Tuesday, January 30, 2018

Session 4

Date: 1/28/2018
Attending: Jake, Dave, Wes, Aaron
Absent: Justin –ill, Joey - vacation
Start Time: 8:40 p.m.

Action resumes where we left off, with the party having just closed the door onto the wasp nest area. In spite of the cramped surroundings, a miles long hall only 4 feet wide and 7 feet tall, the party camps for the night against the door. The night passes uneventfully, and in the morning Norris passes around healing spells.

Soromir, feeling a sense of peace while being healed, asks Norris once again who he worships. Elianor the Comforter is the answer, a locally known god with a small following from the area where Mornsteading (his home town) lies.

The party makes the long trek back to the ruined temple, Jace entertaining them with humorous impersonations of Ular along the way. After about 3 hours of walking, the party arrives at the basement of the ruined temple. The grub continues mindlessly rooting around the room.

After a short rest, they decide to split the party: Khalo, Oranthal, Old Jarl, and Born-Under-Red-Sky will stay behind in the basement while Soromir, Jace, Osbert, Norris, and Ostar explore the caverns through the hole in the pantry wall.

The forward group heads out. Soromir, having some knowledge of underground complexes, or dungeoneering if you will, determines that these passages were originally cut by lava. Water has seeped down from the island above and created stalactites and stalagmites here and there. The walls are wet, and as they proceed begin to be covered by moss and lichen. They realize that the growth is luminescent, and cancel Ostar’s Light Spell, choosing to continue in the pale greenish light of the moss.

They come to an intersection and choose the left corridor, Osbert scraping moss off of the wall in an arrow shape to indicate where they came from. More travel leads to another fork in the path and again they choose the left option.

This time, after curving to the left, the passage opens up into a small gallery, fifty feet by sixty, riddled with stalagmites 4 to 10 feet tall. The group splits into two to explore. Soromir, Norris, and Jace head to the left while Osbert and Ostar move off to the right.

Suddenly a small figure drops out of the darkness above and lands on Soromir’s back. It wraps tentacle like arms around his throat and begins throttling the hexblade. The party convenes and is able to kill the small monstrous humanoid, but not before Soromir is choked almost to death. Once dead, Soromir stomps the creature’s head flat in a fit of pique.

Finding that the way dead-ends in the gallery, the group heads back to the last intersection and chooses the other unexplored path.  They walk for some time, noticing that the tunnel slopes steadily downward and that the air gets noticeably warmer. Once again they come to a fork in the path and choose the left option. Now the tunnel climbs upward a bit, and the path widens noticeably until it is about 20 feet wide. The lichen is thicker there and carpets the ground. Here and there mushrooms grow from the floor, some as big around and tall as a man. Osbert harvests some into the Djinn’s Useful Sack. Then Osbert accidentally nudges a purple capped mushroom, which emits a violet cloud of spores into the air. Osbert and Soromir accidently inhale. Immediately they feel clumsy (Dex damage) and move like the world is slowed (effect as per spell slow). Fortunately after consulting with Norris the slow effect wears off after a few minutes. They still feel clumsy though.

Carefully threading their way past other purple capped mushrooms, they come to a huge cavern. Mushrooms with stalks fifteen feet in diameter grow 40 feet high, and the air has a moist musty flavor. Standing at the edge of this cavern the party (under Osbert’s lead) chooses to slowly and cautiously back off and return the way they came rather than enter the mushroom forest.

Heading back to the last intersection, they continue heading downwards on the unexplored path. After about 15 minutes of walking they come to a corpse. A human in black leather armor (the same as the cultist outside of the ruined temple basement) lies on the ground. His rib cage has been split open and the internal viscera removed. A quick search reveals he has nothing of value, not even a pouch on his belt. Osbert examines his boots, trying to figure out if he got lost and wandered aimlessly but was unable to tell. The party moved on, continuing down the tunnel.

10 minutes later they are set upon by 5 rats the size of dogs who tear into their flesh with wild frenzy. They party defeats the rodents, but many have been bitten by the filthy mouthed creatures. Norris inspects the wounds and notes that they are not clean, expressing a concern about infection. Having traveled for about 5 hours all told, the group decides to return to the basement and check in with the other group. They journey back is uneventful, and they arrive an additional 5 hours later.

End of Session

300 XP; 50 to Wes for blogging

The Journal of Soromir - Entry 2 (Session 4)

That slime ball was a real ass-hole. I should have known to look up in a damn cave. That being said, Norris continues to impress me. He doesn't get in the line of fire but he is invaluable in combat. If I am remembering correctly, he healed me unprompted. I honestly can't remember - that choker slime thing took a lot out of me. He had my back and I'll have his.

I'm finding this group more and more interesting and enjoyable frankly. I'm not quite to the "trusting" level but we are working well together. I think I do trust Norris so far. Osbert is a straight-shooter too. Jace has a good personality and it seems there is a depth there despite the superficial ostenatiousness.

I'm looking forward to healing up some more and getting after those rats. Osbert brought up a good point that there might be some loot in the rat's nest.

We stumbled upon the body of another one of those cultists - the rats had disemboweled him. It was pretty gruesome. That leaves, if I am remembering correctly, a third member of this cultist party. If he is still alive, he's likely gone mad from the darkness in the cave (assuming he's still in the cave.)

Khalo will be handy. Those rats did some damage and we are not sure what kind of infection, if any, we will be dealing with. Hopefully Khalo can give us some beta on the bites. Also, the plant life in the cave is impressive. Giant mushrooms that have poisonous spores and glowing lichen.

I do hope this cave will be leading us somewhere worthwhile. I'm looking forward to getting off this island and on to the Domelands.

Wednesday, January 24, 2018

Orenthal's Report - Cursed Isle

Musings:

One would think that a laborious and deadly encounter would find a group of individuals, regardless of station, either bound together as one or bring about villainy and treachery. Upon examination, I have seen both, in the still aspirating and the necrotic of our little boat party.

I have been inspired by seeing the death of new creatures by our hands. It fills me with wonder at where does the will reside. I hope to one day finally see it revealed as I am certain that it must reside somewhere in the flesh, hidden, like the yellow dust inside a sunflower.

Personal Observations:

Old Jarl has finally proven himself worthy of his name. Whilst on the vessel he seemed like a man of strong voice and backbone. Now he has faded into the recess of his own mind, never giving input at all to where this is all going. Somehow we will have to do it together.

Khalo seems to intentionally not want to be liked by others. He seems afflicted with some personality disease. For a man of the wild, he seems to understand little of the elements. Maybe he derives his power from some other form of intellect, maybe his will. He recently took personal offence to the element of the earth, which seems as ridiculous as feeling personally insulted by the wind, or being of the position that dirt is out to get him. He seems to feel this way with things that do have will as well, which is alarming. It probably has something to do with Dwarfin anatomy. I will continue to observe his behaviour as he could probably fell me quickly. If he dies, I will want to see what his brain looks like.

Jace might be one of the most amusing people I have come across. There doesn't seem to be any erratic behaviour from him and he seems driven purely by the lust of adventure and how he could sensationalize it. I find his shouts and utterances during fights not only whimsical but also inspiring. If he dies, I will want to see what his brain looks like.

Soromir almost chopped down Khalo because Khalo pushed him. Extremely rash. However, that sword if pointed in the right direction is extremely useful. Sometimes I notice when he fights, he gets a look in his eye which appears to whither his opponent. I hope I can figure out where this power must reside. Probably a connection between the pneumatic and the optics. If he dies, I will want to see what his brain, lungs and eyes look like.

Oster has been treated extremely poorly. While he seems to be the only one amongst us who can sniff out a trap, that skill has made him invaluable to our survival. And yet, our band of adventurers seems to treat him no better than a canine. How he has continued to help us, I have no idea. I will have to observe him further. If he dies, I will want to see what his brain looks like.

And then there is Osbert. What can I write that would make the incomprehensible seem sane? This self proclaimed man of a god, appears to want to rectify injustices in the world so he leaps to confront deadly wasps by himself, which marks itself against his character because just 24 hours before he ran from them in terror in the night. If I hadn't pulled his dying body out of that chamber I would most definitely wanted to see what motivates him. I think it must reside in the genitals. He consistently chides myself and the rest of the party for what he believes are irrational actions and then puts the party in danger by leaping into action without any regard to the rest of our well-being. He is so cautious when exploring the tower but then seemingly without thought leaves danger behind us possibly blocking our chance to escape. Lastly, he dared challenged my intellect when discussing extra-planar beings. At what college did he attend? Where did he receive his education? I spent my entire childhood in the library (and in the lab for dissection) and then my early adulthood at college. I respect this man's ability at swinging a stick (he is quite good at it, hence the genitals) for he could cut me down quickly and yet he doesn't even possess the ability to see when he is outmatched in wits? He desires to right evils and yet leaves prisoners entombed with out hesitation? Diagnosis: Psychopathy. If he dies, I will want to see what everything looks like.

