Table of Contents - Ashenstone Lorebook
Welcome to the Ashenstone Lorebook, an mdbook
site that outlines the D&D Homebrew world of the Ashenstone Empire.
Click the
>
button to continue, or select a chapter from the below list for quick reference.
Table of Contents (This page)
Contribution Instructions
- Cultures of the World
- World Atlas
- Timeline
- Lightsong's Journal: A chronicle of our DND Campaign from Jan 2024 to Present.
Copyright Adam Bailey and Jon Kislin, 2024. All rights reserved.
You may not adapt, share, distribute, monetize, or modify any content herein without express written permission of the authors.
Contribution Instructions
This lorebook is not difficult to update, even if you don't have a coding background, but it's also a good beginner foray into the world of coding, if not coding proper.
Here are some quick instructions to get you started, but definitely reach out if you want help.
Setting up your Contribution Environment
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To contribute, you'll need a free github account and an invite to collaborate.
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The live site is at https://www.ashenstone.quest. The source code and hosting for the site is (currently) at https://github.com/jonkislin/ashenstone_lorebook. To keep myself organized, when I get started editing this thing, I open two browser windows side by side (or as tabs if you prefer):
This will let us manage the code on the left hand side while being able to check that we did things right on the right!
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These days, my preferred way of editing the site is to use a Github-hosted "codespace". This is a new feature that handles a lot of the annoying git and local repo setup steps that people unfamiliar with git can find challenging. Once you're into the repo, you can click on the green code button and select "Codespace":
(If we overuse the Codespaces feature, It will try to start charging me money, but we get a lot of free time before we get there. I'm not too worried about it).
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Once you actually get into your codespace, if you're familiar with Microsoft's VS Code software, you'll see a familiar site as codespaces are basically just VS Code servers that live on Github, rather than on your computer. This is convenient, again, because it gets you ready to start editing the site without having to setup git on your machine or figure out how to connect it to github while opening up a properly cloned repository. (I can show you all of these things, later).
You can see here a few key things:
- On the left, a file navigator. This lets you explore everything we need to make edits and additions to ashenstone.quest, including text content files, pictures, theming files, and configuration files.
- The main editor pane, which is just plain text, like what you'd get in a text message or on an app like Notepad, unlike something like Microsoft Word which has formatting options. Note the tabs at the top that let you keep multiple code files open at the same time. You can open and close them at will.
- A terminal, underneath the main editor pane. We can ignore this entirely, but it's powerful if you learn to use it.
If you've gotten this far, great! Even though by this point in the instructions you wouldn't have edited anything yet.
Challenge for you!
As a challenge, try making updates to any named code file with the extension ".md" in the repository. (You won't break anything I promise, and even if you do, git is meticulously backup.) Like in Microsoft Word, you hit CTRL+S (or CMD+S on Mac) to save the file. You'll notice, however, that merely saving the code does nothing to the live site, though it does make an icon on the left sidebar change. See if you can figure out how to actually push a change to the site. If you do, you're steps ahead :)
If you'd like further instructions, please reach out to Jon Kislin or Adam Bailey.
Cultures of the World
Main Human Cultures
Imperial
The history of the empire and its culture begins far to the south of the current empire. Following a series of apocalyptic events that destroyed their ancient homelands, the imperial forefathers sailed north to find a new homeland. After founding a new seat of power on the island of Ashenstone, the empire expanded over the next four centuries to conquer, annex, subjugate, and convert the kingdoms and empires of the north. They are now the predominant force in the north and its citizens enjoy objectively the best quality of life and levels of freedom of any known civilization in the current age.
Current Imperial culture is a mixture of the many cultures conquered by the empire. For instance, many of the seasonal holidays and festivals draw heavily on ancient Indip celebrations tied to agricultural customs. Clothing worn in each province still has echoes of the clothing developed by the indigenous culture. Artwork and music also continues to exhibit local regional influences. Imperial culture is also notable for the general lack of traditional gender roles, with a long history of legal equality between men and women.
The one thing that is truly homogenous throughout the empire is the Imperial religion, just known as “the Faith,” which worships the pair of gods, Xan and Xun. The pair represent the “parents” of humanity and the direct ancestors of the long line of Emperors and Empresses. Due to the association of the apocalypse that destroyed the old empire with the misuse of magic by heretics, the Imperial religion is firm that only the clergy of their religion can be trusted to properly wield magic. All other magic users, whether followers of the faith or not, are prosecuted as heretics within the core Imperial lands, though enforcement is less on the frontier and within the semi-autonomous kingdoms where local leadership does not support the church.
Taynish
The Tayns were once the dominant cultural group in the north prior to the arrival of the empire. Historically, there were five major Taynish kingdoms, though now only two remain as semi-autonomous kingdoms under Imperial rule.
Though they are now largely agrarian people, their history dates back hundreds of years prior to the presence of the Empire as a collection of woodland tribes that shared similar cultural and language roots. Over the centuries, and in the face of foreign enemies, the tribes united first into many smaller kingdoms and confederacies, to their eventual peak of five allied kingdoms spanning not only Taynuit and Lynnla, but stretching into Negarta, northern Denrylak, and western Mulhong, at the time known as Gritia.
Tayns have a strong history of agricultural traditions. Land inheritance and ownership laws gives peasants more power in the Taynish kingdoms than serfs in other feudal systems enjoyed. The result though has been centuries of issues with Imperial land-grant policies that has led to continued issues with full assimilation of Tayns into the Empire.
Taynish religion is heavily grounded in the worship of the spirits that bring magic to the material world. Worship was overseen by local circles of priests, who were often powerful mages that acted as the bridge between everyday people and spirits.
Due to the strong support for the remaining Taynish royal houses and feelings of religious oppression, the Tayns have been a constant threat of rebellion to the Empire since the kingdoms were first invaded in the 3rd century. Though most Tayns in the cities have converted to the Imperial religion and enjoy many imperial customs, the ancient practices are still held in more rural parts of Taynuilt and Lynnla.
Wuldan
Hailing from the cool northern islands, the Wuldan people are a strong-willed people. Not strangers to months of long, dark nights and harsh climates, Wuldans value making the most of life while you have it. Wuldans have little time for anything that they don’t want to do, which leads to a fierce independence. Wuldans are also notable for having no legal framework for marriage, with relationships lasting only as long as both parties wish to and not always being solely between two people.
Wuldans are also known for their skills in battle, though culturally they do not believe in killing when given the option, believing that nature has the ultimate authority over death. Should an enemy fall in battle, so be it. But if an enemy surrenders or is non-mortally wounded, there is an acceptance that they have earned the right to fight another day, even if that means fighting stripped of anything with value.
Wuldan religion is similar to the ancient Taynish religion, with the major difference that a pantheon of “major spirits” that are personified with natural entities like “Wolf” and “Mother Willow”.
The Wuldan lands consist of multiple smaller kingdoms, each ruled by a family of varying statuses. Of these ruling families, a High King is elected to act as primary ruler of Wulda. The High King is a life long position elected by the monarchs. The High King has the final say in most political affairs, and can overrule any of the lesser monarchs on essentially any decision they make, though a unanimous vote by the other monarchs can veto any act of the High King. In international affairs, the High King represents the interests of the Wuldan people.
Sygassan
Like the Empire, the original Sygassans migrated from lands to the south. Like the empire, the early Sygassans strove to subdue the existing petty kingdoms that existed in western and southern Denrylak. However, the lack of a central theocratic royal house led to constant infighting between the noble houses that hampered consistent expansion. After the wars between Sygassas and the Empire in the 2nd century, Sygassas directed its development towards mercantile and technological prowess. Now, Sygassas operates one of the largest fleets of naval merchants, including some of the best shipyards, rivaling even the Imperial Royal Navy shipyard. Sygassas also produces some of the fiercest mercenary pirates who will sail under whatever flag pays them the best.
Princeptian
In Imperial Common, Princepta literally means “land of Princes,” referencing the many principalities and petty kingdoms that share cultural customs to the northeast of the Empire. Within the Empire, the Princeptians are seen as a backwater people who are unremarkable in any way beyond their ability to fight each other. Despite that imagery, they are actually a culture of shrewd merchants and warriors who have been shaped by the unforgiving lands surrounding Caratunk Bay.
Dwarven
Mountain Dwarves
These dwarves inhabit the handful of sprawling underground cities nestled deep within mountain ranges throughout the lands. They may be among the most ancient of customs, largely unchanged since the Long Dark many millennia ago. One thing that makes them distinct from other people is their strong sense of pacifism in the face of outside threats, instead being able to rely on the impenetrable nature of their mountain fortresses. However, when they are forced to confront a threat head on, they are formidable opponents.
Unsurprisingly, mountain dwarves are among the best miners, smiths, and craftsmen of stone and metal in the world. Their underground lives have left them mostly severed from the spirits that allow direct channeling of magic, but they have learned to harness certain magic-imbued ores deep within the earth to imbue artifacts with very stable magical forces.
Hill Dwarves
Hill dwarves are any dwarf that was not born within the underground dwarven cities. Due to the law that only dwarves born within the underground cities are allowed within the cities, these dwarves occupy the surface lands around the entrances to the underground metropolises. They are known for being more amiable to outsiders than their underground brethren, some even living within human or halfling settlements.
Elves
Most of the time, elves are nomadic. Groups of dozens of elves, tied together by their relationship to a designated moon priest, travel the world guided by nodes of strong magical energy. Some are known for traveling by ship, others by land-based caravans with ornately carved wagons, others groups by more flexible means. Along the way, they raise money by taking mercenary contracts, sharing healing practices, trading crafts, and other odd-jobs.
They are among the most magic-attuned people in the world, with almost every elf having a direct connection to magical energy. However, due to both the laws of Imperial lands and their own religious customs, most refrain from using significant magical powers outside of specific rituals.
On a calendar governed by a group’s moon priest, every few years a group of elves will return to one of many Ildarii Temple-cities. Here, they will stay for a year before returning to their nomadic lifestyle. These ancient cities were left behind by the Ildarii before the Long Dark many millennia before and the elves (along with gnomes) see themselves as the caretakers of these ancient, magically imbued places. To take care of these places, pregnant elves, recent parents, the elderly, and those otherwise unable to travel nomadically live in the cities full-time. Here they perform religious ceremonies, grow food to feed visiting nomadic groups, and raise elf children communally.
Halflings
History has forgotten where halflings came from, though many myths suggest they evolved from groundhogs and sprang out of the ground one day. In recent memory, most halflings live integrated within human society or hill dwarven communities, though there are many rural farming and mining villages consisting of almost entirely halfling populations. Most significant is Burrowton, the closest thing to a halfling city, about two days upriver from the City of Lynnmouth.
Halflings are known for their casual and laid back natures. They rarely will choose to pick a fight, preferring to solve disputes through games and challenges like drinking competitions and riddles. They are not particularly spiritual people, preferring dealing with the hear and now rather than speculate what the future might hold.
Gnomes
Gnomes are a mysterious people to most of human civilization, as most choose to live alongside elves within the giant ancient complexes of the Ildarii Temple-cities. Those gnomes who do leave the elven controlled lands tend to either integrate quietly into human society or live secluded lives either alone or in small family units deep in the woods where they can practice their magics undisturbed by human laws.
Orcs and Half-Orcs/Unhorned
Orcs, and their so-called “half-orc” or "Unhorned" relatives hail from the steppes to the east of Imperial lands. They don’t have a centralized leadership structure and instead are made of hundreds of clans that live nomadically in the lands east of the Empire. Orcs are known for customs that are perceived as excessively violent and cruel by the standards of most other people, and are identifiable by the full length horns protruding from their foreheads. Half-orcs, identifiable due to the lack of horns, which are periodically whittled down during childhood, are known for the intense sense of honor, duty, and personal rules that replaces the cruelty of their cousins.
Half-orcs are not actually the progeny as orcs and human relationships, as some myths portray, but rather represent orcs who follow the teachings of the ancient prophet Mulua, whose teachings led to a cultural revolution within many orc clans. The result is a culture that exists alongside, and often in conflict with, orc culture. Mulua, a visionary of the "Unhorned," led many to forgo practices that to humans appear excessively violent and primitive, like the sacrifice of the first-born to the earth spirits and religious decree to kill or enslave every non-orc in a clan’s path. As a result, “half-orcs” are tolerated by human civilizations. Within the Imperial Capital of Ashenstone, there is an entire half-orc enclave within the city.
In -982 KD, the Orcish Necromancer-kings L'Ratomi and Z'ratomi captured and burned as a heretic the High Priestess Anüa, Mulua's great-great-granddaughter, launching the infamous Inquisition of the Horns. This inquisition lasted half a century, with Orcish necromancers and blood priests persecuting, murdering, and reanimating the corpses of their Half-orcs to serve in the undead fleets of the orcish Necromancer-kings. This triggered the Great Flight of the Unhorned, leading to the mass Unhorned migrations northward up the Western rim of the Gold Desert, inhospitable to the Undead Fleets which required occasional exposure to the air of the sea to remain re-animated.
