Categories
DnD Ludmerea Shop stuff

Exploring Ludmerea

Sessions 7 to 9, March 10, 17, 24, and April 1

After defeating the Vegepygmies, the PCs decided to continue to Fort Augustaberg, where they passed along a warning about the dragon attack on the lizard people. After some concerned discussion, the Fort basically agreed to watch the skies, but remains understaffed.

The PCs split – the bard got up a few hours early and set off in advance, looking for trouble and locking in the destination as Base Town. When the remainder of the party awoke, they rushed out on his trail, to save him from his foolish solo venture.

They met him just in time to avoid an encounter with a goblin band.

A Muhner noble and a small party of retainers crossed their path heading west. They were aiming for a long fallen city with a map to investigate the treasures; they got a “good luck” and both groups continued on.

The PCs reached Base Town and complimented the Dvaerg on their excavation; unfortunately, the aunt of the guard still at Fort Augustaberg had been discovered dead – the PCs would be the bearers of bad news.

After exchanging stories and hearing more about the disaster, the PCs helped out for a day. At the end of the day, the local guard leaders thanked them and asked them to take care of a group of hyena people that were prowling the area. The PCs agreed and set off in the morning – again trailing after the early rising bard. They trailing group decided not to skip breakfast, and set out later in pursuit.

They stumbled on a slaughter at a local farm and put the family to rest, rejoining. Then they followed the bloody trail and wreckage of the hyena group, catching them by surprise while they lazed in the late afternoon. There was a brief fight; the bard got pincered mercilessly, but their barbarians smashed down the lead cultist, and the broken hyena people fled.

On their way back to Base Town, the PCs saw a patrol of lizard people marking trees with symbols of “The Hunger”, a demonic patron of several historic warlocks, a few miles from base town. The PCs spied the markings being made and decided not to engage.

The PCs returned to report their victory over the hyena people and were praised by the Base Town excavation team.

The next morning the bard snuck off early again and got to the Lizard People perimeter guards. He disarmed and turned on his charm, winning an audience with the leaders. They led him to the leaders, who asked for tribute from the nearby Base Town. He offered to relay the message to Base Town. On his way to inform Base Town, he crossed paths with the Silver and Jenna.

Silver and Jenna decided to spend their day hunting animals for a feast for the Matriarch to fulfill the negotiated deal, while the bard returned to the town and explained what he’d arranged.

After the feast, the lizard people asked for twice daily feasts to be delivered. The fleet Jenna raced the request to Base Town, where the guard chief agreed to follow her back to cement the deal.

[Session end]

The Heroes:
Bastra, a Drow sorcerer from another plane,
replaced by Silver , a streetwise centaur barbarian from Sigil.
Jenna, a Tibaxi psychic rogue from the feywild
(Jenna swapped to a Heregon Druid/Rogue for a session, then back)
Lucas, a Mikpos wizard from cosmopolitan Cratais
(Lucas disappeared and was replaced by a Half Elf Bard, )
Oren, a Druid from the local wilderness

Categories
DnD Ludmerea Shop stuff

Exploring Ludmerea Session 6

[3/6] PCs: Bastra, Jenna, Lucas, Oren, Stone

We picked up in the immediate aftermath of the fight with the shadows. In the small cellar, they were confronted with two (obvious) doors – one large brass door with faces and symbols, magically locked. The other wood door was to a small bedroom, abandoned ages ago – with a skeleton still in the remnants of a mattress in a crumbling bed, a small table, and a bookcase.

Ironically, the first trio that headed into the bedroom was Jenna, Oren, and Stone; the bookshelf mostly interested them for the small brass chest on the shelf. After a careful look, Jenna managed to work the chest open and found a few old gold coins and a vial still containing liquid.

In the center room, Bastra & Lucas puzzled at the door and the waxed ball in the “mouth” of the door. They worked the bronze ball free and examined the four slots, debating whether they should try placing the ball at random. They were interrupted, however, by Oren calling out from the bedroom that they had found books, catching Lucas’s attention.

Many of the books showed signs of damage and neglect – mold along the edges, a few fully crumbling. Of the best remaining, one was quickly identified as the spellbook of a Goblin Enchantress, the second was a popular (but centuries old) treatise on business and partnerships, while the third was a journal.

Lucas decided to take the spellbook up to daylight for easier reading. Calling for guidance, Oren thumbed through the journal and stopped “randomly” on a page with cryptic words… that the PCs quickly put together as corresponding to the brass door puzzle.

Lucas was called, but stayed up in the sun, reading. As he read the enchantress’s spells, he wished for a victim to try them out on… but the remote wilderness and lack of traffic (along the road to the buried town) denied him the opportunity.

Beyond the brass door was a larger chamber with a green summoning circle in the center of the room, a few shreds of old robes hanging from hooks, and against the wall items in niches. Detect magic quickly identified the symbol on the floor as conjuration, linked to the door by an abjuration. Near the symbol was a corpse, apparently unmarred (though also quite old).

A few scrolls, some coins, and a cold enchanted javelin were fetched out of the niches. Then everyone exited and “don’t enter” signs were posted on the door, in hopes of preventing accidental summoning of whatever the symbol conjured.

Opposite the brass door, the PCs noticed that many mud tracks approached a blank wall. They investigated and found a tunnel heading left and right. Left turned 90 degrees after 40′, and trended up towards faint daylight. Right meandered into the distance; Bastra felt far more comfortable suggesting they follow the slight descent into earth. About 300′ later, the tunnel ended in a cavern that was flooded a few inches deep with water, and dripping water sound from the far wall. The pool was empty other than tiny finger length fish; after a pause, they decided to backtrack and try the route to the surface.

They emerged from the hollow of a tree, bursting loudly out. The sound drew small bush-like creatures to repel the invaders; after a brief battle, the vegepygmies were defeated.

[Session end]

The Heroes:
Bastra, a Drow sorcerer from another plane
Jenna, a Tibaxi psychic rogue from the feywild
Lucas, a Mikpos wizard from cosmopolitan Cratais
Oren, a Druid from the local wilderness
Stone, a Dragonborn paladin

Categories
DnD Ludmerea Shop stuff

Exploring Ludmerea Session 5

[2/28] PCs: Bastra, Jenna, Lucas, Oren, Stone

The PCs began at the ruins of an old complex of three buildings, a few hours after sunset. An investigation and analysis identified the buildings as a likely inn, stable, and perhaps a small chapel. Oren began a ritual detect magic, while the others scattered to investigate the site.

Around 10 minutes later, Oren neared completion of the ritual, while Lucas and Stone were investigating the foundations of the small chapel building. Careful investigation revealed a hidden trapdoor and counterweight, leading to some kind of concealed basement below.

There was some testing and analysis from the rim; Jenna and Stone dropped into the pit, with the idea that Jenna would jam the mechanism open from the counterweight below. Before they could place the brace, they were swiftly attacked by hungry unliving shadows that flowed into the room! Stone’s armor and training evaded most of the deadly cold shadow touches, but Jenna was less successful in dodging the deadly claws.

Stone scooped up Jenna and leapt up through the trapdoor, clearing enough to catch the rim, with Jenna rolling to safety nearby. The counterweight began closing the trapdoor, though screeching and slowed by rust.

A pair of shadows slipped into the abruptly lit night above (thanks to dancing lights by Lucas), and a swiftly lit torch added both light and its own flickering shadows. After a brief fight, the shadows were slain. The heroes decided to lick their wounds and sleep, setting watches and building a bright fire.

At the end of the second watch, Bastra and Stone heard a disturbance in the bushes, waking Jenna (who was next with the dawn watch). Bastra’s keen eyes picked out the bodies of plant-like people; Jenna threw a lit branch into the nearby non-animate winter-dry scrub. It lit, and the two short bush creatures retreated from the sudden flame toward the road, then circled east into the forest. Jenna’s watch proved quiet, during which she crafted a quick ladder from a pair of ropes and sticks.

Everyone rose near dawn to contemplate the hidden chamber under the trapdoor. Dancing lights were sent ahead and weapons were unsheathed as they descended again. The shadows pounced, apparently unable to resist the warm lifeblood that intruded; the Shadows were swiftly destroyed, though they landed a few strength sapping hits before the hero attacks and magics shredded the remaining shadows. The next chamber, through the rotten door was revealed, but we ended before the scouting continued.

[Session End]

The Heroes:

Bastra, a drow sorcerer from another plane

Jenna, a tibaxi psychic rogue from the feywild

Lucas, a Mikpos wizard from Cosmopolitan Cratais

Oren, a druid from the local wilderness

Stone, a dragonborn paladin

Categories
DnD Ludmerea Shop stuff

Session 4

[2/21] PCs: Bastra, Lucas, Oren

This session, Oren, a gnome druid, wanders out of the wilderness, visiting Fort Augustaberg.

Relaxing after the eventful journey, Bastra and Lucas ate, drank and discussed local events at Fort Augustaberg, soon joined by Oren. Details were shared about the fatal storm, the shattering of Cathedral Nijmegan’s grand overlook, and its fatal tumble down the mountain, great boulders cracking off and triggering avalanches, all of which crushed and buried Base Town at the foot of the mountain.

Associate Bishop Sture and Captain Marjan spent hours discussing logistics in the dining hall, occasionally getting reports and calculations from the quartermaster and other experts left in the fort.

The PCs asked about local threats, and the Captain discussed the three main threats that the fort was established to shielded base town and its associated farms. The first was the already familiar goblin raiders, but the other frequent threats included a large Lizardperson tribe of perhaps four dozen, living in a stilted village above the swamps near the lake, perhaps 10 to 20 miles northwest, and Hyena People raiders [Gnolls] that roam the plains to the southwest.