Prognosis:

Currently, I am finding the people I am working with far more intriguing than this island. However, I need to survive to make it to the Domelands. The cave is probably are best route now, as I don't think we have the capability of fighting the Hellcat and the den of wasps now appears folly. If we could fell the Feline, it would be moot anyhow as I am sure the dissection of an invisible creature would prove very difficult without the proper tools and lab setting.

Khalo's Journal: The Forbidden Isles - Entry 2

My experience with killing large bugs continues to pay off. We have now encountered oversize beetles and wasps in addition to the centipedes mentioned in my earlier entry. They are formidable foes, however, I suspect that our difficulty in dispatching them is in no small part due to the fact that we are fighting them in an environment that favors their tactics. Were we able to engage them in a larger space, or even more preferably, in the open air, I believe that we would have more success.

Compared to other dwarves, very little of my life has been spent underground, but it seems this has not prevented me from developing a natural genetic talent for gauging depth and evaluating stone work. We found ourselves in both a tunnel and a cavern, and I was able to move about comfortably. I wouldn't say that I felt at home, as such feelings have eluded me since leaving the enclave.

At one point, Soromir freed an earth elemental. Elementals bother me. By all accounts, they are alive, but that point of view disagrees with me. To me, they are naught by animated compounds; they lack fundamental qualities that give plants and animals life. For instance, how does an elemental consume energy? No answer to this question has properly satisfied me.

Therefore, I wished to have nothing to do with the freeing of the thing, or at all. When it lumbered down the stairs, I discovered that I was impeding it's ingress to the lower levels. I attempted to give it room, but that was not enough for this monstrosity, and I was rudely tossed aside. I could not abide this insult, and therefore made an attempt to demonstrate the superiority of my skills and value as a living being. I make a point herein to note that my action - to grow the vines around the staircase and entangle the elemental - was not an act of violence, but it was an act of restraint and suppression. At no point did I seek to harm the elemental, as it clearly did not wish me ill.

Unfortunately, the elemental destroyed the stairs. I accept responsibility for my role in the destruction, yet maintain that my actions were justified. I presented an airtight, irrefutable defense of these actions, but Soromir was clearly emotional, and reacted with violence to a point where I insisted that he verbally confirm that he was not a threat to me before I would let him get near me again. My intuition tells me that the hexblade's reaction can be explained by a past traumatic event which has far-reaching impacts into his psyche, much like a hound who is abused by his master. I have chosen not to pry further, but rather, I have filled in the blanks and am now quite sure that at some point in the past, Soromir was mated to one of these elementals, but it met a tragic end.

In other news, the little one known as Ostar is developing a healthy sense of self-preservation. He attempted to disarm a trap and was almost killed by it. Only the decrepit state of the trap spared him from his fate. I hope that he will be more careful in the future, as he is very small. He would increase his chances of survival by avoiding danger, perhaps through hiding or cowering. Seeing as how the experience of the trap had left him shaken, I offered him words of encouragement, but allowed him to draw his own conclusions.

Also, I have noticed that Orinthal has a low opinion of me. To be fair, he has a low opinion of most of us, but he is not shy when it comes to expressing his disdain for me. I believe he thinks I lack the intelligence necessary to be one of his traveling companions. If possible, I will find more opportunities to demonstrate my value, but I am not overly motivated to change his mind.

Entry concluded.

Tuesday, January 23, 2018

Demos Cultist Note

When my body is found by the Faithful, know that I Margort succeeded in my task! The Efreet and elemental were slain, and now the Dark One can enter the island and find what he seeks. I have earned my place in the World to Come and I shall be of the Exalted! I Margort shall be as to a lord and all shall fear my name. Even the Lords of Outer Dark whose plan this task serves shall feel the scales of the Great Serpent and his minions on their neck.

Our zeal is our purity,

Our madness is strength,

The light of law shall be extinguished,

And from the dark


The coils of scales will encircle all.

Demos Temple Journal

142 AC 4th Day of Summer Waning

I am trapped, and fear that this will be my last journal entry. We came to this cursed isle seeking treasure and fortune but found only death. The foul beast from hell has devoured fully half of our party leaving only myself, Arnold, and Del. Thankfully some lingering enchantment or religious devotion has kept the beast from entering these ruins. Arnold was slain by a spear trap and Del was carried off by giant wasps and now only I remain. My wounds will kill me long before starvation; I feel the course of infection and the effects of blood loss. Even now I am feverish and struggle to remain lucid. If I could only use Torl’s wand! I hold salvation in my hand and cannot use it. For all my sorcerous might I am defeated by a lack of faith. Torl would smugly enjoy the irony if he hadn’t been devoured by a spawn of hell. Hows that for irony you preachy bastard?

We were so sure that the Uthdar Monks were protecting some fantastic treasure hoarded from the times of plenty before the war. Instead they seem determined to keep some foul evil contained somewhere below the volcano. There is no treasure here from their lost order. No mystic knowledge, no items of power. It was the hellcat that did them in I suspect. The fools didn’t summon it, they gated it in probably by mistake as far as I can tell from the summoning room above. Something must be hidden in the room beyond the illusionary wall but I do not have the skill to find such things and our trapfinder is wasp food.


Was my life worth it? I’m bleeding out, dying from infection alone on an island in the middle of nowhere. I have not seen my 30th winter. Oh how I scoffed at my brother, who ignored his talent with the sword and took up farming. Married, kids, a boring community of idiots constantly worried about the weather.  It seemed so plain. And yet what do I to show for all my arrogance and ambition? A poor meal for insects?

Session 3

Date: 1/21/2018
Attending: Jake, Justin, Dave, Joey, Wes, Aaron
Absent: None
Start Time: 7:45 p.m.

After resting the party starts the new day (on the second floor of the ruined temple) with a discussion about whether or not to release the earth elemental upstairs. The decision is (eventually) made to do so, and Soromir, Oranthal, Osbert, Jace, and Ostar troop upstairs to do the deed leaving Khalo, Born-Under-Red-Sky, Norris, and Old Jarl hanging out on the second floor next to the stairs to the first level. Upon entering the room at the top of the temple – where the crystals, ark, etc… are – Oranthal gets a wild hair (totally not metagaming, he could write a book about all his in character reasons I’m sure) to examine the altar and take the now empty sack that the Djinn gifted the party.

The altar is unremarkable and nothing of note is found about it (DM’s Note: there was nothing of note to find. I only mentioned it in the last blog because it was odd to me that after diligently examining everything the party omitted some obvious things. Not all things omitted were noted by me, and not everything I did note had relevance or value, such as the altar). The sack proves to be magical (surprise!).

Soromir breaks the crystal containing the earth elemental, releasing it (with party support, unlike before).  The elemental lumbers out of the room, seemingly ignoring the party. It heads down to the second floor. Khalo hears its footsteps and sees it enter coming straight for him. Realizing he is standing between it and the stairs down, Khalo at first refuses to move (“It can step around me. I’m not moving for it”) then catching on that there is no room for it to go around him he grudgingly moves a scant 5 foot square aside. Unfortunately the elemental is a 10x10 creature and Khalo is shoved aside as it enters the stairs (Rudely? Mindlessly? You be the judge). Angered, Khalo casts entangle on the staircase, trapping the elemental in a tangle of magical vines. The elemental responds by smashing the stairs, collapsing the whole staircase to the ground floor. As soon as it touches stone in contact with earth it sinks into the floor.

Feeling the crash of the stairs collapsing, the party members upstairs hurry down to see what is going on. Soromir in particular is concerned and asks what happened. At first Khalo lies about what occurred, but after Old Jarl and Norris tattle on him he stubbornly admits to what happened leading to the following exchange (slight paraphrasing on my part):

Khalo - “He pushed me. What do you expect?”
Soromir – “He was held captive for years and just trying to leave. You didn’t need to attack him!”
Khalo – “He pushed me.”
Oranthal – “It’s mindless Khalo. It was just leaving.”
Soromir – “It didn’t hurt you. There was no need to escalate to an attack!”
Khalo – “So if someone pushes you, you don’t think it demands retaliation?”
Soromir – “No!”
Khalo – (gives Soromir a hard shove.)

