Welcome to TiddlyWiki created by Jeremy Ruston, Copyright © 2007 UnaMesa Association
!!!Summary
The group investigated the town of [[Rinthorp]], which had missed its latest shipment of iron ore to [[Grethtown]]. Discovering a strange sickness, they investigated the mine only to find a disturbing priest, zombies, and a trapped shadow creature of some kind. Someone or something summoned these creatures, but why is unknown. Returning to town, it was infested with zombies, and the group barely escaped with the survivors.
!!!Detailed Account
The ~PCs were hired by the [[Greth Traders Guild]] in [[Grethtown]] to investigate the town of [[Rinthorp]] which had missed its latest iron ore shipment.
__[[Loredas]] • [[Frostfall]] 18 • Ў946__
About four days into the journey to [[Rinthorp]] the ~PCs were assaulted by goblins! There were four of them, two sharpshooters who stood on a hill making it more difficult to reach them, a spear wielding and javelin throwing goblin who harried them, and another one with a short sword who snuck around behind them to attack the less defended members. Quinn and Korvun split up, Quinn concentrating on the spear-wielder while Korvun went after the flanking goblin who was attacking Aladra and Tordek. The sharpshooters went unscathed until the other two were down, as the meleers protected their less front line people, so when they finally got around to the ranged attackers, one of them escaped.
Moving on, they didn't seem to worried about that escaped goblin getting friends. A foolish mistake. As they proceeded on the unkempt wagon trail, they were attacked by the second wave. A war cry echoed over the mountain behind them, getting their attention, and they saw two half-orcs leading four more goblins up the trail behind them, charging. Then in front of them two hobgoblins, one armed with a flail and the other with a bow, came out from behind some rocks along with three more goblins, one with a crossbow - the sneaky guy who got away before - and the others with spears and javelins.
This was a hard fought battle! The goblins to the rear all went immediately for Alandra, surrounding her while the half-orcs descended on the cleric. The archer repeatedly shot at Quinn, trying to fell him, while the flail wielder began to close and the other goblins threw their javelins and shot their crossbows at him. They put top priority in saving the ranger, and Quinn, in a great moment, cleaved down every one of her flankers at once and turned back to the flail-wielding hobgoblin. Korvun kept his attention on the half-orcs, one of which Tordek hit with a powerful prayer that sent him running away in fear. Alandra decided those half-orcs looked dangerous and were way too close to her so she let loose arrows at the one Korvun had engaged in battle.
Then the half-orc engaged Korvun in conversation! No one expected that, but he said he would turn on his hobgoblin masters if the price was right. Korvun, however, would have none of that, and he refused to work with a half-orc, especially one who was waylaying travelers on the roads. He might have even had something to do with the events in Rinthorp. The odds were stacked against the group of ~PCs, but he would not waver in his beliefs, and he responded with a heavy blow to the half-orc with his falchion. The orc turned to him in pure rage, and told him he would die for daring turn him down.
While this was going on, Quinn was not looking good. The archer was doing a number on him, and he was having trouble penetrating the flail-wielder's armor to get a good hit on him. Turning on the goblins, he took one of them down after a few well-placed slices with his halberd while the others finished off one of the half-orcs behind him, everyone pulling into a tight formation so that no one could be flanked. After one of the half-orcs went down, the returning one, who had been scared away by the magic of Tordek, attacked Korvun with a frenzy of blows, his eyes wild and his swings crazed.
At this point, they weren't sure they were going to make it out of this without someone dying, but some morale boosting words from Korvun and some well placed divine intervention from Tordek kept Quinn on his legs fighting. Thanks to a barrage of arrows from Alandra and some devastating blows from Korvun, the last half-orc fell beside his brother in arms. The rear guard could finally turn their attention back to the hobgoblins and two remaining goblins. Korvun immediately came to Quinn's aid, teamwork between the two getting them a flanking position on the flail-wielder, while Alandra dropped the javelin tossing goblin when he moved over to attack her. A concerted attack against the hobgoblin then dropped him, and they turned to the archer and sharpshooter, who couldn't stand up to the frontal assault of the four ~PCs. The sharpshooter tried to flee again, but couldn't escape and was dropped by a blast of holy radiance from Tordek.
Examining the dead creatures, Alandra was able to place them as Bloodrock Clan goblins, and Korvun recognized the name and said that Bloodrock were native to the area just north of here and gave a short history lesson on the clan. Overall it was nothing exceptional, but it might be indicative of movement of that clan.
After this battle, the ~PCs were tired, hurt, and did not want to continue onward. The battle had taken a lot of out of them, but they made camp and set watch, just up the wagon trail from where the battle had taken place, leaving the fallen where they lay.
__[[Sundas]] • [[Frostfall]] 19 • Ў946__
Rinthorp was a hovel by anyone's standards. It was surrounded by a wall about 20 feet tall, and after knocking on the gate, they were allowed in by two guards - [[Ward]] and [[Willabee]]. These two had seen better days. They were obviously not in the best condition. [[Willabee]] had a bandaged arm and [[Ward]] walked with a limp. The ~PCs talked with the two for a little while and learned that they had seen goblins about, fought them a few times, but for the most part the creatures didn't attack the fort directly.
Asking about the mines, the two guards got somber. The told the ~PCs that the morning before, at about sunrise, one of the miners, Garret, arrived from the mine, feverish and sick. His skin was flaking and he seemed out of it. They look him to the local priest of [[Pelor]], [[Brother Tannis]], to care for him. They seemed uncomfortable, and some of the ~PCs realized that they seemed to be holding something back. The party decided to split up. Quinn and Korvun would go to see the local [[Reeve|Reeve Hill]] in charge of the fort town, and Tordek and Alandra would go with [[Ward]] to see [[Brother Tannis]] and see if they could do anything to aid the sick man.
Quinn and Korvun arrived at the Reeve's manor. It wasn't much to speak of, perhaps four rooms. Inside, they met with [[Reeve Hill]]. His bodyguard, an unmoving warforged, stood with him. They quickly got a picture of the man that they were none too pleased with. He was obviously more concerned with getting the mining back on track than he was with the safety of his miners. They managed to hold their tongues, however, and quickly excused themselves from his presence.
The others walked with [[Ward]] to the home of [[Brother Tannis]] and pushed him for more information. It seems that Garret was crazed when he arrived. He was babbling, writhing and trying to escape. He bit Willabee, and they could see madness in his eyes. It was all they could do to get him to [[Brother Tannis]] for treatment. But, they didn't hold much hope for improvement. When the three arrived at [[Brother Tannis's|Brother Tannis]] home, [[Ward]] went back to his post and [[Brother Tannis]], after being persuaded, let the two ~PCs into his home to look at Garret. What they found was worse than they had imagined. His skin was peeling and coming off, almost leper-like, he was writing on the bed murmuring in his sleep.
Tordek got to work looking over the man and doing all he could to help him, hoping to bring him back from his state, to at least ease his pain and stop whatever nightmares he was having. It was a long process, and Quinn and Korvun arrived while he was busy at work. They had a quick talk, exchanging information, and they quickly determined that whatever was going on was much more than a goblin problem.
Quinn and Korvun left again to go try to get some more information about what was going on, being thrown by events so far. Asking around town, they found out about another person in town, a young half-elf, [[Sister Martha]] of the priesthood of [[Erathis]]. Visiting her, they found that she had been in town about a month, trying to prepare the way for her superior, [[Miniser Hallthew]]. The town is hoping to expand due to its success, and Erathis is heavily involved whenever that is a possibility. They talked with her for a while before returning to the home of [[Tannis|Brother Tannis]] and checking up on Alandra and Tordek.
Unfortunately, things were not going well for Tordek. He hadn't done anything for the man and it was starting to get late at this point. They returned to [[Sister Martha]] and she found a place to put them up for the night, one of the homes of a miner who had no family so his house was empty.
__[[Morndas]] • [[Frostfall]] 20 • Ў946__
Early the next morning they set out for the mines, which were not far away but with the difficult mountain climb would take the better part of the day to reach. About halfway up the mountain, they spotted some figures above them, and Alandra was able to identify them as goblins.
However, they reached the mine without incident at sundown. Heading into the mine, the ~PCs found two main tunnels, one a newer tunnel and an older tunnel. After a quick debate, they went down the newer tunnel, which was only perhaps twenty or thirty yards long and ended in a dead end with a pile of dead bodies, maybe ten or so people, all with chunks of meat taken out of them and their skulls cracked open. Hearts sunk and stomaches churned, and they suddenly felt very much in danger. Alandra caught a glint out of the corner of her eye, and pointing it out to the others they investigated, the glint turning out to be a vein of silver. Iron Ore was the only metal they knew about coming from this mine, so they took a mental note of this and turned to explore the other areas of the mine.
Heading down the older tunnels, figures came into their light ahead who turned out to be miners ravaged by whatever disease had afflicted Garret. They appeared to be alive, huddled in a corner and unmoving. Without being able to do anything for them, the ~PCs continued on down the mine shafts, ready for anything. Finally, emerging into a large cavernous lit room, they found themselves face to face with what must have once been a priest of [[Tiamat]] blocking the way to a door behind him. The priest was in robes, the holy symbol of [[Tiamat]] around his neck. However his eyes were sewn shut, fresh cuts all along his face and arms. His holy symbol had been defaced, desecrated with cuts and bits carved out of it. Around the room were more huddled miners, ravaged by disease. And as they entered, it was as if he turned and looked at them, though his eyes were sewn shut. In a commanding voice he bellowed "Interlopers! You will not escape here with your lives. Rise, my minions, and slay them!" And, at his call, the miners rose limply, their skin hanging off, and turned to face the ~PCs. They looked dead, not breathing, not moving like people. Like zombies. In the dimness, the ~PCs recognized that two of the figures were not, indeed, human, but were hobgoblin.
Then battle ensued. The ~PCs made a line in the tunnel so that the enemy couldn't get to the ranger while the priest stepped forward to blast them with rays of necrotic energy. The zombies shambled forward, grabbing at Korvun and Tordek and biting and gnashing their exposed flesh. One zombie brutally bit down on Korvun while the priest held out both arms and the three in front felt their minds exploding with pain, making it difficult to think. The zombies continued their onslaught, but Tordek called upon his faith in [[Avandra]] to push back the vile undead. Quinn moved forward to catch others as they approached, and the group was able to hold their line against the oncoming undead. The priest once again let loose with a blast, this time of cold which made it difficult for the ~PCs to move forward, and as the zombies continued to hold them and bite, the line behind Quinn was closed, cutting him off form the others. He pushed forward, however, and attacked the priest directly, pressing forward while the others handled the zombies as best they could.
After several bad bites from the zombies he was facing off against, Korvun came to the aid of Tordek, and together with Alandra they began picking them off one by one. At the same time, Quinn having engaged the priest in melee was able to defeat him without the backup of his minions. By the time Quinn had killed their leader and returned, the othes had dropped the last zombie. They bandaged themselves up and wondered what might have happened here. The priest had once been a follower of Tiamat, but had he done those things to his symbol himself? Was he responsible for the illness or another? Hopefully answers would lie further in the mines. Then a sinking feeling dawned on them as they looked at the zombie bites on Korvun and Tordek. Did the same fate await them? What about the town? [[Brother Tannis]] should be able to watch Garret, so they should be fine. But, wait... wasn't [[Willabee]] bitten?
The ~PCs carefully went through the door. On the other side they found several summoning circles - five to be exact, one of which was occupied by some kind of shadow creature. And it spoke to them. And offered them information, ways to help the people who might be in danger, ways to stop what could have been set in motion. All he asked was to be freed from his confinement, and he would go back to his place of origin (which he never spoke in name), and they would have the knowledge they needed. Who summoned them? For what purpose? Where were the other four? He played to their desire to help the villagers, the miners, and stop whatever might happen in the future should they not be able to stop the others.
But, the ~PCs held fast. They didn't trust it, obviously, and they couldn't be sure it wouldn't turn on them as soon as it was freed, nor that the information would be true or only filled with half truths. He was a demon perhaps, or a devil, a shadow... they had no idea and no way of knowing what to expect from it, power-wise or information wise. He prodded saying that someone else would find him, someone who couldn't protect them self, someone who desired power for their own purposes. They still did not waver.
In the room was also a table with some ritual supplies and a book. The book was locked tight, a large leather bound tome with no obvious markings anywhere on it. The creature in the circle told them that there was a word that could be used to open the tome, and that he would be more than happy to give them the word in exchange for its freedom, but again they didn't agree to free it. Finally leaving, it said that it would await their return, smiling.
On the way out, the miners who they had passed and were afflicted with the sickness rose and attacked them. They fought them back and defeated them. Counting all the miners up, they determined that there were still two unaccounted for. There had been ten dead bodies, three with the priest, another four they just fought, and Garret. Of the twenty miners, that left two they had not seen. Making another mental note, they pressed onward.
It was late, the mountain path steep, and while things might be bad in [[Rinthorp]], with goblins about and with so little light, they couldn't risk heading down to the hamlet until morning. Whatever might happen down there would have to wait. They would be no good to the people tired, injured, and with possible wounded of their own. So, they rested for the night just inside the mines, and after a quiet night, headed back down the mountain to Rinthorp.
__[[Tirdas]] • [[Frostfall]] 21 • Ў946__
Tordek felt fine after a night's rest, but Korvun felt worse, feverish, and not well at all. The others worried about him possibly turning, but moved on anyway, keeping a close eye on him. Luckily, while they saw evidence of goblin activity, they were not attacked.
They arrived at Rinthorp that night, the hike taking all their daylight. Rapping at the gates had no reply, and they feared the worst. They decided to send one person over to try and open the gates from the other side, a very risky maneuver for the lone climber if zombies had infested the town. Qunn volunteered being the best climber and made it over quickly and easily. At the top he listened and heard the sounds of fighting going on in town, so he quickly let the others in and they rushed to the aid of whomever was left in town.
They found [[Ward]] fighting back a pack of zombies, a few fallen near him, but he was injured. Engaging the zombies with him, Tordek healed him of his wounds and the others fought down the zombies. It was difficult, for more reasons than the physical toll, but that the zombies' faces were those of people they had talked to earlier, but they won. Ward told them that things had gone bad. [[Willabee]] had gone crazy and attacked the other villagers after the ~PCs left. And it had spread from there. Now he wasn't sure who was left. [[Sister Martha]] had gathered up what children they could save and they were in the house he was protecting. [[Reeve Hill]] had locked himself in his manor and wasn't letting anyone in. Brother Tannis was not to be found.
After quick deliberation, the ~PCs decided that they needed to keep everyone as safe as possible in a central location, at least until morning. They didn't want to move the children through the streets, but they couldn't leave them alone with [[Ward]], who had been bitten repeatedly, or Korvun, who could also turn into a zombie. Splitting the party under the best of circumstances is a bad idea, and these were not best of circumstances. So, they kept the kids together as best they could and surrounded them to protect them from any zombie attacks. The psychological trauma of their dead mothers trying to eat their brains would have to come later.
Off they went, and lucky for them that they had taken positions around the kids, because as they moved down the street, zombies came at them from every direction - four of them. Quinn, Korvun, Tordek, and [[Ward]] each engaged a different zombie to keep them away while Alandra helped them by shooting zombies down. Felling each one individually, they got by with minimal casualties. No one who wasn't exposed to the illness was bitten, and they moved on to the manor. [[Reeve Hill]] had it locked up tight, but a few well placed words (and a few threats) got the ~PCs inside. There Tordek treated [[Ward]] for the night, hoping to cure him as best he could. The others barred windows, moved furniture in front of doors, and survived the night.
__[[Middas]] • [[Frostfall]] 22 • Ў946__
In the morning, the zombies were gone. [[Ward]] looked better, as did Korvun. Neither of them had turned, thankfully, and they decided that their first order of business was to find and kill the zombies then get everyone out of town and back to [[Grethtown]] where they had come from. Searching around town, they found zombies in homes, hiding from the light, none of them fighting back during the day. They killed them all. [[Brother Tannis]] was nowhere to be found, neither alive nor zombie. Finally, when that horrible work was done, they packed up the children in the wagon and headed for civilization. They worried about goblin attacks, but perhaps the creatures were scared away by the sight of Ward and the warforged along with the group, six strong fighters heading over the wagon trail.