Other discussion and listening to the dining soldiers confirmed that the fort was on short watches and limited patrols, since half of the fort was involved in the excavation of Base Town. Lucas, visions of guilder glittering in his eyes, investigated a few potential lines of investment – introducing consistent resupply (or playing the market) for the fort, a PC expedition to wipe out the Lizard People encampment along the lakefront to the northwest for a reward, or investigating Base Town and making a good profit from salvage in the wake of tragedy.

The PCs had the Captain dip into the good stash of spirits to celebrate the relief mission, secretly in hopes of getting the Bishop to share more. Oren was able to resist the liquor’s effects, but Bastra, Lucas, and the Bishop- perhaps due to exhaustion from the day’s long march- weren’t able to steer the conversation into fresh territory. The balance of concerns seemed to be well established – with Base Town smashed, the fort might be too expensive to maintain as it stood before the tragedy.

(As an aside, it became clear that Lucas is not a devotee of Light; he worries that they are a large, dangerous cult. As Fort Augustaberg is maintained by Cathedral Nijmegan (of the Light), future detailed discussions with Bishop Sten might be best avoided.)

With so many soldiers absent at the Base Town rescue excavations, the PCs were pointed at vacant bunks and encouraged to sleep.

The next morning the PCs discussed their options, and decided to investigate the Base Town disaster. A graveled road ran to the east, serving the frequent supply wagons from Base Town. Despite a late start, the PCs made good time on the nicely maintained road. In mid-afternoon, perhaps a half-dozen miles west of Base Town, the PCs spotted a very large group of Lizard People along the lake front to the north also heading east. It looked like a whole village – elders and children, screened by a scouting force to the south that engaged the PCs.

With powerful spells, a dire wolf shaped Oren, and far superior equipment, three of the five Lizardmen fell in just seconds of combat. To the great surprise of Bastra, Lucas spared the last pair and initiated discussion. The Lizard People told their tale of disaster in poor and broken common – the previous day, their settlement was struck from the sky by a great acid spewing dragon, Varothrek — a terrible betrayal. Many of the stilted huts slumped into the water, chewed by acid or smashed by the Dragon’s powerful tail. Ejected by their former ally, they fled east along the lake front, seeking to resettle.

With that clarification, the PCs allowed the remaining Lizard People to flee. After brief consultation, the PCs decided that they had to return to Fort Augustaberg to warn them about the new threat. They headed back along the road, and kept marching in the twilight. As true darkness fell, Bastra’s keen night vision caught sight of orderly foundations, perhaps of the ruins of an inn to the south of the trail. Intrigued, the PCs left the trail to investigate the ruin…

[Session end]

Categories
DnD Ludmerea Shop stuff

Sessions 2 and 3

[2/7 and 2/14]

Session 2 added a pair of characters for the evening; a wizard Alastair and a half-orc fighter, Thakk. We were also minus Jenna.

The day began with the 5 PCs transitioning from watch to making breakfast and getting the caravan ready for the day. As agreed, Dory’s group would path find today… and it didn’t go so well.

The PCs guarded the caravan and subtly investigated the bishop’s unspoken concerns, identifying the mule laden with pay and other cues, amongst their duties to keep an eye out for ambush. Just before noon, a dozen goblins ambushed Dory’s scouts a few hundred feet ahead of the caravan. Abilo was killed in the first volley, but the PCs immediately raced to the rescue, quickly turning the tide. Several goblins were ensorcelled into sleep, and the others slain during their retreat.

The PCs threatened and asked the goblins why they ambushed them; the goblins claimed the territory was theirs. In the end the goblins agreed that the caravan was too deadly and they wouldn’t mess with it again, and they’d pass the warning on to their people. The PCs sent them home.

In the afternoon, Thorum joined Dory’s group in searching out trails, but had difficulty navigating. While he was out front, the remaining PCs guarded the backtrail. In late afternoon, a couple of PCs heard a humanoid slip behind them; they hid just behind a ridge of a hill and kept an eye out for pursuit. Which came in the form of bandits!

The bandits were strung out very widely; a few were killed and the rest fled.

[Session 2 end / begin Session 3] PCs: back to 4 – Jenna, Bastra, Lucas, Thorum

After the skirmish, Jenna and Thorum went ahead and sought a defensible dry campsite, as it had begun raining. They found a great location along an undercut hillside, which provided cover from the rain.

After dinner, they settled in for the night. The PCs split watches, with Thorum settling deep into meditation. A large group of bandits struck in the night, though the keen vision of Bastra had the PCs in motion while the bandits were still strung out and crossing the stream.

The battle was hard fought; the bandits successfully killed one of the donkeys and wounded a few others. Over the course of the fight Dory was badly clobbered, and Thorum took some blows that had him wobbling, but the caravan managed not to lose any people and only the one donkey.

Bastra incapacitated one of the bandits with a hyponotic effect. Under interrogation, thought detecting and threats led the caravan to understand that the whole bandit fighting gang had fallen; a few dependents had been left a few hours west to convalesce from sicknesses.

In the twilight of false dawn, Bishop Sten got everyone up and told them that if they pushed, they should reach the fort by nightfall. The PCs led the way, making their way down to the River Grevelingen, and making good time through the afternoon. In later afternoon they spotted Fort Augustaberg ahead, and verified that it was still in friendly hands. Then they doubled back and led the caravan to the gates, where the Bishop was recognized and the caravan welcomed inside.

Captain Marjan thanked them, and the supplies were promptly taken for inventory. The Bishop paid each of the escorts the agreed on 10 guilders per day, plus a 10 guilder bonus for successfully escorting them with so little loss against such danger. (So each PC was paid 40 guider.)

Several items were rapidly revealed. The nature of the devastating disaster that befell Base Town (and will make supplying the fort much more complicated going forward) — the shearing of Nalatan Hall (of Mount Nijmegan), the hall plummeting a mile down the mountain and crushing Base Town, then burying it under triggered avalanches. Half of the fort’s population is on site (at Base Town) digging for survivors.

[End Session 3]

Categories
DnD Ludmerea Shop stuff

Session 1 [01/31]

Session 1 [01/31] PCs: Jenna, Bastra, Lucas, Thorum

  • Jenna sells handcrafted wreaths and necklaces, and has become friends with the widow Dona Amerlias.

  • Bastra paints and works on developing a patron; the town is neutral toward him.

  • Lucas arrives to teach wizardry, but finds the village is small and education level is not what he’s used to. No students are ready to pay him to study yet.

  • Thorum has been working as a wilderness escort and developing a reputation as a hard worker. Many of his clients were once Nerik’s – while Nerik is currently under deep suspicion after his charges died in a goblin ambush.

03.12: Sten Sture, associate bishop of Cathedral Nemijen arrives in the early afternoon, with two dozen donkeys and two animal handlers, Rooiakker and Mieke.

Sten discusses disaster with quartermaster, posts up notifications for assistance at a rate of 10 guider per day as escorts for the caravan in the wildlands. Rooiakker and Mieke handle sign ups for PCs + Dory’s group of Muhner (Dory, Luiz, Abilo, and Juliana). Meanwhile, Sten buys up every supply in town, paying above market, and has them loaded on his donkey train.

03.13 Caravan sets off for Fort Augustaberg. Escorts divided in two; PCs scout ahead for the best path guided by Jenna’s map of the region. Dory’s group is close guard for the caravan; tomorrow they’ll switch.
After a full day, filled with fording icy streams and tamping down the last snow clinging from the 03.07 storm, Thorum and Jenna lead the laden caravan to an excellent campsite about 15 miles west and 18 north of Redewall.

Dory’s group takes first watch; near watch turnover lean wolves rush the campsite making for the hobbled donkeys. Basta and Thorum shake off their meditation and rouse the PCs; several arrows, psychic morningstar, and flame bolts scorch the wolves; one dies to a dagger thrust at the base of the tree guarded by Lucas, with Jenna poised above.

(Session end.)

Categories
DnD Game Group Roleplaying

Empire of Iron – Backdrop

Ancient History was created collaboratively, by the whole group via a Dawn of World game. (Alas, notes never typed up and lost to history.)

Recent History

Almost 150 years have passed since the end of the Second Age.

The dwarves of the Axe Reft Mountains emerged from their deep excavations with riches and madness.  They soon pushed east, pitting their iron forged axes against the peaceful gnomish settlements to their east.  Their advanced armors and sophisticated weaponry (for many years they were the only race to manufacture crossbows) forced the gnomes down the slopes of the mountain.  Soon the gnomish settlements hid around the foothills clustered behind the Flame Peaks and thick forests clustered around the southern bay. Rumor has it that the draconians (1, 2) suffered devastation in their homeland.  Magical experiments in the dead zone (or magic used in their war against their neighbors, the Giants) took on a life of its own.  Legend says the zone ripped, or that the planar rift the Tower of Clouds was built upon gave way.  All that is known is that many strange and twisted beasts are rumored to crawl forth from the foundations of the Cloud Tower… and the tower’s foundations run deep below the mountains. Legend says that it was in these days that nearby Draconians warped from the form most of us are familiar with (the Baaz) into new and strange forms. While the Draconians of Point Draco in the west (and, it is rumored, the Draconian Fort in the east) remained steadfast, the draconians of the dead zone were pushed from their mountain peaks. They scattered, largely to the south, into the great deserts of the midlands. Many, however, unified under a commander Skúli, who led them to the west. It is unknown how much was planned in advance; today too much of history and rumor are mixed. What is known is that 68 years ago, Commander Skúli led his draconians from the east, while the dwarven forces marched from the south. Petty dukes were turned against each other (they now claim by dark magic, rather than avarice) and client states knelt to the dwarven lords. Seven years of bloody battles were fought across the great farmlands and among the villages and keeps of the humans.  Draconian martial might and dark dwarven magics broke the resisting human towers and summoned the fallen to slay the few besieged defenders. For the last forty years, the great farmlands of northern have strained under the dwarven overlords and their draconian enforcers.