At that point Soromir goes for his sword, and Osbert and Jace step in to try and defuse the situation. After some heated words, the party clams down a bit. A new discussion is had about some respective “triggers” and all note that Osbert is never down with extra-planar evil and Soromir has real issues with slavery. (DM’s Note for the readers at home: both triggers were pre-determined by the players in their character’s pre-game backstory, and Khalo has a charisma of 6, which informed Joey’s roleplay of Khalo. Everyone is doing a fine job of roleplaying their characters, it’s just that in doing so thus far “teamwork” has been a little more elusive than normal. I’m sure they are each planning fantastic character arcs wherein their characters discover the magic of friendship, culminating in a display that would put any episode of Sesame Street to shame and forging a band of brothers that works like a well-oiled machine. In the meantime however, there was no need for me as a DM for about 1/3 of this session. Not a lament, just an observation.  It was entertaining though.)

Since there is no staircase they end up having to climb vines down to the first floor. Born-Under-Red-Sky takes a fall and is seriously injured. He, Norris, and Old Jarl are left behind in the receiving room (wherein the centipedes were fought previously) while the rest of the party heads to explore the staircase leading down to the basement level.

The basement is a large open room that was once used as a kitchen/food preparation area. The far wall is lined with pantry doors, a skeleton lies in one corner, the remains of a stove/chimney apparatus is along one wall, the far corner has a sturdy door still hale despite the passage of time, and a large grub about 3 feet long is aimlessly rooting about in the collapsed remains of a large table in the center of the room. The grub ignores the party. Over the course of the next 30 minutes of conversation and actions various party members approach the grub and raise weapons to kill it but never actually strike; the grub survives. As far as anyone can tell the grub doesn’t care either way.

Examining the skeleton first, the party sees that it is very old and most of its gear long since rotted away. Oranthal sees a book at its feet, but it disintegrates at his touch, leaving only one page behind. They find more of the triangular coins, a wand, and notice that it is wearing bracers that still seem in good condition, like new. The book page proves to be the last entry in a journal which Oranthal reads aloud to the party (see Blog Post: Demos Temple Journal). They take this opportunity to use the wand of identify on several items (sack, bracers, both wands, etc…). They then discuss the information revealed in the journal. After a flurry of skill checks no one seems to know anything about the Uthdar Monks or their religion, and most of the discussion turns to the illusionary wall and its possible location.

They head upstairs again, up to the third floor and conduct a thorough examination of the room with the broken crystals, wooden ark, and altar (the altar gets cast down onto the floor during). No illusionary wall is found. They head downstairs to the second level and enter the portion of the ruins where they fought the beetles. Beyond is the room with the summoning circle that Osbert destroyed. Realizing that they never actually searched this room or asked Ostar to examine it, they begin to search the room. 5 seconds later Jace’s hand goes right through a “wall”; clearly an illusion. Beyond is a small room where the tree that grows through the building is located, and a door leading to a small study. The study only has a desk and a cushioned stool. Ostar finds that the stool has a hidden compartment. Within are two arcane scrolls, two divine scrolls, and a limited amount of spell components (one of which is a diamond valued at 1,000 gp, which is arguably treasure). Having discovered the illusionary wall and its secrets they troop back down to the basement to continue exploring.

Opening each of the 5 pantries/storage closets they find old foodstuffs and rotting linens. The last one however is much more interesting. The back wall is open, and masonry stones litter the floor as if something on the other side forced its way into the pantry. Beyond is a smooth natural tunnel, a stark contrast to the careful stonework of the ruins. Stepping through they find a natural cavern about 15 foot in diameter with a dead body, with a tunnel that leads out and away from the ruined temple.

This corpse is much more recent than the skeleton in the basement. Oranthal examines it and is very confident that he died between 6 and 12 months ago. He was human, and is wear black leather armor with a mottled brown and green snake design on the chest. He also has a scimitar, light x-bow, 20 quarrels in a quiver, and a pouch with 31 gp of Guardius mint. He is clutching a crumpled piece of paper in his hand.  No one can identify the snake symbol for certain, but Jace is sure that it is religious in natural and while there are many snake/serpent cults, none of them are good. They then discuss the contents of the note (see Blog Post: Demos Cultist Note), but give it much less time (presumably to digest its contents a little more, to be addressed later).

They retreat back and open the final door in the temple basement.  It is locked, and Ostar goes about picking it. In doing so he springs an old trap. Thankfully the trap fails, but Ostar understands how close he just came to death and is visibly shaken. Khalo and Osbert offer comment that it is clear Ostar takes as unsympathetic to say the least. Steeling himself and with a noticeable coolness in his manner (well Oranthal noticed if no one else did, I saw it in Justin’s face) Ostar unlocks the door. Beyond is a tight, 4 foot wide 7 foot tall tunnel, constructed in the same stonework as the temple. The party heads down it. Ostar refuses to lead, and in response Osbert asks for his bracelet (the item Ostar has cast his light spell on). Again Ostar takes umbrage and refuses, stating that plenty of light is given off from his new position as 2nd in line. Osbert chooses not to argue the point and the party walks. After 30 minutes with no end in sight to the hallway they stop and return to the ruined temple. Reuniting with Born-Under-Red-Sky (now healed by Norris), Old Jarl, and Norris they ask Old Jarl’s advice on where to focus next. They all talk it out and then choose to return to the hallway and explore it first, with the intent of exploring the natural tunnels after.

Back in the hallway (Norris now providing the light) they walk for over 2 hours when they start to notice a steep uphill grade to the hallway. Another 45 minutes of walking and they arrive at a door, twin to the one that opened onto the hall. Two levers are mounted in the wall; Ostar determines that one unlocks the door and the other disarms a trap on the other side.

They throw the levers and open the door, revealing what looks like a wall of a tannish papery material. Osbert punches a hole in it and sees that it is a tube made of the stuff, about 4 foot long and 3 foot in diameter. Crawling in they are in a room covered in the papery material, with the walls covered with tubes. About 1/3 of the tubes are filled and have a translucent membrane stretched over the opening; behind the membrane small movements can be seen. An ancient ladder leads up to a trapdoor in the ceiling.

Osbert climbs the ladder to see another room covered in paper. The trapdoor is on the floor in the open position and has been papered over. Osbert begins to hack at it attempting to free the door. Attracted by the noise a giant wasp crawls into the room. Osbert immediately charges. Several party members climb up and help engage the wasp, but it proves to be a tough opponent. Osbert in particular soaks up a lot of punishment before the wasp falls. Another wasp crawls in after just as quickly as the first falls and the party opts for a tactical retreat. Oranthal uses a spell to free the trap door, closes it after Osbert’s unconscious body is hauled in. Ostar runs forward and covers Oranthal’s retreat from the trapdoor with a burning hands spell. The papery surroundings do not burn easy, but the old ladder goes up and the whole party falls back to the hallway from the temple, shutting the door and pulling the levers behind them.

End of Session
300 XP; 50 to Wes for blogging


Monday, January 22, 2018

Soromir Throughgash - Stream of Conscience

I hate bugs. I really hate stinging bugs. Those wasps really messed up Osbert but I think he's going to be okay.

This could have been a very costly day. I really need to control my temper better. I barely know these people and I can't go about losing my head. I have no idea where I am or how to get to where I need to go. I'm pretty sure that I can't get there without these guys and I think they will need me along their way too. I'm glad Jace, Osbert, and O.J. where there to difuse the situation between Kahlo and I. Had they not been there, no telling what would have happened. Again, holy crap, we all got lucky.

There is a lot more to this temple than meets the eye. I'm pretty sure this tunnel we came across leads to the tower on the volcano. And I'm pretty sure that the cavern we found leads to an alternative way out off the island. I keep having this suspicion though that the Forbidden Islands are connected underwater. The arrangement of the islands is suspiciously perfect. Maybe this cavern leads to another island.

Whatever the case may be, we are getting a lot of experience on this island and it can only be helpful for me and my ultimate goal.

We need to get some fire and burn these wasps to the ground.

Wednesday, January 17, 2018

The Journal of Soromir Thoroughgash - Entry 1 (Session 2)

Osbert and Oranthal talk to much. Their conversations are esoteric to the point of being futile and meaningless. I understand Oranthal's critique of Osbert's "palandin code" (or arguably lack thereof) but so what. It's Osbert's code, so whatever. Osbert has seen some shit and I get his reticence to unleash extra-plannar beings - it's a crap shoot. But man, they would not stop talking about the "morality" of whether or not to release these beings. So whilst they were talking, I released the Jin. It worked to our favor and luckily there aren't any vegetarians among us.