Unfotunately, despite the millenia-long history of proved nonviolence of the Unhorned, there are some zealots in the Imperial high command and religious structures who are known to privately view Half-orcs with suspicion and even hatred, considering them Orcs pretending civilization as a pretense to plunder and pillage more effectively later.
Dreamcursed (Tieflings)
Dreamcursed, as they are most commonly called, are not so much a culture as a specific group of individuals from various backgrounds with unique traits from birth. To the wise and well-learned they are known as Tieflings, beings with a mysterious infernal lineage.
Dreamcursed are rare, and most people in the world will live without ever meeting one. In fact, they occur so rarely that few if any know any other. Over the centuries, scholars dedicated to the study of Dreamcursed have determined that there are exactly thirteen alive at any one time.
What little is known to scholars about the phenomenon of Dreamcursed points to some relation to Tief the dream-spirit (or god of dreams in some cultures). The appearance of Dreamcursed is said to match those of Tief – horns, a tail, solid colored eyes, and unnatural shades of skin. But more peculiar is the apparent inability for tieflings to have dreams when sleeping, pointing again to an association with the great dream-spirit.
Despite their rareness and unusual appearance, people who interact with Dreamcursed often find comfort in their presence and though they can’t place it, feel a sense of familiarity with any they meet. Scholars have suggested that this may be because of the resemblance to Tief, who people claim to often see in their dreams. This strange sense of familiarity also strangely wards off any particular surprise individuals might otherwise have upon meeting such striking appearance.
How Dreamcursed appear is also mysterious. Most records suggest that children destined to become Dreamcursed are born to single mothers. Cultural hearsay suggests they are blessings (or curses) upon women whose biggest dream in life is nothing more than to have a child but for whatever reason are unable to. Some Dreamcursed appear to be products of immaculate conception, with no paternal figure at all. Once again, scholars and spinners of folk legend alike have speculated that Tief plays the role of the father in a biological sense, and that Tief transcends from the spirit world to grant these women their biggest dream. Many Dreamcursed mothers are reported to recount seeing Tief frequently in their dreams in the time leading up to discovering they have somehow become pregnant.
In infancy, Dreamcursed Tieflings appear as their mother’s race, but as they age into early childhood, they start to develop the tell-tale Dreamcursed traits like solid colored eyes (no apparent pupils, irises, or sclerae), horns, tails, etc. They wil always carry some traits of their birth race though, for example dwarf Dreamcursed will be short and stocky.
While most Dreamcursed are treated fairly well, there are reports, mostly in Imperial cities, of mothers who abandon or murder their Dreamcursed children upon their transformation - these mothers are said to one day go wild with nightmares and lose the near-omnipresent sense of familiarity that most folks take for granted, either dying themselves soon after or going permanently mad. The Dreamcursed children themselves do not seem inherently affected by the madness, but are ususally (and more than understandably) very traumatized by the experience. Even more strangely, this nightmare effect has been observed to spread, with nightmare-afllicted Mothers' towns becoming temporary hotspots of Dreamcursed persecution at the hands of half-mad townsfolk.
It is suggested that this phenomenon appears most often in Imperial cities due to the strong suspicion of magic and magical beings in the traditional Imperial Faith - Dreamcursed are sometimes unfairly conflated with magical constructs and spirits the Imperial faith abhors. Additionally, some religious zealots pray fervently against figures such as Tief, even conducting rituals to excise Tief's influence. Imperial-skeptic cultures such as Wulda point to this practice frequently in their criticism of the Empire. Legally, however, the ancient trial of Ashenstone Dreamcursed Asmos the Wise established in Imperial Law that Dreamcursed have equal rights as full citizens, much to the discomfort of Imperial Faith zealots.
Ashenstone, the imperial capital, is accordingly a strange patchwork of acceptance and ostracism for Dreamcursed. Dreamcursed born in Ashenstone have been known to haunt the streets as family-abandoned urchins only to end up later as famous musicians or respected merchants later.
Ultimately, most Dreamcursed end up living (mostly) normal lives, especially outside of the Imperial center. However, Dreamcursed are cursed to finally begin dreaming and be visited by Tief at night in the year prior to their death. Most carry on, unaware of the meaning of the sudden dreams, but those in the know quickly realize their fate draws near...
World Atlas
This page is a directory to all major regions in the Northern World! You'll find info, maps, landscape views, and facts.
Map of the World
Human-Dominated Lands: Summary
The Ashenstene Empire
The lands of the North are dominated by Ashenstone Empire, also called the Kaldrinic Dynasty to distinguish it from previous empires in the broader world. Also simply called "The Empire," it includes the Imperial City of Ashenstone and Nine Provinces:
- Ashenstone City 👑
- Ekryp
- Indip
- Taynuilt
- Mulhong
- Denrylak
- Negarta
- Korren
- Cardeanon
- Lynnla (Newest, seized 436 KE by High Lord Chakri, a scion of Ashestone)
Independent Lands
- Wulda
- Sygassas
- Princepta
- The Southern Kingdoms
No-Man's Lands
- The Marrow Mires
- The Untamed Steppes
- The Gold Desert
Human-Dominated Lands: Details
Ashenstone
Imperial Capital
Culture:
- Imperial
- Cosmopolitan, with many enclaves of different people and cultures through the city
Major Cities:
- Ashenstone
Climate / Biomes:
- Mediterranean
Ekryp
Imperial Province
Culture:
- Imperial
Major Cities:
- Many urbanized centers throughout, with most on the coast of navigable rivers
Climate / Biomes:
- Mediterranean to Arid
- Steep rocky hills throughout
- High arid plateaus in the island center
Indip
Major Cities:
- Drimmharbor (Imperial Admin Seat and Imperial Royal Navy Yard)
- Palace of the Pointed Crown
- Other cities throughout, significant farmland
Landscape:
- Temperate (Western) transitioning to dryer steppe climate (Eastern)
- Mix of forests, farmlands, hills
- East rises towards the higher grasslands
- Isolated mountain range in the Northeast
Indip | Quick Facts |
---|---|
Region | Central-East |
Climate | Temperate (Western), Arid (Eastern), Unknown (interior) |
Nation | Kaldrinic Empire |
Government | Imperial Ministry Appointed Governor, Drimmharbor has a partially military government |
Capital | Drimmharbor |
Main Culture | Imperial, cosmopolitan |
Minor Cultures | Old Indipian, Central Half-orcish, unrecorded others |
Population | 350,000 - 0 K.E. |
750,000 - 100 K.E. | |
2,500,000 - 442 K.E. | |
Government | Imperial Ministry Direct Rule |
Main Industries | Military production, rice |
Mulhong
Imperial Province
Mulhong
Mulhong | Quick Facts |
---|---|
Region | East |
Climate | Temperate (Western), Arid (Eastern) |
Nation | Kaldrinic Empire |
Government | Governor-Assembly |
Capital | |
Main Culture | Imperial |
Minor Cultures | New-Mullochian, Old Indipian |
Population | |
Main Industries |
Culture:
- Mostly Imperial
- Some Tayn in western portions (Gritia Plains)
- Isolated half-orc settlements in the east
Major Cities:
- Sarreff (abondoned & haunted)
- Northanchor (Imperial Admin Seat and base of the Northern Imperial Navy)
- Stonklin
Climate / Biomes:
- Temperate (Majority), Boreal (Bleak Coast)
- Mix of grasslands, forests, farmlands, hills
Taynuilt
Semi-Autonomous Kingdom (under Imperial control)
Culture:
- Mix of Tayn and Imperial
Major Cities:
- Taynuilt (Capital)
- Others (unnamed)
Climate / Biomes:
- Temperate
- Mix of deciduous forests, farmlands, hills
- Far southwest is dryer more grassy upland area
Lynnla
Semi-Autonomous Kingdom (under Imperial control)
Culture:
- Wuldan in the far north (Bleak Coast)
- Mix of Tayn and Imperial.
- Dwarven and Old Tayn around Greenrock Mountains
- Halfling settlements along the Lynn River valley
Major Cities:
- Balnoorial (Royal Seat)
- Lynnmouth (Imperial Admin Capital)
- Fieldhaven (Small but notable farming community to the north
Climate / Biomes:
- Temperate (Majority), Boreal (Bleak Coast)
- Mix of deciduous and conifer forests, farmlands, hills
- Small, older mountain ranges in the east
Negarta
Imperial Province
Culture:
- Mostly Imperial
- Small amounts of Tayn in rural areas.
Major Cities:
- Unnamed coastal cities on north and south coasts
Climate / Biomes:
- Temperate (Majority), Mediterranean along south coast
- Mix of deciduous forests, farmlands, hills.
Denrylak
Imperial Province
Culture:
- Mostly Imperial
- Sygassan influence to the west
Major Cities:
- Unnamed cities on east coast
- Riverside trading settlements throughout
Climate / Biomes:
- Temperate (North), Semi-arid (South), Mediterranean (West/South)
- Grasslands/Savanna divided by steep lush river valleys
- Land rises to the west towards the mountains, becoming dryer, cooler, and steeper
Sygassas
Coalition of semi-independent City-States
Culture:
- Mostly Sygassan
- Some dwarven and halfling settlements throughout
Major Cities:
- Many sizable, urbanized centers along the coast and along river corridors
Climate / Biomes:
- Temperate (North), Mediterranean (South)
- Hilly lands with fertile river valleys
- Steep mountains to the east
The Rock Hills
Imperial Territory with semi-independent city-states
Culture:
- Imperial
- Minor influence from the Southern Kingdoms
- Semi-nomadic human, half-orc, and orc clans inland
Major Citire:
- A few along the coast
Climate / Biomes:
- Dry savanna and forest along the coast
- Arid rocky ridge and valleys inland
Korren
Imperial Province
Culture:
- Imperial
- Occasional Wuldan settlements along the coast
Major Citire:
- A few in the south
Climate / Biomes:
- Temperate
- Forests with valley farmlands
- Relatively flat coastal plains rising to rocky mountain foothills
Cardeanon
Imperial Province (Most recent)
Culture:
Mostly Wuldan.
Imperial culture spreading inland and to the north
Major Citire:
Kraith (Imperial Admin Seat)
Climate / Biomes:
Temperate (South), Boreal (North)
Mix of forests, gentle hills. Farmland around rivers and cities. Many lakes to the north.
Wulda
Independent Kingdom(s)
Culture:
- Wuldan
- Scattered Hill Dwarves, Mountain Dwarves in far east
Major Cities:
- Highcliff
- Sundenvakt (Southeastern trading port)
- Dier-Kahn (Northern trading port)
Climate / Biomes:
- Boreal. Tundra/Arctic in far north/northeast
- Steep Mountain/Fjords (West), flatter lake-filled lands (East)
Princepta
Independent petty kingdoms and principalities
Culture:
- Majority Princeptian
- Localized Wuldan settlements
Major Cities:
- Many medium-sized cities along the coast
Climate/Biomes:
- Boreal, sub-arctic (east)
- Thick conifer forests. Thinner and more tundra grassland to the east
- Relatively flat lands with many lakes and bogs
Marrow Mires
“No-man’s land”
Culture:
The few inhabitants of the area have ties to Princepta or other older pre-imperial cultures.
Major Cities: None
Climate / Biomes:
- Temperate
- Mix of forests, swamps, lakes
Crag
Click link to see main article
The Independent City of Crag
Crag | Quick Facts |
---|---|
Region | Grey Sea |
Climate | Boreal/arctic |
Nation | Independent |
Main Culture | Wuldan, cosmopolitan |
Minor Cultures | Taynish, Kaldrinic |
Population | 1,000 - 0 K.E. |
5,000 - 100 K.E. | |
10,000 - 450 K.E. | |
12,000 - 600 K.E. | |
Government | Merchant Council |
Main Industries | Mercantile Trade, |
Seafood, Oil, Wool |
Southern Kingdoms
Collection of independent kingdoms and city-states.
Culture:
- Southern
Major Cities:
- Many ancient cities near major trade hubs and/or water sources
Climate / Biomes:
- Semi-arid to arid
- Broad valleys separated by rocky hills and plateaus
Dwarven Metropolises
City of Mines
Within the western portions of the Greenrock Mountains (Lynnla) The largest known dwarven metropolis Known for high quality metallurgy and stonework. Has a substantial number of surface settlements inhabited by dwarves, halflings, and some humans.
City of Stone
- Based out of the eastern end of Wulda
- Relatively small city, inhabited mostly by dwarven refugees from the abandoned dwarven cities to the west
- Very isolationist
City of Light
- In the mountains north of Sygassas.
- Named so for the unique fact that most of the current city is carved into the faces of mountains, allowing natural light not found in other dwarven cities.
- The older depths of the city are sparsely inhabited and used for utilitarian purposes like mining, manufacturing, and storage.