Quick Timeline: (years ago)

-130? Axe Reft Mountain dwarves begin calling upon evil for wealth and power

-110 Axe Reft Dwarves march on their south eastern neighbors, the gnomes, scattering them.  They use the dead to augment their forces.

-68 Dwarves and Draconians begin conquest of human lands to the north

-61 Dwarven victory essentially complete; they colonize the peaks to the north of the valley

-50s Dwarves build tribute roads across the human lands (and to their north colony), draconians enforce the occupation

– 44 Dwarves and Draconians march on the Silver Elves; their fierce assault and dark magics pierce the wall.

– 44 Human and Silver Elf bandits and gureillas of the rocky highlands hit dwarven supply trains, blunting the offensive

– 43 Bloody battles between the incredibly magically skilled Silver Elves against the the invaders utilize the most powerful known magic to date.  At terrible cost, the dwarves and draconians are pushed back

– 42 to 38 Battles fought to stalemate, dwarves unable to breach the wall again

-38 to -25 The forces thrown against the enemies of the dwarves shift, with more and more of the forces being composed of Clay Dwarves

Cultures and Countries

Gnomes, including the City of Felixis (the settlement where the game started)

Silverene [Elemental Elves]

Treelore and Vartains [Wood Elves of the forest and splinter group along the river]

Bosco [Humans of the Bosco plain]

Lost Ones [Humans from Sands of the Lost]

Kingdom of Arches [Cliff dwelling humans]

Axe Reft Dwarves

Draconians [Mercenary/Draconia] (1, 2)

Draconians [Fort Draconia and Port Draco]

Northern Dwarves

Languages of the West

Trade/Common– Enough language to barter with gestures or ask for milk, not enough to carry out complex discussions.  Works with essentially everyone, save wild beasts.

Gnomish– The traditional language of the gnomish people.

Silverene — The language of the Silver Elves of the western peninsula; rarely spoken beyond the borders of their homeland.

Elvish– The language of Treelore and Vartain. Rare to hear in the west.

Bosco– The language of the humans of the Bosco plains. Draconian bits of language keep getting mixed in.  Bosco has several regional variations for each of the city-states and petty principalities.

Archan– The language of the humans of the east, both the Sands of the Lost and the Kingdom of Arches.

Axian– The common language of the Dwarven Axe Haft empire, traditional language of the Stone Dwarves

Low Axian– The limited language/gruntspeak of the clay dwarves. Strong regional differences.

Deep Axian– The secret language of the dwarf king’s court; related to Infernal

Draconic– Language of the Draconians; rumored to be related to the language of Cloud Tower.

Giantish– Language of Giants and their subjects, poorly spoken by many trolls and ogres.

Common Names

Dwarves of the Dwarfcrown Mountains: Viking/Norse inspired (Males, Females)

Dwarves of the Icy North: (either Scottish or Norwegian, undetermined)

Humans (north of the Dwarf Crown Mountains, Milanose): Italian

Humans (Kingdom of Arches, east of the Red Desert): Byzantine

Humans (southwest of the Red Desert): Greek

Draconians (when they’ll talk to you): Draconic names

Gnomes: Arthurian (Welshlike)

Elves, Silver (Silverene, Elemental/Moon): Catalan

Elves, Bronze (Treelore, Wood/traditional): Celtic

Other Name Generators

Rumors Of Iron

Recent Rumors:

The Silver Elves have launched a successful assault from their enchanted walls.  Their combat magic proves deadly.

The silver elf assault wouldn’t have been half as successful if their agents hadn’t coordinated a “mindful fist” uprising at the same time.

The dwarven army fell apart when they were confronted with power mages.

There weren’t enough stone dwarves to stiffen the mostly clay dwarf army against the terrifying magical assault.

Axe Reft Dwarf Rumors:

Dwarven women can only produce a few Dwarves of Stone over their lifetime. After the stone in their blood is used up, their remaining children will be Clay Dwarves

Dwarven women are frequently found fightering alongside their men, because any woman who stays at home has to bear more dwarves for the army.

The dwarven hordes are so vast that the breadbasket of Boscoan Plains are exhausted supplying the dwarves, leaving little for the farmers.

Fiendish blood (and even half fiends) are common in the dwarf armies

The dwarves of the king’s clan have embraced the darkness and drawn upon madness

The dwarves have many warlocks in their ranks; their dark spears have been seen on many battlefields

Many clans serve out of fear and wish to choose a new king

Dwarves use demon allies in battle; some still roam the northlands

In the depths of the King’s complex is a portal to a plane of riches, the source of his people’s unending wealth

The Dwarves are preparing to mount an expedition to the Lost City, Sands of the Lost, to steal a mythical shield and adapt it to defend them against the Dead Zone (around the old Cloud Tower). — Jennifer

Clay Dwarves are treated like trash and kept apart from Stone Dwarves

Clay Dwarves are cowardly and will break and run if they aren’t led by Stone Dwarves

There are more Clay Dwarves than Stone Dwarves, and they continue to breed at an outrageous pace.

Stone Dwarves have difficulty telling the difference between Gnomes and Clay Dwarves, though Clay Dwarves are much harder to fool.

Other Rumors:

The Silver Elves invented “mindful fist” fighting (the monk class) as a complement (or side effect) of their magical studies

Silver Elves wander the conquered human lands, teaching humans “mindful fist” in secret to avoid the weaponry laws

Bronze Elves are rumored to have a tradition of Sword and Spell fighting (duskblades)

Ymsaril the 8th, leader of the true weres, lies on her deathbed. Her people seek out priests and mages to preserve her life.

The Merpeople are grumbling against the Goblin Pirates because they’re soiling the sea; suspiciously, the pirates have lost a few ships in the reefs recently. — Jennifer

Idea Prompts:

Kev, any rumors about the Draconians? Are they all cute and cuddly, or just the ones working for the dwarves? How about Draconia, the city they founded near the Mage Tower? What about the culture of the conquered humans from Lazor’s homeland?

Josh, anything the gnomes are particularly known for? They’ve been fighting the dwarves the longest… and their old kingdom is now a part of dwarven lands. Do any gnomes still remember the secret ways? Are the gnomes comitted to reconquering their homeland, or would they be content in their new land if the dwarves would stop fighting them? Are there factions or leaders among the gnomes?

Ben, anything about the culture of Silverene? Or Golden Citadel and the Mage Tower in its center? Perhaps about the mages– do they rule the society or participate in any way? Or are they reclusive and not a part of the main culture? Do they allow any other races inside their kingdom behind the wall? Any ambassadors to the world?

Character Creation Resources

D&D links page: For generators, links to resource sites, etc.

Setup: The basic rules for the game (house rules and modifications)

Skill Packages: The skill packages rules for our campaign, inspired by Iron Heroes

Acrobatics: Balance and tumble
Animals: Handle Animal and Ride
Athletics: formerly Climb, Jump, and Swim
Craft: All secondary crafts can be attempted at -5
Deceit: Bluff and Sense Motive
Devices: Search (traps), Disable Device, and Open Locks
Diplomacy: Includes intimidate and gather information
Disguise: includes forgery
Heal
Knowledge (Arcana): includes decipher script, dangerous knowledge to have
Knowledge (Court): knowing who is in favor, who is related, proper titles, etc.
Knowledge (Religion): knowledge of the church’s past, the actual power holders, etc.
Magic: Concentration, Spellcraft, and Use Magic Device
Notice: Spot, Listen, and Search (areas)
Profession: Includes the related craft skill
Sleight of Hand: includes Escape Artist and Rope Use
Sneak: Hide and Move Silently
Strategy: includes Tactics; used in confrontations to fight as a larger force
Survival: includes Rope Use
Alt Class Resources: A compilation of alternate class features and other customization available to PCs

People Of Iron

NPCs of Note

Town of Felixis:

Mayor Selwin (gnome)

Captain Salito (human, Captain of the city watch)

Wizard Kadel (gnome), appears level 3 or so; can scribe scolls of Invisibility, Protection from Arrows, and Knock

Smith Linnet (gnome); fine crafter of exquisite weapons and armor; recent supplier of the PCs per Mayor Selwin’s decree

Enemies

Commander Odvast is supposed to be the Fox Clan troop leader for this attack.

Great Leaders of History

Olnan gave the gift of shapeshifting to the beasts.

Ymsaril of the Weres led her people east hundreds of years ago

Eryuaad led the Draconians in their first great voyage, the founding of Port Draco.

Galro led the lizard people to trade with Vartain

Compass led the Archen to found the Sands of the Lost

Ymsaril the 8th created the Order of Infinite Plains, who closed the great eastern plains off to all non-weres.

Deities of Iron

Compass is the god of exploration, favored by the Humans of the East [Arches]– particularly those of the lost city [Sands of the Lost].

Latherion God of Swift Healing Liberation. Domains Celerity, Healing, Liberation, Courage

Favored Weapon : A +4 True Bane, Flaming, Spiked Chain.

One of the youngest gods, Latherion was a Half celestial human when the first invasion by the dwarves began, he had made a home and family in one of the first villages that was destroyed by the invading army. He returned home from his journey just two days after the massacre.  Upon finding his friends and family destroyed or enslaved, he swore to liberate all that he could. Over the next six months he was reported appearing in many places just after they had been captured or even during the battles to capture them, each time swaying the battle and wrecking havoc among the dwarves and draconians. His mere presence would bring renewed strength to the defenders and reinvigorate them, allowing them to keep fighting, swinging the tide of battle in their favor. Latherion himself was a terror to the invading forces, moving so quickly across the battle field that he was mostly a blur, and when he went into a mass of troops they quickly dispersed, both from fear and from his whirlwind of swinging chains bashing them and sending them flying.