I do have this lingering concern that Jarrek is going to steal the dingy. Granted, he won't be able to pilot by himself. But he's got the ego to think that he can.

Khalo is pretty dope. He's completely comfortable with himself and I can respect that. His thought pattern is superficially non-sequitur but it makes sense to him and he doesn't really care if anyone else gets it.

Of a more troubling note - we are likely dealing with elementals, not your typical magical beasts. The hellcat is likely an elemental (presumably Fire) and there is probably another elemental out there (water). The elementals have likely been loose on this island for a very long time. I don't know if elementals get stronger with age but from what we have observed, this hellcat is a real bad-ass. Oranthal and Osbert will probably be mid-argument when that damn cat shows up again.

Monday, January 15, 2018

Session 2

Date: 1/14/2018
Attending: Jake, Justin, Dave, Joey, Wes
Absent: Aaron – Girlfriend’s Family
Start Time: 7:25 p.m.

Aaron was absent but rather than apply an in-game solution to this the character of Jace was simply ignored. We acted like Jace was not present, but for continuity’s sake he was present rectroactively.

The session begins where the last left off, with the party exploring the ground floor of the ruined structure deep in the jungle of Demos the Cursed Isle. Old Jarl and Born-Under-Red-Sky are hanging out by the entrance to the ruins, and the 4 (5 with Jace) PCs are with Norris and Ostar.

Exploring the side corridor that corners around the room with the centipedes, they find an old triggered trap. Two spears stick out from opposite walls in the narrow hallway, and hanging from one is the skeleton of a humanoid figure, his clothes and gear rendered to rot, rust, and decay from the ravages of time. Oranthal examines the skeleton and determines it to be human, while Osbert rifles through the remains of his stuff.

Osbert finds a small pouch containing 10 small copper triangles that seem to be old coinage. Around his neck is a necklace of carved shells. Oranthal casts a spell and determines that the necklace is not magical. Since his spell is running he sweeps the gear of the party and hurries back to the centipede room and glances about. The only magic he sees with his spell are items the party has in their possession:

Soromir’s sword
Osbert’s sword
Khalo’s horn
Jace’s monkey
Ular’s hatchet

The corridor continues past the spear trap and a long rectangular room opens up to the left. The wall directly ahead is lined with seven doors, and in the center of the room opposite the wall with doors is a staircase leading down. At this time it is discovered that Ostar has some skill at trap finding and lock picking, and the party puts him to work searching the various doors for traps.

Assuming, based on Ostar’s examination, that the first door is trap free Osbert kicks it in. The spongy old wood shatters into powder revealing a small room with the remains of a stray pallet on the floor. Osbert looks around and tells the other that he thinks this building is an old temple – these seven doors being the rooms where monks or acolytes sleep. That would make the larger room the centipedes were in a receiving room. An examination of the other six doors supports this theory. In the straw pallet of the center room Ostar finds a jade flute which Oranthal determines to be non magical and worth 60 gp. Ostar hangs onto the flute. Another corridor branches off at the end terminating at the tree that is growing through the building; the receiving room is encircled with hallways.

Osbert directs Ostar to search the stairs leading down for traps. Both Ostar and Oranthal suggest that the group should instead advance upward since they know how tall the structure is versus a potentially infinite warren of subterranean traveling. Osbert agrees and the party returns to the receiving room to head up the stairs (Ostar never actually searched the stairs leading down, a note I need to make in the records for no real reason what-so-ever).

Advancing up the stairs the party enters a room with two doors across from the stairs. The one on the right is collapsed into a pile of rubble about waist high. In the room is a large glowing beetle, some sort of organ or sac underneath giving off a red glow, which scurries over the collapsed rubble out of the room. Opting for the door on the left which is still intact, they move through and into a long irregular shaped hallway that “L-shapes” away to the left and behind them. The floor stones are loose but stable (as determined by Ostar). Vines grow through the far wall and at the end of the hall is a staircase going up. Ostar finds evidence of a secret door (Search DC of 14) and the party explores a short hallway beyond that.

The hidden hall is dark and musty – the jungle has not yet penetrated these walls with root, vine, and time – and at the end of it they find an old small wooden chest. Ostar picks the lock and within, under rotten cloth, is three gems (ruby and two opals), four vials, and a slender wooden stick. Oranthal declares the stick to be a wand and the vials to be potions. The vials and gems are divvied up and Oranthal takes the wand. Returning to the irregular shaped hallway, the party continues upstairs.

The final floor of the temple begins with a long open room. The tree continues through here, up and out the top of the ruins. In the center of this room is a large ornate door, made entirely out of brass long since covered with a thick patina of oxidation. Underneath the green residue Oranthal sees carving and etchings which is determined to be a spell of warding keeping something within the room. The magic has long since expired. Osbert, wary due to his past history tries to start a discussion regarding the wisdom of opening the door. A discussion that gets cut off immediately as Oranthal simply grabs the pull ring in the center of the door and pulls it open with a loud tortured screech of old oil-less metal hinges.

The room beyond takes up the rest of the floor. The walls ceiling and floor are covered in symbols and engravings. On the far wall is an altar similarly covered made of stone (which after the initial DM description was forgotten by the party, never searched or examined). The floor has many rotted remains of pillows used to kneel or meditate, long since destroyed by time. In each corner of the room are 4 crystals stretching from floor to ceiling and about seven feet in diameter. Two of them are broken revealing that the crystals are hollow. The two intact ones have creatures inside of them – in one is a rough humanoid shaped figure the size of an ogre seemingly made completely of rock and stone. In the other is a blue skinned humanoid who from the waist down seems to be made of swirling mist and gas. He is bald except for a topknot of hair, has a long forked goatee and rings stud his ears and nostrils. From each crystal is a groove cut into the floor. The grooves from the two intact crystals are filled with a pulsing violet glow. The four grooves run to the center of the room where a wooden ark (ornate formal box) rests on the floor, gilded with brass now a bright green of patina.

A long involved argument breaks out over whether or not to release the beings in the crystals. Osbert is firmly against it, Oranthal insists that it is cruel to leave them trapped. The crystals appear to be sound proof but with crude signs and writing some basic communication is had with the djinn. He is asked if he is in pain. He nods yes but all are sure he is lying. He also says that he has been inside the crystal for 600 years (timeline: previous game Knights of Mist Valley was roughly 800 years ago, Godslayer War was about 500).

Pausing the debate the party decides to open the ark. Khalo lifts the lid revealing several contents. After examining the room and the ark, Oranthal discovers that the whole set up is a massive abjuration to keep others off of the island, and something within the island. It warded against all manner of transportation including extra planar gates. The items within the ark are:

A clay urn of freshwater
A clay urn of saltwater
A sack of dirt
A rock
2 rotted leaves
3 charred sticks
An empty but sealed glass jar

All are taken from the island and represent various elemental and material aspects of it. Having discovered the function of the temple (but not its purpose) they return to arguing over the djinn.  After letting the discussion go for a while, Soromir smashes the crystal releasing the djinn (which angers Osbert). The djinn swirls into the room claps his hands and disappears.

A new argument ensues over Soromir’s actions when the issue had not yet been resolved. A few minutes later there is a loud clap and the djinn returns. Glancing around the room the djinn throws a sack down on the ground and announces, “We are quits and even. My thanks.” He then disappears with another clap.

Soromir picks up the sack, which is about the size of a pillowcase, and from it pulls a steaming hot beef roast – large enough to feed nine people, a small cask of ale, two water skins each holding 6 gallons of water, three loaves of bread, and a sack of coins (700 gp). Osbert goes down to fetch Old Jarl and Born-Under-Red-Sky (noticing a loud chittering noise coming from where the beetle disappeared on the 2nd floor) and the party sits down to feast (the sack lies forgotten on the floor where it still remains – no one catching or noticing the volume of what was removed versus the size of the sack). The coins are split up amongst all save Born-Under-Red-Sky who has no interest in coins and Jace who “not being there” doesn’t get a cut). Khalo asks if Osbert would carry his share (100 coins) who agrees.

The party then descends to the 2nd floor, leaving Old Jarl and Born-Under-Red-Sky in the room above, and explores the rubble blocked doorway where the beetle disappeared and from whence Osbert heard the chittering earlier.