- Is the only official Mountain Dwarf city that permits entrance into the city by any approved visitors, rather than restricting access to only Mountain Dwarves.
- Has a long-standing mutual relationship with Sygassas.
City of Tunnels
- In the mountains east of the city of Taynuilt.
- A relatively small city by dwarven standards. Have a focus on trade and production of luxury goods.
- Name relates to the sprawling network of tunnels that form the backbone of the city and that extend for miles in all directions. It is claimed these tunnels connect to other dwarven cities or hidden entrances in other places of importance.
- Very few surrounding surface settlements, instead nearby hill dwarves live among human-dominated settlements.
City of Spires
In the mountains between Korren and the Marrow Mires.
This city has long controlled the mountain pass between Korren and the east, and has been able to use that to control the movement of goods and people east-west (for a fee of course).
-
Name refers to the massive stalactites that are found throughout the natural caverns that most of the city is built within.
-
Known for the export of their specially cultivated strain of cave mushrooms that are a delicacy throughout the world.
There are numerous smaller dwarven cities throughout the lands. There are also a scattering of hill dwarf settlements on the fringes of human lands.
There are many abandoned dwarven cities throughout the lands. Some have been reclaimed by others, but most are inhabited only by the ghosts of history. The reason for abandonment varies, but is never discussed due to the associated feelings of shame and failure by dwarves. Human settlements that make use of part or all of an abandoned dwarf city include:
- Ashenstone
- Highcliff
- Stonklin
- Palace of the Pointed Crownm
Elven / Gnome Lands
Alk’Sira
The temple city and surrounding ancient forests to the north of Korren.
Jezier’Raik
The collection of minor temple cities covering the island of Jezier to the north of Taynuilt. Most of the city nodes are along the coast, with the exception of the grand moon temple at the center of the island.
Kiv’La
A small temple city built on the southern slopes of the hills in the far northeast stretches of Wulda.
Alra’nazar
The temple city built along the jungle and swamp delta of the Nazara River south of the Empire.
Region: Indip
Quick facts
Major Cities:
- Drimmharbor (Imperial Admin Seat and Imperial Royal Navy Yard)
- Palace of the Pointed Crown
- Other cities throughout, significant farmland
Landscape:
- Temperate (Western) transitioning to dryer steppe climate (Eastern)
- Mix of forests, farmlands, hills
- East rises towards the higher grasslands
- Isolated mountain range in the Northeast
Indip | Quick Facts |
---|---|
Region | Central-East |
Climate | Temperate (Western), Arid (Eastern), Unknown (interior) |
Nation | Kaldrinic Empire |
Government | Imperial Ministry Appointed Governor, Drimmharbor has a partially military government |
Capital | Drimmharbor |
Main Culture | Imperial, cosmopolitan |
Minor Cultures | Old Indipian, Central Half-orcish, unrecorded others |
Population | 350,000 - 0 K.E. |
750,000 - 100 K.E. | |
2,500,000 - 442 K.E. | |
Government | Imperial Ministry Direct Rule |
Main Industries | Military production, rice |
Summary
Indip is one of the oldest Imperial provinces, containing most of the former Old Indipian Empire (Ley-Indip-Ley). Interestingly, Indip as a whole is now often thought of as a backwater, despite its more central location geographically and Old Indip's tremendous wealth and military might. The current capital of Provincial Indip, Drimmharbor, is home to the Imperial Navy Fleet and a chief city of the Empire.
- Being less than a day's boat ride from Ashenstone, Drimmharbor is as cosmopolitan as Ashenstone itself. The size and wealth of Drimmharbor lead many to forget that the greater Drimmharbor District is not itself a top-level province of the Empire, and most Ashenstonians rarely mention "Indip" by name, instead referring to the region as a whole as "Drimmharbor" or "Drimmland".
Districts of Indip
Overview
Within Indip, the Imperial Provicinial Land Ministry divides Indip into three coastal "districts" as well as the unorganized "Indip Expanse":
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The Mulmarch. (Historically - Izyal, or Mulloch-Izyal when combined with Lake Mulloch and the Southeast Marches of what's now Mulhong) The Mulmarch is an Agricultural region north of Drimmharbor, extending up to the border of Mulhong. The original homeland of the nomadic Human chieftans who eventually coalesced and formed Mulloch-Izyal and later the Old Indip Empire (Ley-Indip-Ley).
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Indïdip ("Over-Indip"), the historic capital of the Old Indipian Empire, is located here, on the south shore of Lake Mulhong (also and formerly known as Lake Mulloch). Briefly the population center of the region after the formation of the Old Indip Empire, it was soon eclipsed by Great Invëye in Indip's south.
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THe Mulmarch area depopulated quickly after the establishment of Drimmharbor. Now economically depressed, though home to some interesting architecture and a cultural center of traditional Indipian crafts. Considered a pass-through region by most Imperials.
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Drimmharbor District. Officially the modern capital district of Indip, though many forget it is not an Imperial province in itself. The City of Drimmharbor has a special political status in the Empire as the home to the Imperial Navy and is governed by a complex system of joint Civilian, Mercantile, and Military authorities. Home to roughly 80% of the total population of Indip, and virtually all of the Human population. Too many details to list here - see following sections.
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Ivëénland. Historically called Invëye and home to the largest city of the classical pre-Kaldrinic world, Great Invëye (Faï-Invëye). Mostly comprised of productive farmlands and wetlands on the southern Indipian coast. Historically important to the Old Indip Empire as a buttress against the Orcs of the Rock Hills, it is now mostly rural in character, though far more accesible than the Indip Expanse. While Great Invëye as a functioning metropolis is no more, active port-towns and fishing villages provide modest but decent living standards to their residents who live alongside the vast archaeological sites and ruins dotting the Bay of Invëye.
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The Indip Expanse. The vast interior of Indip, "expanding" to the Gold Desert. Civilian law does not apply here, mostly because there's no one to administer it. Both Old Indip and Ashenstone's touches here have historically been very light.
- Within the borders of Indip and the Indip Expanse is The Palace of the Pointed Crown, a semi-sovereign religious enclave surrounded by Indipian lands. It is included here for convenience, but it is not adminstratively considered part of Indip by the Land Ministry.
1. The Mulmarch (Mulloch-Izyal)
This region, originally known as Mulloch-Izyal, is the birthplace of the Old Indipian Empire and the ancestral home of the Chieftans and Fu-Leys of Mulloch-Izyal. Home to the Capital of Old Indip, Indïdip, known as Mullochi-Izyali before the founding of the Ley-Indip-Ley.
While wealthy with lush farmland and forests in the early days of the Ley-Indip-Ley, imperial attention soon turned to the Southern Region of Invëye. By -200 KD, land mismanagement and military defeat led to the gradual depopulation of the region and the collapse of the North Indipian Empire.
Currently economically depressed, denuded, and very sparesely populated outside of Indïdip and the small town of Izÿ, on the border of Mulhong. The North Indip Imperial Outpost exists to collect customs and offer some amenities to travellers on their way to and from Drimmharbor.
Industries
Some small salt mines exist around lake Mulhong, near Indïdip and Izÿ. Decent firewood and small crafts timber production from the Spindlewood provide some economic activity through exports to Mulhong and Drimmharbor. A modest but growing tourism industry focusing on the history of Old Indip comprises the bulk of Indïdip's economy.
2. Drimmharbor District
By far the most populous and economically important of modern Indip's sub-regions. The Drimmharbor District is also the site of the most ancient settlements in Indip, though its population remained small until the founding of Drimmharbor after Old Indip's takeover by Ashenstone. The Inbay, a small internal sea, contains The Deepwater, namesake of Indip. While very small in area, it contains some of the deepst waters in the Empire, and fishing rights are leased exclusively to restaurants and hobby fishers in the fabulously wealthy and exclusive town of Inpoint.
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Drimmharbor - capital, site of the Royal Navy Yards, the Royal Navy Academy, the Imperial Land Ministry's Eastern Headquarters, and home to the headquarters of the famously flamboyant Lighthousers Guild, one of the rare organizations politically savvy enough to have a strong presence in both Imperial and non-Imperial provinces.
The largest city by land area and fourth largest city by population in the Kaldrinic Empire, after Ashenstone, Balnoorial, and Taynuilt City. Extremely cosmopolitan, with Humans, Elves, Half-elves, Half-orcs, and even some Dwarves and Gnomes taking residence.
Drimmharbor's City Government is complex, splitting power between a Civilian Legislature, a Maritime Merchant Council, and the High Command of the Imperial Navy. The three entities meet together on the first of every month in the politically and ceremonially important Drimm Conference, which enacts laws that apply to the entire District. The Imperial Navy High Command generally allows the highly active Maritime Merchant Council and Civilian Legislature to negotiate affairs for the city during these conferences, but occasionally wields its powers of Absolute Veto and Naval Decree, especially in times of war or civil unrest. Additionally, The Imperial Navy High Command, which reports directly to the Emperor in Ashenstone, alone has the power to cancel or reschedule a Drimm Conference.
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Drimmharbor Quays - Navy operated satellite city of Drimmharbor. Site of the vast imperial drydocks and manufactories. The city is curiously under strict martial law since 390 KD. Rigorous systems of checkpoints prevent unauthorized entry despite its massive size. Notably absent of half-orcs, though the Empire claims it does not engage in discrimination. In recent years, vast shipments of enormous logs have been reported by whistleblowers, though officials either deny the rumors or refuse to comment on the matter.
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Drez'dip - "Across Deepwater" - Half-orcs were historically pushed out of the areas immediately surrounding Drimmharbor, their claimed holy promised land, and as such the largest Half-orc town remaining in Indip is Drez'dip, on the shallower water Northern coast of the Inbay. Expanded fishing rights granted in reforms of recent decades have slightly improved the fortunes of the population, but there is still much poverty and resentment, especially since these fishing rights do not apply to the historical deepwaters where the best fish may be caught, in the Deepwater.
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Inpoint - a very wealthy and opulent town dominated by Naval Academy elites, on the cliffs overlooking the clear deep waters of the Deepwater.
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Cape Drimm - a small but popular destination for relaxation and hobby fishing. Fresh seafood is caught daily by seasonally licensed human and travelling half-orc fishermen. Despite existing road and land access, many now visit by boats embarking from Northeast Drimmharbor to avoid the activity and checkpoints around the Drimmharbor Quays. Private sea-side roads lead directly here from Inpoint.
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Ashwatch Point - a small but elegant town across the Great Indip Sound from Drimmharbor. Site of the Ashwatch Lighthouse, pride of the Lighthouser's Guild. The Ashwatch Lighthouse notably houses a world-class observatory from which the Lighthousers boast they can as easily view the stars as they can the private lives of Ashenstone City's nobles through the windows in their towers across the Jewel Waters.
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Woodgate - a small town on the edge of the District in the modest but economically and culturally important Lero's Woods. Founded in 31 KD by Admiral Hiro Drimm's son, Lero Drimm, as a lumbering outpost. Now offers tourism services and its market supplies goods to hunters and foragers. The Lero Drimm Lumbering Museum is headquartered here.
3. Invëénland
Invëénland, historically called Invëye, was a critical region to Old Indip until its fall in 7 KD, despite its relative obscurity today. The oldest permanent settlements here are attributed to the Humans of Old Indip. Centered around the Bay of Invëye, Invëénland was both the economic and military center of the Middle Indipian Empire, and its regional capital, Great Invëye so far outpaced the size, population, military presence, and economic output of the old capital of Indïdip that it was often considered the capital despite not being declared as such until the splitting of Old Indip into North and South Indipian Empires. Despite having largely decayed by the time of the Kaldrinic Empire's rise, it is said that Ashenstone set its sites on Indip so early on during its conquests lest some other power claim the right to the glory of Old South Indip and its jewel, Great Invëye.
As previously mentioned, Great Invëye is no more, but its two historical ports of Bayport and Westport, now themselves humble but active port-towns, offer glimpses of Great Invëye's former splendor.
It's hard to overstate the threat that Old Indip felt from the Orcs of the Rock Hills. If Half-orcs were holy to the humans of Old Indip, Orcs were the very opposite, considered accursed. To be fair to the Old Indipians, The Orcs of the Rock Hills waged centuries of apparently unprovoked war against both the semi-nomadic Half-orcs and the Humans who considered them their sacred ward. To this effect, Old Indip constructed one of the great wonders of the pre-Kaldrinic world: The Watergates, four leviathan floating fortresses imbued with long forgotten magics. Combined with the large Southfort and the Great Trenches (Eastrench and Westrench), the very geography of South Invëénland was fortified against threats from the Rock Hills and beyond, whether by land or by sea.
When the Ley-Indip-Ley split into independent North and South portions, Invëye remained an important though diminished city until the darkening of The Watergates in -326 KD. Its slow collapse was complete when the last South Indipian Emperor, Trag Antal II, was defeated and beheaded by Kaldrinic forces during the razing of Great Invëye Palace in 7 KD. The city was burned and much of the population relocatd to Drimmharbor.