Six months after the war started Latherion disappeared.  Rumors abound of his ambush by a pack of demons and their warlock minions, but shortly thereafter his worship began (in secret) among humans enslaved by the dwarves, and his worshipers received blessings.

Frangles God of City, Commerce, Community

Favored Weapon: +3 Mancatcher of Paralyzing

“A dead enemy is one less customer” Always one to play the merchant, Frangles is brings capitalism to a whole new level, assuming different identities to sell the same products to both sides in a conflict is normal for his followers. There is nothing they won’t sell to the right buyer for the right price.

Gaea Goddess of Life, Nature, Animal, Passion

Favored Weapon: +3 Quarterstaff of Clouting

An Elven Goddess.  Her worshipers protect the forests and other homelands of natural animals from destruction and abuse.

Bier’s God of War and Retribution (more including the real name to come)

Categories
DnD Game Group Roleplaying

Empire Of Iron

Here’s the main page for the new campaign. From here, we’ll link off to characters, record world setting stuff, and all the rest.

History, Cultures, Rumors, Random, Character Rules, People, Deities.

The heroes

Lazon, an escaped human slave. He has taken up war, wielding the spiked chain as his instrument of vengeance.

Human Fighter 2, Swordsage 4. Lazon is an escaped human slave who suffered terribly at the hands of his Draconian master.  He has taken up the war, wielding the spiked chain as his instrument of vengence.

Oxido is one of the reclusive Silverene Elves, a wizard without a spellbook. Silver Elf Wizard, Level 6

Oxido is a member of the reclusive Silverene Elf race. He joined a secret society and trained in the Golden Citadel, learning the art of being a wizard without a spellbook.

Shifting Sands (Sandy) is a wanderer from the east, bringing her knowledge of nature and dwarven weaknesses to bear in the new war. Human Mystic Ranger 6

Shifting Sands is a wanderer from the east, bringing knowledge of nature and study dwarven weaknesses to bear against her foes.  Her homeland is lost to myth; even Sandy doesn’t remember all of the barriers and wilderness she traversed on her journey west.

William is a mighty cleric who shares his faith and healing with the companions. Fighter 1, Rogue 1, Cleric 4

William was a mighty human priest at the gnomish court. When the heroes came to town at the request of the king, William offered to aid them against the Ogre raiders. So far, he’s led them to many victories… and has found valuable companions.

Talisin is an elven rogue who hung out in Felixis for the last few years. He has taken up arms in defense of his adoptive city. Wood Elf Rouge 4 / Warblade 2

Talisin is an elven rogue who journeyed from his homeland to the east a few years ago. His first stop was with the Vartains along the river. After staying with his cousins for a little over a year and a half he realized that the cultural gap between them was much stronger than he was lead to believe by his forest dwelling brothers. Although he felt some racial kinship with the Vars their existance was too tame and compromising for him. Unable to return to the forest, he has since set up residence in Felixis, and seems to enjoy socializing with everyone. When the crisis struck, he took up arms in defense of his adoptive city.

Denia Fasilro is a gnome Beguiler, long a native of Felixis. Denia took up arms in defense of her city, but is now retired to her people’s court. Denia has taken up arms in defense of her city, joining with the elves and humans to investigate the fall of Gleyn.

Gawain, a human Cleric and member of a secret resistance society, who journeyed north with the PCs on their first raid.

What has passed

Session One:

In the kickoff session, an exhausted gnome warrior reached Felixis and warned them that an army had sacked the encampment town of Gleyn to the north. The PCs picked up weapons and started to the north, scouting to ensure that the dwarves weren’t also marching on Felixis.

The encountered a skirmish party of clay dwarves and slaughtered them while they concentrated on shackling Sandy. They released the homing pigeon to warn the town of their encounter. They also seized the skirmish group’s whistle and blew it, drawing in a second heavier group, led by a stone dwarf. The battle was brief and decisive; while a few of the PCs picked up wounds, the fallen were all dwarves.

They asked a captured enemy mage (or warlock) about the attack. While he tried to lie, persistence paid off and his earlier estimate of 10 legions was revealed to be an exaggeration. With the sun setting, they moved away from the battle site and setup a cold camp nearby.

After a quiet night, they set off towards Gleyn in the morning. After an hour they encountered a detachment of about 25 dwarves and 10 gnomes in shackles felling lumber and building a wall. They circled around the work camp and continued to the north. Soon they were nearing Gleyn, when they were ambushed by a small squad of clay dwarves. When the full size of the group was revealed, the dwarves fell back and called for reinforcements.

A pack of dogs closed from the east; the two riders were shot and fell off their mounts, while the pack closed and started tearing at the companions. Though they picked up a few dog bites, but they remained fully functional. Unfortunately, by the time they finished with the dogs, the dwarves were marching down from the north. Since there were 20 dwarves, they decided discretion was the better part of valor.

Attack Plan

he die roll came up a 2, meaning disaster for the Crierwy group.  Next session will start off with some of the consequences…

Below is what was written when the attack plan was written out:

Here’s how the attack is going to play out next session.

Before next session, on this page, you’ll iron out the “if everything goes right” plan for each of the three forces. We’ll play through with the PCs like normal until the day before the battle, when we’ll roll a d10. The d10 roll will correspond to how well the plan goes; 1 means the plans only go about 10% right, while 10 means things work out almost exactly (100%) per the plan. Intermediate numbers reflect intermediate amounts of chaos and plan disruption due to unforseeable events.

Odd numbers mean problems are with group 1 (the by sea group), while even numbers mean problems with the attack from Crierwy (group 2).

Below I’m sketching out the timelines for the three attack groups as I understand them. Modify the plans for everyone as much or as little as you like to reflect your discussion with the mayor and captain. Whatever version of the plan is on the wiki Friday will be what you agreed to during the breakfast meeting, and is what everyone is expecting the plan to be.

Group 1: By Sea

Day 1: After breakfast the group of about 50 troops (mostly gnomes saved from slavery and equipped with dwarven arms and armor) board the ships and sail north

By evening, the troops disembark on the beach and setup camp

Day 2: The troops march east along the previously cut road. About 5 miles from Gleyn, they will circle north and bed down for the night, preparing for the next morning. (This should be an easy march for them.)

Day 3: Rise before dawn, march the last few miles in from the north west and strike around dawn.

Battle Goal: Harass and distract. If the enemy are still in their tents, Group 1 will try and get whoever they can while they’re sleep, but if the dwarves are alert, they’ll just harass them with light crossbow fire and skirmisher duels.

Group 2: From Crierwy

Day 1: The troops marching on the road should reach Crierwy by nightfall. A small party of mounted troops from Felixis, including a messenger and the town warpriest, will try to reach Crierwy with the attack orders agreed on at breakfast in Felixis.

Day 2: All of the troops from Crierwy (the 25+ Crierwy homeguard, the 50 troops sent from Felixis on the day of the attack on Gleyn, and the 50 or so troops who will arrive at the end of day 1, total about 125) will rise late and march west along the Gleyn/Crierwy path. About an hour east of Gleyn near the road, they’ll set up camp and prepare for battle in the morning.

Day 3: They’ll rise early (before dawn) and march on Gleyn shortly after sunrise.

Battle Goal: Harass and distract. If the enemy are still in their tents, Group 2 will try and get whoever they can while they’re sleep, but if the dwarves are alert, they’ll just harass them with ranged weapon fire and skirmisher duels.

Group 3: The PCs and Felixis’s Rangers (about 10)

Day 1: Finish strategizing over breakfast. Finalize equiping themselves, load up the horses and ride north to near the 2 walled fort where the rangers stayed when you returned to Felixis.

Day 2: The rangers gather up and join with the PCs, get briefed on the plan for tomorrow. Advance at an easy walk to about an hour south of town, settle in for the night.

Day 3: Rise early and sneak in to Gleyn while the troops are away fighting groups 1 and 2.

Battle Goal: Kill the leaders, free any prisoners in town.

Contingencies to consider (brought up by the Captain, if you don’t bring them up first):

What if the dwarves don’t bite– they just let their skirmishers fight our gnome/allies skirmishers and don’t try to reinforce them with troops from town?

What if the dwarves have already marched before day 3?

If a group can’t do what they are supposed to because they’re out of position, the boats sink halfway, whatever, is there a way to let others know?

(Kevin) My thought is that group one should be a distraction, harrassing force, start with a 10 man(gnome) group going in, getting spotted (on purpose) and then running, drawing forces out into the rest of the mass to be ambushed and cut down….once that stops working they should just focus on pining down what forces they can with crossbow fire. I’d recomend that they all carry as many crossbow bolts as they can. Force 2 should have the strength to assault fairly straight forwardly, especially once group one has drawn some troops off.