Climbing over the rubble the party moves through a very short and cramped hallway into a large room. Part of the far wall of this room has collapsed revealing the room beyond, and a large hole in the side of the temple exposes this room to the jungle outside. In the corner is another skeleton hunched over holding a knife made of obsidian. In the room are 6 fire beetles (the glowing guy from earlier) and 2 bombardier beetles, larger insects that spray a cone of acid vapor. The party engages but the cramped space and the constant sprays of acid make it a difficult fight. The fire beetles bite hard and deep inflicting grievous wounds on all, but party emerges victorious and through Norris’ healing none-the-worse for wear.

Pushing into the final room they see a summoning circle inscribed on the floor. Osbert uses a rock to ruin the circle, chipping away at the carvings, and the whole party pulls back to the center of the building to rest for the night.

They make camp, and Oranthal and Ostar are able to determine that the wand found earlier is a wand of identify. They use it on Ular’s hatchet and then retire. On the final watch Soromir hears a droning buzz noise. Waking up the party they peer outside the ruins and see giant wasps flying past in the early hours of the morning. As the wasps do not seem to notice or care about the temple building they go back to bed and finish out the night.

End of Session
300 XP; 50 to Joey for blogging


A note: I made some snide comments above about things the party overlooked. It’s easy to identify those things in hindsight and especially if you are the DM, but the session was fast paced aside from the discussions and the party did an excellent job of using skills and intuitively putting things together. The PCs rarely find or notice everything a DM has planned and that is ok. I reserve the right to find such things amusing and to poke gentle fun now and then.

Wednesday, January 10, 2018

Khalo's Journal: The Forbidden Isles - Entry 1

Landed on an island. Found out later it was called Demos.There is a beast here called a Hellcat. Invisible, with a feline paw. Upon this dot on the landscape, he is the apex predator. Blaine learned this lesson quickly. More's the pity. I had intended to train him for survival, but from the moment I met him, deep down I knew it was his destiny to be prey.

Ular has also made the transition to humus. His persistent, dwarf-like coarseness finally coaxed violence out of Soromir, who slew him. I delivered one solid blow before he went down, and reminded him of his vile nature.

I also do not know if we will see Jerek again. The pack has decided that Jerek should be an object of ridicule. I participated in socially shaming him for his anxieties, but I did not like the way I felt afterward. When we left to explore in the ruins, Jerek did not choose to come along. By separating himself from the pack, he has put himself in grave danger of being killed.

I attempted to devise a plan to defeat the Hellcat, but the creature did not take the bait for the trap I laid. Unfortunately, I fell asleep at one point, which I did not intend to do. The journey has been difficult. Nonetheless, I must improve the mastery my mind can exert over my body.

We picked up a new companion. He is a Wild Man, of the sort Old Jarl told us about. He tells Orinthal that his name is Born Under Red Sky. We began calling him Bors for short. He was placed here as a prisoner, bait for the Hellcat.

There is a tower high up on the mountain, but we have not sought to explore it as of yet. The consensus is that whoever lives in it is probably quite powerful, and the area is likely trapped or well-guarded. Depending on how long we remain here, though, we may not have much of a choice before we venture in that direction. It is likely that the best resources are located in and around this tower.

I have managed to demonstrate my value to the pack by helping them to find food and water. I also used my magic to fix a rope that Osbert acquired after untying Bors. Given time, I could construct shelter, but I do not expect the rest of the group intends to linger so long. Jarl says that we might be able to construct a rudimentary sail for our boat. If so, Bors tells us there are other islands nearby. One of them is ruled over by pirates. Some of the group believe a deal can be brokered with the pirates. I myself have never met a pirate, though Elmo the Loon has told me stories. Based on those tales, so long as none of the pirates are lycanthropes, then I have nothing to fear so long as I demonstrate value.

Now we are out to explore nearby ruins. So far, we have only discovered giant centipedes. We successfully defeated them. Credit is due, I suspect, to the story I told the group about my encounter with giant bees. Much like the bees, these centipedes were primarily distinguished from regular centipedes by their extremely large size.

Entry concluded.

Session 1

Date: 1/7/2018
Attending: Jake, Justin, Dave, Aaron, Joey, Wes
Absent: None
Start Time: 7:20 p.m.

The session began with a sharing of tales by each PC, and identifying the items brought. Then we began the game in earnest. The original 11 castaways are:

Soromir – Wes – longsword +1
Khalo – Joey – magic horn
Oranthal – Justin – spellbook
Osbert – Dave – longsword +1
Jace – Aaron – magic figurine
Norris – NPC – prayerbook
Ostar – NPC – spellbook
Ular – NPC – hatchet
Jerek – NPC – sheath knife
Blaine – NPC – sweetcake
Old Jarl – NPC – no item

The dinghy landed on the beach of a modest size island, some 20 miles across and dominated by a volcano and thick coverage of jungle. The beach is soft sand with the occasional large rock here and there. Upon landing the group confers and decides to split into two parties to search for fresh water. There is an argument over who is in what group, with the final rosters being the 5 PCs with Ostar and Norris, and the others in the second group led by Jerek (nominally). Jerek leads his group off to the east along the beach, following the shoreline, both groups agreeing to return to the dinghy by nightfall.

Casting their gaze about, Khalo and Jace notice what appears to be some sort of structure, perhaps a tower, built on the side of the volcano. Soromir notices a path leading into the jungle and the Party heads down it, exploring. After about 15 minutes and a mile or so in they come to two squat carved statues of blocky design, roughly 10 feet tall and 4 feet wide, and between them a Wildman bound to the statues with two ropes. Each rope circles a statue and then is knotted around his wrist suspending him slightly in the air.

Osbert cuts the Wildman free and after some attempts to communicate it is found that he can speak broken Sylvan – which Oranthal also speaks. Questioning him, they discover that his name roughly translates to Born-Under-Red-Sky and that he is a criminal.

This is Demos the Cursed Isle and no Wildman tribe lives here – for it is home to a demon. Criminals are brought and left for the demon to devour, which was to be Born-Under-Red-Sky’s fate. His crime was seeking to learn forbidden knowledge. The Forbidden Isles are made up of six islands situated around a lagoon. The Wildman Tribes live on a cluster of three to the southeast. Born-Under-Red-Sky says that one of the islands is avoided because it is home to a flying lizard, big enough to carry off a whole goat. The westernmost island is also avoided because humans lurk there, burying boxes under sand and hiding in secluded coves. These humans and the Wildmen kill each other whenever encountered.

With Born-Under-Red-Sky’s help the Party finds fresh water and drinks their fill. Khalo and Osbert fashion a crude bucket of sorts out of leaves and sticks with the intent to carry water back to the dinghy. Suddenly they hear a scream from the east. They retrace their steps, harvesting the two pieces of rope from the statues (15’ each). Oranthal examines the ground around the statues and finds a cat-like paw-print the size of a dinner plate. He speculates the “demon” could be a tiger.

Coming back to the dinghy on the beach they see that the other group has returned and turned the boat up on its side, taking cover behind it. Blaine is not with them. Jerek tersely informs them that they followed the beach to the east until it rose and became a cliff. From there they entered the jungle. Half an hour or so later Blaine was suddenly thrown through the air and devoured by something they couldn’t see. Osbert then steps out in front of the dinghy, between it and the jungle and draws his sword. Norris meanwhile whispers that he senses something darkly evil in the jungle.

Osbert, on guard, suddenly sees a paw-print forming in the sand as if a very large cat was stepping out onto the beach – but no cat is seen. The sand then rolls back, as if the unseen paw withdrew into the forest. Soromir, who saw it too, realizes that the “paw” withdrew once it was about to enter the direct sunlight of the beach. A moment later Norris says the presence he felt is gone.

After much discussion the party decides the creature is a hellcat – a beast from hell that is naturally invisible. Khalo is insistent on trying to ambush the beast by laying a trap using hidden vines in the sand. It is the party’s belief that it will not enter sunlight, but will have full run of the beach at night. While many are reluctant it is decided to try Khalo’s plan.

Heading into the jungle to find the vines need for Khalo’s trap, the party sees the reflection of metal deeper in. Exploring they find the entrance to a ruined building. It is partially collapsed, but enterable with some squeezing. Concerned about diminishing daylight, the party returns to the beach, choosing not to take Oranthal’s suggestion of hiding in the building through the night. Jerek, Ular, and Old Jarl retreat out into the surf in the dinghy while the rest of the party waits on the beach.