Flaa, in the east of Invëénland, is a predominantly Elvish forest-town meaning "Friends" in an Elvish/Half-orcish sylvan pidgin. Home mostly to Cosmpolitan Elves (those Elves who generally live along Humans and Half-elves in the cities of the Empire) and a small number of Half-orcs, it has remained relatively stable despite centuries of shifting Indipian and Kaldrinic power structures. Some say it has long been protected by powerful magics, though the Elves demur on this subject.
While fairly remote, Flaa does sit both on the Invëéndip River and on the lightly used land-route between the Ports of Invëye and Drimmharbor. Accordingly, it sees a small but regular cadence of travellers.
Flaa is known for its natural beauty, hospitality, woodland setting, and hot springs. Salmon and Trout are plentiful inm the river, and each spring Flaa hosts "The Feast of Friends," feeding guests and residents at no cost and exporting excess catch downriver to Westport for sale.
The Empire collects taxes in Flaa and includes it in the Invëénland census, but otherwise leaves the Elves to manage the city autonomously. Half-orcs are included on the town council, and are treated much better here than in the Drimmharbor District, leading to a small population influx in the last century.
The Indip Expanse
Even today, most citizens of the Ashenstone Empire know little about the vast interior of Indip, despite its long inclusion under Imperial Dominion. The boundaries of the Expanse are not strictly definied, but it's safe to say that virtually all lands east of Lake Mulhong running south to the Rock Hills (and even as far West as Flaa and the terminus of the Eastrench) can be included in its general area. It is said by the Elves that Forests of immense stature and unknowable age once stood in gorges carved by the headwaters of the Invëéndip and Chalice Rivers. From the Palace of the Pointed Crown, technically within the Indip Expanse, no such forests are visible from the expansive southern vistas, but rumors persist that some remnants may still be found.
The Indip Expanse is very rarely visited by humans, unless the Palace of the Pointed Crown is included. The Empire maintains a policy of non-settlement, though in practice this only legally applies to Humans. Elves, Half-elves, and Half-orcs are said to make up the majority of the population, but no official records are kept.
The Palace of the Pointed Crown
This is the main seat of power for the Imperial Religion (Church of the Pointed Crown), sort of like the Vatican. It is not officially independent from Indip, but is generally left to its own devices by the provincial governor. It is sort of like a small city onto itself, though most functions are limited to what is needed to support the religious activities, including the many monastic chapters, training areas, pilgrimage sites, and religious scholars. Prior to the Kaldrinic Empire, it was a major religious and pilgramage site for the Ancient Indipians, and was even used as the Capital for a few Indip Kings and Emperors. The city is built within the ancient ruins left behind by the Old Ones (I forget what I called them...), so it very monumental in its construction with centuries worth of human construction built around the ancient spires and pyramids. Very different from standard human cities, and more like a dwarven city built above ground. The entire place is perched atop a small mountain range with wide, broad plateaus divided by deep rocky ravines (think Machu Picchu on a huge scale)
History
Indip is one of the oldest Imperial Provinces, having been among the first of the "Old Kingdoms" to fall to the Kaldrinic Dynasty in year 7 K.D. (Ekrypt was first, in year 4 K.D. Before the arrival of the Kaldrinic Empire, Indip was a separate empire that spanned modern Indip, large portions of the Rock Hills, and southeastern portions of modern Mulhong. However, the empire's hey-day was long past and thus made an easy target for the newer, stronger Kaldrinic Empire.
Drimmharbor was founded by Admiral Hiro Drimm in 6 K.D. as a major shipyard for the Kaldrinic Empire. Following the fall of the Indipian Empire it was designated the Provincial Capital of the new Kaldrinic holdings on the east side of the Jewel Sea (provinces would not be organized until 36 K.D.). It still is the home of the main Imperial Shipyard and a major trade hub. The Palace of the Pointed Crown is built deep into the mountains (unnamed) in the east part of Indip. This is the headquarters of the Church of the Pointed Crown (think the Vatican), built atop the ruins of an older Indipian temple monastery. It functions more like a small city.
The region now known to the Kaldrinic Empire as "Indip" was previously part of the Old Indipian Empire and long a refuge to the Unhorned "Half Orcs" fleeing persecuting at the hands of their cousins, the Orcs. It is said the lands were also important to the Elves, but most cosmopolitan elvish communities report not knowing much about Indip. The Old Indipian Empire, the Ley-Indip-Ley, was founded in -903 KD by Trag Çom Anatala I, daughter of the Fu-Ley of Mulloch-Izyal. Old Mulloch-Izyal centered arround lake Mulloch (now Lake Mulhong) on the current border of Indip and Mulhong. Anatala renamed the capital Mullochi-Izyali to Indïdip upon the declaration of the Ley-Indip-Ley.
The Old Indipian Ley-Indip-Ley means "Great Land of Indip", or literally "Land of Indip Land." Ley-Indip-Ley is itself an adoption of the much older Unhorned/half-orc name Lz Ïndip'ey Ah, or "Beside Deepwater [that is] Ours, Clear". Thus, the word Ïndip means literally "Deepwater," likely referring to the small crater-sea now called the Inbay, the deepest known waters in the Empire. It is theorized that the Deepwater was formed when a small splinter of Almak collided with the lands on the east coast of the Jewel Waters before -4000 KD.
- Yå'lv, for the curious, is the word for shallow water ("waist-wet"), the old Half-Orc language having no word simply "water," using instead the word Gerz'lv meaing "life-wet" for water that is imbibed. This name Lz Ïndip'ey Ah refers to the alleged home harbor of the Half-orcs, which Half-orc elders insist is now the site of the Drimmharbor Quays - a great travesty to their culture.
Half-orcs were venerated members of the Ley-Indip-Ley, which adapted the name of the Half-orc settlement in deep respect bordering on religious fervor, much to the confusion and eventual amusement of the Half-orcs. It is stated that Anatala's father, the Mulloch-Izyalan Fu-Ley Trag Çom Alayë I, was deeply religiously moved by his experience in audience with the Unhorned Elders of Lz Indip'ey Ah in -927 K.D. After this date, official Mulloch-Izyal policy toward the Unhorned Half-Orcs (Enzayä Li-noráfu - "Holy No-horns") was one of deep reverence, deference, and respect. No records of the details of this audience are kept, though Old Indipian religious doctrine held that the Fu-Ley received a prophecy from the Gods themselves at Lz Indip'ey Ah:
- Alayë's first-born daughter would establish a Holy Empire to protect the descendants of the Holy Unhorned Prophet Muluatë Fu-Falati ("Mulua, the First Servant of Peace"), who were sent by the Gods to bring everlasting Peace to the World.
After the fall of the old Indipian Empire to the Kaldrinic Dynasty, the rights of half-orcs diminished steadily, and their honorifc description of "Holy No-horns" was forgotten. Over four centuries of Kaldrinic dominion, humans have replaced much of the naturalized and native Half-Orc population, at least on the coast, who long lived alongside their Old Indipian human brethren in peace and cooperation. Some scholars suggest "uncontacted" half-orc populations may exist in the poorly surveyed interior, themselves said to be either remnants of the original Unhorned refugees from the Inquisition of the Horns, or "rewilded" clans of Half-orc refugees who fled early Imperial persecution.
Elves, while historically a transient presence in the lands now known as Indip, are increasingly plentiful, both on the coast and in the interior, and seem not to have suffered much under the Empire. In recent decades, rumors of large-scale logging for the Empire's navy (the Empire is famously secretive as to where it sources raw materials), have soured the Elves, Half-elves, and Half-orcs even in places like Drimmharbor and Drez-dip, far from the alleged extractions. Complicating this outrage is the claim by Imperial Foresters that no great forestlands exist in Indip - the Forests directly East, North, and South of the Drimmharbor district are relatively small in area and well visited by hunters, recreators, and foragers, all whom report no notable disturbances.
In present times, the quality of life for Humans (and for many Elves and Half-elves) in the Drimmharbor area ranks among the highest in the Empire, especially among the well-educated elite affiliated with the Drimmharbor Naval Academy and Imperial Navy. Thus, despite a burgeoning movement of resentful nature-lovers and tree-worshippers, public support for the Empire is arguably higher in the cosmpolitan population of Indip than even in Ashenstone itself. It is said that to find Ashenstone's most loyal subjects, look to Drimmharbor rather than Ashestone.
Region: Mulhong
Quick Facts
Mulhong
Mulhong | Quick Facts |
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Region | East |
Climate | Temperate (Western), Arid (Eastern) |
Nation | Kaldrinic Empire |
Government | Governor-Assembly |
Capital | |
Main Culture | Imperial |
Minor Cultures | New-Mullochian, Old Indipian |
Population | |
Main Industries |
Summary
WIP
City: Crag
A view of Seaside, the harbor and associated neighborhood on Crag's east flank
The Independent City of Crag
Crag | Quick Facts |
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Region | Grey Sea |
Climate | Boreal/arctic |
Nation | Independent |
Main Culture | Wuldan, cosmopolitan |
Minor Cultures | Taynish, Kaldrinic |
Population | 1,000 - 0 K.E. |
5,000 - 100 K.E. | |
10,000 - 450 K.E. | |
12,000 - 600 K.E. | |
Government | Merchant Council |
Main Industries | Mercantile Trade, |
Seafood, Oil, Wool |
Map
Early History of Crag
Crag was founded many centuries before the arrival of the Kaldrinic Empire by wayward sailors, fisherpeople, and as a lay over for merchants and pirates plying the Grey Sea. It was not until the establishment of the Empire and expansion of Imperial control over maritime trade, at which time Crag expanded as a place where trade could occur free from Imperial control and taxation.
In Crag's earliest days, there was minimal leadership and instead it was an egalitarian free-for-all, free from the autocratic structures of the mainland nations. By around 150 K.E. the city had grown to the size of needing more direct leadership. The Council of Merchants was formed by the wealthiest residents of the city, most of whom had grown wealthy through both legal and illicit trade. Each member of the council is allowed to sit on the council for 10 years before they must step down. Vacancies are filled by a public process in which aspiring members must collect as many votes as possible. This typically leads to widespread bribery, promises made, and threats, a process that is widely accepted throughout the City as the cost of leading Crag.
Notable Residents
- Thorvir the Raven
- Denyrla
- Lord Tyrson Corrack
- Lady Louissa Corrack
- Lord-heir Eywin Corrack
- Lighthammer the Dwarven Smith
City: Crag
A view of Seaside, the harbor and associated neighborhood on Crag's east flank
The Independent City of Crag
Crag | Quick Facts |
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Region | Grey Sea |
Climate | Boreal/arctic |
Nation | Independent |
Main Culture | Wuldan, cosmopolitan |
Minor Cultures | Taynish, Kaldrinic |
Population | 1,000 - 0 K.E. |
5,000 - 100 K.E. | |
10,000 - 450 K.E. | |
12,000 - 600 K.E. | |
Government | Merchant Council |
Main Industries | Mercantile Trade, |
Seafood, Oil, Wool |
Map
Early History of Crag
Crag was founded many centuries before the arrival of the Kaldrinic Empire by wayward sailors, fisherpeople, and as a lay over for merchants and pirates plying the Grey Sea. It was not until the establishment of the Empire and expansion of Imperial control over maritime trade, at which time Crag expanded as a place where trade could occur free from Imperial control and taxation.
In Crag's earliest days, there was minimal leadership and instead it was an egalitarian free-for-all, free from the autocratic structures of the mainland nations. By around 150 K.E. the city had grown to the size of needing more direct leadership. The Council of Merchants was formed by the wealthiest residents of the city, most of whom had grown wealthy through both legal and illicit trade. Each member of the council is allowed to sit on the council for 10 years before they must step down. Vacancies are filled by a public process in which aspiring members must collect as many votes as possible. This typically leads to widespread bribery, promises made, and threats, a process that is widely accepted throughout the City as the cost of leading Crag.
Notable Residents
- Thorvir the Raven
- Denyrla
- Lord Tyrson Corrack
- Lady Louissa Corrack
- Lord-heir Eywin Corrack
- Lighthammer the Dwarven Smith
City: Laigfhuar
A map of Laighfuar
The City of Laigfhuar
Laigfhuar | Quick Facts |
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Region | Taynuilt Heartlands |
Climate | Temperate |
Nation | Taynuilt |
Main Culture | Taynish, cosmopolitan |
Minor Cultures | Imperial, Dwarven, |
Wuldan | |
Population | 4,000 - -319 K.E. |
12,000 - 0 K.E. | |
15,000 - 100 K.E. | |
20,000 - 450 K.E. | |
24,000 - 600 K.E. | |
Government | Mayor-Lord-Tribunal |
Main Industries | Mercantile Trade, |
Seafood, Brewing, | |
Pottery, Arts |
Map
Early History of Laigfhuar
Laigfhuar was originally settled by the early Copper Tayns many centuries before the arrival of Kaldrinic Empire. Before the establishment of the first Taynish confederacy, the Laigfhuar was a major seat of power among the independent Taynish petty kingdoms. It temporarily joined with Taynuilt during the first Confederacy agreement, but after only a few decades returned to being a most autonomous kingdom with little direct authority from the Taynuilt royalty.