Categories
DnD Game Group Roleplaying

Cormyr Game

Session Zero

  • We discussed the missions and objectives on offer
    • Politics: We’re done for the moment– Cormyr will have to suffer without our grand advice.
    • Back to the Black Cube dungeon– We’re not ready to enter Chaos…
    • Run and hide– not discussed, but should have been 😉
    • Continue delving for the secrets of Portals from the Portal War
  • We’re heading back to the dungeons below Pelor’s Abbey, returning to where we’d fled from last time– to find the documents on Portals and planes.
  • Much gearing up; a scroll of limited wish is our big “miscellaneous conditions” fix. Should be interesting…

Session One

  • We teleported back to the last room Kerith(Thats Erisorn!) clearly remembered… the room above the stair’s final descent to the great cavern where the battle went so poorly last time.
    • After much planning and buffing, an alarm spell (we think) alerted them two steps out of the room we’d teleported into. Our plan was slightly out of whack– we pushed forward.
    • Draifen and Kerith(Erisorn) unleashed flame on them before they could scatter, taking out a few and weakening others. Of course a few (with Red Dragon blood and rings of fire immunity) were unscathed.
  • Ludwig and Kogor closed, trying to disrupt their spell casters. That didn’t work very well…
  • Timestop!
    • After that moment, we started to mop up. As things turned our way, a Forcecage shackled Kerith(Erisorn) and Ludwig.
    • Thinking quickly, Kerith(Erisorn) got up an Antimagic screen, which disrupted the Force cage. Ludwig stepped out and finished off the Mage’s ally.
    • Meanwhile, Kogor pursued an archer firing from the rocky high ground.
    • Draifen did her best to interrupt the Mage with a Magic Missile… unfortunately, his skill showed through and he got his feeblemind off. Fortunately, Kerith’s(Erisorn’s) faith protected him…
    • While Kogor finished the archer, Draifen and Ludwig worked on the archmage.
    • Before we could rest, a strange and ghostly woman approached us, giving Kogor and Kerith(Erisorn) the stink eye.
    • When Kerith(Erisorn) approached, screen still up, the woman disappeared.
    • Kerith(Erisorn) dropped the screen, but she didn’t reappear.
  • Looted the bodies.
    • A secret door in the rockface stymied us for a while…
    • Til Draifen knocked, and the tunnel opened. It was narrow.
    • We went through, into a wide, tall hall, filled with doors. The doors have arcane sigils over them…
  • End Session. We leveled.

Session Two

  • We continued on into the complex.
  • The doors were labeled with flashing symbols. We eventually figured out that the symbols are destination announcements, flashing through many languages.
    • The six portals are: Water, Fire, Earth, Air, Law/Abyss, and Chaos/?
    • Beyond this corridor was the pool of portals to various cities in the realms
    • At the far end of the pool’s room were a pair of staircases
      • Kogor led sneakily, followed by his companions
    • We heard sounds from one staircase
      • Investigation reveals: 3 Thayan wizards and 4 Thayan knights. We arrive as a wizard is casting an open portal spell…
      • We let them go through without disturbing them, despite temptation.
  • Return to top of stairs & continue exploring. Come upon foyer w/ 4 doors.
    • Three sound unoccupied, while the fourth has female voices
    • Try to bluff our way in (Kogor posing as Red Wizard), but fail
    • Fight! They are (relatively young) Lich and the ghost-girl from last session.
      • Much firepower is dumped on them; the room’s firey, but the two are down and dead.
      • Investigation reveals their personal loot + concealed magical black pearl
      • Smash the pearl to release the corruption. Sadness for our casters, as it was a pearl of power (though corrupt).
      • Sounds from the hallway– soldiers?
    • We parlay; they aren’t buying our stories.
      • They cloudkill the corridor, Erisorn blade barriers along their hallway. Deadly.
      • Draifen follows up with a fireball, toasting those who lingered near the intersection
    • By the time we follow up, those who survived the magical attacks fled (via spells and the sunken chamber to Thay)
    • A Fire Giant emerges from the fire portal
      • We parley more successfully, and find out how to use the portals
      • We watch as he continues on to Hades, awaited by Hellhounds.
  • END SESSION

Session Three

  • We backtrack and explore other paths.
  • We come upon a spiral stair heading up and down
  • Down we go
    • The first floor down had a library, protected by a necromatic field
    • Field dispelled by Draifen
    • Just off this room is a teleportation chamber, to another plane. (Chaos we later find out.)
    • The scrolls and books are too fragile to move and touch, but seem to be portal related.
  • The next floor down is a copy of the room above
    • Inhabited by our good friend, Mr. Black Dragon.
      • Mmm, nice roaring fire. Also, a secret door in the room.
    • Some wary conversation
      • Dragon went back to chaos to look for allies, found none
      • We brought him up to date on our hunt (and why we’re here)
      • He hints at occupants of the floor below
  • Despite being a bit tired, we continue down to the next floor
    • We’re hit at the stairs; a repulsion field goes up
    • By some luck, Erisorn and Ludwig each break through the repulsion field and start smacking the casters around, while Kogor sucks up a disintigration beam (barely!) and retreats to hide.
    • The battle’s soon done, the two casters are dead. One reverts to a black dragon wyrmling.
  • The room has archives (public plans, no secret doors) and wine.
    • We hunt for a secret door & find a secret hallway, no local access
      • However, we think that stairs from the Dragon’s room above exist behind that room’s secret door
      • A crypt is reported…
  • We also come across a few cool items
    • A jar with some wheat puzzles Kogor for a while
    • An urn with 13 faces tells its story. It came from a faraway kingdom…
  • We decide to bed down here
  • END SESSION

Session Four

  • Erisorn heard a grinding sound behind the wall on last shift of night watch
  • Then everyone wakes up in the room at the foot of the stairs
    • Draifen was a bit drained; suspicion leapt to the new 13 headed vase
  • (Up to preserve the books? Or was that later?)
  • We packed up and headed up the stairs to Black Dragon room
    • He wasn’t there; the fire was burned out, no one home
    • We go through the secret door and head down the stairs, ready for an ambush
      • There are foot steps leading down the dusty stairs
    • We come upon a burial complex room
      • We skip the effigies, find a secret door to the room beyond
  • The room is alive! But the people inside aren’t, not really…
    • Wake first guy by smacking wall w/ shock sword
      • Room appears sympathetically connected to hibernating people
    • Long chat with first guy to wake: he was a “Royal Mage” from the portal mage era
      • He was also evil and tried to mentally hitch a ride
      • He told us that 7 mages are required to get into the library above
      • Tales of division among their ranks makes them sound less than noble
    • Erisorn decided that their trying to evade death would piss off Kelmvor, so he took matters into his own hands
      • Death to the talker
      • Which resulted in a banshee wail that drove Kogor and Draifen from the room
      • Leaving Erisorn and Ludwig to crack open the other caskets and end the unlife of the others
      • Plus extensive loot, as they were powerful men in their own right
  • Finished, we regroup, explore the dead end, then head up the stairs to Black Dragon’s room
    • ?? Back down to the basement?
    • Then up the stairs, to try to figure out if the library’s protections are already broken…
  • END SESSION FOUR

Session Five

  • We debate resting, to recoup our strength, but decide that it’s not necessary for the library
    • So we go up the stairs and find the proper level
    • Some exploration: there’s a pit trap that we skirt.
    • There’s a cave in the back and a magically concealed door
      • Kogor heads into the cave and scouts
      • The rest of the group approaches, while Erisorn keeps an eye on the stairway behind us
    • We see daylight coming into the cave… and hear the beating of wings
      • It’s a pair of black dragons! One is familiar… is the other his mate?
      • Big black dragon is our “friend”
        • We banter with him, but it’s clear he’s looking for a snack
        • He sicks his “date” on us, we retaliate massively
      • Fight; Ludwig holds off big black solo, while Kogor takes on the female, with artillery support and buffing from Draifen and Erisorn
        • Erisorn’s elementals help distract the dragons slightly
        • Kogor, already weakened earlier that day, is killed by the female
      • Who expires on the next blow dealt…
        • Erisorn dashes into danger and heals Ludwig
        • While Draifen protects them with a Fire Shield
      • Ludwig smashes big black, who teeters on the edge of life…
        • But dies as his tail swipes a fire shielded elemental
    • Victorious, they debate resurrection, but realize that they don’t have the right tools on hand.
      • They hear goblins pass and decide to explore the level above
      • They soon realize that Kogor’s trap finding would be awfully handy for exploring those tunnels
      • They stuff Kogor in a bag of holding, gather the few items the dragons had, and teleport back to town
    • The arrive in Erisorn’s temple
      • They present the heads of their two dragons to the temple
      • They cough up gold and platinum to get Kogor restored to them
      • He returns from the dead, a bit weakened…
  • END SESSION. Characters level to 15.

Session Six

  • We’re in the temple, where Kogor has just been raised from the dead.
    • He adds his donation to the other gifts in thanks
    • He then heads into Kelmvor’s sanctum and quietly thanks Kelmvor.
    • Once that’s all taken care of, we set out for the coronation
      • The coronation? Yeah, a King has been picked.
        • By unfair means, we all suspect
      • We watch the speech. The king is Stanis, the former king’s cousin.
        • Ludwig catches sight of a Red Wizard in the room behind the balcony.
        • Stanis is mildly enchanted w/ charisma enhancers, but doesn’t seem to be evil or suffering from mind control.
        • Erisorn notices several powerful evil and magical auras through the curtain as the King returns through the curtain.
      • We’re joined by Steel Dragon mid speech.
    • When the speech is done, we head to an inn for a private talk.
      • Just as we’re getting relaxed and ready to speak, a runner comes from the guild.
      • Scuttlebutt says that Kostrick, Maerbourne, and Jendra were the council’s votes for Stannis.
        • Which doesn’t make much sense, given Jendra’s opposition…
      • We follow the guild runner and have a private talk w/ the Captain.
        • Draifen shows off with her Secure Shelter.
        • The Captain’s unhappy with the situation, wants us to represent the guild at the coronation two days hence.
        • We agree, and hint that there may be some investigating before then.
    • We’re dismissed. We return to the Steel Dragon and share our concerns.
    • We split up
      • Erisorn teleports north to Jendra’s castle.
        • The Viscount is away, negotiating with the elves. His oldest son is holding the castle. (He’s surprised at the vote, since he should have cast his family’s vote!)
      • Draifen goes to Jendra and gets the run around from the butler.
        • She blinks through the house and notices extensive dust…
        • She also notices the butler reporting in… to someone who isn’t in the room
      • Ludwig goes to Yurlada and arranges a meeting with their representative over the butler’s objection.
        • After some hinting, it’s clear that Jendra was the family the voted very against type.
        • Kogor talks with Lorens and doesn’t learn a whole bunch new.
    • Erisorn teleports back with Jendra’s son.
    • We regroup and plan.
    • The Dragon’s Talons hit the Jendra house from both ends.
      • We pursue and catch the butler just before he makes it to the stables. (Via his hidden passage.)
      • The butler’s no normal butler– caustic blood flows from his pores. (Chaosian anyone?)
      • Stabby stabby and he’s soon knocked out by Kogor’s sap.
    • We head back to the butler’s room and look for clues.
      • Someone checks in (via the mirror), but we don’t know the password, tipping them off. They shut down the conversation.
  • General planning: do we want to infiltrate the castle? Some discussion about crowning the guy elected king vs. the crowned king. We know it’s bad PR either way…