The party sets a watch. Unbeknownst to all Khalo falls asleep during the first watch – the plan being dependent on him staying awake all night. During Soromir’s watch Ular – having swum in from the dinghy – approaches him and attempts to redirect his attention. Soromir – suspicious – refuses to turn his gaze from Ular, who suddenly and viscously attacks him with his hatchet. As Ular does so he angrily comments that he has heard Soromir’s conversation in the jungle about “leaving Ular for bait” and killing him. Jace is awakened by the fight and wakes up the rest of the group which quickly dispatches Ular. Osbert demands to know what happened. After a brief discussion the watches resume. The rest of the night passes uneventfully.

In the morning, again after discussion, it is decided to return and explore the ruins found on the previous day. Before they head out Jerek expresses discontent that the group does not have a clear leader (himself being the obvious choice). In response Soromir confronts him verbally and lets him know that none of them will listen to Jerek in a leadership role. Without another word Jerek walks off along the beach alone. The rest of the group goes to the building.

On arriving they see that runes are carved around the entrance in what was a spell or ward of some type. Oranthal determines that since the frame around the entrance is cracked whatever spell was in place is no longer active. The party enters.

They come to a hall and a door that is pretty much destroyed by time. Beyond that door in a room they find 4 large centipedes (stat size: medium) that then rush to attack. The hall is tight quarters for a fight and limits the group’s ability to maneuver.  The centipedes do not have the same concern, and climb on the walls and ceiling to attack from above. After a drawn out fight the insects are slain, and the group prepares to continue into the ruins.

End of Session

350 XP

Pre-Planning Session

Date: 12/10/2017
Attending: Jake, Justin, Dave, Aaron, Joey, Wes
Absent: None
Start Time: 7:45 p.m.


We met, discussed the character generation process, and created characters (rough skeletons). Further character details and background will be worked on in the break. We met 12/17 for board games (without Joey, who had to work) and further discussed characters and the upcoming game. We did not meet on 12/24 or 12/31 as they were Christmas Eve and New Year’s Eve respectively.

The Setting

The following is the general setting material given to the PCs at the start of game. It has been edited slightly for general reading as opposed to character creation.

History

This is a return to the world of Andara, the ring planet from the Knights of Mist Valley campaign. About 800 years have passed since the final session of that game. The blog from Knights of Mist Valley (KOMV) is still up, so you are welcome to re-read it if you wish, but it will not be necessary to do so – the connections between that game and this one is more environmental than plot or story based. The following is some information and history that is more or less common knowledge and will answer some general questions leading from one game to the next.

Following the conclusion of the KOMV game, Andara was returned to its place in the multiverse. All existing and future native demi humans were ensouled in that moment, and all those Shard People spirits waiting in the halls of the Silent Lady passed on to whatever afterlife awaited them.

Many of the world enchantments fell, including the ones that made travel to the Shores of Eternal Night difficult. A new pantheon of gods was in place, 12 in number, and those gods encouraged exploration into the void. Several worlds were discovered, and a period of immigration began as vast numbers of various peoples journeyed to Andara from elsewhere. When those newcomers arrived they brought their religions with them, and found that their gods could answer prayers in Andara.

Roughly 500 years ago an extinction event known as the Godslayer War occurred. A leader arose among the giants, claiming to be the long missing God-King, and unified the various tribes. Some communities of men, goblins, and orcs joined the giants, and a massive invasion moved from the far side of Andara across the northern ice, and down into the continent now known as Chovus. The various countries and principalities of Chovus rallied, drew upon trade partners and allies from other places, and met the giants in an enormous battle just south of where the Cloud Cities exist today. The giants seemed determined to press into the area now known as the Lost Vales, but the Chovian Coalition met them head on before the giant forces could reach the mountains. What followed was two solid months of constant battle, day and night without rest along a 40 mile front through what is known as the Mardic Fields. Tales say even the Gods themselves took the field, some on one side and some on the other. The magics released over the course of the war changed the topography of the world, creating new continents and sinking old ones. But the focus was always on the Battle of Mardic Fields. In the end something happened – some say the God-King of the Giants was killed, others say he disappeared, still others say that a god sacrificed himself to destroy the most powerful of the invaders – but in that event, whatever it was, the giant forces were routed and fled back the way they had come.

The Chovian Coalition did not pursue, instead they went back to their homes. The battle virtually depopulated the continent, and lasted into the fall. Because of this there was no one to harvest the crops, and what followed was a period of pestilence, famine, and social collapse. For 100 years the only concern in Andara was food. The void immigration stopped altogether at the outset of the war and never resumed. It is now the year 497AC – the calendar starting from when the giant forces crossed the great escarpment during the invasion (AC = after the crossing).

As the peoples of Andara and Chovus in particular recovered, new kingdoms were formed and new lines drawn. Now the settled areas of Andara are thriving once again, although fully 2/3s of it is unclaimed wilderness and frontier.

Andara remains a dangerous and violent place, especially in the wild, but for the most part the various governments and rulers have avoided full scale war. Formal armed conflict rarely sees a force of more than 500 people, and those are the large scale battles and sieges. Recently, in the past 150 years, Voiddock has re-opened trade with the other worlds although it remains small and infrequent.

Society has returned to different areas at different rates; some are still going through what is equivalent to Europe’s Early Middle Ages, others are more similar to the Enlightenment, while still others are still stuck in nomadic tribal existence.

In the continent of Chovus, out of concern about the expansionist Guardus Empire, the Cloud Cities hosted an international summit regarding safety of the various lands. What resulted was the Chovian Accords, where signors agreed to honor a call to arms in defense of a threat from outside aggressors. The nine signors are: The Cloud Cities, Thienor, Lemia, Jethu, Ryganar, the Thanelands, Cornath, Pelon, and Eirador.

Religion

Religion in Andara is prolific and ever present. There are thousands of gods who are worshipped. Some are false but many are real. Theorists float the idea that there may only be about 50 or so actual gods; the rest just being alternate names and or aspects of the 50. Others don’t believe in divinity at all, merely believing that the “gods” are simply a more powerful race of mortals that resides on another plane. Regardless worship is everywhere. Some gods are local to a region or village, some are worshipped only by a small handful of the same family lines, and others have mighty and complex international churches devoted to them.

The standard PHB pantheon (St. Cuthbert, Pelor, etc…) is present in Andara – being brought over from the world of Nuestrasia – but none have large organizations or communities devoted to them. They remain small cults scattered throughout the lands. You might find a house of worship here and there, but most often you will find a shrine in a small village or alongside a country road.

Other religions or gods of note are…

Set – an evil god of snakes, knowledge, and death. The cult of Set is strongest in Kadus but small shrines have been seen even as far North as Jethu. Outside of Kadus most Set worshippers hide their devotion, and in some countries being caught in Set worship is illegal with penalties such as banishment or death. Set is Lawful Evil.

Bajol the Maimed – The Maimed One is a grim god of retribution, endurance, and penance. He has few churches but many shrines, mainly scattered in the North. The center of his worship is the Blue Mount Cathedral which is in the Scattered Isles. Few devote their lives to him – priests of the Maimed One are rare but not unheard of. Despite this many offer prayers to him, often in times of need or distress. The Maimed One is Lawful Neutral.

The Chovalian Church – the Chovalian Church is widespread but only loosely organized, and worships a collective of saints, martyrs, and angels rather than a single deity, however they address the Collective as a deity and it responds as one. Most large towns and cities have a Chovalian Church, and its priests are numerous and plentiful. The tenants of the Chovalian Church are community, compromise, and equality. The Chovalian Collective is Neutral Good.

The Church of Regius – An organized religion brought over from another world during the period of Void Immigration, the Regian Church has spread throughout the world and is one of the most prevalent religions. The Head of the Church is the High Revelator, and is based out of Nova Regia, the Holy City which is in the Kingdom of Fidelia in the Azil Continent. The Church is divided into three orders: the Order of the Word, the Order of the Cloth, and the Order of the Shield. Technically a monotheistic faith, the Regian Church refuses to recognize the existence of other Gods although a recent theological movement theorizes that some Andarian faiths are just localized recognitions of Regius. Even though it is monotheistic a set of three saints, Saint Corwin, Saint Anders, and Saint Ferrus, are actually followed as intercessors, and receive most devotion (from an outside surface perspective). Before the Godslayer War the Chovalian Church and the Regian Church had a number of holy wars, both religious and territorial in nature. In the aftermath of the Godslayer War there has not been another religious armed conflict, although relations between the two churches remain frosty. The tenants of the Regian Church are faith, tradition, and order. Saint Corwin is Lawful Good, Saint Anders is Neutral Good, and Saint Ferrus is Chaotic Good.