By the time of the second Taynish Confederacy, Laigfhuar remained largely independent from the rest of Taynuilt, though it had lost significant lands after decades of both military and political conflict. By the time of the second Taynish Confederacy, it was among the last of the major western Taynish petty kingdoms to swear fealty to the royal family in Taynuilt, and only when faced with the reality of Indip invasion from the east by land and south by sea. Some ancient documents suggest the then-rulers of Laigfhuar were in discussions with Indipian leaders to support the invading forces in return for being allowed some level of autonomy following the destruction of the Taynish Confederacy, though that support never manifested.
Following the defeat of the Indipians and the disbanding of the Second Taynish Confederacy, Laigfhuar again attempted to regain its autonomy from the rest of Taynuilt. Three years later (-321 K.E.), war between Taynuilt and Laigfhuar broke out, with Laigfhuar hoping that support from allies in Wulda and control over northern sea trade would be adequate. However, the combined forces of Taynuil and Lynnla were enough to push the Laigfhuar forces back to the city limits, and a two year seige of the city ultimatly resulted in a surrender of the city following the suicide of Laigfhuar's leader, Syrking Rolisill Therian IV. The Theria family still holds the City as its fief to this day, though the centuries have led them to now be loyal supporters of the Taynuilt Monarchy.
The City has long benefited by its location on the Silma river, providing a safe natural port inland from the sea. The suitability of the port combined with the relatively close proximity to Taynuilt has allowed both cities to benefit for centuries from trade between the north and south for those seeking to avoid the long and dangerous ocean-faring trip around the west of Sygassas and Denrylak. The growing power and population of the Empire around the Jewel Sea, and the Empire's ongoing tension with Sygassas has only further fueled the economic boon of Laigfhuar as Imperial Trade ships via the City. This has also made the city a place of note for growing Imperial influence and power, especially among the local merchants and trade guilds.
City Government
City Council (442 K.E.)
- Senior Councilor Jerrick Thorkarin
- Senior Councilor Dallia Switwick
- Senior Councilor Riggin Lorflourick
- Junior Councilor Jin Tarni
- Junior Councilor Helio Dolsin-Tyne
- Junior Councilor Redirill Gyll
Tribunal of Justices
- Council Justice Gersin Maccri
- Lord Justice Lady Aila Theria
- Royal Justice Priestess Hula Rishi
Duke or Duchess
- Duchess Lyalish Theria
Other Notable Residents
- Tanly the Rat
- Watch Commander Sir Garrick Switwick
- Guildmaster Astrid the Dark
- Helrid Sharpen
People of the World
List of links to individual people pages.
Thorvir the Raven
General Description
Picture | |
Race | Human (Wuldan) |
Profession | Merchant, Councilman |
Home | Crag |
Born | 390 K.E. |
Death | 443 K.E. |
Early Life
Career
Death
Dead by the Beast Chakri.
Lord Tyrson Corrack III
General Description
Picture | |
Race | Human (Tayn) |
Profession | Nobility |
Home | Balnoorial, Later Crag |
Born | 392 K.E. |
Death | N/A |
Family | Lady Louissa Corrack (Wife) |
Lordeir Eywin Corrack (Son) | |
Titles | Earl of Haarin (ex) |
Early Life
Tyrson Corrack III was born to Earl Hirlin Corrack and Earla Thyra Corrack, high-ranking nobility in Lynnla prior to the dissolution of the Lynn Monarchy.
Career
Lady Louissa Corrack
General Description
Picture | |
Race | Human (Tayn) |
Profession | Nobility, Mage |
Home | Balnoorial, Later Crag |
Born | 396 K.E. |
Death | N/A |
Family | Lord Tyrson Corrack (Husband) |
Lordeir Eywin Corrack (Son) | |
Shaheila (Sister) | |
Titles | Earla of Haarin (ex) |
Early Life
Louissa Corrack (ne-Garena) was born to Duke Ryck Garena and Duchess Wylna Garena, high-ranking nobility in Lynnla prior to the dissolution of the Lynn Monarchy.
Career
Queen Shaheila (or "The Dread Queen")
General Description
Picture | |
Race | Human (Tayn) |
Profession | Nobility, Mage |
Home | Balnoorial, Later Crag |
Born | 390 K.E. |
Death | N/A |
Family | King Helmin (Husband) |
Prince Renni (Son) | |
Lady Louissa Corrack (Sister) | |
Titles | Queen of Lynnla (ex) |
Early Life
Queen Shaheila (ne-Garena) was born to Duke Ryck Garena and Duchess Wylna Garena, high-ranking nobility in Lynnla prior to the dissolution of the Lynn Monarchy.
Career
To be added
Timeline
Major events of the world.
The Ancient Postdark Era
Almost nothing is known about this era... .
Year | Event | Picture |
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-4000 | The end of the War of Descension, Almak collides with surface of planet | |
-3997 | End of the Long Dark | |
-3965 | Settlement that becomes Taynuilt is founded on the new coast | |
-3700 | Fist of the Kyver (Dwarves) come out of hiding |
Classical Pre-Kaldrinic History
Please note: our scribes continue to research this era. Details may be added, updated, or changed.
Year | Event | Picture |
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-982 | The High Orcish Necromancer-kings L'ratomi and Z'ratomi begin The Inquistion of the Horns, triggering the great Northward migration of the Unhorned along the Western rim of the Gold Desert | |
-904 | Trag Çom Anatala I declares the Ley-Indip-Ley or Indipian Empire, upon the death of her father, the Fu-Ley of Mulloch-Izyal. Anatala adopts the title Fu-Indip-Ley ("First Servant of Indip's land"), which becomes the title for all Indipian Emperors and Empresses until the collapse of the Empire. | |
-834 | The City of Invëye is founded on the southern coast of Indip. It quickly grows to be the largest in Indip and the known world, becoming known as Great Invëye. | |
-700 | The Indipian Empire constructs The Watergates to defend against the Third Orcish Deadfleet | |
-581 | With the support of many other nations the King of Taynuilt forms and heads the first Taynish Confederacy in light of enemy provocations to the east | |
-338 | The Incrillans are forced from their homeland and begin settling on Ekryp | |
-332 | The second Taynish Confederacy forms to defend against the Indipian Regime of Tan La Fon V | |
-326 | The Indip Regime divides between north and south due to internal power struggles, the Taynish Confederacy successfully defeat the Indipians, essentially ending the war | |
-324 | With the collapse of the Indipian power structure, the Second Taynish Confederacy disbands according to the initial treaty. | |
-205 | Great unchecked fires burn-out the Hall of the Chieftans and much of Indïdip. The North Indip Empire falls unceremoniously. | |
-204 | Founding of Izÿ on Lake Mulhong by refugees from Indïdip. | |
-4 | The dual catastrophy of the eruption of Mount Iljo and the breaking of the Gods' Dam lead to the migration of Emperor Jontosin and his people north by ship to find new lands. The Denisians, also impacted by the catastrophy, begin to migrate north too. |
The Kaldrinic Dynasty
Note: Record keeping vastly improved after the establishment of the Kaldrinic Dynasty of Ashenstone.
Year | Event |
---|---|
0 | Emperor Jontosin dies of old age. His funeral is held atop the island of Ashenstone. His daughter Kaldrina is crowned the new empress. Based on a vision she recieves upon coronation, Kaldrina declares their years of wandering over and establishes The Kaldrinic Empire with Ashenstone as the new Imperial Seat. Work begins on the construction of Jonto Keep. |
4 | Ekryp Falls under Kaldrinic control |
6 | Drimmharbor is founded; the area's native half-orcs are expelled to Drez'Dip and are banned from fishing in the Inbay in favor of Human fishermen |
7 | South Indip Empire falls to the Kaldrinic Empire. Great Invëye is sacked and destroyed. The Ley-Indip-Ley is no more. |
35 | The Imperial Provincial system is established, replacing previous system of martially occupied nations |
44 | Denisians begin sending out explorers north to find new homeland |
47 | Denisians begin formal migration to what is now Sygassas |
52 | Proto-Sygassan states begin infighting as territories expand |
65 | Ostella rises to leader of populist movement to unite Sygassas |
67 | Sygassas is officially united into one political body, Ostella is elected first Regeant of Sygassas |
100 | |
135 | Expanding Empire reaches outer territories under Sygassas influence |
138 | Sygassas and Empire begin Sygassan Wars as territory tensions grow |
140 | Taynuilt joins Sygassan Wars supporting Sygassas in attemp to stifle Imperial aggresion |
143 | Treaty between Sygassas and Empire is signed, permanent and long lasting border between Sygassas and Empire is established at Mushwong River, Taynuilt refuses to sign treaty |
148 | Taynuilt formally unites with Lynnla through marriage, Empire declares war on Gritia the eastern most Taynish nation and invades eastern counties in order to expand north to sea |
156 | Under the command of General Durasian the Cruel, undefended Sarreff is attacked and burned to the ground. The child heirs to Gritia are murdered, leading to the suicide of the Last King of Gritia. The surviving lords of Gritia either flee to Taynish lands or sign a treaty dissolving the kingdom under Imperial Rule. |
200 | |
205 | First Great war begins between Empire and a united coalition of remaining Taynish nations that had been threatened by Imperial domain but despite calls for a united confederacy as seen in the past they remain independent but allied nations, Sygassas does not properly joins war but supports through proxy "pirate fleets" that raid Imperial navy |
208 | Under the leadership of Arch-mage Lyllia, province of Zhunola (NegLynnla) declares independence from Empire and joins the Taynish Kingdoms in war against the Empire |
221 | Treaty of Five Crowns (the five subdued Tayn Kingdoms) is signed, spirit worship is banned and use of magic and is outlawed in Empire by all those not associated with the church, Taynuilt (combined with neighboring Donnuia) and Lynnla are absorbed into Empire with additional autonomy not granted to other provinces |
300 | |
324 | Isle of Cardaenon is invaded and conquered by Imperial Forces. Starts the First War of Northern Thorns |
327 | Defeat of Empire outside Highcliff, Treaty of Cold Winds is signed between Wulda and Empire, Conquered lands are returned to Wulda but Cardaenon is officially ceaded to Imperial control |
373 | Newly appointed High King of Wulda leads army into Cardaenon (I-Kartonon) to retake old Wuldan land, Start of Second War of Northern Thorns |
375 | Wulda manages to retake entirety of Cardaenon, start of unofficial peace between Empire and Wulda |
381 | After bribing and rigging local lords the Empire launches surprise invasion of Cardaenon with support of local warriors |
381.8 | Wuldans are pushed back to the marshes, bridges and roads through marshes are destroyed to prevent Imperial use |
382 | Wuldans launch naval invasion of Northern Imperial Mainland, Imperial forces on Cardaenon are severed from supplies and reinforcements, fighting persists through Cardaenon |
383 | Especially hard winter leads to Imperial forces in Cardaenon surrendering. Emperor Hui III dies during a hunting incident. Hui's brother, Tark, who has been the lead commander for the Cardaenon campaign until being reassigned by his brother the previous summer assumes the throne in in the late spring, pushing out supporters of Hui's infant son. Emperor Tark personally leads a concentrated push to retake Cardaenon and retakes all major ports in a short time period. Both sides lose momentum before the Empire can push into Wuldan mainlands, but attrition on both sides leads to a mutual truce. Thee Treaty of Southern Winds is signed which officially ends the Second War of Northern Thorns with Cardaenon officially restored as an Imperial province and many local Wuldan lords executed or exiled. |
400 | |
402 | The Great Blood Plague spreads through the Empire |
435 | The King of Lynnla marries Shaheila |
438 | The King of Lynnla dies under mysterious circumstances, with temporary power the King's Consort empowers multiple Imperial leaders to positions of power and signs orders that strip the monarchy of many remaining autonomies, the Inheritance Crisis begins with King's sister kidnapping the toddler prince and leading action against the King's Consort |
441 | The Inheritance Crisis ends with the burning of the Lynnla Royal Castle at Balnoorial and the hiding of the King's Sister and her son and remaining heir the toddler prince though Empire claims they are dead. Monarchy of Lynnla is officially dissolved in Imperial administration and administrative capital of Lynnla is moved to Lynnmouth with new Imperial Provchu in charge |
442 | Second Imperial temple is constructed in Lynnla as a first move to rapidly convert the people of Lynnla and instill Imperial culture in the land |
Lightsong's Journal
Lightsong's Journal
Companions
Ah, my compatriots. I don't fully know what to think of them.