__[[Morndas]] • [[Frostfall]] 27 • Ў946__
The trip was almost a week and by the time they reached town, they had manged to cure both [[Ward]] and Korvun of the affliction so that they didn't have to worry about the zombie illness spreading through that town. They were paid, with extra for the dangerous work, and now they plan on finding out the secrets of the book they found as well as trying to uncover the mystery behind the strange priest and the creature in the circle. They also need to be very wary of the return to the mines and what dangers might lie in wait for anyone who tries o reopen them.
!!!Downtime
After saving the people of Rinthorp, our heroes were well received in Grethtown, and they were immediately hired to help rebuild the broken fort village. They spent the next couple of weeks helping travelers go back and forth between Grethtown and Rinthorp, talking to soldiers about its future defense, and making inroads with various people in Grethtown. They discovered that, somehow, the creature in the summoning circle had disappeared, but they still had the book they found within the mines as a clue to its identity.
Other than that work, they did a few odd jobs here and there as well as practiced their crafts. Korvun studied in the great Temple to Bahamut in Grethtown, the center for his priesthood in the territories of Reskia. Tordek spread the word of Avandra in Grethtown. Even in the city he was able to find fellow worshippers, and with their help constructed a small shrine on the outskirts of town.
!!!Summary
!!!Detailed Account
__[[Tirdas]] • [[Sun's Dusk]] 11 • Ў946__
After just over a fortnight, they were able to find their first lead in discovering the origin of the creature in the mine. They heard of an eladrin scholar, Caelynnasidhe, who had studied various creatures and rites involving otherplanar beings and might be able to find out something about the mysterious shadow being in the mines that was now missing. Investigation turned up that a local influential member of the Greth Traders Guild could help them, an elf named Aeryana Sehee. Meeting with her, they discovered the way to the eladrin’s tower: up the North Road, then Westward following a creek, and finally North when they reached a rock formation that looks like the claws of a dragon.
This would take them into the Kelbrook Forest, a dangerous place for non-fey. Many stories abound about the forest, from travelers losing their souls to being replaced by fey creatures who play mortal. If this eladrin lived in Kelbrook, she probably had some connection to the Feywild, and that meant danger.
And so, the adventurers set out into the unknown...
__[[Turdas]] • [[Sun's Dusk]] 13 • Ў946__
Before they got into the forest, the PCs were attacked by roving bandits. Bandits are all over the areas outside the Coalition, so it wasn't a surprise when a bunch of guys, roughly eight men with clubs and rough leather armor, jumped out from the trees around the small dirt road. Then ahead of them from up the trail strolled a halfling with a cup of wine in one hand and a dagger in the other, two big body guards beside him.
"Lay down your gold, and you shall not be struck dead. I am the Bandit King, and you are in my territory." He called out to them. The halfling was smug and his voice full of superiority to the travelers. It was obvious he was used to dealing with riffraff.
And, at this point, Alandra really wanted to shoot him. The ranger went first, and wham wham went two arrows at the poor Bandit King. He was brought down to his knees and cried out in pain, yelling "That's not how its supposed to happen! That's not how its supposed to happen! Kill them all!" as he huddled back, holding his wounded leg and arm.
The bandits jumped into action, assaulting the adventurers. What followed was a difficult fight. The bandits went down quickly, but they outnumbered the PCs and the two bodyguards were trouble. Alandra had to work to keep away from the melee while Tordek had one on him almost immediately. Korvun and Quinn fought off the body guards. There were some close calls, Tordek's healing was brought to the test, and Korvun went unconcous multiple times, but our heroes pulled through.
When the dust had settled, the halfling "Bandit King" was nowhere to be found. They tracked him as best they could. Nobody seemed to like the idea of the guy surviving. The blood trail was easy enough to follow, however it looked like he eventually bandaged himself up, and they lost him. Deciding that they didn't have enough rations or time to go full blown search, they continued up the North road, toward the Kelbrook Forest.
__[[Fredas]] • [[Sun's Dusk]] 14 • Ў946__
They reached the creek without further incident, stepping off the trail and into the unknown to follow Aeryana's directions. It wasn't too difficult following the creek. While they couldn't keep close to it all the time due to the underbrush, Alandra proved to be quite skilled, and they didn't lose the creek.
__[[Sundas]] • [[Sun's Dusk]] 16 • Ў946__
They traveled like this for several days, and they had barely been in the forest before they were attacked one night by a group of wolves. These were no ordinary wolves, however, they were led by a fey wolf, which Korvun identified as a creature of the Feywild who could travel between the two worlds at dawn and at dusk, talking to and hunting with normal gray wolves, and living for the hunt. It attacked them just as the sun began to set, luckily before they had bedded down for the night.
Three gray wolves and the fey wolf surrounded the campsite, each coming from a different direction, leaving the party nowhere to move toward as a safer location. Korvun ran to intercept the big fey wolf before it could reach the others, while Quinn used his long halberd to try and keep the others at bay with the help of Alandra and Tordek.
It wasn't long before the mobile wolves proved to be difficult to contain, however, and they broke off into groups of two, surrounding their prey and dropping them to the ground to maul them. The PCs decided to focus on the fey creature, and eventually killed the beast. The grays, however, were not deterred, howling for blood. Whatever blood lust the fey wolf had was obviously given to the natural wolves now.
The two wolves who were still paired together surrounded Quinn and repeatedly tripped him to maul his face, forcing the others to abandon the fey wolf's paired wolf and come to the man's aid. A few prayers from Tordek and he was up again, and they managed to drop one of them, then its pair. With all its companions dead, the last remaining wolf howled, and ran. Although Alandra tried to drop it, she couldn't kill the creature before it slipped between the trees and disappeared into the forest from where it came.
Tired, the PCs bedded down to sleep. They would have to move further into the forest the next day, hopefully finding the next sign on their journey before another incident like tonight occurred.
__[[Morndas]] • [[Sun's Dusk]] 17 • Ў946 to [[Fredas]] • [[Sun's Dusk]] 21 • Ў946__
It was only another day of travel before they found the the rock formation shaped like a dragon's claw. It stood out in stark contrast to the surrounding area, the dim light of evening giving it a sinister air. Laying out their heavy blankets, they saw the first few snowflakes of the winter coming down as Alandra began the first watch. By morning the entire area was covered in white powdery snow, the cold of winter setting in around them.
Going was rough through the dense forest, even with a skilled ranger guiding them through the underbrush. While they knew they needed to proceed North, the clouds and canopy above made it difficult to use the sun as a guide. The first day on the trail they made good time, by by the second, they were off course enough that they decided to backtrack and try to get back on the path again. After two more days of travel, they were lost, the thick forest around them giving them an unnerving sensation of being in a labyrinth.
About midday, they happened upon a small moss covered stone shrine to Avandra, goddess of travelers, frontier, and adventurers. Her shrines litter the world, set by her followers everywhere as guideposts and safe spots for resting - even a bandit will not attack someone resting near a shrine to Avandra, breaking that taboo would surely mean losing her favor forever. But, finding the shrine was a stroke of luck in their favor, perhaps divine by accounts of Tordek, who worshiped the goddess.
They rested there that night, Tordek praying over the shrine for them to find their way. The next morning, refreshed, they set out again, this time easily discerning the path they needed to take and making good time, even compared to their first day coming from the creek. And, after a day's journey northward, they spotted the top of a white tower reaching over the trees, reaching Caelynnasidhe's home as the sun began to set.
It was a structure that would stand out in any city they had ever been to, and amidst the forest under the red sun, it was amazing. It's white marble frame rose three stories from the ground, a second tower on the second, much smaller, perhaps onlly eight feet across, rose another four stories. It's front door was made of some black metal that stood in stark contrast with the rest of the building, and no windows were visible anywhere.
Approaching the door, the PCs used the large knocker affixed to the door, made of the same metal. It was extravagant, merely a loop hanging from the door. There were no carvings, no insets pictured. The white marble of the tower looked like a solid piece of stone. The only things on the door being the knocker and a doorknob with a small keyhole. After the second knock, the door opened, a tall woman, obviously eladrin, her eyes silver and her hair a light blue, her skin fair, smiling at them in welcome.
"Guests..." she said, "Please come in. It has been some time." Stepping back to allow them entrance, she added, "I have food, drink, please make yourselves at home while I prepare something for you." The entrance chamber was well furnished, couches, pillows, and other finery looked inviting, although there was no fireplace to warm themselves by. "I will return shortly."
The PCs made themselves at home as she had suggested, wondering why a hermit such as herself would have such an area for guests. Perhaps this would not be so difficult after all.
Caelynnasidhe was true to her word and offered them her hospitality. They ate dinner, mostly in silence. It wasn't until they were through with their meal that they asked the eladrin for aid. She did not recognize the book, its leather bound cover completely absent any marks, designs, or words that might shed some identity on its purpose. However, the creature in the summoning circle did sound familiar, though she would have to do some research. The information would not come freely, though, and she told them that she would require a favor from them. They would need to go somewhere and complete a task for her.
The PCs were very annoyed when she would not tell them where to go or what task she needed done. She did admit that she could see their point, but she would not comment on the particulars behind her reasoning. There was something, though, a Warder Gael, an eladrin who guarded the lands further to the West, deeper into the fey territories where mortals were forbidden from entering entirely. A route to the Feywild, a deepening of the forest which existed in both places simultaneously and travelers could move between both lands with only the power of their feet underneath them.
She said that he could help them. However, his purpose would be to stop them from entering the fey's domain. And he would consider them interlopers, trespassers to be dealt with by the ancient laws of the eladrin - put to death. The adventurers would need to capture him alive, and only then would he be honor bound to help those who subdued and caught him, one favor which they could force upon him through the rules that the creatures of the Feywild, even eladrin who are connected to that place more than the World of mortals, had to follow.
Again the PCs were perturbed. This was not what they had signed up for. But, the creature was gone to who knows where and they wanted to know what was in the book they had found in those dark mines. They agreed to her terms, noting at any point they could turn away and take the tome with them.
__[[Loredas]] • [[Sun's Dusk]] 22 • Ў946__
In the morning, they set out into the forest once again, headed West into the deeper, darker, and more constricting areas of Kelbrook Forest. Going was difficult, but it wasn't much more than two days' journey before they found Warder Gael. Or more precisely before they were ambushed by him.
He was tall, silver haired, with dark gray eyes and wearing light blue loose fitting clothing. He was also shooting arrows at them from a tree branch, and three gray wolves surrounded and attacked in the ambush along with him when they crossed paths. And he was not looking to talk. So they responded in kind. Alandra fired off shots at him while the others engaged the wolves. Their previous encounter with the animals had given them a healthy respect for the predators, and the group didn't pull any punches.
Alandra and Gael traded multiple arrow shots before he was hit and knocked from the tree onto the ground, somersaulting as he fell, and landing on his hands and knees. He immediately pulled out two long swords which frosted over as he engaged Quinn in melee combat. Korvun and Tordek finished off one of the wolves, and Alandra another. Alandra then turned to Gael while Korvun and Tordek moved to the final wolf, Quinn barely holding up against the Warder's onslaught. He almost went down, but manged to pull himself back through nothing but his own willpower, and when the final wolf was down, he and Alandra had incapacitated the eladrin.
Tying up their target, they rested, bandaging their wounds and wondering just what they were getting themselves into. They had just assaulted some kind of guardian of the forest, and now they were going to do what? Force him to take them somewhere? They didn't even know why they were doing it, what they would do when they got there, or really what to ask the guy when he woke up. This deal was looking worse and worse as time went on, but now they felt in too deep to stop. They had him, after all, and they might as well see where this job took them.
It was his chuckling that alerted him that he had awoken...Korvun and Tordek confronted the smiling eladrin warrior. He didn't look afraid, but fey expressions could be difficult to read - he could easily have been bluffing them. His mouth may have upturned in a smile, but it had none of the happiness behind it. His eyes were as cold as the snow around them.
"You don't know what you're dealing with." He said.
The depressing part was that he was right, and they knew it. But, really, that was part of what they did every day, so they pressed him. They had captured him, and by the laws of his people, he was indebted to them for his life, owing them one favor. His swords were quite tempting, the air that touched them freezing over due to some enchantment. They could ask for that... but then they wouldn't be able to run this perfectly fine wild goose chase.
Grumbling, they told him their plight, that Caelynnasidhe sent them after him and that he was to take them somewhere. Dawning realization came to his face, a darker look, but he didn't let up his twisted smile. As he was bound to do, he led them through the forest, deeper within its boundaries. It was difficult travel, but they arrived at their apparent destination in little more than a few hours. Korvun took the eladrin at his word and released him, though they were sure he would turn on them again later. They would try to be quick about their business and get back to the tower quickly, before he could get any aid and hunt them down.
Into the cave they went, Tordek carrying a sunrod for them to see in the dark cave. It was cold - colder than the winter air around them outside, and the further they went in, the colder it became. Holes perforated the walls all around them, up the ceiling, marking perhaps several thousand small tunnels around the main tunnel.
They had gone perhaps 300 yards deep into the descending cave when they heard clicking noises behind them. Turning they saw two scorpions, as big as a man and a light tint of blue chitin covering their bodies, emerging from the small holes in the walls. The clicking came from the other side right after, and three more scorpions emerged bearing down upon the adventurers from the other side.
Quinn and Korvun engaged two of the scorpions, trying to keep them away from the others, but it was to no avail, there were simply too many of them. Tordek faced off against one of them himself, trusting his dwarven resilience to protect him from the worst of their poison, while Alandra tried to get away but failed, being grabbed by one of their giant pinchers, its cold grip keeping her from retreating to fire her bow against the attackers.
Korvun was having a hard time of his own, being grabbed and poisoned almost immediately, the poison coursing through his veins cold, keeping him from moving from his spot. He swung repeatedly on the creature, but it would not let up. Quinn with his longer reach fared somewhat better, but was soon also grabbed by a giant claw, a second scorpion jumping on him, repeatedly raking him and stinging.
Quinn, however, managed to overcome the poison long enough to move into a position where he could use his reach to attack multiple scorpions, and after dropping one of the monsters attacking him, moved to help Alandra rid herself of the scorpion menacing her. She had put away her bow, useless as such short range against her attacker, in favor of a longsword which she swung with far less proficiency.
The scorpion eventually went down, along with the second one on Quinn. Tordek was having some trouble with his scorpion, but not as much as Korvun, slowly succumbing to the venom being injected into him repeatedly as the creature held him in place. Turning their attention to the single monster, Quinn, Alandra, and Korvun were able to drop it when Tordek finally finished off the one which had been on him through the battle. Korvun falling to his knees, the others administered aid to both he and Alandra who were still under the effects of the poison. Eventually, overcoming it, they rested for a good five minutes before continuing on in the cave.
Pressing onward, the group was getting nervous with all the holes in the walls. There appeared to be dozens of them every few feet, enough for several armies of those scorpions to jump out at them. And, they still weren't sure why they were here. Was the whole thing a setup? Maybe Caelynnasidhe and Gael were in it together. They decided not to think about it to much, they didn't need the distraction, choosing to focus on the task at hand.
That's when they noticed the ice crystals forming on the walls. It was a slow transformation, but as they proceeded down the tunnel, the crystals grew larger and larger until the entire wall and ceiling were several feet of ice, the air freezing around them, far more than winter's temperature outside.
This was definitely unnatural. Icicles drooped from the ceiling, closer to stalactites than frozen dripping water. Occasionally, they connected to the floor, like large cave formations. In the walls, they thought they could sometimes make out humanoid shapes. The frozen floor was chipped, chiseled, and broken in most places so that walking wasn't difficult as long as they didn't break out into a run.
Then they saw a light ahead, and several figures crouched in wait. The recognized the goblin immediately. He was stepping toward them, pointing a crossbow and yelling in, what was to them, gibberish. In front of him were three drakes about the size of the goblin, two of them with wings, a third more muscled without. There was something odd, though. Tordek noticed this fact, but couldn't put his finger on it. Something was just not quite right.
The adventurers jumped into battle quickly and efficiently. Quinn and Korvun took up position in the front, guarding Alandra and Tordek behind them. Alandra took shot at the goblin and injured him, but then the winged drakes, spiretop drakes according to Korvun, flew in quickly, hitting Quinn and flying away again, leaving him unable to retaliate.
The bigger drake, a guard drake, charged forward at Korvun, biting and gnashing, his teeth catching the dragonborn unready and clamping down on his armor. The bite didn't pierce to his hide, but it hurt nonetheless, and it was harder to move his leg. He retaliated, striking at the beast. It tried to dodge, but too late, and his falchion hit the guard drake in a glancing blow, not enough to cut into it, but enough to make sure it felt it.