Meillos – Meillos is an elven God that was brought over during the Void Immigrations. He is a caring God who enjoys music, artistry, and contemplation. Even though he is specifically a God of Elves, unlike Corellion Larethian Meillos has accepted the worship of non-elves (even allowing non-elven clerics), and thus has a bit more distribution than his otherworldly counterpart. There is no organization to his worship, and no heiarchy making Meillotic worship a more of a faith than a religion. Meillos is Neutral Good.

The Three – The three are a set of three associated Saints that are worshiped in monasteries in Chovus and Ichan. They are Saint Evelyn, Saint Ambrose, and Saint Obadiah. No one seems to know the origin of the worship of the Three, but it seems that they are fairly recent – no monastery pre-dates the Godslayer War. Some speculate that the Three are either non-orthodox versions of the Regian Saints, or heretical Saints from the same. Both faiths deny any connection. When asked who the Three are saints of, the answer is the God of the Universal Church. As far as is known, no such organization is present on Andara leading many sages to believe it is a pan-religious concept rather than an actual church or religion. Saint Evelyn is Neutral Good and is venerated by farmers, ranchers and Hunters. Saint Ambrose is Lawful Good and is venerated by healers and scholars. Saint Obadiah is Chaotic Good and venerated by travelers and sailors.

Argoth – The Cult of Argoth is one of evil plotters and manipulators. Argoth himself is a demonic figure from across the void, who mainly seems interested in toppling social structures that see themselves as good. He espouses knowledge, enchantments, and coercion. Argothian faithful tend to be discrete, and there is a standing reward for knowledge of Argothian shrines and cabals from the Regian Church. Argoth is Lawful Evil.


The Faith of Tukkan – the Tukkan faith recognizes other gods, but seeks to subjugate all lands and societies underneath the worship of Tuk. Tuk is an ordered expansionistic god who insists on being in charge, and his faithful in turn seek to carry out that mandate. This has led to a number of wars and military actions that are ultimately – however they may appear on the surface - religious in nature. The center of the Tukkan Faith is the holy city of Tuktent in the Tukkan Caliphate. Tuk is Lawful Neutral.

Regions

The intial protion of the game will take place in the Twelve Kingdoms of the North, a collection of political entities that internally are contentious, warring amongst themselves, creating trade alliances, etc… Despite this conflict they have historically banded together against outside threats and thus remain independent of the Quella Empire and the Gardus Empire. Each of the Twelve Kingdoms have different views on religion, but collectively view the Tukkan Faith as an outside threat. The Twelve Kingdoms are: The Thanelands, Cornath, Ryganar, Thienor, Kingdom of the Scattered Isles, Pelon, Murto, Weikon, Urwan, Lemia, The Cloud Cities, and Jethu.

The Thanelands
The Thanelands is a dwarven kingdom nestled in the crook of extensive mountain ranges. Technically a clan system, each clan is largely independent, but the clan chief – called a thane – participates in a council of Thanes that meets seasonally to discuss law, trade, and diplomatic relations. Every ten years the council elects a High Thane from among their number.  The High Thane is not a ruler per say, but is more like the chairman of the council in function. More than 95% of the population is dwarven, and non-dwarves do not hold citizenship although they are protected by the common law to some degree.  Roughly 1/3 of the clans dwell underground in mountain halls. The Thanelands import lumber and food, particularly flour. Their chief export is iron, steel, silver, and gold. Thanesteel is famous for its purity and ability to hold an edge without breaking. The dwarves of the Thanelands are widely traveled merchants and thus keep good – if vague – relations with many other nations. The dwarven infantry of the clans is considered some of the best in the world.

Cornath
Cornath is a bustling trade kingdom with extensive coasts and mountain borders. The kingdom is a feudal government in reality but professes to be a confederacy. It is divided into a number of cantrevs, each with its own king owing allegiance to the High King in Saltwall. Over the years the various High Kings have consolidated power and essentially rule Cornath as a true monarch at best and a dictator at worst. Thus a cantrev king is roughly equitable to a real world medieval baron. Cornath is a cosmopolitan country where humanity makes up roughly 50% of the population, the rest being a collection of elves, halflings, gnomes, orcs, and lizardfolk. Dwarven citizens exist but are few. Cornath exports mainly cotton textiles and food crops, the chief of which are flour, potatoes, and beans. From a trade perspective Cornath feeds the north - although the truth is most countries are self-sufficient to a degree. Cornath imports metal goods, exotic spices, and raw wool. The Cornathian sword fighting is a distinct style that focuses on a two-handed grip and a heavy blade. There is no formal Cornathian army; instead each cantrev king has knights and warriors that owe him allegiance the sum of which makes up the cantrev’s warband. The High King has a war band of his own at Saltwall, which is carefully measured and regulated to be the equal of any two cantrev warbands (in theory). Their navy, while not quite at the strength of Pelon or the Scatter Isles, is notable for the versatility of their ship styles. It is said that the only difference between a Cornathian merchant ship and a warship is the mood of the captain.

Ryganar
Ryganar is a rough and rowdy land. The center of Ryganar’s economy is the cattle and horse herds that graze under the great escarpment. It is a dictatorship headed by the Premier, a position bestowed for life by the council of Horselords. The Premier and the Horselords operate as sort of a federal government, allowing the various towns and ranches to operate independently within the laws and framework established by the Horselords. The Ryganar Rangers are a group of gamewarden/detective/federal police that work directly for the Horselords, keeping the lands safe and tracking down rustlers and criminals. Ryganar imports most things on the market and exports beef, horses, and leather goods.

Thienor
Thienor is an elven kingdom located on the northern edge of the great escarpment of Chovus, and is dominated by the Thienor Forest. While other races abide within its leafy borders fully 90% of the population is elven. The culture is strictly feudal, with hereditary titles passed through generations of the same families. There has never been a non-elf in any title of rank or public office. Thienor imports metal and worked goods, and exports wine, fruit, and textiles. Thienorian trained musicians are world famous, and attending the College of the Oaken Grove is a dream of many an aspiring troubadour or sage. The King has only a small army of hereditary warriors, but the archery of the Elves of Thienor is legendary. Diplomatically the kingdom is seen as aloof and isolationistic, although they maintain favorable trade relations with Lemia, Ryganar, and the Cloud Cities. Outside of that they remain uninterested and uninvolved in international affairs. They did sign the Chovian Accords however, and have given every indication of intending to honor the Accords.

Kingdom of the Scattered Isles
The Kingdom of the Scatter Isles is made up of seven small islands and one large one between the Gulf of Tukkan and the Sunken Sea. The large island – called Mistfall – is the seat of government and is known for the massive and ancient library that lies in the shadow of the Blue Mountain which dominates the eastern half of the land mass. The Kingdom is a feudal monarchy, but powerful merchant guilds have as much authority as the nobility in most things. A hub of trade the Kingdom of the Isles imports everything and exports everything, but as far as true exports are concerned it is known for its pickled fish, jewelry, and silversmithing.  Above everything it is known for its diplomats. Given the Kingdom’s location its ambassadors are always hard at work trying to make all of its surrounding neighbors play nice or at least leave the Kingdom alone.  Its navy is not as extensive as one might assume, but what navy there they have is the best in the water. That navy wages an endless war against pirates which are of course bad for business.

Pelon
Pelon is a rocky island nation in the North Sunken sea, warmed by a current heated by undersea volcanic action. It is a constitutional monarchy known for its fencing, music, and bohemian culture. Pelon engages in extensive trade as the island has limited resources. It chief exports are wool, wine, olive oil, and china. It imports practically everything else. Rapier fencing is something of a national sport, and non-fatal duels are frequent occurrences. Both the men and women give a large consideration to fashion, and elaborate hair and beard styles coupled with ornate and overwrought clothing are a well-known stereotype. The majority of the population lives in the southern cities; once you head north the people are surprisingly pastoral. Diplomatically the Pelonians have imperial colonial designs but have not been able to gain real traction as of yet.

Murto
Murto is the most inaccessible of the Twelve Kingdoms of the North, located across the Ichan Wildlands on the eastern coast. Their culture is tribal and semi nomadic, boasting only three true cities. The rest of Murto’s settlements are really trading camps. Murto is known for their archers and their bird riders. A native giant bird, similar to an ostrich, is tamed by the Murto tribes and ridden as mounts. These birds are flightless but extremely fast runners. The Murto import weapons and metal armor, and export both leather and beef. The stringy Murton cow is the source of the Murto’s wealth such as it is, each tribe measuring their status by the size of their herd. It is also the only region where black pepper and coffee is grown making it a destination for enterprising merchants. Each tribal chief owes allegiance to the Kahn, the prime ruler of Murto. Interestingly enough the Kahn does not levy taxes, instead demanding service from each man and woman from the ages of 17 to 21. Each tribe also has 9 members whose service to the Kahn is semi-permanent.