Below is the information I have on them, which I will update with time..
- LS
Boudicca
Picture | |
Race | Dwarf |
Class | Fighter |
Subclass | Eldritch Knight |
Alignment | Unknown |
Homeland | City of Mines |
Age | 175 years |
Controller | Charlotte |
Impressions | Generally good natured, but she is willing to kill... perhaps too willing. She has done right by me though, and I owe my life to her a few times over. She is strong, and wields the powers of Death. I am glad to count her as an ally. |
Character Backlore
Flim Flam of Alk'Sira
Picture | |
Race | Wood Elf |
Class | Mage |
Subclass | School of Evocation |
Alignment | Unknown |
Homeland | Alk'Sira |
Age | 63 |
Controller | August |
Impressions | A powerful force of destruction. We get along well enough! He is simultaneously wise and youthful. I am not sure if he holds any secrets, but he does not really seem the secretive type. |
Character Backlore
Hazar Cora
Picture | |
Race | Human |
Class | Rogue |
Subclass | Assassin |
Alignment | Unknown |
Homeland | Ashenstone City |
Age | 28 |
Controller | Mike |
Impressions and notes | I did not like him at all at first - I could tell he was a noble (formerly, anyway) on first sight, and I swear I've seen him Ashenstone in the ritzier districts. However, I was impressed by his restraint in the Warehouses of Crag, and I have grown fond of him, despite our bickering. Very curious to find out he was once a lighthouser - this has elevated my opinion of him quite a bit, despite the apparent fall from Grace he and the other Lighthousers allude to. He shares in our goal to bring down the Beast of Ashenstone, Chakri, and for him it is also personal. I wonder what other secrets he nurtures. |
Character Backlore
Lightsong the Haunted
Picture | |
Race | Dreamcursed (Tiefling of Fierna) |
Class | Bard |
Subclass | College of Whispers |
Alignment | Chaotic Good |
Homeland | ... |
Age | Mid to late 20s? |
Controller | Jon |
Impressions | Me! |
Character Backlore
Torin Thunderridge
Picture | |
Race | Dwarf |
Class | Barbarian |
Subclass | Totem Warrior |
Alignment | Unknown |
Homeland | City of Stones |
Age | 205 years |
Controller | Matt |
Impressions | He could fight a boulder and win. I am truly happy he's on my side. He has shown me kindness, but I am more the distraught by the corpses he has left mangled in his wake, especially with that cursed Axe of his. He can show restraint when need be, and has listened to my counsel. |
Character Backlore
One-off Characters
T.F. the Monk
Picture | |
Race | Half-elf |
Class | Monk |
Subclass | Path of Elements |
Alignment | Neutral Good |
Homeland | Unspecified Mountain Range |
Age | 200 or so. Aged but formiddable |
Controller | Rajan Burathoki |
Herman Miller
Picture | |
Race | Human |
Class | Fighter |
Subclass | |
Alignment | Neutral Good |
Homeland | Taynuilt |
Age | 30 |
Controller | Nick Ellsworth |
Lightsong's Journal, Chapter 1 - Crag
The campaign begins! Late January 2024 (will take better records next chapter).
Major locations: Crag.
Day 1
- Five characters meet in a pub in Crag.
- They encounter a fiesty lordling, Ewyin.
- He harrasses the kindly owner.
- The character fight off the lordling and his goons with the help of the half-orc bouncer.
- Lordling wanted his way with owner's daughter.
- They do non-lethal damage to lordling and give him and his goons swirlies.
Day 2
Midday
Characters spend the night and get envelopes asking them to come visit the secret merchant who knows things.
Thorvir the Raven gives them a hit job.
They detour to the lady wizard.
Hazar tries to get employed by the warehouse manager, Drenna. He succeeds.
Evening
The group comes back the next day and they straight up murder the warehouse manager while they plunder four out of the five crates the merchant asked for.
They also murder her goons.
She drops sweet loot.
Lightsong is upset because killing. Has a particular disdain for the Dwarves and the Elf.
Hazar is also upset because he wanted to question them.
Night
We continue the search, looking for the last crates.
We discover the large crate (not one of the five) in the basement.
We find the last of the five crates.
We learn that Ilya the previous warehouse manager had been disposed of. as well as the shipping ledger.
A guard from outside comes, but Lightsong uses two cantrips for the party to flee.
The party goes back to Thorvir's and everyone gets 200 Gold Pieces. Thorvir gives the group a new quest - figure out what's inside of the large marked crate, or better, steal the crate and bring it back to him. Thorvir reveals that the Lord Chakri (Lightsong seems particularly interested with violence in his heart) sent the large crate to Lord Tiersen Korak (father of lord Ewyin Korak).
The group argues about the ethics of killing bad guys vs unconfirmed bad guys. Lightsong makes peace with the dwarves but still kinda doesn't like Flim Flam.
They go to the Walrus pub. Boudicca has retired upstairs and she is not coming on the next mission.
They ask the barkeep about Lord Tiersen Korak's estate - confirmed rumors of an underground cave system below the estate.
The party goes to sleep.
LONG REST.
Day 3
Morning - Preparing
The party goes to Lighthammer the smith's shop to buy some weapons and armor.
We bought some weapons and armor.
Now they travel two hours by foot to the beach near Korak estate.
Lightsong finds a signet ring that he gives to Flim-Flam. The group splits up! Lightsong agrees to make peace with Flim Flam.
Thorin and Hazar find a cave with a ladder up to the estate, though nobody takes it yet. It's not clear where in the estate the ladder leads.
Midday - Infiltrating the Korak Estate
Hazar disguises with Lightsong's kit and goes into the Korak estate via the front gate, bypassing the ladder, as Lord Jerald Thrin (someone Hazar just happened to know might have dealings with Koraks) and takes a Bardic Inspiration. He meets with a guard and haughtily asks to be taken to see the shipment.
The steward brings Hazar to Lord Tiersen Korak. Hazar (disguised as Jeral) throws the doors open. He gets into a situation where the Lord and Lady are seeing through his disguise, and then they call the Lord Chakri who confirms lord Jeral Thrin has been thrown into jail.
Hazar is escorted by guards downstairs, but manages to trick them into letting him see a horse, which he steals and whom he absconds with to safety.
Early Afternoon - Regrouping; Boudicca Returns; the Kraken
We are in front of the mouth of the cave deciding what to do next.
A stocky figure runs toward the party! Who is it? It's Boudicca! Hooray!
The group decides to send Thorin up the ladder into the cave, which they believe leads up to the Korak Estate, but a different section of said estate. A wooden hatch appears up the ladder say 40 or so feet (Lightsong loves crevasses). Thorin starts climbing. At the bottom of the ladder, there are... a lot of bones. Thorin climbs back down.
GASP! A kraken! (unnamed aquatic monster) Fight fight fight! Torin Thunderridge carries the group! We win and harvest meat, teeth, and chitin from a tentacle the Kraken baby (it was only a baby) left behind.
Late Afternoon - the Korak Estate, again!
Thorin starts climbing again, hears some noise above. Thorin opens the trapdoor/hatch, spots storage crates, pantries, barrels, etc. in a wooden-ceilininged room and comes up, alerting the others that the coast is clear. All come up.
We see a small child looking for tomatoes. He is terrified. Lightsong uses charisma to put him at ease. The group goes through the kitchen and the chef confronts them. Lightsong deceives and the chef lets them through.
The box is in the third floor of the main building, where Hazar was last.
We get past the old ladies. Lightsong uses Words of Terror on the guard guarding the main halls. We sneak into the last bedroom on the left, then lock the door behind us. We decide to rest until it is time.
Short Rest
Evening - approaching the room with the Double Doors
The group goes to the double doors on the third floor, it shocks Torin, we get in, turn on 1/4 of the lights. Lord Tiersen Korak, Lady Luisa Korak, and Guard Captain Loric.
BOSS FIGHT
We kill the guard captain. We get Lord Tiersen Korak and Lady Luisa Korak to surrender before killing them.
The escape in the storm at dark
Take cloak and cover the seeing mirror. We gag and search. We knock them out. We take the mirror and crate, we walk through the pastures, get into the city, back to Thorvir's.
Late Night - Back to Thorvir's
We get the crate in. Thorvir asks us what went down. We tell him. We didn't get the pass code, we didn't deliver the letter. Oops. It was a threatening letter.
LONG REST
END OF DAY 3.
Day 4
Day
- We sold our kraken meat.
- We sold some booze.
- We bought some booze.
- Lightsong wrote a letter to lady Louissa entreating her to Parlay.
- Lady Louissa Corrack came over but was really mistrusting.
- We got the big crate open with the help of Lady Corrack.
- Lady Louissa Corrack's sister (Shaheila) was in the crate! Also an ornate chest.
- Tierson and Ewyin knocked down the door and that's where we find ourselves.
Twilight/Evening
- The Corracks attack! We defuse it. The battle disengages.
- The infamous Dread Queen Shaheila, believed to be executed and burned at the stake at the royal palace of Lynnla in Balnourial, one year ago, by Lord Chakri.
- Second wife and mother of the King Helman's Third Son.
- Many claimed she was a necromancer. King Helman was assumed dead after a tournament but mysteriously came back and Shaheila took more control.
- The first two children died mysteriously, Renni mayhaps will take the throne? Conspiracy???
- Shahella was notorious figure in Lynnla.
- Her misrule is credited for the invasion of the Empire.
- Chakri was listening to us the whole time!!! The bastard!
- Bomb's gonna go off. Fuckin Chakri. We got barricaded. Tiersen's guards try to break the barricade.
- Shaheila blinds Hazar, Flim Flam, and Boudicca...
- Lightsong persuades Shaheila and Louissa to focus on the defusing the bomb!
- Hazar asks for the blindness to be removed.
- Hazar, Shaheila, Louissa, Flim Flam check the box to see if they can defuse it.
- Torin and Boudicca throw the bomb out the window.
- The bomb lands among Chakri's goons.
- We all huddle in the corner; Hazar scoops up treasure and makes failed passes at the Dread Queen.
- The bomb goes off and Lightsong, Hazar, and Flim Flam go into a dark purgatory; apparently the building fell on us.
Day 5
New NPC party member: Dread Queen Shaheila of Lynnla.
New NPC party member: Roach the Horse.
After the bomb, in the morning
- We come back to consciousness, in the mires outside of Crag, we're in the woods.
- Torin and Boudicca feel alright, but Flim Flam, Hazar, and Lightsong feel like they've come back from the dead.
- We are not in the city.
- The Darkvision having characters see Shaheila on the log.
- Crag plaza was levelled, Thorvir is dead, by a beam in his own house.
- Chakri we learn is also interim governor of Lynnla. Shaheila spits on the ground.
- Shaheila dragged us from the graveyard pits and brought us here to the Crag mires.
- We discuss what to do next - we decide on fleeing Crag and going to Taynuilt.
Making out from camp, through the sub-boreal swamp
- We stumble upon Hazar's old stolen horse, surrounded by Slime Monsters!
- Lightsong, being the erudite scholar that he is, informs the party that the monsters are weak to fire.
- The horse is surrounded by the slime creatures who wish to devour it.
- After a long fight, we defeat the monsters.
- The battle starts a forest fire (we use lots of fire attacks and a flaming spear)
- Boudicca and Hazar have to clean off the slime, which is damaging them over time.
- A Gator-maid (think Mermaid but instead of half fish, half alligator)
- We get out of there! Torin gets the horse.
Midday - The small fishng village Northeast of Crag
- Go to fishing village, McConnor gets us into town and we meet Timothy.
- Timothy takes the crew to Crag.
Evening - Boarding the ship for Laghwair, Taynuilt
- Timothy points us to a boat that can take us to Læghwair, Taynuilt.
- Toto the Dwarf Lady takes us up on the boat, with her dog Dorothy.
- Pop Cornwall III, halfling, comes out and offers passage.
- We pay 150 gold apiece.
- We long rest.
END OF DAY 5
END OF CHAPTER 1
Lightsong's Journal
Chapter 1.5 - Across the Water
On the ship Limerick, captained by Pop Cornwallis III.
Baby G the Half-orc chef.
Boatswain - Toto.
Day One
- Hazar becomes very ill. Shaheila watches over him.
- Flim-flam and Torin begin to spar (friendly!).
- Boudicca collects bets from the ship-folk.
- Torin wins and Boudicca skims profits from the bets (28g!)
- Beautiful clear sky, the two prongs pointing north and the red coil.
- New moons for both moons.
Day Two
- We meet Grenna. Lightsong asks about the Mute Sickness.
- She and Swinner met an old man who talked about it after a hunting accident.
- We rescue Therisso Green of Ashenstone (Bard) from a small boat in the water. He has a nice lute, seemingly intact.
- (And a big hat, of course. Probably same size as Pop Cornwallis III)
Day Three
- Boudicca questions Captain Pop Cornwallis III on time. We're ahead of schedule. Still good weather.
