Fire!” The cry was quickly spread through the camp, and Skanut became aware of a seering heat at his back. But all of his focus was trained on the last remaining Orc in front of him.

The Orc backed away and smiled. It was a gruesome smile, a smile of foreboding.

“Blood for the Blood God”, shouted the Orc before slitting his own throat. He went down, gurgling the rest of the chant.

“Skuths… faw…. da… Skulg…. groan…..”

Tuesday, 3 November 2015

Sariel discovers the Blood-Oath Orcs

This short is based on a Dungeons & Dragons tabletop role-playing game that I Game-Master for.

Sariel ran through the streets and past the hastily-built shacks, ignoring the shouts and cries of the adults. He was being pursued by a Kobold child in a game of chase, and Sariel was determined to not be the first elf caught by a lizard.

The camp built outside the walls of Castle Dark provided plenty of little alley ways to duck and weave through. There was no time for the Knights of The Order to plan out an orderly town for the refugees; Father blames the Orcs for the chaos, saying that they are simple minded savages.

The camp was also alive with the sights and smells of all the places of the world, and it was also the first time Sariel laid eyes upon Kobolds. Kobolds! The little lizard men were far, far smaller than the Dragonborn, but Father says that they are far, far cleverer than the brutish Dragonborn and to never trust one.

Sariel ducked underneath the canvas of a tent, popping out the other side to the astonishment of the Orc shaman and his human customer. The elf rushed out the other side, nimbly ducking away from the Shaman’s feeble attempt to grab him. Sariel beemed as he heard the Orc grunt and growl what could only be insults.

A few corners later and Sariel decided to stop and catch his breath. He hid behind a couple of barrels in a secluded path that was directly underneath the Castle walls. No-one seemed to walk along this path, so it should be a perfect hiding spot!

Sariel smiled as he imagined the Kobold child futilely searched for him, and crying in despair. He then saw himself emerging from his hiding spot to the cheers of his friends, and his father beaming with pride at his son’s skills as a stealthy elf.

“Blood for the Blood God”.

Sariel almost cried out in fright at the sudden intruding voice.

“Skulls for the Skull Throne”.

The elf boy peeped over the edge of the barrels to see a gruff orc wearing a cloaked hood. The funny thing was that this Orc seemed to be red, even though everyone knows that orcs are meant to be green. The other voice belonged to a shady looking Tiefling; Sariel knew the Tiefling was shady because he had a goatee, and Father said that people with goatees are never up to any good.

“The Knights have intercepted some of our forces, but the leadership managed to sneak away with help from the were-quokkas” said the Tiefling in a low voice, keeping a wary eye on all the exits.

“The Blood Oath needs no reinforcements, demon-born, and especially not those followers of the Mad One-Eyed God. This camp is full of piss-weak cowards. The Blood Oath demands that we take their lives as sacrifice to the Blood God!”, the Orc replied.

“Be that as it may, the Soulmancer has spent considerable resources in securing the services of the Oathbreaker. Apparently he has intimate knowledge about the Knight-Paladin of The Order that you could use…..”

The Orc guffawed, waving away the offer. “Sila. We know Sila. Everyone know Sila. No secret.”

The Tiefling smiled wryly. “Regardless, the Soulmancer wishes her captured as per the deal struck with the Oathbreaker.”

Then the Tiefling grew more cautious, and drew nearer to the Orc. He whispered to the Orc, who let out a sudden gasp at the end.

The shock passed quickly, and the Orc began to guffaw again.
“Well, fighting alongside dead elves is better than fighting with live ones!”

The Tiefling shook his head, “Just keep it a secret, you oaf. The Blood God will soon arise, and will take his seat on the Skull Throne we will build for him.”

“Blood for the Blood God”, whispered the Orc reverently.

“Skulls for the Skull Throne”, replied the Tiefling.

With that they quickly departed. Sariel began to notice that his heart was beating rapidly. When he was sure that they have left, Sariel scrambled to his feet and headed towards the little hut he had memorized.

The hut was the home of a quirky man who called himself the Investigator. He had asked the children to report any weird things that they might have heard; this definitely counted as something weird….