The goblin let out a bolt, directed at Korvun as well, trying to drop him quickly, and sank into one of his legs in a shallow wound. The dragonborn almost dropped to one knee, but pushed through the pain and kept his guard on the drake in front of him. Quinn didn't like where that was going and engaged the guard drake in front of Korvun, striking at it with his halberd. He struck it with the flat of the blade as it tried to use Korvun as cover unsuccessfully, but the beast was not deterred.
Alandra let loose another volley, this time at one of the spiretop drakes. They could jump in and out of melee quickly, so it was up to the ranged combatants to get them. The goblin would have to come next. One of them was heavily injured, and it called out some kind of throaty cry to the other, who stared down Alandra. It flew in, striking Quinn, then kept going, landing beside the archer. The other one attacked the man-at-arms as well before landing just behind the guardian drake. Quinn swore under his breath, trying to decide where he was needed most.
Tordek knew that Korvun couldn't hold out for long against the guard drake. He made a quick prayer to his goddess and holy light enveloped Korvun, easing his pain and putting the fight back in him. Almost at the same time, the dwarf opened his palm and shot out a ray of light at the spiretop drake menacing Alandra. It burned the creature, who yelped out, but otherwise stayed on the archer.
Again the guard drake attached Korvun, thrashing against his armor even harder than the last time, his teeth biting down on his arm. There was blood everywhere, and he could barely stand. The goblin fired another shot at him, and Korvun fell to the ground. The drake almost laughed.
Quinn decided that the guard drake needed to be stopped. It was injured from before, and he moved at it, striking the creature in the flank with his halberd, this time breaking the skin and leaving a deep gash in the monster's hide. It growled with rage. Meanwhile, the drake behind him with the others was attacking Alandra, but it had miscalculated (if drakes calculate) and the combined firepower of the cleric and ranger dropped it. Tordek said another prayer, and Korvun stood again, though still heavily injured.
Alandra turned her attention back on the goblin. It had been grazed by her first shot, but the second two hit hard, dropping the creature to the ground. At the same time, Korvun, who wasn't going to back off even if he was injured, and Quinn surrounded the guard drake and impaled it, ending its life. The spiretop drake was quickly dropped after that before it could escape into the tunnels around them.
The party almost immediately fell to the icey ground. With the adrenaline rush gone, the fatigue and injury caught up with them. It was several minutes before they could even consider moving on, and even then they gave it a few more. They weren't sure if they could last another battle like that. Whatever lay ahead in the cave was hopefully small, golden, and easily stackable. Yeah... right.
They kept moving, tired but focused on the task at hand. They hoped that there weren't many more dangers ahead, they didn't know how much fight they had left in them. As they kept going, the air got colder and colder, the freezing air forming ice flakes on Tordek's beard. Soon they would have to turn back if only because they would freeze to death otherwise.
Rounding a corner, however, they were met with a light in the distance, and in the center of the room ahead rested a large blue globe upon a pillar about three feet off the ground. Beside it was a goblin, mean looking with a rune carved staff and scowling at them, commanding two guard drakes. The PCs moved forward to fight, Alandra readying her bow, Quinn and Korvun moving forward, and Tordek staying close enough to heal.
Out from the shadows around them jumped two more goblins! These were holding crossbows with picks at their sides. They fired on the group, hitting Tordek and Korvun with their bolts before pulling out picks and readying for melee. The goblin the the back looked to be some kind of spellcaster, waving around his staff, and Alandra decided to fire two arrow shots at him. Both hit their mark - one in his gut and the other in his chest. Without fanfare, he fell to the ground before his fight even started.
The guard drakes were not so kind, charging forward to Quinn and hitting him hard, staggering him. They knew the goblins were coming in soon, probably to flank with the drakes, so Korvun did the best he could to interpose himself, while Tordek moved to a safer position and Alandra stayed back to keep firing on the goblins.
Quinn retaliated against the drakes, trying to move away as best he could. The goblins did indeed move to flank, and Korvun layed into one as best he could. Alandra dropped two more arrows at the goblins, injuring one gravely while the guard drakes continued to pound on Quinn, almost dropping him. Tordek was able to save Quinn from a grizzly end while blasting one of the drakes with a beam of light.
The sounds of the battle echoed against the ice walls, the adventurers holding their own, but having trouble. Focus firing on the guard drakes, they were able to drop one, then the other, but not before Quinn went down, half unconscious and unable to fight or even walk. Without the guard drakes, the goblins were not nearly as dangerous, and they were quickly finished off. Shortly after, Quinn was back on his feet, injured but pulling himself by his own bootstraps.
A tunnel continued onward - deeper, darker.
But in front of them was something magical. The orb sitting on the pedistal was cold, they could feel it just by going near it. It was like a sphere of blue ice that froze the world around it. Korvun was the first to take action, touching it with his fingertip. It was cold, but not dangerous to touch. They contemplated their situation. Korvun, trained a bit in the arcane arts, reached forward to the item with his senses, trying to learn something. He detected Cold magic and a Illusionary magic.
They couldn't move forward and expect to live. Perhaps all they needed was this magic item. They decided: they couldn't move on, so they would take this and hope that is what the eladrin wanted.
Removing the sphere, they noticed a slight change in perception. The Illusion magic perhaps? Looking at their slain opponents, they realized if not why then at least what had transpired. There was a veil, an illusion cast over the "goblins" who were not goblins at all, but gnomes. They had just slaughtered a group of gnomes... but why? What was going on here? Was that Caelynnasidhe's plan?
Then they heard dripping noises. Questions would have to wait. As they stood there, the ice under their feet started to get more slippery, and they could feel the dripping of water on them like the drizzling of a light rain. They quickly realized the implications thereof. Korvun tried to put the orb back onto the pedestal, to return it to where it belonged, but it didn't help. They would have to make a run for it.
The adventurers ran like there was no tomorrow. The ones ahead tried to slow down, pulling their friends along. Korvun actually lifted up Tordek and carried him, which Tordek almost refused to do, but accepted so long as they never, ever spoke of it again. Pushing through, they sloshed, skidded, and slipped their way upward, barely, as the place came melting around them, flowing downward into the deeper portions of the cave they had not explored.
Finally, they made it beyond the ice, swimming now in the frigid water and pulling themselves up out of it onto dry land. Breathing deeply, they lay there, cold and tired. However, they got up and walked - knowing that they dare not stop to rest lest the cold take them. Slogging through the snow carrying the freezing orb, they finally arrived back at the tower of Caelynnasidhe practically on the verge of death.
Caelynnasidhe fed them warm food (from where, they weren't sure since they had not seen a fire or even chimney anywhere in or outside of the tower), and gave them blankets. She was very glad to receive the orb, and told them that the gnomes had once been her allies, forced to live under that veil so they could not be freed. And she was under oath not to speak of their plight. It was unfortunate what happened, but she hoped they would not push any further. So they didn't, and they left her the book they had found in the mines when they left for town to return in one month after she had time to research it.
The travel back to town was uneventful, thankfully, and they went back to their lives while they waited to return to her tower and learn the secrets of that strange shadow creature.
!!!6/13/2008
The group investigated the town of [[Rinthorp]], which had missed its latest shipment of iron ore to [[Grethtown]]. Discovering a strange sickness, they investigated the mine only to find a disturbing priest, zombies, and a trapped shadow creature of some kind. Someone or something summoned these creatures, but why is unknown. Returning to town, it was infested with zombies, and the group barely escaped with the survivors.
!!!6/28/2008
The group traveled to see an eladrin in the [[Kelbrook Forest]] who could research the book and the creature from the mines. They did a service for her, and then she agreed to have the information ready for them when they returned in a month's time.
Aeryana is an [[elf|Elves]] who has made a name for herself in the area in the [[Greth Traders Guild]]. She plans routes and organizes groups as they head out, forming an important bridge between the merchants and the adventurers who come looking for work. Thus, she has connections with most who pass through in one way or another and has been able to maneuver herself into an important position within the Guild.
Occasionally she disappears, telling no one where she has been. Most consider this nothign more than an elven eccentricity, however, and don't give it a second thought. Usually, though, she doesn't display most of the normal nature inherent in her race, and some suspect she might have some human blood in her to give her the drive that she seems to posses. Always charming and polite, she is an enjoyable person to work with despite her drive, never seeming ambitious or demanding to those she deals with, unlike some of the more cutthroat members of the Guild.
Arkhosiawas an ancient dragonborn empire that spanned half a continent until its war with the dragonborn empire of [[Bael Turath]] spelled destruction for both.
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Bahamut]]
[[Erathis]]
[[Moradin]]
[[Pelor]]
Astrid is an old [[dwarf|Dwarf]] who didn't have much to do and enjoyed her easy going life as the [[Helsingborg]] representative to the [[Greth Traders Guild]]. That is, she was until about a year ago some silver deposits were found by a group of dwarven miners and the town laid claim to two silver mines. Suddenly after that, her position became far more important as silver began to be transported as far away as [[Gravfält Halls]]. Now she oversees these operations and heads communication with the Guild, far more responsibility than she signed up for, but which she has taken with dwarven pride.
Avandra is god of change, freedom, trade, travel, adventure, and the frontier. She is revered by those who travel through the swaths of wilderness between settlements, those who invest in such ventures, and those who wish the protection of loved ones who are off in the unknown. Smaller villages who cannot build many temples will usually incorporate a shrine to Avandra in one of their temples, usually alongside Erathis or Pelor. Before leaving a town, it is customary to say a short prayer to Avandra asking for a safe journey, and upon reaching one's destination to thank Avandra for her protection while on the trail.
It is not uncommon to happen upon a wayward shrine of hers in the wilderness where travelers can stop and rest or sit in meditation. These areas are usually safe, since it is considered blasphemous to do battle at one of her shrines. Bandits would rarely risk angering Avandra for a quick payoff. Monsters, however, especially unintelligent ones, rarely pay heed to this superstition, so one can't be too careful when resting for the night at one of her shrines.
Those who seek change, take risks, or make a huge change in their lives often turn to Avandra for luck and guidance. It is not uncommon for young men and women who are about to strike out on their own away from their parents to spend a week or more in service to Avandra and in deep prayer to gain her good will in their endeavors ahead. Business men, traders, politicians, and more are often visiting her shrines in order to attempt to gain her favor. Above all, she and her followers believe in working hard toward one's goals and pushing ahead with whatever you want in order to achieve one's goals in life.
!!!Main Temple
None
!!!Allies
[[Pelor]]
!!!Enemies
None
Bael Turath was an ancient tiefling empire that spanned half a continent until its war with the dragonborn empire of [[Arkhosia]] spelled destruction for both.
The military followers of Bahamut, who is also called the Platinum Dragon, are many, only rivaled in number by those who worship [[Bane]]. There has been a struggle over the past century by those in power between the two gods, though it has rarely led to open arms between the two groups whose goals are similar but their methods diametrically opposed. Followers of Bahamut see those on the side of [[Bane]] as despots, and rightly so. Generally in one town, one group will have more power than the other or one will be completely absent.
Followers of Bahamut believe in honor above all else, that opposing evil and working to protect those weaker than themselves is what is required to usher in peace in the surrounding lands and bring everyone back together. They do what they can to protect all those who need it, risking their own lives in the process if it means saving even one soul. The traveling bands of [[dragonborn|Dragonborn]] are often in service to Bahamut, and they are a powerful force in the [[Greth Traders Guild]], unofficially forming much of its protective arm. This, again, often puts them at odds with [[Banites|Bane], who wield political power in the form of governing bodies.
Temples to Bahamut can be found in most large towns and many smaller ones at least have a shrine to the Platinum Dragon. Often these temples will look like barracks just as much as they look like a place of worship. Here, followers train to serve and protect, to fight for those weaker than they, and to maintain a constant vigil for what they hold dear. Many come to these temples to pray for the safety of their town against bandits, raiders, and other such dangers that exist in the world, and often enough to ask for aid when they have been having problems with these things. If those in the temple don't have the manpower to give aid, they usually know where to find it.
The main temple, and the largest one in [[Reskia]], is located in [[Grethtown]]. It is from here that the [[Archknight]], the spiritual and military leader of the followers of Bahamut, resides. He leads a sect of followers called the Knights of the Dragon who fulfill the most deadly missions that he deems necessary.
!!!Main Temple
[[Grethtown]]
!!!Allies
[[Moradin]]
!!!Enemies
[[Bane]]
[[Tiamat]]
Under the rule of [[Reskia]], the Church of Bane was the military arm of the kingdom and was known for its oppressive rule and cruel edicts in the name of law and order. As such, Bane was hated by most of the oppressed populous. When [[Nerath]] ended this rule, the followers of Bane were forced into hiding, hated for their previous tyranny. This lasted until the fall of [[Nerath]] and the disintegration of control over the area at which time the Church of Bane found its opportunity to once again rise and give the people protection in exchange for their liberties.
Now many towns are under the sway of the Chruch of Bane, who promise security in dangerous times. Some of these are of the original families of those cast down centuries ago while others are recent converts who see Bane as a stable force in harsh times many of whom do not share the same tenets as the rest of the faith but see it their methods as necessary. Others are drawn to the power offered by the church, and still others follow Bane for political reasons. Even many people feel safer with the Church of Bane in control since they have offered much safety from the wilderness in recent years.
How much this changes in the future is unknown, however, especially as other religions have openly opposed Bane politically in many areas, the two prime examples being [[Bahamut]] and [[Pelor]] worshipers. There hasn't been much hostility or fighting amongst the groups, however, since survival takes precedence for the time being. Civilization might not survive a hoy war at the moment, and no matter the Church of Bane's objectives, their primary goal is the preservation of life in an outside world at war with civilization - for the time being at least.
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Bahamut]]
[[Pelor]]
The Baron took power about forty years ago, after the coalition of nearby towns had been evaporated for almost a decade and [[King's Cross]] was in danger of being washed away by a tide of all sorts of bandits and monsters. Overthrowing the ruling family in a bloody coup, he brought a stronger leadership that saved the local inhabitants from certain death. Through harsh edicts and militarization, the town has regained its stability and thrived in a harsh world.
Falguth is a devout follower of [[Bane]] and has strengthened the church while in rule. The strong military teachings of [[Bane]] have given him very straightforward vision of how things should be done. Though followers of other gods, especially [[Bahamut]], have felt marginalized, the Temple of Bane has gone largely unopposed due to its strong support by the upper class.
The Bellow Straight is a river made hundreds of years ago before the old [[Kingdom of Reskia|Reskia]] was formed. Now it is fed by surrounding rivers coming from the [[Greth Mountain Range]]. It marks the southern boundary of [[Reskia]] and is used in trade.
Biggle is the halfling who represents the interests of the farmers in the town of [[Lucca]]. He's brash and impetuous, but he knows every detail of the small town and can be very charismatic when he puts his mind to it. He watches out for the farmers and makes deals with passing [[Dragonborn]], adventurers, and convinces the leadership of the town to help them whenever it is needed. He also runs a small farm of his own just outside the town.
An old priest of [[Pelor]] who looked after the spiritual wellbeing of the people of [[Rinthorp]], he disappeared after the events that led to the town's destruction.
The calendar used by most inhabitants of the region is the old [[Nerath]] calender. There are others, but most at least have a passing knowledge of this calendar. When marking the year, it is preceded by the Ў symbol ("Year of Nerath" or simply "Year"), with the year 0 marking the founding of [[Nerath]] as a free state.
The year is made up of 12 months with 365 days in a year and a varying number of days per month.
!!!Months of the Year
[[Morning Star]]
[[Sun's Dawn]]
[[First Seed]]
[[Rain's Hand]]
[[Second Seed]]
[[Midyear]]
[[Sun's Height]]
[[Last Seed]]
[[Hearthfire]]
[[Frostfall]]
[[Sun's Dusk]]
[[Evening Star]]
!!!Days of the Week
[[Sundas]]
[[Morndas]]
[[Tirdas]]
[[Middas]]
[[Turdas]]
[[Fredas]]
[[Loredas]]
Camb Aynthope is a middle aged balding [[human|Humans]] who wears lavish clothes and always looks impeccable with a neatly trimmed beard and short combed hair. He is a thin with a chiseled look to his face, his expression rarely changing from that of slight annoyance. He is curt when speaking and always directly to the point.