Weikon
Weikon is a martial country to the east on the southern third of the Ichan continent, which is extremely martial and formal in culture. It is a feudal system dominated by the samurai class. Weikon has long held imperial designs on its neighbors, but the constant infighting between the various noble clans has never allowed it to unify long enough to accomplish them. It is a land of strict mores, birth castes, and powerful religions. Honor is a constant concern – personal honor, family honor, and clan honor. Its eastern most mountain range, Teeth-of-Sleeping-Dragons, is home to wild and barbarous bandit gangs and nomadic tribes. It is ostensibly ruled by an Emperor, but the truth is it is ruled by tradition and culture, which each local lord more or less supreme in his own lands. The Emperor is obeyed when he or his factors are around. The kingdom is known for its weapon craft and jewelry, but is largely self-sufficient and does not have a great interest in imports other than tea and paper from Urwan.

Urwan
Urwan is a large sprawling land that has no nobility or hereditary roles. It is ruled by the Dragon King, a near mythical person whose reign supposedly spans 500 years. Urwan is on the western coast of Ichan. The kingdom is divided into provinces ruled by a governor, and each province into territories ruled by a legate. Government positions are appointed from the Dragon King. Each Governor pretty much has free reign in his province, so long as the taxes are collected and the Dragon Kings wished met. This leads to a wide variety in how each area is ruled. Urwan enjoys robust trade and it exports tea, paper, ink, and rice. Family loyalty is down played, but territorial loyalty is fierce – many of the territories were once small kingdoms and the nationalism tied to those long-lost kingdoms lingers to this day.

Lemia
Lemia is the country that issued the proclamation, a feudal monarchy on the eastern coast of Chovus. Lemia’s ruler is known as the Condor; all their titles of nobility are derived from birds of prey. Lemia is a civilized society, neither as obsessed with fashion and appearance as the Peloni or as focused on magic as the Cloud Cities. The Lemian knights are world famous as heavy cavalry.  Lemia imports everything, and exports cured meat, beer, and armor. 

The Cloud Cities
The Cloud Cities are a collection of mountaintop city states in the center of the Chovus continent. It is known for its scholars and arcane practitioners. Many of the low level magic items, such as potions, that can be found for sale in various shops worldwide originate in the Cloud Cities. The largest and most prosperous of the Cities is Illmar, and the Illmarian University is known far and wide as a place of learning and knowledge. It is rivaled only by the Great Library of Mistfall. The majority of its peoples are human, but other races are quite common – no racial privilege is evident. Each city is completely independent, but most follow the same basic governmental set up. The cities are democracies, ruled by an elected council. Council members are elected for life, although the council can recognize a member as unfit (typically due to illness or senility) and members are allowed to retire. Outlying lands and the Valley Villages are also independent, often recognizing only the local sheriff or mayor as the highest authority. Even so the Cities provide the most direct trade opportunities so there is a symbiotic relationship present. The few times the Cities have been threatened all the communities rallied quickly into a unified defense, and in terms of international diplomacy the loud Cities typically act as and are treated as a single unit. It does not come up often both due to their remote location and their fearsome reputation as a nation of spell casters.

Jethu
Jethu is in the far north of Chovus, where summer barely warms the frozen tundra and the hill snow never melts. It is a country divided into tribes, some of which are nomadic and some which are stationary. The tribes of Jethu are all subservient to the witch council of Icevale, a matriarchal oligarchy made up of the oldest female practitioners of magic from each tribe. The Witches of Jethu never leave Icevale, but are feared and distrusted throughout the north. For all that, Jethu engages in both trade and international diplomacy where invited, working through ambassadors (of both sexes) and magical sendings. The tribes are fierce and prideful yet not uncivilized. Indeed there is a cultural program of education in place that ensures that all Jethui are trained in horsemanship, combat, survival, and at least two trades or skills. The Jethu import worked goods, lumber, and textiles. They export furs, hides, and icedraught – semi-magical liquor that always tastes chilled. Icedraught is unique to the Jethu and is highly prized, especially in the south.

Eirador
Eirador is a small isolated nation that does not engage in trade to any great extent although their tobacco is highly prized. Signing the Accords was their most significant diplomatic act; aside from that the other nations largely ignore Eirador. Eirador has a high population of gnomes and halflings. Not much else is known.

Quella Empire
The Quella Empire is a military dictatorship whose economy is depended on war and on slaves. Its aggressively authoritarian approach to “diplomacy” has earned it the enmity of most of its neighbors. It is not interested in trade, although a Quellan slaver can be found in the seedier parts of most port cities in the north. There is a standard bounty on anyone of Quellan nationality in Weikon, and most other governments view Quellans with distrust.

Gardus Empire
The Gardus Empire is a militaristic oligarchy run by a senate of upper class representatives, under the central authority of the High Tribune. At one point there was a military tribunal that shared power with the senate, but it was consolidated under a single man who took the title High Tribune as a symbolic nod. The Gardus culture is centered around the class system which has five sections: the Senatorial class, the Merchant class, the Freeman or citizen class, the Bondsman class, and the slave class. Each has its own rights and cultural obligations and expectations. The military is drawn from all five. The Gardus legions are numerous, well trained, and well equipped. If they did not experience the constant military pressure from the Quellans and the Tukkan Caliphate they might have conquered the North by this point.

Tukkan Caliphate
The Tukkan Caliphate is a theocratic empire on the Continent of Kadus. It is expansionistic but willing to trade, focusing most of its territorial aggression south and west on land. It is a nuanced culture of ritual and prestige, deeply patriarchal and mildly xenophobic.

Icelands
The Icelands is a collective name for the unclaimed Chovian frontier north of the great escarpment. Ice worms, the occasional giant, and reindeer traverse these frozen plains.  Settlements are not unheard of, but it takes a strong constitution to tolerate the harsh 9 month long winter and rowdy neighbors. Most do not travel here, except for in the south between Thienor and Lemia where trade roads are well marked.

Domelands
The Domelands are a lost land hidden under a massive magical dome. No one knows exactly what the area underneath is like, but the Dome appears to date from the Godslayer War. The records from before that time mention a Kingdom of Norhall, whose capitol shared the same name. Speculation over the generations has led many to believe that a vast treasure of some sort must be hidden in the Domelands; why else would the dome be there? In any case the dome is impervious to all attempts, magical and mundane, to breach it.

Lost Vales
The Lost Vales are in many ways just that – lost. The southern coast is unpassable marsh and rocky crags, and the other three sides are mostly hemmed in by mountains. It is known that there are still active communities in the Lost Vales with names like Mooncrest and Appleton but beyond that not much is known about the area. There are many tales, rumors, and legends surrounding the Lost Vales and not a few children’s stories use it as the setting.

Chovus Wildlands
The Chovus Wildlands is an unsettled frontier on the western side of the continent. Dragons, fierce tribes of beastmen, goblin warrens, and monstrous beasts make the hills, plains, and forests of the land their home. The occasional human community exists, mostly small hamlets of no more than a dozen families, but these are few, far between, and often gone with a sudden raid of beast or bandit. Speaking of, several bandit bands that harass the Cloud Cities, the Thanelands, or Ryganar make their home in the Chovus Wildlands prompting the occasional military campaign from those countries. The further west one goes, the more uncivilized it is. Travel through the eastern side is fairly common.

Voiddock
Voiddock is a city on the outer rim of the world, on the Shores of Night. It is roughly due west of Chovus. The city itself is modest in size and is constructed out of the remains of enormous wooden vessels called “arks” which are beached on the edge of the world. It has a population of about 4,000 that survives off of trade with other worlds and Quella. While voidships are infrequent at best, they come with enough regularity that they are treated as common enough to not raise eyebrows. Most of the goods traded are actually bound for other worlds; very few shipments actually get brought into Andara. There is a thriving society of sages who make Voiddock their home.

Never Thaw
The land of Never Thaw is the southernmost region of the Glacier Lands and lives up to its name. It is a harsh windswept region inhospitable to all but the hardiest life. No peoples call this land their home, although a few rugged individuals do have dwellings in the crevasses of the ice cracks. It is a sad subsistence level existence that no-one would choose if they thought they had other options available. The Jethu tribesmen sometimes cross the ice flows to hunt the silkseal, an extremely valuable and dangerous prey.