Post Session 6 Planning

  • Couple of ideas to think about…first Kogor (and Draifen?) use disguise and pop in at various inn’s, meeting halls etc to spread the word that the whole thing is a fraud, get rumors running rampant about Thayans/Chaosians and the Kostrick and Maebourne are up to no good. Not standing on a soap box yelling it but just joining the conversations and ‘I heard ….’ While appearing as just normal towns folk, NOT recognizable as themselves.
    • Meanwhile I’ll be spending some time in the Temple of Kelmevor, scrying for the elder Jendra, and for the other head of house…Yurlada I think, try to get them all teleported back to the capital in time.
    • From there, I’m not sure if a stealth strike into the castle to try to kill the Thayans and Chaosians before the coronation, or just walking in in force just before the coronation and denounce it for the fraud that it is. I’m thinking the Dragons Talons walking in with the heads of three households and their council reps saying “we never voted for this” might throw a kink into the plans…. but it really puts us on the spot, have to be ready for a knockdown drag out fight if they resist. — Kev
  • That sounds pretty good so far; I’d add that Ludwig makes an excellent bodyguard / diplomat to the various heads of household that Erisorn rustles up. (Starting with the Jendra we’ve already got.)
    • I particularly like the “go out as not the dragon’s talons” and spread rumors plan. I don’t think it’s going to do a whole bunch before the fight, but it might help set expectations for the derailed coronation.
    • I also like the “walk in with the three heads of household” part of the plan. I fully expect things to go crazy if we do…
    • Do we want to investigate the castle before hand? I’m guessing we’ll need to sneak the three heads of household in– otherwise they might be killed at the front gate as impostors. (Though, alternately, we could have the confrontation on the doorstep, which prevents us from being completely inside the Castle and under the false king’s power when they announce the lie.) — Scott

Session Seven

  • We decide to get a hold of all the families, make sure that they’re not also infiltrated
  • First to Lorens
    • We have a nice soup with Brailford… poison soup, but we all survive
    • Hot pursuit; we catch and kill the Chaosian infiltrator (who was also escaping to the stables…)
      • Meanwhile, Kogor fought some smoke elementals that seemed eager to cover the crime
      • Also, the place was set on fire
    • We collect and protect Brailford, head over to Yurlada’s house
    • Duchess Orioku proves competent and commanding
    • We head to the temple; representatives of the 3 houses put their heads together
      • After some pressure, they come up with a nominee for King…
  • They come up with Bronowyn Lorens… who we need to go pick up. (Yeah, a Queen. No one said they followed directions well.)
    • We head there and find an attack in progress– a huge giant of Chaos is trudging toward the Queen Elect’s room
    • Ludwig does his thing, charging up the stairs and maiming the critter badly
      • The critter’s presence threatens to scramble Ludwig’s brain, the “spindle” it wields does more of the same. It’s also armed with a chaos-disruptor…
    • Kogor leaps ahead, around the fight, to secure the Queen Elect
    • Meanwhile, another chaos critter appears; Draifen and Erisorn start mangling it
      • Though Erisorn’s brain gets scrambled in the process
    • A third appears before we put down the threat completely
  • We ride back to Kelmvor’s temple by coach
    • St. Radam is overwhelmed by temptation when offered the chaos-disruptor
      • He tests it on a prisoner, disintegrates him, then asks for another prisoner!
    • We “persuade” Radam to set the weapon aside
  • Together with the nobility, we start planning an announcement of the queen elect
    • We also decide that we need to start the rumors of a botched/forced election immediately, so the people are prepared for the coronation to derail

Session Eight

  • This report will is noticeably spotty… if you remember more, please add it to the outline.
  • Research and discussion; discuss laws and plot alternate site for conflict
    • We find out there’s a custom/obligation to pray at the Cathedral for Pelor (or other, FR appropriate god)
    • The books with the laws of the land are stored in vaults below the Cathedral
    • Erisorn and Ludwig head over to the temple to prepare for a future
    • While Draifen and Kogor get to the rumor spreading, heading for the bars
  • Erisorn and Ludwig go in to the temple
    • They note that the main hall is pretty empty; not even a priest is in sight
    • Though one appears when they get close to the priest area
    • After discussion, they’re led and meet the Archbishop
      • They tell him about the rigged elections
      • They head down to the basement
      • They find out about that the false King’s going to be here… Erisorn goes for reinforcements
    • Erisorn swings by the three families in the Temple and get them in motion for the confrontation
  • Kogor heads out and starts spreading rumors, with Draifen as backup
    • The rumors soon start spreading on their own
      • The rumors include both “false election” and “good surprise coming” elements
    • So Kogor wanders into enemy aligned districts, drinks and spreads rumors
      • It goes pretty well; he leaves feeling successful…
    • As Erisorn arrives and suggests the rumor spreading should be cut short– they have an appointment with the false King
      • Until they are ambushed by a nasty demon critter as they head back for their horses
      • Tough fight; the PCs eek it out and ride to the Cathedral
    • Their allies, the representatives of the three families, including the newly selected queen, are running about 10 minutes late.
  • END SESSION

Session Nine

  • We gather near the stairs and prepare to escort our Queen and the Bishop to meet with the duplicitous rebels
  • We arm and march on the rebels
    • The second floor is trapped, with a slow like spell. The stairs up to three are spike stoned.
    • We hit the third (top) level of the Cathedral. There’s a nasty fight.
      • Several bad guys get away; via teleports, dimension doors, and the like
      • The archbishop is killed in the fight, by the vampiric Haellaine Kostrick
    • Faux king Stanis surrenders and is captured
    • We lead him to the stairs in front of the Cathedral
      • He lies (proclaims his election) and is konked by Ludwig
    • The queen is introduced and announces her election
      • The other heads of house step up and verify her election
      • (She promises rewards for our heroic service, the raising of some houses, and casting down of others.)
  • There is cheering; the word is carried by the mob.
  • END SESSION

Session 10

  • The next morning is sweet
    • Tomorrow, the Queen will be crowned
    • As we get in motion, we hear a spooky voice
      • The voice is Despater’s, challenging us and telling us that it’s all over
    • In warps a Spellweaver
      • It eats spells like candy, but is also very tough.
        • (Lots of OOC chatter about the critter and its abilities.)
      • With buffs from Draifen and Erisorn, Kogor and Ludwig whittle the creature down and kill it
  • We taunt Despater, who asks us if we’ll have a Queen to crown tomorrow…
    • So, after some discussion (are we doing what he wants?), we head to the Queen
      • She’s happy relying on guards and keeping herself apart from those of us with big targets on our foreheads…
    • We convince her to issue us a writ of blood & fire, so we can clear out the rival families
      • Off to the castle we go
      • We present housekeeping and the guards with the writ; they offer their assistance
    • We tromp off to investigate the council chambers
      • There’s a nasty mirror, set to hurt investigators
      • There’s some paperwork, but nothing too damning. Until we stumble on a secret door…
        • In the secret entrance to the council chambers lies Count Crandor Jendra, bound and dehydrated
        • We restore him and have him led back to the Queen, so he can tell his tale
    • We then head upstairs to the rooms of the five families
      • The allied rooms aren’t a big deal
      • Kostrick’s room has a secret compartment with a Phylactery
      • Stanus’s room has a searcher who we catch with papers in hand.
        • She surrenders, proclaiming her innocence. We’ll drag her off to see the Queen… at our convenience.
      • Maerbourne’s room has a contract for the soul of the faux King, and a communication coin
  • We decide that we have enough, and plan on returning to the Queen (or her staff) to report.

Session 11

  • We finish scouting through the rooms.
    • Kogor is killed by a death ward in the process.
      • As are several servants…
  • On completing the scouting, they collect the prisoner and Crandor Jendra. They head back to the temple.
  • They have Kogor raised and have a chat with St. Radam about getting the Archbishop up for the next day’s ceremonies.
    • He promises to have the archbishop ready in the morning.
  • We then convene before the Queen and report what we found
    • She’s happy to have Crandor restored
    • She asks our prisoner questions
      • Our prisoner tries to evade a number of them, prompting Erisorn to comment on the convenience of speaking with the dead…
    • When she wakes up from he get a few answers; the three families have rallied on the plane of Chaos. No, she doesn’t know where the portal is…
    • The prisoner is removed from the room and we finish briefing the Queen
  • We divide up and rest, preparing for the morning
    • Kogor spends the night in prayer, thanking Kelmvor for returning him to his friends once again
      • Morning dawns…
  • Erisorn goes to make sure St. Radam’s raising the Archbishop. He catches Radam in the middle of the ceremony.
    • The queen accepts us among her honor guard
    • In a whirlwind of preparation the morning passes… we’re soon off to the Cathedral
    • We ride, protecting the Queen’s carriage. The route through the city offers no problems…
      • We break from the pack and pull up behind the Cathedral… along with a troop of Purple Dragons.
    • The attack springs out of nowhere; blobs of slimers with exploding goop attack
      • They’re dealt with, though their dying is more deadly than their attacks…
        • The archbishop kept low during the attack… evidently his brush with death made him cautious
  • We head in, positioning ourselves near (but not on top of) the Queen
    • After a few nervous moments, they’re ready for the crowning.
    • Which we interrupt, restoring the Wyvern Crown of Corymr to the Queen
      • She mentions our heroism, and grants us gifts of land from her own family
    • We adjourn and report for the par-tay!
      • After a great evening, we return to our rooms… and find a note from Despater.
  • “You have won this battle… but I will win the war.”
  • END SESSION