Aynthope is the owner of the one the iron mines on the far side of Denmount as well as the owner of a merchant caravan which travels back and forth to the relatively close [[Gravfält Halls]]. He is a stern and disciplined man and expects the same kind of attitude from those around him, demanding respect that he considers himself due, holding grudges on those who don't meet his standards. He demands results and pays well for those who will get those results. Everything he does is for a purpose - often three or more purposes. He is a man of action and ambition, both economic and political. Most people do not oppose him, choosing instead to try and stay out of his radar, for he is a formidable adversary in his domain.
Captain Siege is a heavily scarred middle aged human man who heads the [[Hent]] guard forces called "Siege's Engines." He stands a head over six feet tall and wears an eyepatch over his left eye. He's bald and is muscled, his personality reflecting his rough looks. He works his people hard, but they accept it for the love of their town, knowing that anything less could spell ruin for the town which is already losing people by the month.
They watch over the town as well as make sure trade caravans with food are well guarded so that they make their monthly runs to the village. Captain Siege is very busy and works himself harder than anyone else in [[Hent]], often getting only two or three hours of sleep a night due to lack of manpower and handle many things personally. Despite this he manages to keep the people safe from harm and is doing well with the few soldiers he has at his disposal.
Catcher is the law in [[Grethtown]]. He's a tiefling with a reputation for his fair hand, but not his even temper. He doesn't put up with public drunkenness, carried weapons, or disobedience to the laws of the town. He makes a note of everyone who comes and goes and what kind of trouble they might cause. As such, he is generally well liked by the citizens and disliked by outsiders.
Chas is a nerd, geek, and so on and so forth. He considers himself an all purpose geek as he have many interests spread out amongst various geeky subjects. A renaissance geek, if you will, the Leonardo da Vinci of geekdom.
Christopher is a quiet older [[human|Humans]], a gentleman, and well read. He was the son of a wealthy land owner when he was young, but by now almost all he has ever had is lost. He still has some contacts within the [[Greth Traders Guild]] who value his opinions, which is what has kept his village of [[Hent]] alive this long. He serves as a representative of [[Hent]] in the [[Denmount Coalition]], traveling from place to place to attempt to gain trade partners, aid, and information that might help further his cause.
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
While Corellon doesn't greatly appeal to the common man in most civilized areas, he is greatly revered by the few who take note of him. The fey, as one, see him as their patron, ruler of summer and giver of arcane magic to the world. Because of the latter, many of his worshipers include those of an magical bent, those who depend on wizardry and who use rituals in their struggles. While this god may not be a great power in the towns and cities of man, his followers at least count among the most powerful and influential beings in the world: great wizards, fey kings, and those like them.
That isn't to say that those are all of his worshipers. Artists, musicians, and others who make their way through performance and creativity pray to him as one would beg a muse to inspire. As such, individuals who worship Corellon will often have a small shrine set for him in their homes which consist of budding flowers, incense and candles, and for very important matters burning residuum. Some of the greatest artistic creations in history have been said to be inspired by Corellon, and many of the greats of the past have been at least partially attributed to his influence.
!!!Main Temple
None
!!!Allies
[[Melora]]
[[Sehanine]]
!!!Enemies
[[Lolth]]
/***
|''Name:''|CryptoFunctionsPlugin|
|''Description:''|Support for cryptographic functions|
***/
//{{{
if(!version.extensions.CryptoFunctionsPlugin) {
version.extensions.CryptoFunctionsPlugin = {installed:true};
//--
//-- Crypto functions and associated conversion routines
//--
// Crypto "namespace"
function Crypto() {}
// Convert a string to an array of big-endian 32-bit words
Crypto.strToBe32s = function(str)
{
var be = Array();
var len = Math.floor(str.length/4);
var i, j;
for(i=0, j=0; i<len; i++, j+=4) {
be[i] = ((str.charCodeAt(j)&0xff) << 24)|((str.charCodeAt(j+1)&0xff) << 16)|((str.charCodeAt(j+2)&0xff) << 8)|(str.charCodeAt(j+3)&0xff);
}
while (j<str.length) {
be[j>>2] |= (str.charCodeAt(j)&0xff)<<(24-(j*8)%32);
j++;
}
return be;
};
// Convert an array of big-endian 32-bit words to a string
Crypto.be32sToStr = function(be)
{
var str = "";
for(var i=0;i<be.length*32;i+=8)
str += String.fromCharCode((be[i>>5]>>>(24-i%32)) & 0xff);
return str;
};
// Convert an array of big-endian 32-bit words to a hex string
Crypto.be32sToHex = function(be)
{
var hex = "0123456789ABCDEF";
var str = "";
for(var i=0;i<be.length*4;i++)
str += hex.charAt((be[i>>2]>>((3-i%4)*8+4))&0xF) + hex.charAt((be[i>>2]>>((3-i%4)*8))&0xF);
return str;
};
// Return, in hex, the SHA-1 hash of a string
Crypto.hexSha1Str = function(str)
{
return Crypto.be32sToHex(Crypto.sha1Str(str));
};
// Return the SHA-1 hash of a string
Crypto.sha1Str = function(str)
{
return Crypto.sha1(Crypto.strToBe32s(str),str.length);
};
// Calculate the SHA-1 hash of an array of blen bytes of big-endian 32-bit words
Crypto.sha1 = function(x,blen)
{
// Add 32-bit integers, wrapping at 32 bits
add32 = function(a,b)
{
var lsw = (a&0xFFFF)+(b&0xFFFF);
var msw = (a>>16)+(b>>16)+(lsw>>16);
return (msw<<16)|(lsw&0xFFFF);
};
// Add five 32-bit integers, wrapping at 32 bits
add32x5 = function(a,b,c,d,e)
{
var lsw = (a&0xFFFF)+(b&0xFFFF)+(c&0xFFFF)+(d&0xFFFF)+(e&0xFFFF);
var msw = (a>>16)+(b>>16)+(c>>16)+(d>>16)+(e>>16)+(lsw>>16);
return (msw<<16)|(lsw&0xFFFF);
};
// Bitwise rotate left a 32-bit integer by 1 bit
rol32 = function(n)
{
return (n>>>31)|(n<<1);
};
var len = blen*8;
// Append padding so length in bits is 448 mod 512
x[len>>5] |= 0x80 << (24-len%32);
// Append length
x[((len+64>>9)<<4)+15] = len;
var w = Array(80);
var k1 = 0x5A827999;
var k2 = 0x6ED9EBA1;
var k3 = 0x8F1BBCDC;
var k4 = 0xCA62C1D6;
var h0 = 0x67452301;
var h1 = 0xEFCDAB89;
var h2 = 0x98BADCFE;
var h3 = 0x10325476;
var h4 = 0xC3D2E1F0;
for(var i=0;i<x.length;i+=16) {
var j,t;
var a = h0;
var b = h1;
var c = h2;
var d = h3;
var e = h4;
for(j = 0;j<16;j++) {
w[j] = x[i+j];
t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=16;j<20;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=20;j<40;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k2);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=40;j<60;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),(b&c)|(d&(b|c)),w[j],k3);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
for(j=60;j<80;j++) {
w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k4);
e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
}
h0 = add32(h0,a);
h1 = add32(h1,b);
h2 = add32(h2,c);
h3 = add32(h3,d);
h4 = add32(h4,e);
}
return Array(h0,h1,h2,h3,h4);
};
}
//}}}
The Denmount Coalition is a loosely bound group of towns, villages, and settlements on and around Denmount and the surrounding area, all in the [[Greth Mountain Range]]. After the fall of the [[Nerath Empire|Nerath]], its cities and villages were forced to fend for themselves. This alliance is one of the few to have survived the intervening decades, with no small thanks to the fact that they are able to sustain themselves through the ores found in the mountain.
While three main towns form most of the power of the Coalition, there are more than a dozen small towns and villages, all of which are a part of the alliance. In addition, there are many small mining outfits owned by influential merchants and nobles that dot the lands in between civilized areas. Though the settled areas are kept relatively safe, the terrain between them is not policed or guarded itself. Thus bandits and monsters mostly go unchecked, so those traveling are advised to bring armed escort.
!!!Main Towns
[[Summit]]
[[Grethtown]]
[[Helsingborg]]
[[Northwind Hold]]
!!!Other Settlements
[[Lucca]]
[[Hent]]
[[Rinthorp]]
!!!Affliliations
[[Greth Traders Guild]]
/***
|''Name:''|DeprecatedFunctionsPlugin|
|''Description:''|Support for deprecated functions removed from core|
***/
//{{{
if(!version.extensions.DeprecatedFunctionsPlugin) {
version.extensions.DeprecatedFunctionsPlugin = {installed:true};
//--
//-- Deprecated code
//--
// @Deprecated: Use createElementAndWikify and this.termRegExp instead
config.formatterHelpers.charFormatHelper = function(w)
{
w.subWikify(createTiddlyElement(w.output,this.element),this.terminator);
};
// @Deprecated: Use enclosedTextHelper and this.lookaheadRegExp instead
config.formatterHelpers.monospacedByLineHelper = function(w)
{
var lookaheadRegExp = new RegExp(this.lookahead,"mg");
lookaheadRegExp.lastIndex = w.matchStart;
var lookaheadMatch = lookaheadRegExp.exec(w.source);
if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
var text = lookaheadMatch[1];
if(config.browser.isIE)
text = text.replace(/\n/g,"\r");
createTiddlyElement(w.output,"pre",null,null,text);
w.nextMatch = lookaheadRegExp.lastIndex;
}
};
// @Deprecated: Use <br> or <br /> instead of <<br>>
config.macros.br = {};
config.macros.br.handler = function(place)
{
createTiddlyElement(place,"br");
};
// Find an entry in an array. Returns the array index or null
// @Deprecated: Use indexOf instead
Array.prototype.find = function(item)
{
var i = this.indexOf(item);
return i == -1 ? null : i;
};
// Load a tiddler from an HTML DIV. The caller should make sure to later call Tiddler.changed()
// @Deprecated: Use store.getLoader().internalizeTiddler instead
Tiddler.prototype.loadFromDiv = function(divRef,title)
{
return store.getLoader().internalizeTiddler(store,this,title,divRef);
};
// Format the text for storage in an HTML DIV
// @Deprecated Use store.getSaver().externalizeTiddler instead.
Tiddler.prototype.saveToDiv = function()
{
return store.getSaver().externalizeTiddler(store,this);
};
// @Deprecated: Use store.allTiddlersAsHtml() instead
function allTiddlersAsHtml()
{
return store.allTiddlersAsHtml();
}
// @Deprecated: Use refreshPageTemplate instead
function applyPageTemplate(title)
{
refreshPageTemplate(title);
}
// @Deprecated: Use story.displayTiddlers instead
function displayTiddlers(srcElement,titles,template,unused1,unused2,animate,unused3)
{
story.displayTiddlers(srcElement,titles,template,animate);
}
// @Deprecated: Use story.displayTiddler instead
function displayTiddler(srcElement,title,template,unused1,unused2,animate,unused3)
{
story.displayTiddler(srcElement,title,template,animate);
}
// @Deprecated: Use functions on right hand side directly instead
var createTiddlerPopup = Popup.create;
var scrollToTiddlerPopup = Popup.show;
var hideTiddlerPopup = Popup.remove;
// @Deprecated: Use right hand side directly instead
var regexpBackSlashEn = new RegExp("\\\\n","mg");
var regexpBackSlash = new RegExp("\\\\","mg");
var regexpBackSlashEss = new RegExp("\\\\s","mg");
var regexpNewLine = new RegExp("\n","mg");
var regexpCarriageReturn = new RegExp("\r","mg");
}
//}}}
Desmond is a short stocky man who believes very strongly that he knows what is best for everyone around him, whether they want his advice or not. Luckily for everyone around him, he is easily distracted and is often working on his plots and plans, most of which never amount to anything nowadays. He used to be a shrewd businessman, but as of the past few years has been seemingly obsessed with some idea on his mind that he just can't seem to complete. If asked he will avoid the subject, claiming that there are people out looking to steal it.
Originally from [[Grethtown]], Desmond made a name for himself in trading. Shortly after he made his small fortune, he fell madly in love with a woman in an upper class family in [[Summit]], [[Era Voulst]], eventually wooing and marrying her. Now the two businesses have been combined and things are going quite well for the families financially.
Known throughout the land as mercenaries for hire, dragonborn hire themselves out to towns they pass through, usually traveling in troops of two to four individuals, thought these troops rarely remain in the area for long before moving on. The farmers and artisans that make up most of the population of settlements often can't take up arms to defend themselves without sacrificing their livelihood in the process, so dragonborn have become an important part of life to those who live here. While its true that most towns have a militia, those militias do not go beyond the immediate area. Dragonborn mercenaries do.
Often, these traveling warriors are not paid in gold or silver coins. They will perform a small service to the people of the area such as clean up a goblin warren, drive out some orcs who have reached too far, or kill some animal that has been stalking travelers. In return they are fed for a few days, perhaps a week, given a place to sleep, and then they take their leave. Thus, the relationship with dragonborn is a very symbiotic one, as a troop moves in and takes care of some trouble then leaves, allowing another to come and repeat the cycle in the coming weeks.
Dwarves in these lands are miners, travelers, merchants, adventurers, outcasts, or refugees - encompassing a great range of profession and past. They run the gamut of outlooks and circumstances, and each one's story is often different than the last. The closest dwarven stronghold is the mountain home of the [[Gravfält|Gravfält Halls]] Clan, many miles away. More dwarves in the area come from there than any other single clan, though still not a majority of dwarves in the area. Even so, their circumstances are rarely similar.
They claim that the father of all dwarves, Motsognir, was created by [[Moradin]] himself, and infused with great cunning. The second dwarf, Durin, was taught smithing by Moradin himself and set to the [[World]] to turn the dwarves toward the industry of war. When the gods abandoned the world to the giants after the war with the [[primordials|Primordials]], the dwarves were enslaved by the giants who ruled over the world as tyrants. When the giant empires fell, dwarves stepped up to become masters of their own destiny. Dvalinn was sent by [[Moradin]] this time to lead their people to a new home away from the giants and to their own kingdom. There they became pillars of industry, masters of the forge and builders of monuments and labyrinthine halls, bringing back knowledge lost since their enslavement. The dwarves to this day are legendary for their ability to smelt steel and forge weapons.
Each dwarf clan is said to be ruled over by an heir of one of the three great dwarves of the past: Motsognir, Durin, or Dvalinn, the clan's philosophy and purpose guided by the leader's connection to this dwarven father.
Motsognir's people are careful and ponderous, forming ties with nearby settlements and living through gemcutting and other intricate crafts. They often have spellcasters as well as martial experts. Of all the dwarves, they are the most likely to intermingle with other races, often living above ground, though they still will have their important structures at least half underground: temples and their governing body. Their skill in magic mostly revolves around the creation of magical items, artifacts, and relics.
Durin's people dig deep in the earth and smith all day and night, their forges ringing at all hours across the hills. They are inventors and warmakers, usually searching out giants when they can to drive them ever further into destruction. Individual prowess is important to them, and their leaders are always the strongest and most able of the clan. Their purpose is the destruction of their enemies.
The dwarves of Dvalinn are spiritual and while they are warlike as well, they organize themselves in strict disciplinary lifestyles. Their leaders are wise generals who know when to strike and when to retreat and believe that [[Moradin]] guides their armies toward victory through them. They have traditional clan homes, but often their warriors will be found wandering beyond their borders, scouting and hunting for anything to aid them in coming conflicts (or seeking new ones).
!!!!Dwarven Words
Dvergar (Dwarves)
Jötnar (Giants)
Álfar (Elves)
Eladrin are a rarity found in the towns and villages of the area, being creatures of the Feywild. It is rumored that a path exists in the [[Kelbrook Forest]] which leads to a eladrin city, though the few eladrin in the settlements do not comment on such things with others not of their kind. They are seen as haughty and given a wide berth by most people, distrusted by some others, and sought for their knowledge on matters arcane by a few. They have peaceful relation with the elves of the [[Teliere Forest]], though mostly because the elves and eladrin don't interfere with each others' politics. Because of this strange, more aloof nature, eladrin are often mistrusted and scapegoated during bad times.
Elves of the Teliere Forest live nearby to the town of [[King's Cross]], though their numbers are dwindling. They have been driven out of the deep forest as it sickened around them, falling to an unknown darkness. Now they live in a much smaller area than their old ranges, being forced to stay a single encampment, their numbers less than one hundred at this point.