- Nothing else happened
Day Four
"These aren't the droids you're looking for"
- Halfway through Day Four, Grenna sees something out on the horizon.
- Another ship comes due towards us.
- The Empire. They come in peace... or so they say.
- Inspecting ship. Lightsong rolls a whole bunch of lucky deception and persusasion rolls.
- Inspection ship says they want Therisso Green. Lightsong says he's Lord Major Greenwater of Drimmharbor. He stole the Xun Tome of Hiro Drimm, or so Lightsong says, and there's nothing to see here. Jedi mind trick used.
- The inspection ship sails away. Lightsong is so lucky.
Day Five
- The horse is sick. We ask Shaheila for help. Baby G wants to cook him up.
- Hazar and Boudicca ask Captain Pop Cornwallis III for time update.
- We then decide to question Grin, as the imperial inspectors were
- Grin says there's a special crate down below that might be a big more valuable than what was declared.
- Grenna told us they're drug smugglers and gives us Blue Dust (a.k.a Sparkle, Sparkle Powder, Vision).
Day Six
- Mega rainstorm, Flim Flam was unhinged (dude loves the thunderstorms). Nothing else happened.
Day Seven
- Land-ho!
- There's someone who needs help, being attacked by something? They are calling for help in the water.
- Maybe we'll use the Dinghy that Therisso came through in.
- We find the fishers being circled by Plesiosaurus/Liopleurodon type creatures. As we approach, one of them (the one with a larger neck) snaps at one of the fishers and pulls him into the water, ripping him to shreds instantly, killing him. (obviously)
- We engage in combat!!!
- We win
- Leo (the fisher) is thankful, but bemoans his dead compatriot, Sted.
- Lightsong asks to send letters to Grenna and buy a drink, she blushes and obliges.
- The crew pulls into Laighfuair!
END OF INTERLUDE
Lightsong's Journal - Chapter 2-I
Arriving in Laighfuar
On the ship
- The crew pulls into the port.
- Lightsong deduces that he will find a bookstore.
- Jerrick Thorkalan - good friend - we could reach out to him.
- Lady Baroness Layalish.
- Flawless Pork is an inn we can stay at.
Disembarking
- Guards want to inspect the ship. We say goodbye.
- Torin gets on Henry the horse.
- Cherry wants the drugs. We gonna get 18 gold pieces for it.
- The Lizard Bachelor!
- Theatre District
- Grin will give us the goods. (The Sparkle Dust)
- The Mounted Beagle.
- Reekal needs a bard.
- Jerrin, the Guard.
- The Guards check us all. We go by. Make some checks and whatnot.
Heading to the Lizard Bachelor
- Thurysso Green reaches out to us as we depart.
- The shack with the blue lantern on the northernmost wharf.
- Old grizzly man inside
- "How does one make sense in the dark?"
- He shall respond "with a helpful light" and ask if we are bringing one?
- "I try to share my light where I can, and I wish to share it with others"
- He will ask us to join him on his dinghy.
- Go through the entryways
Buying things along the way
- Hazar buys Blade of Dusk (dagger on the longer side of things - for backstabbing, perhaps!)
- Louie sells Lightsong 5 cabbages. Boudicca takes them.
- Head down the street toward the Lizard Bachelor.
Arriving at the Theatre District
The Belt Theatre!
- One of the trees has many different playbill style posters.
- CODA - Coalition of Dwarven Artisans.
- Meeting at the Immaculate Gryffin in Lostweave.
- Down the street and to the left - The Lizard Bachelor.
- Gnome Pickpocket!
- Torin and Hazar catch the Gnome. We get back from him:
- A Copper Ring
- A Brass Ring
- A set of Silvery Earrings
- 2 Silver pieces, a Copper Piece.
- Torin's entire coinpurse.
- We go into the The Lizard Bachelor. We ask for Cherry at the bar, which is not received kindly.
- All but Boudicca are led into the back room. Cherry has lots of gold jewelry. She asks us to sit down as she takes the note from Captain Pop Cornwallis III.
Session One Ends
Cherry, Hawk, and the case of the Skimmed Profits
In Cherry's Lair
- We convince Cherry to get us 18 gold a piece.
- We get Boudicca in from the bar to collect her gold, because Hazar rolled a 2 on persuasion.
- Cherry has a task for us. An associate, Hawk Vorplen. We gotta shake him up. He's skimming profits.
- Cherry's office building is The Demon Lender.
- The Elm Snake in Palace-Stead - that's his favorite bar. If we don't find him at the office.
- House in Wall Brook.
Back in the Bar
- We met Herman and T.F. (Nick and Rajan one-off characters)
- We invite them to journey with us this one time.
Walking to Lostweave, the Weapon Shop
- We were in Estwick, at the wall... we need to find a gate.
- We come across guards and a portcullis to the upper city.
- We notice rogues in the new city.
- T.F.'s insight tells us we were smart not to corner them in an alleyway.
- We enter the shop.
- Flim Flam charms the Shopkeep (he's Genie the Wuldan btw, which Lightsong and Torin speak).
- Lightsong gets the Bow of the Wanderer (shortbow +1, I can shoot arrows in the air and they will land in the direction I need to go)
- Axe of Cleaving for Torin.
- Cunneke would know about the Blade of Dusk.
Checking out Hawk Vorplen
- My Shortbow of the Wanderer suggests we go to the Elm Snake in Palace-Stead.
Encounter with the Baccheranes
- We fought some... religious fanatics?
- Herman and TF went to take our friend TF to the hospital.
Hawk and the Fight Club
The Elm Snake and the Fight Club
- We went into the Elm Snake where Hawk Vorplen, got into the Fight Club
- Possibly illegal.
- We place bets on who we think will win.
- Very important rule - no swearing!
- Heads might roll, but your tongues better not!
The Dueling Dwarves
- The dueling dwarves! Torin and Boudicca.
- Lightsong cured Ayla the White with his last spell slot, to the dismay of his compatriots who were relying on his limited heals.
- Hazar and Lightsong are fighting in the ring... or so it seems.
- Ayla shrugs them off and defuses the situation. Dashing Lightsong's plans.
- Hazar tries to bribe the ring-announcer.
- Potion salesman sells Lightsong two potions of mana.
- Ayla rebuffs Hazar who brazenly asks her out.
- Lightsong places bets.
- 5 gold on Hawk semi-final.
- 10 gold on Dueling Dwarves (who are against Hawk) in the final.
- Notices door behind booth, halfling takes bets, door closes with a click.
- Hawk and Aylis vs. Larry and Thorn.
- Hawks partner Gus got killed. Aylis new gf/fighting-partner.
Dueling Dwarves Win!
- Torin needs to get nerfed, too skrong.
- With Hawk and Aylis in the backroom.
- Hawk saved his constitution saving throw and thus did not have
- They all agree to go to Cherri (Cheri? Cherry?) together.
Continued in Lightsong's Journal, Ch 2, II
Lightsong's Journal - Chapter 2-II
Continued from Lightsong's Journal, Ch 2, I
The previous entries in this journal were more matter-of-fact, and reflect my best recollections of what transpired over the previous weeks. Going forward, I will write more plainly, and in the first person.
-LS
Thyrsdae, Aprel 14th, 443 KE
Confronting Cherri, with Hawk Vorplen in tow
My salubrious companions and I decided to accompany Hawk Vorplen to his mistress, Cherri, who had sent us toward Hawk and the Lizard Bachelor.
My fellow squisher, Flim Flam, is quite exhausted at this point. I was too, you know. We get back to the Elm Snake and chat with the bouncer shortly and jovially before he lets us in.
Cherri's Place at the Elm Snake
- Girish Grog. Half orc.
- Hawk Vorplen.
- Cherri gives us 10 platinum a piece.
- Coalition of Dwarven Artisans - shall we check them out?
A good long rest! Finally!
Furdae, Aprel 15th, 443 KE - Morning
We took a good rest. I feel better, at least physically. Tea and porridge with some sugar in it. They didn't have any sweetrolls. A always loved sweetrolls. Extra sugar will do.
Shaheila magic yelled 'approach' to Hazar.
We then discussed next steps.
Shaheila put a boon on my corporeal form. If I would go down in combat, I would instead be left with a thread of consciousness. (1 hp when would go to zero, one time use)
We walk toward Cherri to finish business.
Cherri says Chakri is coming to Laighfuar this upcoming week. They're going to hold a military parade.
THE THIRD LEGION OF THE BOAR - TREE KILLERS.
SHAHEILA MUST KNOW.
Hazar is a bit of a wimp. Doesn't want to infiltrate.
To the old man and the dinghy (The Blue Flame)
We do the rigamaroll with the lantern. Into the Dinghy with the old man we go! He's quaint. I don't remember his name. Sometimes old folks like him have more to them than you'd think. He's surprisingly strong for how utterly frail he looks.
Coastream! The blue door! 6 up the road. Blue Lantern.
At the Lighthouser's Outpost, in Coastream
We meet Mindelrian. He's a lad of the Lighthouser's guild. The Lighthousers! I should've known they'd be here. They're everywhere in the Empire. Ixor (mage) was mentioned. Hmm. Curious. Looks like the Boat Man forgot to give us a key or something.
Ellbeyod Ovrianiah (or, however those silly Elves spell it), a more senior member, the Poisoner, I think he said? Interesting, I suppose.
We're in the Lighthouser's Outpost of Laighfuar. Martin Dersheneviet, human, is the Guildmaster of the local chapter. We strike a deal to meet the Dutchess in council.
The quartermaster Ninemriard has weapons we can purchase. Thurysso barges in. Martin simmers him down.
Buying from Ninemriard
From Ninemriard I bought a rabbit's foot. The other items were too expensive.
Hazar's Reveal
Ixor recognized Hazar. We learned that Hazar used to be a Lighthouser, interesting! Left in disgrace after his rival killed his lover. He played Dead. Then he actually died and came back with us. How fun.
We ask Ixor for help
Hazar asks Ixor to get Martin to help us case the joint. Ellbeyod Ovrianiah knows we want some spicy poisonwares. He will concoct some things for when we next chat.
I put down my quill for now - it seems that we are amassing some unexpected but welcome alllies.
Continued in Lightsong's Journal, Ch 2, III
Lightsong's Journal - Chapter 2-III
Continued from Lightsong's Journal, Ch 2, II 41 Earth date: 10/20/2024, 4:26pm
Furdae, Aprel 15th, 443 KE - Afternoon
Where were we?
(Still) At the Lighthouser's Outpost, in Coastream
Eolebiad, the Poison Master, has some poisions! Shit, they're way too pricey. I'm going to sit this one out.
Meanwhile, I write Grenna. I know you like to hear me narrate my letters; I would love to hear you laugh at this foolish one:
Dear Grenna,
I have a moment to myself (have you come across the Lighthouser's in your travels?) and I thought "shant I write the lovely Grenna?"
I still seek news of the Mute Sickness, but Laighfuär seems not to have been afflicted. Please, if you hear of anything, let me know.
I send to you these silver earrings - they reflect light much like do your eyes.
Drat, that was corny.
Our party goes now into danger, perhaps.
Steer clear of Chakri's men, and tell no one you know of me, or of us.
Yours,
Lightsong
Looks like Boudicca and the lovely idiot whom we call Hazar spent too much money. That was harsh. I'm growing quite fond of the fallen noble, I dare say.
I play a ditty for Eolbiod. Curse that spelling. And Boudicca's de-strengthenging poison is gotten for a mere 500 gold. Mere. Before this year I don't think 500 gold had ever fully passed through my hands, all together. Except, perhaps when... well, I won't write of that here.
We leave, with Thurysso in tow, for better or worse.
Back down to the Wharf and the Old Man/Dinghy
Doran the Boat Man! He is old. The same old guy.
He gave his name! It's Dora! I mean Doran. Or do I?
From the Docks of Estwick to the Lostweave
I tell Thurysso that if he proves his worth to the group, a Rapier+1 may be in his future. Torin susses out this fool and finds out he's yeah, pretty weak. (Ran a medicine check)
The Wonderful Immaculate Spectacular Gryffin. A Positive Adjective Gryffin. A little worse for wear? But! A Healthy size crowd mingles in front.
Across the street, about a decade (or decal) of city guards (there's 10 of them.)
Hazar is blabbering again. Something about robbing? I don't really know.
There's a crowd outside the playhouse, The Something or Other Gryffin. Some dwarves, elves, gnomes, and even humans. Mostly dwarves. Have we found CODA (the Coalition of Dwarven Artisans)?
CODA of Laigfuar wants a repeal of Council Law 2056:
- Restore equal taxation of all craftspeople.
- End of non-human craftspeople wares-seizures.
- Restitution for losses due to 2056.
- Public apology.
We enter the playhouse, the Phenomenal Gryffin. Hazar seems to have a bad feeling about this.
Thurysso pales, he says he sees someone with whom it went sour, romantically, about a year ago...