Session 12

  • Three days after the coronation, we get an urgent, “There’s trouble on the Dragon Coast” message
  • So we pack up and walk through the portal to the Dragon Coast
    • The portal has been secured and guarded
    • We head to the Steel Dragon’s shop
  • The Steel Dragon confides his young king’s condition
    • He’s in a mindless, drooling state… after, evidently, casting a strange spell
    • Draifen IDs the school; it’s a twist on divinitation
    • The king begins speaking as if he’s someone else
      • We listen and take notes, deciding that these Knights of Tyranny are bad news
        • Among other things, they’re preparing a strike & rumor mongering campaign in the Dragon Coast
      • The mage guy, whose eyes we’re looking through, finishes up by chopping the head off of one of the knights
    • The king’s observation is suddenly cut off, so Erisorn reinforces that w/ anti-magic
      • We get filled in on what happened; the king’s completely coherent w/in the field
      • Erisorn makes an argument for using the king as a link to the Mage foe, to Mr. Steel’s consternation
    • The anti-magic ends
      • We keep it short, and mime out a blast through the link. The mage panics and cuts the connection completely, restoring the king.
  • With the King restored, we decide to return to the palace and meet the man who taught him the spell…
  • But we’re interrupted by a protest/mob, who have been riled up by agitators
    • Ludwig makes a speech about rabble rousers and trust, breaking their hold over the crowd
    • Erisorn borrows Ludwig’s ring and flies off, tracing an agitator back to an inn
      • He invisibly follows the agitator and beats on him at key times, convincing him to run away
      • He swaps off and takes on the inn contact
        • Some amusing complications later, he takes the woman out into the street and starts abusing her He demonstrates that she’s a he, and uses the ring to illustrate the perfidy of the Kingdom’s foes.
      • Soon he’s leading a procession to the castle, showing off the foes and preaching against listening to rumor mongers
        • A storm blows in to cut short his fun
  • Meanwhile, the other three talons are follow up on the girl’s uncle, the man who taught the king the trapped spell
    • They’ve cleared out of their front house, leaving behind only a scrap of color shifting cloak that caught on a nail in the door…
  • We meet back in the castle, enjoy a dinner with the king, and prepare to follow the cloak back to its source
    • Scry, see the mage alone, and teleport in. Just as someone’s knocking on the door, not that we can hear that…
    • The mage dies quickly. The two knights at the door take more effort, but go down. The castle’s rallying to the battle however…
      • We fight off the first skirmish group, and soon close on the festal hall
      • Draifen plans a stone melting fireball spread over the corridor entrance
    • The slaughter is impressive; many Mages managed to escape, but those who closed on us exploded prettily.
      • The rest escaped.
  • END SESSION

Session 13

  • We explore the remnants of the hall; it seems to border on Chaos, but it isn’t Chaos itself.
    • We eventually figure out that it’s just north of Waterdeep
  • After some fun with the statue of Despater, a negotiator starts speaking through a tapestry in the hall
    • He’s Despater’s representative
    • We agree to talk with Despater
    • Despater’s “scribe” comes through– some big Preying Mantis demon
  • Despater appears
    • We talk; he tells us that the Plane of Chaos collision is something he wants to undo himself…
      • But that he’d need the assistance of our gods
    • We also bitch about each other’s actions
    • He claims his slain lieutenants and their gear, but we dispute it
      • Solomon like, he winds up with the lieutenants and we wind up with the gear
  • He tells us to show up tomorrow with our gods
    • We remind him we don’t command our gods, but do agree to show up with a message
    • He vanishes (probably back to his plane), with his lieutenants’ dead bodies and his scribe
    • We wander out, locate the area, study it for teleportation
  • Then we return to Corymyr
    • Erisorn rounds up St. Radam and they start to pray
    • Ludwig goes to the Castle to let the Queen know what’s going on… but she’s not free
      • So he drops off the goods for IDing, and asks to have his armor enchanted… by tomorrow.
      • It is agreed
    • Draifen communes with the dragons in her head
    • Kogor informs the Arch Bishop, who prays for guidance
    • Eventually Ludwig meets with the Queen and other powerful members of court. He dissuades her from coming, but accepts help from the knight.
  • None of the gods say they’ll show up
    • It sounds like they don’t trust Despater…
  • We prepare up for betrayal. Tomorrow, noon, is the meeting.

Game Recap:
We began by returning to the discussion with the Steel Dragon and his young prince. We discussed our decision to investigate the town of the portal mages; he though we’d have better things to do. We did hear some new information, including the fact that Chaos rifts were appearing back in the Dragon Coast too. In fact, he was concerned enough that he chose to leave the prince in Cormyr to negotiate a response, while he was returning that very night to coordinate defenses. (There was an amusing moment where we checked to make sure he didn’t want the Dragon’s Talons to watch his prince. He mentioned something about the danger we live in, and we all breathed a quiet sigh of relief that he wasn’t entrusting the prince to us.)

Our scaly friend was opinionated; evidently his information from spies indicated a little new information. He didn’t think that Jendra was so wonderful; he suggested that Jendra and the priests of Kelemvor might have allied. So there’s a thread to investigate there. Also, he mentioned that he thought that someone within the Necromancer’s household wasn’t just involved with death– he suggested that they were undead. [At this, we breathed a sight of relief at Kev’s absence, since we suspected that we’d shift tasks again to deal with this. Dad reassured us that he’s prepared for that eventuality, but we were happy continuing on to the portal town.]

Oh, last Dragon friend opinion; none of the contending men are worth spit. Look into the women of the lines.

So, the Talons all planned for a little excursion to the never-before completely explored ruins of the great Portal Mae empire. As we were about the leave, Saint Radem’s assistance caught Erisorn and drug him off to attend to letter coordination and such joys. The other three weren’t too worried; since Erisorn has done the scry/teleport thing, they just told him to join us whenever he gets a chance.

Since we were going to be without a cleric, there was a round of shopping– lots of healing potions were purchased. We also picked up a pair of bags of holding, since we’re now light in ability to carry mountains of copper. With that, we rode off to the north.

At the end of a light day’s ride, we got to the little hamlet. The local barkeep was a fountain of information, and his wife was a masterful cook, somehow taking uninspiring cooking supplies and making something tasty. Kogor and Ludwig practiced a bit, drawing quite a crowd. As they reached a break point, a local lad showed off his father’s sword and asked for tips. Kogor and Ludwig had a talk with him, telling him of their humble beginnings. They mentioned obligation and family, but the boy was undeterred. Kogor wrote the boy a brief introduction and gave him directions to the mercenary company. Later the boy’s parents came and harangued the warriors, but admitted that their son had always been unusually excited by war, etc. Ludwig gave them coin to help them hire help for the first season of their son’s absence.

There was a comical scene of Ludwig taking a bath and the innkeeper’s daughter peeking under the curtains.

The next morning, the Talons set off up the road to the abbey. [Sidenote: Pelor’s priests built an abbey over the old town. No one has gone to join the abbey in centuries; it’s a ruin.] Along the way they were stopped by elves. Evidently they had tasked themselves (or been tasked) with protecting the ruin from people who would steal the secrets for their own good. Ludwig spoke truthfully and persuaded them to let us pass. In an act of arrogance, Kogor and Ludwig vanished, intending to make the point that stopping for this “interview” was mere formality. Of course, that wasn’t the message received… but Draifen talked them down and we continued along.

[Sidenote: we could have taken a turnoff, through a canyon, to enter a few hundred feet below the abbey. To ensure that we wouldn’t be in the middle of a sandwich, we chose to continue up to the top.] When we reached the top of the hill, there was an exposed stair headed down and the abbey. Not wanting to allow bad guys to follow behind us, we investigated the abbey. It was tumbledown ruin; a nasty watchman harassed Ludwig, but we chased him back to his hidey hole and covered it with big stones.

From there we went down the outside stairs, into what turned out to be a crypt. Having learned our lessons about strange sarcophagi, we continued into the tunnels. The way grew narrower and the stone less finished as we ended the session. [XP earned = 1300.]

Cormyr Politics

Major Houses of the High Court of Cormyr

Kostrick: The Royal House of Kostrick is the closest line to the throne. Prince Dalam Kostrick, age 71, is the uncle to the late king. (There is a nasty rumor that he is a necromancer and is slightly crazy) His wife is the Prince’s Consort Haellaine Kostrick, (nee Deal) age 60 who was a sensual, pale beauty in her younger days, but not much given to entertaining or socializing . She is now almost a total recluse. Dalam’s eldest son, Stanis, age 43, is the individual who this family is attempting to put on the throne of Cormyr. He has a half-brother Radholme Kostrick age 39 from his father’s dalliance with Sylaena Elantorae before she was the wife of Alender Stanus. The Kostick family lands are vast and scattered with the major holdings surrounding the capitol.

Stanus: A minor house but with ancestral ties to the throne. Its head is Viscount Alender Stanus age 57 whose wife, Viscountess Sylaena Stanus (nee Elantorae), a 137 year old half-elf, seems to be the real power of the family. They have one son, Trandor Stanus age 36 who is an up-and-coming power in his own right. If there is any conflict between the two related families, it is the fact that Trandor seems to be a stronger candidate for the throne. Trandor’s birth into a minor house is the only obstacle that keeps him from announcing his candidacy for supreme ruler of Cormyr and tearing the alliance to shreds. The Stanus holdings are sandwiched between the Kostrick, Lorens and Yurlada domains.