Trapped as they are, many of their numbers have been hit by wanderlust and taken their chances outside the forest. Others have formed groups to investigate the deeper portions of Teliere and have not returned. Those that remain take up their bows in protection against the bits of darkness that occasionally emerge from the deep or against those raiders who are foolish enough to attack elves in their an elven forest.
They are trusted by the other races for the most part due to their common circumstances against the wilds surrounding them. Some of their kind who have left the forest have made their homes, at least for a time, in the surrounding hamlets, learning what they can about the inhabitants, fascinated by other cultures, even if they find some aspects of their lifestyle somewhat barbaric. Overall, the truce between the groups is beneficial to both, the elves acting as scouts and alerting others to dangers that come from the unknown and the surrounding towns and villages having more manpower to handle monstrous creatures that endanger them all.
Along with [[Pelor]], Erathis is probably the most widely worshiped god in [[Reskia]]. She is the keeper of laws, the builder of cities, that which brings light against the darkness of the wilds. She is the god of civilization, a beacon of hope in dark times where constantly encroaching wilderness and monsters seem to be everywhere to the common man. It is her followers who plan the walls to protect towns, who work to maintain the roads as best they can, who make and enforce the rules of society that hold everyone together. [[Bane]] or [[Bahamut]] might protect civilization from outside influences, but it is Erathis who guides it from within.
Judges, lawmakers, architects, and settlers revere her. Rulers seek guidance at her temples when making judgments concerning laws, and there is much political influence that goes through each temple to Erathis throughout the land. Each temple is connected to the others in a hierarchical structure, bishops, archbishops, cardinals, and more ranks spread out amongst the clergy. The main temple is in [[King's Cross]], center of trade and largest city in the region. Many of her devout followers attempt the dangerous pilgrimage to the city in order to pray to the great statue of Erathis located there as well as consult its sages and study at the great library of the temple.
!!!Main Temple
[[King's Cross]]
!!!Allies
[[Avandra]]
[[Pelor]]
!!!Enemies
[[Asmodeus]]
[[Gruumsh]]
[[Tharizdun]]
Evening Star has 31 days.
!!!Holidays
First Seed has 31 days.
!!!Holidays
This fort was built about half a mile from [[King's Cross]] about thirty years ago to combat raids by orcs, goblins, and other such parasitic creatures who would ransack the outlying farms. Each year after harvest each family tending a farm must send one family member or other representative fit to fight to serve in the local militia. This person may return after the next year's harvest with another to take their places, but usually one family member will serve continuously. Many farmers are resentful of the town-dwellers who do not have required service, and there is some tension among the two groups.
The Fort is commanded by [[Commander Reynold]], a former local hero who is now charged with running the fort. Under him is [[Lieutenant Rehsi]], representative of the [[Temple of Bane|Bane]] in fort matters. There are about twenty or thirty rank and file militia members from the surrounding farms who patrol the land and drive off any threats that are within their abilities. The militia can handle the more mundane threats fairly well, but there have been great losses in the past when attempting to turn away organized attacks.
If you're interested in the travels of the ~PCs in this land, you can read [[Journey So Far]] and get valuable information including summaries of adventures and detailed chronicles, some from the point of view of a particular PC. It also contains information that will be helpful to occasionally look back on to remember important details and adventure hooks that might have been forgotten. Be sure to look through occasionally to pick up anything you might have forgotten.
Check out the [[settlements|Settlements]] to learn about the various towns and villages that can be found in the area. There are many small villages scattered over the area, and many more small hamlets. Listed here will be those which your characters have knowledge of. Feel free to visit them if you wish or to inquire into news and rumors about these places to get a sense of what is going on in the area. You never know where you might find adventure.
You can also read about the [[surrounding lands|Surrounding Lands]], many of which are rife with danger. These locations are prime for adventure and intrigue. Just be careful, as some areas are far more dangerous than others. Before heading out to any of these potentially dangerous places, you should be sure to find out what inhabitants or other dangers you might find there. You wouldn't want to stumble upon a warren of trolls at first level, would you?
There are also many [[inhabitants|Inhabitants]] that live in the area. Humans are the predominant race of most towns, but there are many others that call the area their home, and trade can bring a variety of peoples from far away as well.
There are many gods to be found in the World, and you can get a sense of them and their organizations in the [[religion|Religion]] section.
Finally, you can read over the general [[history|History]] of the area to both get a sense of what shaped the region and where it is headed and read about the [[lore|Lore & Research]] of various peoples, cultures, histories, and more.
Frostfall has 30 days.
!!!Holidays
One of the most feared roving marauders known, gnolls are the remnants of the armies that razed [[Nerath]], most of whom continued south rampaging across whatever kingdom or empire might have been there. Although they often act alone, raiding and pillaging as much for pleasure as for survival, they have been known to work as mercenaries for those more powerful than themselves. Those who employ them, however, should beware, for gnolls are just as likely to turn on their allies as their enemies, even sometimes amongst themselves. Luckily, they are an extremely rare sight, though when they come through, villages disappear.
Goblins live in small warrens throughout the territories, mostly regarded as infestations to be eradicated when a group of them is found. They generally live in small groups of one or two dozen adults with half as many non-combatants, though larger groups are known to exist. Thought of as trouble making rats at best and a blight on the land to be exterminated at any cost at worst, they are usually ignored by most people until they cross a line after which "goblin runs" are made to keep their numbers down.
There are groups in the [[Greth Mountains|Greth Mountain Range]] that have grown to more than an annoyance who are intricately tied to the hobgoblins or bugbears of the area. The hobgoblins of the mountains are militaristic, living in clans who feud amongst themselves for power just as often as raid the towns that lie in the mountains.
A stronghold held by [[dwarves|Dwarves]] carved into the mountain side, this city state lies a few weeks journey from the territories. Not much is known about about Gravfält Halls beyond tales told by mostly dwarven travelers from there. It is said to be the largest bastion against the monsters of the lands for several month's travel, its walls carved into the mountains themselves. There the dwarves mine for metals used in both weapon and coin. A few towns do business with these dwarves, but they guard their knowledge as they do their gold.
The Greth Free Peoples are the various inhabitants of the Greth Mountain Range who are not part of the Denmount Coalition. They aren't a group, but individual cultures, settlements, and groups who live in the mountain range under no rule but their own individual ones. When dealing with any of the free people it is important to remember this.
*[[Tremor Crag]]
This mountain range runs north/south and forms the eastern border of what was once [[Reskia]], beyond which no one has ventured in a century. The main inhabitants of this area are [[goblinoids|Goblinoids]] who raid and pillage the human villages remaining that dot the mountainside. Thus far, the combined forces of the [[Denmount Coalition]] have been able to hold them back, neither side willing to commit to true battle against the others, though skirmishes are fairly common. However, travelers risk running into a scouts or a raiding party.
Somewhere to the east, deep in the mountains, lives a fearsome dragon called [[Frænir]]. Once a year he comes to Denmount demanding tribute in the form of gold, gems, and other things of beauty that he can add to his hoard. If the people are ever to refuse, he will not hesitate to destroy a town or two to make an example for the next time he returns. He is also said to visit the dwarves in [[Gravfält Halls]] demanding much the same. None oppose him for fear of not only their lives but of the innocents that would be killed in retaliation should they fail.
This guild is mostly comprised of traders on the [[Greth Mountain Range]], its main post located in [[Grethtown]]. It mainly works to hire guards, secure routes, and otherwise keep the merchants, and their goods and wealth, safe in the wilderness.
Grethtown is the largest town in the [[Denmount Coalition]], and a melting pot of inhabitants. Humans, dwarves, halflings, and elves make up most of its population, but many others can be found throughout the town. It was founded on its mining economy originally, but its mines have since dried up and now it prides itself on craftsmanship and supports itself by being the town to pass through when leaving Denmount and heading to [[King's Cross]]. Thus, it sees most of the ores and other items mined and is a superb place for traveling merchants to seek guards for their travels.
!!!Grethtown
''Population:'' 550 (35% [[human|Humans]], 20% [[dwarf|Dwarves]], 20% [[halfling|Halfings]], 15% [[elf|Elves]], 5% [[eladrin|Eladrin]], 2% [[gnome|Gnomes]], 2% [[tiefling|Tieflings]] 1% [[other|Inhabitants]])
''Government:'' Oligarchy, three Houses of Lords rule the town, the leader of each House presiding in a council
''Defense:'' 20 regular soldiers, 10 regular police force, 50 reserves
''Inns:'' The Black Cat (ill kept, tawdry), Alliance (middle of the road),
!!!~NPCs
[[Aeryana Seehe]]
[[Catcher]]
!!!Affiliations
[[Followers of Moradin|Moradin]]
[[Followers of Sehanine|Sehanine]]
[[Followers of Bahamut|Bahamut]]
[[Followers of Bane|Bane]]
[[Greth Traders Guild]]
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Bahamut]]
[[Erathis]]
The Hauntlands are known by many names, including the Mournlands, Dread March, Spiritwalk, and more. South of the [[Iyulian March]] and the plains to its west, the Hauntlands stretch many miles in all directions, an unpredictable land where few things grow, magic is unpredictable, and strange creatures exist. Centuries ago in the reign the [[Kingdom of Reskia|Reskia]], its sorcerer king performed rites and rituals, sacrifices, and made pacts with otherworldly beings.The Hauntlands are a remnant from that time.
Hearthfire has 30 days.
!!!Holidays
Helsingborg is the second largest town in the [[Denmount Coalition]]. Originally a dwarf mining outpost, many humans from the [[Nerath Empire|Nerath]] have found refuge here for the past century, leading to a large minority of humans in what grew into a small but influential town after several veins of silver were discovered nearby. Now this trade forms the backbone of its small economy, its silver being minted by the few places which have enough of an economy to do so, mainly [[King's Cross]] and [[Gravfält Halls]].
The temple of [[Moradin]] is the largest structure in town, overshadowing all of the other buildings which are practically carved into the mountain face, this one a three story monolith that towers over the town. The priests of the temple rule over the town and run most of the businesses and mining operations as well.
!!!Population
300 (65% [[dwarf|Dwarves]], 20% [[human|Humans]], 15% [[other|Inhabitants]])
!!!Government
Theocracy
!!!Services
!!!Townsfolk
[[Astrid daughter of Venn]]
[[Morith son of Tharith]]
!!!Affiliations
[[Followers of Moradin|Moradin]]
[[Greth Traders Guild]]
Hent is a village that was once one of the more powerful towns in the region. Now it is turning into a ghost town as the mines have all but dried up, the copper they used to find plentiful now almost depleted. Many of its people have dispersed to other towns and villages in the region, looking for a better life, braving the dangerous journey between.
!!!Population
150 (50% [[human|Humans]], 30% [[dwarf|Dwarves]], 10% [[halfing|Halflings]], 5% [[elf|Elves]], 5% [[other|Inhabitants]])
!!!Government
Oligarchy
!!!~NPCs
[[Captain Nathan Siege]]
[[Christopher Kallis]]
!!!Affiliations
[[Followers of Moradin|Moradin]]
!!!Historic Past
To understand the lands to the settled lands west of the [[Greth Mountain Range]], one must understand how they got where they are today. Long ago, this area was near the heart of the [[Kingdom of Reskia|Reskia]], harshly ruled by an immortal sorcerer-king for hundreds of years. Just over three hundred years ago, the expanding empire of [[Nerath]] conquered [[Reskia]], taking these territories as its own. At first the people of the conquered [[Reskia]] were overjoyed by their liberation. However, [[Nerath's|Nerath]] empire extended beyond its reach, and corruption turned out to be its downfall, its executioner a barbaric throng of [[gnolls|Gnolls]] led by the [[Ruler of Ruin]]. Battle ensued, armies clashed, and when all was over the ruler of Nerath, King Elidyr, lay dead, along side him his heirs. The besieging army of [[gnolls|Gnolls]] were gone, along with the [[Ruler of Ruin]], but [[Nerath's|Nerath]] fate was sealed with the lineage destroyed, though the empire didn't end quickly; its death was long and protracted.
Many tried to raise their banners in rulership. Short civil wars erupted. Assassinations took place. In the end, decay was all that was left of the once great and mighty [[Nerath]]. The territories situated around the [[Greth Mountain Range]] lay on its outskirts but held on. [[Orcs]] and [[goblinoids|Goblinoids]] attacked, and the nearby cities banded together to stave them off. Then beasts began praying on travelers between cities where civilization had trouble seeing. Trade routs began to slow down. The alliances of cities became too consumed by their need to keep themselves safe from nearby threats that they could no longer work together easily. In time darkness consumed the land, vast stretches of what was once [[Nerath's|Nerath]] territory now forgotten by civilization, left to be taken by wilderness.
Now the alliances are mostly dead, a few towns and villages keeping the old alliances alive, but no one traveling far from their own homes. Times are hard, and monsters are plentiful, but civilization is pushing back against the darkness once more, coming out of its dark age and attempting to reclaim what it once had. What does the future hold? It could be new empires built on the backs of heroes, recovered long lost riches, and glory found on the battlefield. Or it could be the slow creep of death and the steady decay of civilization. Now is the time for all to be decided.
!!!Further Back
If one is to take a step back and look into the deep past of the world, before the rise of humans as the dominant civilization, then history goes on for thousands of year of which the rise and fall of civilization mark the progression of epochs. In the beginning the [[World]] was crafted by the [[primordials|Primordials]], beings of the elements who shaped the landscape as they saw fit. After a long war with the [[gods|Religion]], the [[primordials|Primordials]] were deposed and the giants, their own creation, became the dominant powers in the [[World]].
And so this pattern has continued, one group or another becoming great rulers only to be supplanted by the next group after the fall of their empire. The latest power was that of humanity, empires, of which [[Nerath]] was one, expanding and conquering across the World. Now that [[Nerath]] has fallen, its citizens do not know the fate of the rest of the World. What lies beyond the boundaries of darkness? Have the other empires fallen or do they continue on? Are there threats of which Nerathians are ignorant threatening what lies out there? The people seek answers and those who can find them.
Skill Training has the unfortunate consequence of being inferior, for the post part, to Multiclass feats.
The preferred solution is to add to Skill Training instead of taking away from Multiclassing. There are several options available.
# Give two Skills via Skill Training. With the relatively low number of skills, this could get out of hand quickly, however.
# Give a 1/day reroll to one skill check per Skill Training feat taken.
# Combine Skill Training and Focus into one feat
# Other?
There are currently no House Rules, and no immediate plans to add them. However, I will use this as a repository for ideas for House Rules in the future and notes for rules issues that arise during play. This will be used in the future, should we ever decide to make use of House Rules.
* [[Skill Training|House Rule - Skill Training]]
Humans make up the bulk of the inhabitants of the area. Hard working people, they persevere in hard times, protecting their lands as best they can under the harsh conditions.
They retain good relations with other races as best they can, at least those they wish to, often living side by side with them. Their quick adaptation is what has kept them alive in these dangerous times.
There are many groups that live in this region as well as several that travel through.
!!!Races
*[[Changelings]]
*[[Dragonborn]]
*[[Dwarves]]
*[[Eladrin]]
*[[Elves]]
*[[Goblinoids]]
*[[Gnolls]]
*[[Gnomes]]
*[[Humans]]
*[[Halflings]]
*[[Kobolds]]
*[[Orcs]]
*[[Shifters]]
*[[Tieflings]]
*[[Warforged]]
!!!Individuals
*[[Aeryana Seehe]]
*[[Captain Nathan Siege]]
*[[Christopher Kallis]]
*[[Brother Tannis]]
*[[Owen Mallory]]
*[[Reeve Hill]]
*[[Sister Martha]]
*[[Ward]]
*--[[Willabee]]
Ioun is patron of scholars, sages, wizards, and others who seek knowledge and wisdom. She doesn't have many temples dedicated to her worship, but her shrines are both found inside many town temples as well as in centers of learning and culture. It is common to find a shrine to Ioun in such places as a larger temple or an academy. Most priests, being people of learning and study, offer prayer to Ioun in pursuit of those tasks, even if they revere another deity in their day to day lives. Those seeking knowledge often pray to her for guidance or aid in discovering that which they need to know, promises to spread the knowledge once found and not hoard it gaining more sway with the deity.
Those who worship Ioun are often sought for their knowledge, having great knowledge spread generously amongst their numbers. The libraries of Ioun are famous.