It's dark inside the playhouse.
I have a terrible terrible feeling about this...
Into the Playhouse, the Immaculate Gryffin
Boudicca and Lightsong Gather Intel...
I go with Boudicca to get some intel from a Dwarf Artisan, Torin stands guard at the doors, and Hazar and Flim Flam go to case the joint.
Flim-flam (whom I am alarmed to see still inside, by the way) asks the Dwarf artisan to identify his ring, which we find out is a Ring of Warmth. It provides heat up to -50 F. Familiar! I have seen this in the North of Wulda. Interesting. It's not a common trifle.
Boudicca shops at the Artisan's stall a bit more. She buys a Circlet of Blasting. We get it for 600 gold pieces. He originally wanted 900 gold. We will get the monocle of insight when we have the money. He will put it aside for us.
The Artisan's name is Gareth Smatterhorn.
Hazar, Flim Flam, Torin, and Thurysso Case the Joint
I later learn the following from Torin:
Hazar sends Thurysso down the back alley...
Hazar, Flim Flam, and Torin follow, once Thurysso doesn't trigger any traps. They walk up toward the rear of the playhouse.
They notice loose ivy behind the Playhouse building, and Hazar fails to scale the ivy like the person who must have come before him.
Hazar, Torin, and Flim Flam go through the backdoor.
The lady who owns the place gave them a hard time, but then Thurysso distracted. Flim Flam in the rafters, the rest go back into the main floor.
Dirk's Speech
Hazar comes back and buys me the monocle! I give him 8 platinum to start paying down my debt.
Dwarven (???) lady named Helga (if that's her real name) bumps into Torin, they have a spicy convo, she's kinda sus...
Yuwelion, the bartender, threatens Thurysso's life to Hazar. But sells Hazar some drinks.
In position:
- Boudicca and Lightsong in the crowd.
- Torin by the front door.
- Hazar in the shadows.
- Flim Flam up top, on the catwalk.
- Thurysso... in the back room?
Dirk Longbeard takes the stage and gives a speech about the terrible new law that affects the non-human artisans of the city.
Yuwelion takes the stage after, tells her tale, echoes Dirk's speech, then yields back to Dirk.
I notice a darkness in the rafters, then a red ray of energy pierces through Dirk, and he crumples with smoke coming from his chest. Is he dead? Where is Flim Flam? I will find out. Helga, the rude Dwarf from before, is behind the energy beam, curiously (and horrifyingly).
CRASH. figures come in from up above in the balcony. HERE WE GO.
The Battle in the Immaculate Gryffin
I move to get to Dirk, but am immediately paralyzed by a poison dagger that catches me off guard! This is not good.
...
Oh jeez, I was almost done for there!
Thanks to Boudicca, I have not met the grave (again!).
This Helga is madder than I was the week after... that event. Something is truly not right here. Helga refuses to listen to reason, and Hazar knocks her unconscious at last.
Battle's Aftermath
We tie up the unconscious Helga and her sole surviving (but also unconscious) accomplice and put them in the office of the Immaculate Gryffin. Dirk is unfortunately dead. Very, very dead.
It looks like Torin chopped two of Helga's accomplices in half.
Oof. I really REALLY don't like that.
Dirk had a silver necklace, which Boudicca took. She said it was 'honorable' to take the belongings of her people... well, I won't question her, she could probably knock me out with just a swing or two, and she did just save my life!
The four accomplices each had a "Hand in the Mist" necklace Helga was revealed not to be a dwarf at all, but seemingly a very pale-skinned human, with an ebony mask with shifting symbols and tattoos underneath that match. Very, very curious.
Thurysso and six guards rush in, remarking at the carnage.
We've got a lot of explaining to do.
Putting down my quill again to see what will befall us next.
Continued in Lightsong's Journal, Ch 2, IV
Lightsong's Journal - Chapter 2-IV
Continued from Lightsong's Journal, Ch 2, III
Earth date: 11/3/2024
Evening, Furdae, Aprel 15th, 443 KE
Interrogating our Assailants
Jakeriah of the Subtle Hand
Torin broke his hand.
Jodah is the boss of this guy.
But Jodah is dead.
And the Lady slinging spells is the BIG boss.
Now we go talk to the big boss lady...
The disturbing Jenniquen Wreath of the Holy Reagants
- Name: Jenniquen Wreath.
- Born: in the Capital. Of course.
- She's higher than the Baccheranes.
- Ylisyr Chakri pulls the strings for many things.
- Dirk was a threat.
- Five pointed crown in the middle of her head.
- The Emperor is above all but the Mother and the Father.
- Letter anonymous to tell them what to do.
- 35 years old.
- Typically a human.
- Tasked with disrupting their disrupted.
- Holy Reagents.
- Chakri will be in the city next week Wegsday, Thyrsday. Coming up from Taynuilt.
- She's met Jarodren but can't comment on if he is shit.
- Simple diguise spell.
- Result of the many rituals.
- Adept of the Holy Reagent - she has a mask.
- Where are you staying - Fox Fire.
Hazar peels Jenniquean's kneecap off...
What The Actual Fuck.
I heal it... or try to, but it doesn't work.
*illegible horrified scrabblings*
We leave Jenniquean Wreath with the guards and head back to the Lizard Bachelor. Thurysso was saying shit about how he was meeting with an old "friend" while we were fighting. Boudicca wins some gold. Man I'm sleepy. Some lady gave me 10 silver??? Ok???
Sharing a room with Torin. He is emitting WARMTH. He's a bit slimy and crusty at the same time, if that were possible.
Early Morning, Kaaterday, Aprel 16th, 443 KE.
Preparing for the Day
I should not have shared a bed with the Dwarfman... time for a bath! They draw one up for us.
I hear Hazar talking with Shaheila out in the main room.
Something about holding hands? What the heck is going on there.
Torin passes me the soap. Man, we are GROSS.
After a good clean and laundering, Hazar tells us that Councillor Jerrick may grant us susccor in our time of need. Where's that Horse Henry?
Hazar hands Nommy the Stableboy a freaking PLATINUM. WHAT. WHAT. WHAT.
*Lightsong writes WHAT for another seventeen or so times*.
Late Morning, Kaaterday, Aprel 16th, 443KE
To Councilman Jerrick's Gardens
We all go forward to Jerrick's gardens up in Woodorks, along with Shaheila.
Hazar is asking me to use my fabled Thaumaturgy on something... then Boudicca breaks open the outer gate? Okay, should have expected that from one of the Dwarves...
Shaheila says her relationship with Jerrick goes back a decade. I wonder how Hazar feels about that.
We approach the main door, and things seem quiet... too quiet.
My Wanderer's Shortbow points back 10 feet away from the House. Yeah. I want to leave too, Bow.
I let slip something about Ekryp. Jeez. I have to watch my tongue. I do respect my compatriots, but I'm not ready to give everything up yet, nor am I sure I can trust them all. At least, not with that...
Into the Booby-trapped Manse of Jerrick
I send some Dancing Lights in after Torin, he says "some shit went down." Hmm.
I think I will keep entries organized by days going forward.
Exploring the Manse
I send a Light-figure to the far door, where it shimmers. And Boudicca's servant opens the door, which causes the door to shoot lightning at ti. The lightnigh fizzles, as it does as Boudicca walks through. I KNEW this was a trap.
Katherina and Nicalous sent letters to Jerrick. Boudicca pockets the letters. Jeez, she really likes stealing doesn't she...
Falling into the Basement
We hear screaming upstairs, and we go up. A pressure plate triggers under my feet, which turns the stairs into a veritable slide! What now! Bouddica and I tumble into the basement. There's a ruffian-type man looking worse for wear in a cage here with us. Drat.
Clapping? What? Ugh. This sucks. Torin mentions that there's a tripwire, I can hear from the basement. Boudicca doesn't want to play cards with me to pass the time.. :(
I do hope that we get rescued by our compatriots.
Ah, well, here's the lordling Hazar and the rest of them.
We wakeup Darn, the guy asleep in the cell. He was hired by Gordro who came to the Squeaky Wheel, he was a war veteran. Third floor Study book.
We go up the stairs. Our friend is hit by a glaive and then poison darts, which I heal.
Fighting the Enchanted Armor
We fight some suits of armor.
The team gangs up on one of them.
The other I rebuke into smithereens.
What is UP with this house?
Where the heck is Jerrick?
I'm gonna go ahead and put my quill down now.
Continued in Lightsong's Journal, Ch 2, V
Lightsong's Journal - Chapter 2-V
Continued from Lightsong's Journal, Ch 2, IV
Earth date: 11/17/2024
Early Afternoon, Kaaterday, Aprel 16th, 443KE
Well, let's see what's in this armory now that those enhanted cuirasses have been dismantled...
I pull from the wall:
- Ancient Ekryptian Shortsword
Darn pulls from a case:
- Morningstar of the Fallen Mountain
- Goes to Boudicca
I feel bad that Darn has been shafted after ogling the Morningstar, so I give him the Ancient Ekryptian Shortsword. I'm going to open the next display case, Darn gets poisoned by dart... and then attacks me with the Ancient Ekryptian Shortword! What gives! Ouch! Thanks to Torin, he is once again crumpled on the floor.
We use a mage hand and Steve the Unseen Servant to open the remaining cases:
- Tome of Wizard Wishes
- Goes to Flim Flam
- Gloves of the Fire Warden
- Goes to Hazar.
The Upstairs Study?
In the next room, we find a woman, Clarice, under a net. We interrogate her, she's also under Gordro's employ. I cut out Clarice from under the net, and Torin smacks me! Ouch!!!
I go numb and sit on the floor with my lute.
Boudicca has three bronze rings? Dang. She's incorrigible. The elves of Kiv'La would've had her hands by now many time over.
Scrolls? I suppose I have a taste for this 'looting' thing myself. What's becoming to us here? Are we even on the right path? Morally speaking? Who are we? Grandfather would have never approved.
Clarice and the Poison Mist
Clarice opens a door and a poison gas fills the room. I am done with this. Healing myself up, I run up the stairs and cast dancing lights.
Up through a side room on the left, back through into a hallway, then through and a bollo wraps around my legs.
Jerrick Thorkalen and Gordro
Jerrick points a sword at me and asks who I am. I call his name and he is startled that I know it.
Torin comes through, I tell him to put down his axe. Then Shaheila comes in and diffuses the situation. My bollo is removed.
We share wine and speech.
Jerrick tells us:
- He thought Shaheila and her son were dead.
- Chakri. How do we stop it.
- He has Chakri's itinerary.
Chakri's Itinerary
Wegsdae Morning:
- Chakri arrives.
Wegsdae Afternoon:
- In the Copper Keep with the Dutchess
- Holy mass of the Mother
- Cathedral on far side of bay.
Wegsdae Evening:
- Dinner with the Knights of the Valley.
- After-dinner, private appointment.
Thyrsdae:
- Military parade
- Sunset Mass at the Pantheon of the Family
- Evening gala at the Belt Theatre
Jerrick will put in a good word with ol Sir Darley Farlin.
Late Afternoon, Kaaterday, Aprel 16th, 443KE
We leave for the Lizard Bachelor and take a long rest, where I am writing this now.
We go to bed.
Early Morning, Soonday, Aprel 17th, 443KE
The Lighthousers Call On Us
Ixor and Martin call us to meeting with Cherri in the Lizard Bachelor. Eolbiyod allows us into Cherri's chambers. Martin and Eolbiyod are the only ones in here, apparently Martin and Cherri are friends. Ixor is outside keeping watch.
Martin shows us a map of Chakri's Parade Route.
Chakri's Lieutenant Marquil Lennick. Hmm. I don't know the name. But he will come in Monnday.
Might we explode something? Might we catch him at the Gala? Belt Theatre... Councillor Riggin has been involved in preparing for Chakri's arrival.
Explosives? I am not paying attention much. I fear we've missed an opportunity to inform our friends in Wulda of a plan to take down a common enemy.
Where are we going now? Somewhere to the docks? My head is swimming... a chance truly to take down the Beast?
Late Morning, Soonday, Aprel 17th, 443KE
Heading to the Docks
The Copper Keep. Ollie took our 20 gold. Grall waiting for us for an hour for an extra 5 gold.
(Also - who died and made him Lord-Emperor?)
Midday, Sooonday, Aprel 17th, 443KE
Into the Copper Keep
Willem and Dorlia. Guards. Loric, one of the Dutchess' advisors brings us through the ancient parts of the castle.
We meet the Dutchess Leylish. I mistake her for Shaheila.
Leylish will support us, she will not sacrifice too much to do so.. but she will help.
My brain is fuzzy. Somehow, having Chakri within my potential grasp has led me to lose my senses just a bit.
What now? IF we succeed, then what? For the past seven years this has been among my strongest drives.
I write this by the light of the tunnels under Copper Keep. Do we go back to talk to Cherri?
I put down my new Blue Jay quill down.