Maerbourne: The House Maerbourne is lead by Lord Admiral Andaro Maerbourne, a 46 year old shipping magnate who recently inherited the noble title Lord Admiral of the Oceans and the control of the house Maerbourne when his father was lost at sea. There is some rumor that the old admiral met his fate in a somewhat suspicious way. He had been sailed with the Maerbourne shipping fleet and, on a calm night, apparently fell overboard and was never seen again. Andaro is not a suspect in the disappearance since he was at home in the family manor when the old admiral was lost at sea. Since that time Andaro, who was thought to be a confirmed batchelor, has been seen in the company of Freritha, a beautiful wizard and an influential member of the mage guild. He has also shifted alliances from the Yurladas to the Kostrick/Stanis Families. The Maerbourne family’s holdings are in the capital itself, although the Maerbourne fortune is so vast as to be almost incalculable.

Jendra: Count Crandor Jendra, 44, is the head of the Jendra Clan, a paladin and Dragon Disciple. His holdings are in the north woods bordering the Elven kingdoms to which he has both economic and political as well as emotional ties. Crandor has 2 sons, Laith Jendra a 22 year old paladin and the ambassador to the High Court of Cormyr when his father is unavailable. Laith has a younger brother, Damon and an influential cousin, Farshall Jendra with whom he often keeps company. Crandor’s wife died just after giving birth to Damon 19 years ago.

Yurlada: The old and influential family of Yurlada with holdings bordering Sembia, is lead by Duke Senith Yurlada a 67 year old aristocrat. He is power hungry and often conflicts violently with the Jendra Clan. Dutchess Orioku Yurlada (nee Kinoshia) is a slim, 143 year old elf who seems to follow the druidic ways. She is the ambassador to the High Court of Cormyr. Since there is often a need for the other families to unite to blunt the power of the Stanus/Kostrick Family, a more conciliatory approach to diplomacy is often needed than that of the Duke. As the apparent heir to the Yurlada title there is only a single child, a girl, Onoku, a 42 year old, heavy set half-elf who seems to follow in her mother’s druidic footsteps. At one time the Yurlada and Maerbourne families were united to stave off the threat of having the Kostrick and Stanus families. The latter attempted to use their relationship with the former king to gain influence and power on the council. Since the king’s death the house alliances have shifted and the Yurladas, Lorens and Jendra Families have made an uneasy truce and united to combat the new Kostrick/Sanus/Mearbourne threat.

Lorens: The newest house at the Court of Cormyr is the Lorens family from the area of the Hullack Forest. Raised to the high nobility by the former king, its head is Count Aldrade Lorens, a 53 year old diplomat. Other than the proclamation announcing the crown’s gratitude to the Lorens Family little is known about why the king elevated this family from its minor house status. Their domain runs from the Immerflow River to the Thunder River and from the Thunder Peaks to the Wyvernwater. Aldrade’s wife, Bronowyn (nee Silve) , age 49, seems to be a wonderful entertainer and hostess and most minor noble houses seem to flock to the Lorens House during festivities and holiday celebrations for that very reason. There is one son Brailford Lorins, age 33, who seems to be a serious threat to surpass his mother in comeliness and manner. He prefers living in Suzail, the capitol, rather than upon the family’s holdings in the forest.

The Lesser Council of Lords:

There are some 17 minor families which make up the lesser aristocracy of Cormyr, among them the Deals, Elanthoraes, the Silves and the Kinoshias. They are non-voting members of the Court known as the Lessor Council of Lords. Their lone representative on the High Court, Viscount Alender Sanus, serves only in an advisory capacity to the High Court of Cormyr.

The Ranks of the Nobility:Distaff member
The KingKing’s Consort*
High Court
PrincePrince’s Consort
DukeDuchess
CountCountess
Lesser Council
ViscountViscountess
BaronBaroness
BaronetDame
BanneretLady

*In the distant past when Cormyr was ruled by Queens as well as Kings the distaff side was known as the Queen’s Consort. There has never been a Princess’ Consort.

Resources for our D&D game:

Our game group thread on llamafodder.

Links for D&D/d20 games from the website.

Kogor Online. I usually update him every level or two.

Categories
DnD My Game Ideas Roleplaying

Reclaiming Ludmerea

Images flicker: Moldering gems in skeletal hands; stone ruins ransacked, rebuilt, storm broken and resurgent.

Storm drowned lands, Mikpos wagering in Tavern Debina, goblin lairs in Kuopio’s sandstone ruins, Giants striding from a howling Maelstrom, adventurers sharing reconnaissance over wine, Kithkari stretching 8’ tall, stern Dvaerg dodging Rakshasha claws, a mail gauntlet grabbing a verdigris helmet, magenta rain rebounding from golden light, elegant silver Mikpos nails clutching a copper stylus, shadows spilling from a cracked Iron door, a pair of savage hobgoblins circle with bronze headed axes, a Kithkari calf boiling blood into ironjaw wolf trap, lifting an ancient skull clad in gold runic mask remnants, Tyhlos the White breathing icy frost at a leaping Vikari warrior, a mail clad giant strides through swirling and eerie mists of limbo, firelight glimmers through a storm cracked tower, barbarous Lizardmen feasting on long pig, iridescent plants floating in a candy yellow river that flows uphill, grand Mount Rättvik melted by a Chaos storm, iron and copper exposed and gleaming; heroes returning to Redewall laden with antiquities.

A scene: A cunning Vikari warrior pauses in the deep shadow of Mount Nijmegen’s iron topped peak, living bow taut in his left hand, darkwood arrow nocked. The breeze shifts, blowing from the purple bruise of cloud ahead, carrying the scuffing sound of claws on worn basalt, ascending the narrow trail. From behind, Gwendolyn Goodge calls out in a voice tinged with nerves and laughter, “Orm, are you posing or…” but her voice quiets at his gesture. Janssen marches forward, joining the pair in the rattle of chain, loud in the sudden still. 

Janssen’s bushy eyes raise in silent question. Orm’s answer to the implied question is low, “Two threats.” A gesture at his feet, showing scuffed trail dust and a patched boot mark, “Goblins, a day old, maybe. Heavy mark; not furtive, they’re probably lairing nearby — Umeå’s ruins, at a guess. But… hear that?” Birdsong cut off sharp as Orm pivots smoothly, his arrow pointed at the claustrophobically close treeline. The acorn arrowhead caught the wolf in the shoulder as it burst from the brush; with a howl of chilling fury it raced forward, the wound shrinking in an eyeblink as it lunged towards the ranger.

At Gwendolyn’s incanted gesture, the beast was thrown sideways; reeling from the spell’s force its claws scrabbled across the bare rock, then cartwheeled into the underbrush and vanished. The trio scanned the trees, ready for the renewed assault… but answering howls downtrail underscored their poor position. Janssen’s stubby finger stabbed out at the streaked sky. “Chaos storm hits in under an hour; we get clear of the beasts and the storm’ll scour our trail.” The patter of stinging rain, burning like lye, pursued them as they reascended the stony trail. Behind them the undergrowth melted like cotton candy in the acrid rain…

Setting Overview

Redewall is balanced at the western edge of Civilized World of today – but seven empires, most long fallen, bestrode the chaos wracked lands to the west.

Storms of Chaos sweep from World’s End in the extreme west, changing the very stone and soil where their transformative rains fall and mists drape. When the mist clears, wonders and beasts from elsewhere are often stranded in the storm’s wake.

Redewall serves as a base camp for explorers of wild Ludmerea. A few hundred townsfolk support a local garrison that defends the civilized kingdoms of the east from Chaos Peoples, their warbands… and stranger things stranded by Chaos Storms.

The small town also supports a mix of peoples unlike any other in the world – dreamers of great fortune rub shoulders with practical “exploration companies” that methodically probe the plains, sifting the wreckage of fallen empires for powerful artifacts and odd commonplaces of previous days. Idle soldiers swill beer alongside loremasters, antiquarians, and factors for the great merchant Bank of Aglaia and the many political houses of Civilization. The small powers of eastern Ludmerea fence with agents of the Winter Kingdoms and distant Zakynthos, all keeping an eye on the adventuring bands that journey into the wildlands and return with wonders of ancient days and beguiling baubles of Chaos – tiny ripples at the edge of the civilized world that can shake even the Kingdom of Rogaland, or the bustling metropolis of Cratais.

Scholarly researchers seek famed artifacts and chaos imbued reagents to enhance their research – or ancient spell formulae they can rediscover or “invent” for prestige. Grifters, conmen, and petty thieves seek to redistribute fortunes from those who brave the wastelands.

While many civilized people sneer at the wildlands, many kingdoms- even empires- have arisen from those monstrous peoples. Wave after wave of Chaos sweeping the land has deposited countless humanoids- some appearing a dozen years ago after a Chaos Storm stranded them, while others have bred in the swamps and pristine mountains for millennia – ever since Ludmerea was anchored into existence by the Worldloom that the ancient Vikari used to pattern Chaos into today’s known but ever changing lands.

Races of Ludmerea

The five civilized races who call Ludmerea home are the Vikari, Kithkari, Mikpos, Dvaerg, and Muhner. From a great distance, they can be described so:

Vikari are Elves with a viking flair. Play a Vikari if you want to be a character from a long lived and patient people with a cruel past.

Kithkari are renowned as cunning pranksters, savage shapeshifters when their back is to a wall. Play a Kithkari if you want to play an heir to wild magic, with inherent size shifting as only the most notable trait of a very unusual people.

Miklos are urbane halflings, the first to write and early masters of trade. Today they’re best known as bankers, confidence artists, and wizards — but always trendsetters.

Daverg are dwarves, with a history of respected rulers and breakthroughs in metallurgy and storm breaking. Play a Daverg to come from a dependable, respected people known for their strength and wisdom.

Muhner are humans, able to commit to specialization early in life with an intensity that no other race can match. Thanedoms founded by Muhner lie shattered in Ludmerea’s west; today most Muhner in Ludmerea rove in kin groups.