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Vecna]]
The Iyulian March is the land between the [[Denmount Coalition]] and [[King's Cross]] which has few to no settlements. Much of the land is still unexplored and people rarely leave the roads when traveling through the march. The area is made up of mostly rocky terrain and swamp land which is ill suited to farming or other use. Travel through can be dangerous due to both banditry and the monsters that make this place their home. The one safe haven is the [[Iyulian Post]] giving safe harbor for those making the journey.
Manned by the [[Greth Traders Guild]], the Post is two towers located on either side of the Krawman River, a great stone bridge built long ago crossing it. It serves as a resting place for travelers as well as a deterrent to bandits. It holds a contingent of three dozen soldiers hired by the Guild who keep the tower safe as well as occasionally go out and hunt down local bandits who are harassing merchants and other travelers.
There is a port downstream of the bridge on which boats dock to do trade with the Post once per year. During this time merchants gather to trade their wares for the exotic merchandise that can be found. At this time, the guard is tripled and the roads guarded by patrols from both the [[Denmount Coalition]] and [[King's Cross]]. An intelligent serpent makes its hope in the waters of the river here, and it is appeased with tribute before and after the arrival of the ships. Things have run smoothly for decades due to diligent work on the part of those involved and pay is good for those willing to aid the proceedings.
These are records of the exploits of the ~PCs in the [[From the Ashes]] campaign.
!!!Game Time
[[Morndas]] • [[Frostfall]] 27 • Ў946
[[Calendar]]
!!!Look Back
[[Last Time]]
[[Adventure Chronicles]]
[[Summary]]
!!!Look Forward
[[Quests]]
[[Rumors]]
!!!PC Journals
[[X's Journal]]
----
Kelbrook is the forest that lies between the orc territories and the human lands and extends northward, a deep unexplored area. The North Road twists and turns within it, leading to more settlements on its far side which used to be part of the old kingdom - those still standing anyway. There are many rumors surrounding Kelbrook, and it is said that those who leave the road will become lost to the forest, their souls claimed by the fey who make it their home. As such, very few truly know what lies beyond the few yards visible from the roadside.
There are rumors that occasionally those who the fey deem worthy, or perhaps those who are just lucky to catch them in a certain mood, see the majestic and legendary White Towers of one of the Courts of the Fey or the Glass Citadels that stand in both the World and the Feywild, and many travelers have gone seeking their beauty. Some have come to King's Cross with tales of wonder at the sights they've beheld in the forest of Kelbrook, but there is always a touch of madness to those who return. Some say that they have lost a part of their souls, others that they were driven mad by the beauty of the fey, and yet others that these are fey who have come mimicking their victims in order to play mortal. Few believe their stories, and most who do believe dare not repeat them for for it is rumored that referring to a fey will call attention to the speaker from the named creature.
Many give the [[eladrin|Eladrin]] some ties to these stories, and it is for this reason that they are mistrusted for their relationship with these unnatural beings. The [[eladrin|Eladrin]] do not comment on such matters lightly, leading most to presume their guilt, sometimes even going so far as to blame them for disappearances and changes in those who have stepped foot in Kelbrook . Few people even travel the North Road through the forest, however. Most are quite content to never speak, nor hopefully ever think of, that dark forest.
King's Cross is a town of roughly 750 people which sits on a crossroads. Because of its location, it sees comers and goers from time to time and has a working idea of what the surrounding lands, or at least those on the roads, are like. It has seen its share of hardship and toil and currently is at a tentative peace compared to its neighbors, strengthened by its location. Because of its, it has lately seen the accumulation of many refugees from nearby destroyed or besieged villages. Unfortunately, this is creating tension in the populous as if this trend continues King's Cross may fall on hard times once again. Those aren't its only problems, however. Packs of wolves and other beasts from the forests have been attacking more and more for some unknown reason. Add to this the dangers of orc raids, goblin attacks, and even the occasional gnoll sacks, and King's Cross is in need of aid however it might find it.
!!!Population
City: 320 (60% [[human|Humans]], 10% [[dwarf|Dwarves]], 10% [[elf|Elves]], 5% [[eladrin|Eladrin]], 5% [[halfling|Halflings]], 5% [[tiefling|Tieflings]], 5% [[other|Inhabitants]])
Farms: 840 (85% [[human|Humans]], 10% [[halfling|Halflings]], 5% [[other|Inhabitants]])
!!!Government
Dictatorship
!!!Services
2 Inns, Stables, Smith
!!!Locations
[[Fort Kulb]]
!!!Townsfolk
[[Baron Falguth]]
!!!Affiliations
[[Followers of Bane|Bane]]
[[Followers of Erathis|Erathis]]
[[Followers of Bahamut|Bahamut]]
[[Followers of Pelor|Pelor]]
Blights on civilization, kobolds live somewhere around orc tribes, though they occasionally raid human settlements when times are hard. Kobolds are practitioners of magic often enough, which they consider to be gifts from [[Tiamat]]. Small and weak physically, they make up for this through trickery and magic, making use of both mundane traps and magical enchantments.
Kord, Lord of Battle, is revered by any who make their way in life through clash of arms. Warriors, gladiators, brigands, generals, and more worship him. His temples exist where fighting is a way of life and people fight for what they believe in. Adventurers of all ilks worship Kord, but especially those who wade into battle head first. God of storms, Kord is also appeased when the weather roughens with lightning, sleet, hail, or other harshness. Travelers or sailors might pray to him to keep storms away just as a mercenary might pray to him to find victory in battle before the day is out. Followers of Kord believe in answering the sword with the sword, but do not revel in wanton destruction. They seek glory in battle, not slaughter.
!!!Main Temple
None
!!!Allies
None
!!!Enemies
None
Last Seed has 31 days.
!!!Holidays
!!!Summary
The group investigated the town of [[Rinthorp]], which had missed its latest shipment of iron ore to [[Grethtown]]. Discovering a strange sickness, they investigated the mine only to find a disturbing priest, zombies, and a trapped shadow creature of some kind. Someone or something summoned these creatures, but why is unknown. Returning to town, it was infested with zombies, and the group barely escaped with the survivors.
!!!Detailed Account
The ~PCs were hired by the [[Greth Traders Guild]] in [[Grethtown]] to investigate the town of [[Rinthorp]] which had missed its latest iron ore shipment.
__[[Loredas]] • [[Frostfall]] 18 • Ў946__
About four days into the journey to [[Rinthorp]] the ~PCs were assaulted by goblins! There were four of them, two sharpshooters who stood on a hill making it more difficult to reach them, a spear wielding and javelin throwing goblin who harried them, and another one with a short sword who snuck around behind them to attack the less defended members. Quinn and Korvun split up, Quinn concentrating on the spear-wielder while Korvun went after the flanking goblin who was attacking Aladra and Tordek. The sharpshooters went unscathed until the other two were down, as the meleers protected their less front line people, so when they finally got around to the ranged attackers, one of them escaped.
Moving on, they didn't seem to worried about that escaped goblin getting friends. A foolish mistake. As they proceeded on the unkempt wagon trail, they were attacked by the second wave. A war cry echoed over the mountain behind them, getting their attention, and they saw two half-orcs leading four more goblins up the trail behind them, charging. Then in front of them two hobgoblins, one armed with a flail and the other with a bow, came out from behind some rocks along with three more goblins, one with a crossbow - the sneaky guy who got away before - and the others with spears and javelins.
This was a hard fought battle! The goblins to the rear all went immediately for Alandra, surrounding her while the half-orcs descended on the cleric. The archer repeatedly shot at Quinn, trying to fell him, while the flail wielder began to close and the other goblins threw their javelins and shot their crossbows at him. They put top priority in saving the ranger, and Quinn, in a great moment, cleaved down every one of her flankers at once and turned back to the flail-wielding hobgoblin. Korvun kept his attention on the half-orcs, one of which Tordek hit with a powerful prayer that sent him running away in fear. Alandra decided those half-orcs looked dangerous and were way too close to her so she let loose arrows at the one Korvun had engaged in battle.
Then the half-orc engaged Korvun in conversation! No one expected that, but he said he would turn on his hobgoblin masters if the price was right. Korvun, however, would have none of that, and he refused to work with a half-orc, especially one who was waylaying travelers on the roads. He might have even had something to do with the events in Rinthorp. The odds were stacked against the group of ~PCs, but he would not waver in his beliefs, and he responded with a heavy blow to the half-orc with his falchion. The orc turned to him in pure rage, and told him he would die for daring turn him down.
While this was going on, Quinn was not looking good. The archer was doing a number on him, and he was having trouble penetrating the flail-wielder's armor to get a good hit on him. Turning on the goblins, he took one of them down after a few well-placed slices with his halberd while the others finished off one of the half-orcs behind him, everyone pulling into a tight formation so that no one could be flanked. After one of the half-orcs went down, the returning one, who had been scared away by the magic of Tordek, attacked Korvun with a frenzy of blows, his eyes wild and his swings crazed.
At this point, they weren't sure they were going to make it out of this without someone dying, but some morale boosting words from Korvun and some well placed divine intervention from Tordek kept Quinn on his legs fighting. Thanks to a barrage of arrows from Alandra and some devastating blows from Korvun, the last half-orc fell beside his brother in arms. The rear guard could finally turn their attention back to the hobgoblins and two remaining goblins. Korvun immediately came to Quinn's aid, teamwork between the two getting them a flanking position on the flail-wielder, while Alandra dropped the javelin tossing goblin when he moved over to attack her. A concerted attack against the hobgoblin then dropped him, and they turned to the archer and sharpshooter, who couldn't stand up to the frontal assault of the four ~PCs. The sharpshooter tried to flee again, but couldn't escape and was dropped by a blast of holy radiance from Tordek.
Examining the dead creatures, Alandra was able to place them as Bloodrock Clan goblins, and Korvun recognized the name and said that Bloodrock were native to the area just north of here and gave a short history lesson on the clan. Overall it was nothing exceptional, but it might be indicative of movement of that clan.
After this battle, the ~PCs were tired, hurt, and did not want to continue onward. The battle had taken a lot of out of them, but they made camp and set watch, just up the wagon trail from where the battle had taken place, leaving the fallen where they lay.
__[[Sundas]] • [[Frostfall]] 19 • Ў946__
Rinthorp was a hovel by anyone's standards. It was surrounded by a wall about 20 feet tall, and after knocking on the gate, they were allowed in by two guards - [[Ward]] and [[Willabee]]. These two had seen better days. They were obviously not in the best condition. [[Willabee]] had a bandaged arm and [[Ward]] walked with a limp. The ~PCs talked with the two for a little while and learned that they had seen goblins about, fought them a few times, but for the most part the creatures didn't attack the fort directly.
Asking about the mines, the two guards got somber. The told the ~PCs that the morning before, at about sunrise, one of the miners, Garret, arrived from the mine, feverish and sick. His skin was flaking and he seemed out of it. They look him to the local priest of [[Pelor]], [[Brother Tannis]], to care for him. They seemed uncomfortable, and some of the ~PCs realized that they seemed to be holding something back. The party decided to split up. Quinn and Korvun would go to see the local [[Reeve|Reeve Hill]] in charge of the fort town, and Tordek and Alandra would go with [[Ward]] to see [[Brother Tannis]] and see if they could do anything to aid the sick man.
Quinn and Korvun arrived at the Reeve's manor. It wasn't much to speak of, perhaps four rooms. Inside, they met with [[Reeve Hill]]. His bodyguard, an unmoving warforged, stood with him. They quickly got a picture of the man that they were none too pleased with. He was obviously more concerned with getting the mining back on track than he was with the safety of his miners. They managed to hold their tongues, however, and quickly excused themselves from his presence.
The others walked with [[Ward]] to the home of [[Brother Tannis]] and pushed him for more information. It seems that Garret was crazed when he arrived. He was babbling, writhing and trying to escape. He bit Willabee, and they could see madness in his eyes. It was all they could do to get him to [[Brother Tannis]] for treatment. But, they didn't hold much hope for improvement. When the three arrived at [[Brother Tannis's|Brother Tannis]] home, [[Ward]] went back to his post and [[Brother Tannis]], after being persuaded, let the two ~PCs into his home to look at Garret. What they found was worse than they had imagined. His skin was peeling and coming off, almost leper-like, he was writing on the bed murmuring in his sleep.
Tordek got to work looking over the man and doing all he could to help him, hoping to bring him back from his state, to at least ease his pain and stop whatever nightmares he was having. It was a long process, and Quinn and Korvun arrived while he was busy at work. They had a quick talk, exchanging information, and they quickly determined that whatever was going on was much more than a goblin problem.
Quinn and Korvun left again to go try to get some more information about what was going on, being thrown by events so far. Asking around town, they found out about another person in town, a young half-elf, [[Sister Martha]] of the priesthood of [[Erathis]]. Visiting her, they found that she had been in town about a month, trying to prepare the way for her superior, [[Miniser Hallthew]]. The town is hoping to expand due to its success, and Erathis is heavily involved whenever that is a possibility. They talked with her for a while before returning to the home of [[Tannis|Brother Tannis]] and checking up on Alandra and Tordek.
Unfortunately, things were not going well for Tordek. He hadn't done anything for the man and it was starting to get late at this point. They returned to [[Sister Martha]] and she found a place to put them up for the night, one of the homes of a miner who had no family so his house was empty.
__[[Morndas]] • [[Frostfall]] 20 • Ў946__
Early the next morning they set out for the mines, which were not far away but with the difficult mountain climb would take the better part of the day to reach. About halfway up the mountain, they spotted some figures above them, and Alandra was able to identify them as goblins.
However, they reached the mine without incident at sundown. Heading into the mine, the ~PCs found two main tunnels, one a newer tunnel and an older tunnel. After a quick debate, they went down the newer tunnel, which was only perhaps twenty or thirty yards long and ended in a dead end with a pile of dead bodies, maybe ten or so people, all with chunks of meat taken out of them and their skulls cracked open. Hearts sunk and stomaches churned, and they suddenly felt very much in danger. Alandra caught a glint out of the corner of her eye, and pointing it out to the others they investigated, the glint turning out to be a vein of silver. Iron Ore was the only metal they knew about coming from this mine, so they took a mental note of this and turned to explore the other areas of the mine.
Heading down the older tunnels, figures came into their light ahead who turned out to be miners ravaged by whatever disease had afflicted Garret. They appeared to be alive, huddled in a corner and unmoving. Without being able to do anything for them, the ~PCs continued on down the mine shafts, ready for anything. Finally, emerging into a large cavernous lit room, they found themselves face to face with what must have once been a priest of [[Tiamat]] blocking the way to a door behind him. The priest was in robes, the holy symbol of [[Tiamat]] around his neck. However his eyes were sewn shut, fresh cuts all along his face and arms. His holy symbol had been defaced, desecrated with cuts and bits carved out of it. Around the room were more huddled miners, ravaged by disease. And as they entered, it was as if he turned and looked at them, though his eyes were sewn shut. In a commanding voice he bellowed "Interlopers! You will not escape here with your lives. Rise, my minions, and slay them!" And, at his call, the miners rose limply, their skin hanging off, and turned to face the ~PCs. They looked dead, not breathing, not moving like people. Like zombies. In the dimness, the ~PCs recognized that two of the figures were not, indeed, human, but were hobgoblin.
Then battle ensued. The ~PCs made a line in the tunnel so that the enemy couldn't get to the ranger while the priest stepped forward to blast them with rays of necrotic energy. The zombies shambled forward, grabbing at Korvun and Tordek and biting and gnashing their exposed flesh. One zombie brutally bit down on Korvun while the priest held out both arms and the three in front felt their minds exploding with pain, making it difficult to think. The zombies continued their onslaught, but Tordek called upon his faith in [[Avandra]] to push back the vile undead. Quinn moved forward to catch others as they approached, and the group was able to hold their line against the oncoming undead. The priest once again let loose with a blast, this time of cold which made it difficult for the ~PCs to move forward, and as the zombies continued to hold them and bite, the line behind Quinn was closed, cutting him off form the others. He pushed forward, however, and attacked the priest directly, pressing forward while the others handled the zombies as best they could.
After several bad bites from the zombies he was facing off against, Korvun came to the aid of Tordek, and together with Alandra they began picking them off one by one. At the same time, Quinn having engaged the priest in melee was able to defeat him without the backup of his minions. By the time Quinn had killed their leader and returned, the othes had dropped the last zombie. They bandaged themselves up and wondered what might have happened here. The priest had once been a follower of Tiamat, but had he done those things to his symbol himself? Was he responsible for the illness or another? Hopefully answers would lie further in the mines. Then a sinking feeling dawned on them as they looked at the zombie bites on Korvun and Tordek. Did the same fate await them? What about the town? [[Brother Tannis]] should be able to watch Garret, so they should be fine. But, wait... wasn't [[Willabee]] bitten?
The ~PCs carefully went through the door. On the other side they found several summoning circles - five to be exact, one of which was occupied by some kind of shadow creature. And it spoke to them. And offered them information, ways to help the people who might be in danger, ways to stop what could have been set in motion. All he asked was to be freed from his confinement, and he would go back to his place of origin (which he never spoke in name), and they would have the knowledge they needed. Who summoned them? For what purpose? Where were the other four? He played to their desire to help the villagers, the miners, and stop whatever might happen in the future should they not be able to stop the others.
But, the ~PCs held fast. They didn't trust it, obviously, and they couldn't be sure it wouldn't turn on them as soon as it was freed, nor that the information would be true or only filled with half truths. He was a demon perhaps, or a devil, a shadow... they had no idea and no way of knowing what to expect from it, power-wise or information wise. He prodded saying that someone else would find him, someone who couldn't protect them self, someone who desired power for their own purposes. They still did not waver.
In the room was also a table with some ritual supplies and a book. The book was locked tight, a large leather bound tome with no obvious markings anywhere on it. The creature in the circle told them that there was a word that could be used to open the tome, and that he would be more than happy to give them the word in exchange for its freedom, but again they didn't agree to free it. Finally leaving, it said that it would await their return, smiling.
On the way out, the miners who they had passed and were afflicted with the sickness rose and attacked them. They fought them back and defeated them. Counting all the miners up, they determined that there were still two unaccounted for. There had been ten dead bodies, three with the priest, another four they just fought, and Garret. Of the twenty miners, that left two they had not seen. Making another mental note, they pressed onward.
It was late, the mountain path steep, and while things might be bad in [[Rinthorp]], with goblins about and with so little light, they couldn't risk heading down to the hamlet until morning. Whatever might happen down there would have to wait. They would be no good to the people tired, injured, and with possible wounded of their own. So, they rested for the night just inside the mines, and after a quiet night, headed back down the mountain to Rinthorp.
__[[Tirdas]] • [[Frostfall]] 21 • Ў946__
Tordek felt fine after a night's rest, but Korvun felt worse, feverish, and not well at all. The others worried about him possibly turning, but moved on anyway, keeping a close eye on him. Luckily, while they saw evidence of goblin activity, they were not attacked.
They arrived at Rinthorp that night, the hike taking all their daylight. Rapping at the gates had no reply, and they feared the worst. They decided to send one person over to try and open the gates from the other side, a very risky maneuver for the lone climber if zombies had infested the town. Qunn volunteered being the best climber and made it over quickly and easily. At the top he listened and heard the sounds of fighting going on in town, so he quickly let the others in and they rushed to the aid of whomever was left in town.
They found [[Ward]] fighting back a pack of zombies, a few fallen near him, but he was injured. Engaging the zombies with him, Tordek healed him of his wounds and the others fought down the zombies. It was difficult, for more reasons than the physical toll, but that the zombies' faces were those of people they had talked to earlier, but they won. Ward told them that things had gone bad. [[Willabee]] had gone crazy and attacked the other villagers after the ~PCs left. And it had spread from there. Now he wasn't sure who was left. [[Sister Martha]] had gathered up what children they could save and they were in the house he was protecting. [[Reeve Hill]] had locked himself in his manor and wasn't letting anyone in. Brother Tannis was not to be found.
After quick deliberation, the ~PCs decided that they needed to keep everyone as safe as possible in a central location, at least until morning. They didn't want to move the children through the streets, but they couldn't leave them alone with [[Ward]], who had been bitten repeatedly, or Korvun, who could also turn into a zombie. Splitting the party under the best of circumstances is a bad idea, and these were not best of circumstances. So, they kept the kids together as best they could and surrounded them to protect them from any zombie attacks. The psychological trauma of their dead mothers trying to eat their brains would have to come later.
Off they went, and lucky for them that they had taken positions around the kids, because as they moved down the street, zombies came at them from every direction - four of them. Quinn, Korvun, Tordek, and [[Ward]] each engaged a different zombie to keep them away while Alandra helped them by shooting zombies down. Felling each one individually, they got by with minimal casualties. No one who wasn't exposed to the illness was bitten, and they moved on to the manor. [[Reeve Hill]] had it locked up tight, but a few well placed words (and a few threats) got the ~PCs inside. There Tordek treated [[Ward]] for the night, hoping to cure him as best he could. The others barred windows, moved furniture in front of doors, and survived the night.
__[[Middas]] • [[Frostfall]] 22 • Ў946__
In the morning, the zombies were gone. [[Ward]] looked better, as did Korvun. Neither of them had turned, thankfully, and they decided that their first order of business was to find and kill the zombies then get everyone out of town and back to [[Grethtown]] where they had come from. Searching around town, they found zombies in homes, hiding from the light, none of them fighting back during the day. They killed them all. [[Brother Tannis]] was nowhere to be found, neither alive nor zombie. Finally, when that horrible work was done, they packed up the children in the wagon and headed for civilization. They worried about goblin attacks, but perhaps the creatures were scared away by the sight of Ward and the warforged along with the group, six strong fighters heading over the wagon trail.
__[[Morndas]] • [[Frostfall]] 27 • Ў946__
The trip was almost a week and by the time they reached town, they had manged to cure both [[Ward]] and Korvun of the affliction so that they didn't have to worry about the zombie illness spreading through that town. They were paid, with extra for the dangerous work, and now they plan on finding out the secrets of the book they found as well as trying to uncover the mystery behind the strange priest and the creature in the circle. They also need to be very wary of the return to the mines and what dangers might lie in wait for anyone who tries o reopen them.
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
major: 1, minor: 1, revision: 0,
date: new Date("mar 17, 2007"),
source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};
if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};
bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){
url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
}
return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Corellon]]
[[Sehanine]]
When one of the adventurers know something, usually via a Knowledge check, that information will go here.
!!!Goblinoids
[[Lore - Goblinoids]]
[[Lore - Goblins]]
[[Lore - Hobgoblins]]
[[Lore - Bloodrock Clan]]
!!!Undead
[[Lore - Zombies]]
''Bloodrock Clan (History)''
{{indent{''DC 15:'' The Bloodrock Clan is a group of goblins that has been pushing into human controlled land for some time, with skirmishes over territory for over twenty years. They've mostly been kept in check by the fact that they have also been at war with another goblin clan, the Icetooth clan deeper in the mountains led by powerful bugbears.
{{indent{''DC 20:'' The last large scale battle against the Bloodrock was led by the Captain Brander of [[Helsingborg]], an influential dwarf leader, two years ago. The combined forces of the Coalition beat them back and there have only been minor skirmishes since. Small parties of goblins are not uncommon to see this far in human territory, however.
The following information has been gleaned about goblinoids in general.
''Goblinoids (Nature)''
{{indent{''DC 15:'' Goblins’ bellicose nature can be traced, in part, to their reverence for the god [[Bane]], whom they see as the mightiest hobgoblin warchief in the cosmos. Some of Bane’s exarchs are goblins. Maglubiyet, the Battle Lord, and Hruggek, the Master of Ambush, are most prominent among these.
{{indent{''DC 20:'' Hobgoblins once had an empire in which bugbears and goblins were their servants. This empire fell to internal strife and interference from otherworldly forces—perhaps the fey, whom many goblins hate.
''Goblinoids - Specific (Nature)''
{{indent{''DC 15:'' The Bloodrock clan is aggressive, living not far from the human settlements in the mountains, and it is led by hobgoblins who bully goblins and bugbears into service.
''Goblins (Nature)''
{{indent{''DC 15:'' Goblins are cowardly and tend to retreat or surrender when outmatched. They are fond of taking slaves and often become slaves themselves.
{{indent{''DC 20:'' Goblins sleep, eat, and spend leisure time in shared living areas. Only a leader has private chambers. A goblin lair is stinking and soiled, though easily defensible and often riddled with simple traps designed to snare or kill intruders.
''Hobgoblins (Nature)''
{{indent{''DC 15:'' Hobgoblins live to make war. A typical tribe includes a mixture of hobgoblins, goblins, and bugbears, with the mightiest hobgoblin holding the title of warchief.
{{indent{''DC 20:'' A hobgoblin tribe is intensely protective of its reputation and military status. Meetings between groups from different tribes might turn violent if members aren’t restrained. However, a common cause can make hobgoblin tribes set aside their differences for the glory of a great war led by a mighty leader.
''Zombie (Religion)''
{{indent{''DC 15:'' Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living.
A small mining village, Lucca makes its way mostly in farming and mining. Their crops feed many of the other towns in the [[Denmount Coalition]], while the nearby quarry for workable stone they sell to neighbors for walls and other important structures. They are a fairly poor group, but they have some influence due to their leader, an ex-adventurer who uses her past exploits and relationships with others to help her village of birth make it through hard times.
!!!Population
200 (95% [[human|Humans]], 5% [[other|Inhabitants]])
!!!Government
Oligarchy
!!!~NPCs
[[Biggle Loost]]
[[Tessa Rork]]
!!!Affiliations
[[Followers of Erathis|Erathis]]
[[Followers of Pelor|Pelor]]
[[Journey So Far]]
[[Settlements]]
[[Surrounding Lands]]
[[Inhabitants]]
[[Religion]]
[[History]]
[[Lore & Research]]
[[Mas Combat]]
[[House Rules]]
[[Table Rules]]
!Mass Combat
When armies clash, special rules are called for.
!!!Army Types
There are several types of units, with each one performing differently on the battlefield. They are the same as various monster types, and their specialties and weaknesses are based on the same concepts. Each has different stats, which scale based on the size of the group.
* Skirmisher - Basic Combatants
** HP: 10/2
** Mitigation: 1
** Engagement Damage: 1d10/3 (max 10)
** Sustained Damage: 1d8/3 (max 10)
** Special: Hit & Run
* Soldier - Professional Melee Combatants
** HP: 12/3
** Mitigation: 2
** Engagement Damage: 1d6/3 (max 10)
** Sustained Damage: 1d8/3 (max 10)
** Special: Unwavering
** Special: Slow Moving
* Brute - Individual Melee Combatants
** HP: 14/3
** Mitigation: 0
** Engagement Damage: 1d10/3 (max 10)
** Sustained Damage: 1d10/3 (max 10)
** Special: Act Without Orders
* Lurker - Scouts, Recon, and
** HP: 8/1
** Mitigation: 0
** Engagement Damage: Ranged 40 1d8/3 (max 10)
** Sustained Damage: 1d6/4 (max 10)
** Special: Stealth
* Artillery - Bowmen
** HP: 8/1
** Mitigation: 1
** Engagement Damage: 1d8/3 (max 15)
** Sustained Damage: 1d8/2 (max 15)
** Special: Ranged
** Special: Easily Routed
!!!Combat
Combat proceeds in initiative order, based on the rolls of the commanding officers. Armies can move 3 squares on their turn and make an attack. The initial attack uses a different die than sustained attack as the armies clash. Once the troops are engaged, the troops take up the same space which is the size of all spaces together.
* HP
** Hit points have a base plus a number per unit in the group. For example, a unit of 40 soldiers has 132 hit points.
** When armies clash, they both roll for damage using their engagement damage and apply that to the others' hit points.
** Troops are lost based on the hit point modifier in an equivalent ratio. For example, 1 troop per 2 hp for skirmishers and 1 troop per 3 hp for soldiers.
* Mitigation
** Static modifier, ie does not increase with # of troops
** Mitigation is subtracted from the dice rolled against the troops. So if a group of 10 brutes attack a group of 10 soldiers, they do 8d10 damage.
** This number is applied after the max is calculated. A group of 12 brutes still only does 8d10 damage to soldiers.
** This can reduce damage to 0. A group consisting of only 2 creatures can never damage a soldier regiment of equivalent level.
* Engagement Damage
** This is initial damage dealt when two armies are on the move.
** If either army moved this round, Engagement damage is the type dealt.
* Sustained Damage
** This is damage dealt to and from troops who are not on the move
** If neither army moved this round, Sustained damage is the type dealt.
* Morale
** When an army is reduced to 1/3 its original number, it must make a morale check
** This is a diplomacy, bluff, or intimidate check of the commanding officer vs DC 20
** If the commander fails, the troops scatter. Most are killed, the others never return.
!!!Commands
Generals can order various commands to their troops. Certain troops carry out commands better, and certain commands can only be assigned to certain types of troops.
* Attack
** Move toward the enemy and engage
** Continue attacking until ordered to stop
* Defend Location
** Do not move, engage anyone that comes close
* Move
** Move from one place to another
* Bait
** Engage then move away to a new location
* Surround
** Funnel around enemy, cutting off escape routes (must outnumber 2:1)
* Retreat
** Careful withdraw from an Engaged position
* Rout
** Attempt to force a retreat
!!!Special Ability Descriptions
* Hit & Run
** Skirmishers can Attack and Move Away quickly
** Can only be performed from a Disengaged position
** The Counterattack suffered uses Mitigation 5 as a base
* Unwavering
** Troops with this cannot be routed and the DC to keep them from losing morale is 10
* Slow Moving
** Troops with this move 2 instead of 3 squares per round
* Act Without Orders
** If not given an order on a particular round, they will attack the nearest enemy or move closer to the nearest enemy
* Stealth
** These troops can move within 3 squares of another army without being noticed
* Ranged
** These troops can attack from 3 squares away
* Easily Routed
** These troops are routed automatically when their numbers are reduced to half
!!!Levels
There are various levels which affect troop stats. Each level stacks above conscript.
* Classed (1 must be present)
** 50% chance of escaping if morale is lost or routed
** Gives orders
* Veteran (50% must be veteran)
** +5 hp for the group
* Seasoned (25% must be soldiers)
** +1 mitigation
* Conscript
** No bonuses/penalties
* Peasant (always if one is present)
** -1 mitigation
Melora's temples are rarely found in towns and cities - her followers believe in the wild untamed wilderness over the stagnation of the city. Shrines of hers can be found scattered about the wilderness, in the forests, deserts, mountains, and plains off the beaten track where her followers know where to find them. There are a few shrines in cities, usually seaside towns where sailors pray to her for a calm sea or in wilderness villages where hunters ask her aid in finding quarry. And while many of these types of people worship the goddess of the wild, the sea, and all things natural, rarely do those who follow her have the drive or desire to build structures in her name. Doing so goes against what her tenets stand for.
Her followers stand as a reminder of human perseverance without strict guidelines or a need for civilization or even agriculture. They make their way through the long tracts of land or sea between settlements. Trackers, sailors, and hunters worship Melora. Independence is one of the main draws to her worship, and many adventurers find themselves in her service, making their way as they see fit outside the norms and needs of the towns and cities they hail from. Melora hates the unnatural, especially aberrant monsters, and her followers will go out of their way to destroy such monstrosities.
!!!Main Temple
None
!!!Allies
[[Corellon]]
[[Sehanine]]
!!!Enemies
None
Midyear has 30 days.
!!!Holidays
Moradin has a strong clergy in the [[Denmount Coalition]]. His is the patronage of mining and creation. Miners pray to him for good fortune and protection when they go deeper into the mountains where they work. Smiths, artisans, and gem cutters also pay homage to their patron, who they say guides their hands in their work. His followers are like the mountains themselves, stoic, brave, and hearty. They have strong family connections, and indeed many smiths and craftsmen can trace back their craft by generations, even recognizing the work of an ancestor when presented with it.
Many dwarven settlements, cities, and kingdoms are a theocracy under the priesthood of Moradin, taking his tenets and setting them out as laws in their lands. Even in towns where this isn't so, such as many human settlements in the area, the temple to Moradin has sway in political matters due to the large number of followers. Indeed many a local head of government is a devout follower of Moradin in the [[Denmount Coalition]]. The followers of Moradin get along quite well with those of [[Bahamut]], having similar morals, however those towns whose leaders follow [[Bane]] have often come to clashing steel in the past. Currently things are calm on the surface, but underneath that is a boiling tempest ready to burst.
!!!Main Temple
None
!!!Allies
[[Bahamut]]
!!!Enemies
None
Morith is a young [[dwarf|Dwarves]] of only 60 or so years who has recently been thrust into his position as the [[Helsingborg]] representative to the [[Denmount Coalition]] after his predecessor, Berrik, died last year. Morith was an adventurer who had made a name for himself in his town of birth and traveled infrequently to [[Grethtown]]. After befriending Berrik and his associates, he returned to [[Helsingborg]] to help against the hobgoblins in the area. Returning, he found that Berrik was dead and his people saw him as the perfect replacement. Having a strong feeling of civic duty, he accepted and has worked his post ever since.
Morith is often impetuous and quick tempered when dealing with non-dwarves. He feels very strongly about doing well with his new duties and feels the weight of the situation on him. He knows that with the new silver deposits that [[Helsingborg]] is becoming more important in the Coalition, and is striving to make sure they have the voice he thinks they deserve.
Morning Star has 31 days.
!!!Holidays
Nerath was once a great empire stretching halfway across the contentment, a testament to the resolve of humanity. Most large towns and cities were once Nerathian. Ruins from its cities and monuments can sometimes still be found littering the landscape out of sight of towns. The common language spoken is that of the fallen empire of Nerath and its culture and religion still lives on in most places, even if contact has been cut off.
Northwind Hold is the northern most point in what the locals refer to as the "civilized" lands, the Denmount Coalition on this side of the mountain. The leadership of the banded settlements resides here, Ericson von Ericson and a council who oversees the day to day running of the internal affairs, where he is mostly concerned with defense and relations with the rest of the Coalition.
The Hold itself is a large area consisting of an ancient castle at its center with a newer (yet still old) defense built around it, with two concentric circles of walls around that. The outermost circle consists of the people who live here who aren't technically citizens of the Coalition, dwarves and goliaths of the surrounding lands for the most part, though elves, eladrin, dragonborn, and others make up a sizable chunk of the population when totaled together. Inside the inner wall are the people of the Coalition, mostly human but many races who have put themselves under the rule of Ericson in exchange for the benefits that come with it (for example living in the city's inner walls).
The buildings are a hodgepodge of architecture, from several hundred year old buildings to recently constructed ones, from large multi-floor homes to underground shelters. Generally speaking, the closer one gets to the center, the older the architecture, but this isn't completely true of all places. There are a few inns, pubs, and various other shops on the outside ring, whereas the inside is mostly built to sustain permanent residents.
The most striking feature of the entire place is a large floating black rock above the castle, perhaps a little larger than a human.
!!!Northwind Hold
''Population:'' 2,000 (63% human, 12% dwarf, 8% dragonborn, 6% goliath, 4% elf, 2% eladrin, 2% tiefling, 1% warforged, 1% kenku, 1% other)
''Government:'' Oligarchy
''Defense:'' 100 soldiers; outer wall & inner wall, castle, surrounding towers, wall across northern pass 1 mile away
''Inns:'' Still Home, Ruskin's, Last Light (part of church of Erathis and priests of Avandra)
!!!NPCs
[[Ericson von Ericson]]
!!!History
This city is ancient, and it is unknown how old the castle itself is, though best estimates seem to place it being built during the rise of Reskia as a Kingdom under the sorcerer-king as a first line of defense against the great wyrms of the mountains during that time period. The city itself is much newer than the castle itself, but is nonetheless several hundred years old dating back to the latter half of the sorcerer-king's rule, growing around the castle as the area became less perilous. This outpost then proved to be invaluable to Reskia during the invasion of Nerath, though it still couldn't turn the expanding empire away.
No one really knows much about the [[orc|Orcs]] territories beyond that they lie to the west. There are rumors of ruins of the old Nerath Empire and riches that sometimes lure adventurers that way, but dangers as well, and those tales are far more trustworthy as most never return alive. Even if those brave or foolish enough to explore these unmapped areas were not to fall prey to monsters that walk the night, the orcs are very territorial and slaughter anyone they find interloping on their territory.
The orcs of the nearby wilds are dangerous and savage, defending their territory with a zeal few humans could ever muster, even in the most life threatening of circumstances. They paint themselves with the blood of their slain enemies when going into battle and seem to have no fear of death. The settlements have no forces that could stand up to them directly, but so far they have been able to keep them placated, or at least from war, with yearly tributes. Thus, the people are kept mostly safe from attacks, though sometimes some orc raiders do make it through [[Kelbrook Forest]] and attack. This is rare, however, and the tributes have worked for decades.
Nobleman in [[Grethtown]] who is indebted to the ~PCs.
Pelor is perhaps best known as the god of the people. He is the god of sun and the light, he who lights the darkness and drives away the unnatural. For those scared to leave their homes for fear of bandits, goblins, and worse that lie out in the world, Pelor is a deity of hope in troubled times. Farmers pray to him to help their crops grow, as the god of agriculture. The common man prays to him to keep the beasts at bay in the darkness. Adventurers who follow him battle the darkness and help secure a safe haven for those who wish to live in peace. It is rare to find a town without at least a small temple to [[Pelor]], and shrines can be found in places where no temple exists. Probably the most worshiped god, Pelor's followers can be found everywhere.
There is no central authority in the church of Pelor, however the knightly arm, the Swords of Light, are what might be closest to church leadership, although unofficial. They are not a group so much as a status afforded to those who prove themselves in the service of Pelor. Having no organized structure, a Sword of Light is respected by all and shown respect by any who do not wish to insult the followers of Pelor. They are appointed by Archbishops in the service of Pelor, of which only two currently existing in [[Reskia]]: one in [[Grethtown]] and one in [[King's Cross]]. Being knighted gives no political or clergy status, but even so those who gain the title of knight are well respected and influential individuals in the church.
!!!Main Temple
None
!!!Portfolios
Sun and Agriculture
!!!Allies
None
!!!Enemies
[[Bane]]
Ancient progenitor race of the Elemental Chaos who created the [[World]]. They warred with the [[gods|Religion]] and eventually lost.
!!!Quests Seen
* Silver in the Mine
* Shadow Fiend
* Hobgoblins
* King's Cross trouble
* Temple
* Green Dragon
* Bandits
* Favors for two Fey
* Collect mercenaries
Rain's Hand has 30 days.
!!!Holidays
The local lord of [[Rinthorp]], Hill is an egotistical and haughty man who looks to his own well being before those under him.
There are various churches, sects, and cults located all throughout the region, each with their own agendas and histories.
!!!Gods
[[Asmodeus]]
[[Avandra]]
[[Bahamut]]
[[Bane]]
[[Corellon]]
[[Erathis]]
[[Gruumsh]]
[[Ioun]]
[[Kord]]
[[Lolth]]
[[Melora]]
[[Moradin]]
[[Pelor]]
[[The Raven Queen]]
[[Sehanine]]
[[Tiamat]]
[[Torog]]
[[Vecna]]
[[Zehir]]
!!!Saints
[[Cuthbert of Lindisfarne]]
[[Agrippina of Mineo]]
[[Adrian of Nicomedia]]
!!!Cults
--Demogorgon
----Graz'zt
----Orcus
Reskia is the region from the eastern [[Greth Mountain Range]] to the western edge of the [[Teliere Forest]] and from the northern border of the [[Kelbrook Forest]] to the southern [[Bellow Strait]]. The Kingdom of Reskia used to lie in this region until it was conquered by the [[Nerath Empire|Nerath]], becoming the Reskia Territories afterward.
!!!Kingdom of Reskia
The Kingdom of Reskia was forged by a powerful sorcerer-king nearly five hundred years ago from the remnants of city state leftovers from a previous kingdom destroyed in a war with a very young [[Nerath Kingdom|Nerath]]. Conquering the city states one by one, the sorcerer-king (whose name is now forgotten, his subjects merely referred to him by his many titles) ruled through fear and martial might. It was said that he was centuries old when he began his rulership and he ruled immortally until being vanquished by [[Nerath's|Nerath]] warrior-prince Fenith.
After the fall of [[Nerath]], the Reskia Territories fell to their own devices. The empire had not been kind to them in the decades leading up to the war with gnolls, conscripting their men, taxing them harshly, and leaving them to defend themselves. Thus, the fall of the once great empire was barely felt here. Now life is harsh and dangerous and few of the area's inhabitants leave the boundaries of Reskia.
Rinthorp is a small mining fort town situated in the northern area of the [[Denmount Coalition]]. It is small and out of the way, but the local iron mines have been important enough to keep it open. Unfortunately, it was recently all but wiped out, and now its future is uncertain.
!!!Population
20
!!!Government
Local Reeve
!!!~NPCs
[[Brother Tannis]]
[[Reeve Hill]]
[[Sister Martha]]
[[Ward]]
--[[Willabee]]
!!!Affiliations
Rivton is a town located on the [[Nicomedia River]], a strait made long ago by the inhabitants of these lands. It is fairly cosmopolitan, or at least it sees a wide variety of people come through. It is close to the dwarven city of [[Gravfält Halls]], and has a fair amount of trading with them as well, so it is a hub of activity, provided you have the means to own or operate a ship up and down the dangerous river. Few venture it, since the river goes through the Hauntlands, but those that succeed do very well for themselves indeed.
The town, however, is little more than a large dock with place to live for those who work here. Because rulership is handled by tycoon owners of the land, and harshly, no true town has sprouted up around Rivton. Each Ward of the city has separate laws and rulers, and often gang warfare is the law due to heavy corruption. It is a hard place to live, but those who do live here find opportunity to make it big if they know what they're doing - and if they aren't constrained by too much morality.
!!!Population
City: 400 (25% [[human|Humans]], 20% [[halfling|Halflings]], 10% [[dwarf|Dwarves]], 10% [[elf|Elves]], 10% [[eladrin|Eladrin]], 10% [[tiefling|Tieflings]], 5% [[dragonborn|Dragonborn]]), 2% [[shifters|Shifters]], 2% [[gnomes|Gnomes]], 2% [[changelings|Changelings]], 2% [[half-orcs|Half-orcs]], 2% other
!!!Government
Gangs
!!!Services
Inns, Stables, Smiths, Store, Docks (several of all)
!!!Locations
[[Night Inn]]
!!!Townsfolk
!!!Affiliations
[[Followers of Erathis|Erathis]]
[[Followers of Ioun|Ioun]]
[[Followers of Kord|Kord]]
[[Followers of Melora|Melora]]
[[Followers of Moradin|Moradin]]
[[Followers of Tiamat|Tiamat]]
What the Ruler of Ruin is or was is subject to debate. Few, if any, non-gnolls saw him and lived. He was a shadow, a boogie man of the gnolls, who was whispered about in tales, divinations, and prophesy. He led the gnolls across the landscape, through [[Nerath]] and beyond, only to disappear with his followers just as quickly as he had appeared.
This will contain rumors that the ~PCs have heard.
Second Seed has 31 days.
!!!Holidays
Sehanine's worship is largely relegated to a few devout followers who revere her for a myriad of different reasons. Goddess of the moon, the autumn, trickery, illusion, and love, many seek her out and few of those individuals for the same reasons. Of all the deities, she has the most sects spread through [[Reskia]] of differing beliefs. Rarely, though, are those that worship her swayed to injustice, though sometimes selfish her followers are almost never malicious in their actions. Often worshiped by [[elves|Elves]] and [[halflings|Halflings]], she and her followers have more sway within those races than others. Those that prefer remain hidden often worship her, especially those caught up in secret affairs of the heart. [[Shifters]] and lycanthropes who seek to put aside their evil ways often pay homage to her as well.
When summer begins to turn toward winter is when she gains the most notice amongst the general populous. Her celebrations during this time are long and often licentious. During this time, everyone pays tribute to Sehanine, putting their hopes for the future in her hands. Young men and women might pray to find love, townspeople might pray for a mild winter, and lords might pray that their town's food supplies last until spring. These prayers are made to a shrine, usually located in the temple of a more popular god, in which the prayer is accompanined by a kiss to the statue of Sehanine.
!!!Main Temple
None
!!!Allies
[[Corellon]]
[[Melora]]
!!!Enemies
[[Lolth]]
There are a few friendly settlements within reasonable travel distance of the [[Greth Mountain Range]] area. You'll find a brief description of these here. Most citizens have never traveled far, as the areas in between settled areas are filled with unknown dangers. Even those who have made the journey several times are often one day never seen again. Many villages and towns that existed only a generation ago are now gone, destroyed by the ever present dangers of the world.
*[[Denmount Coalition]]
*[[Greth Free Peoples]]
*[[Gravfält Halls]]
*[[Iyulian Post]]
*[[King's Cross]]
*[[Rivton]]
The shifters are the wild inhabitants of [[Teliere Forest]]. Most civilized folk consider them savages, wild beasts barely human, but the elves and other fey creatures of the forest see them as brethren who are more in tune with nature than they can ever be. Shifters are truly independent fey, each living their own life as they see fit. Occasionally, they will come together to form small familial groups, but they are usually found wandering alone. Rarely one will be with humans or elves or even dwarves as a guide, companion, or working toward some cause. They are very protective of their freedom but also of the natural world and its inhabitants as well, so if they see cause, they will sacrifice their independence (at least for a time) toward that goal.
Sister Martha is a young half-elf woman who is a devout follower of [[Erathis]]. She was sent to [[Rinthorp]] to prepare it to be expanded into a larger town. Unfortunately, with the town's uncertain future, this may not happen. She is staying to determine which way it will go and offer spiritual aid to newcomers in a land that is proven dangerous.
A guide to the the campaign setting and adventures therein.
/***
|''Name:''|SparklinePlugin|
|''Description:''|Sparklines macro|
***/
//{{{
if(!version.extensions.SparklinePlugin) {
version.extensions.SparklinePlugin = {installed:true};
//--
//-- Sparklines
//--
config.macros.sparkline = {};
config.macros.sparkline.handler = function(place,macroName,params)
{
var data = [];
var min = 0;
var max = 0;
var v;
for(var t=0; t<params.length; t++) {
v = parseInt(params[t]);
if(v < min)
min = v;
if(v > max)
max = v;
data.push(v);
}
if(data.length < 1)
return;
var box = createTiddlyElement(place,"span",null,"sparkline",String.fromCharCode(160));
box.title = data.join(",");
var w = box.offsetWidth;
var h = box.offsetHeight;
box.style.paddingRight = (data.length * 2 - w) + "px";
box.style.position = "relative";
for(var d=0; d<data.length; d++) {
var tick = document.createElement("img");
tick.border = 0;
tick.className = "sparktick";
tick.style.position = "absolute";
tick.src = "data:image/gif,GIF89a%01%00%01%00%91%FF%00%FF%FF%FF%00%00%00%C0%C0%C0%00%00%00!%F9%04%01%00%00%02%00%2C%00%00%00%00%01%00%01%00%40%02%02T%01%00%3B";
tick.style.left = d*2 + "px";
tick.style.width = "2px";
v = Math.floor(((data[d] - min)/(max-min)) * h);
tick.style.top = (h-v) + "px";
tick.style.height = v + "px";
box.appendChild(tick);
}
};
}
//}}}
!!!From the Ashes
[[Dead Rising|01 - Dead Rising]]
[[Coming Winter|02 - Coming Winter]]
[[Rescue Gone Wrong|03 - Rescue Gone Wrong]]
Protected by stone walls and soldiers from the [[Church of Bane|Bane]], Summit is one of the three most influential towns in the [[Denmount Coalition]]. Its economy is built on a series of iron mines that mostly lie on the opposite side of the mountain, toward the inside of the [[Greth Mountain Range]]. The town itself is near the top of the mountain, from where it pulls its name. While the population of Summit itself is quite small, if you count all of its "colonies," small mining settlements of 20-50 individuals, then its population easily reaches 500. Whether these people consider themselves from Summit is another matter entirely.
Most of the people who live here are wealthy individuals who own mines, their servants, or clergy who are supported by the merchant owners. There are usually also about twenty to thirty individuals passing through, negotiating with the merchants, or on some other business which aren't included in the town population.
!!!Summit
''Population:'' 140 (90% [[human|Humans]], 8% [[dwarf|Dwarves]], 2% [[other|Inhabitants]])
''Government:'' Plutocracy, one of each wealthy family sits on the town council
''Defense:'' 30 Soldiers; tiered walls enclosing the town and an inner keep
''Inns:'' The Top Round and Lord's Well, Lord's Well being the the more expensive inn for business travelers
''Supplies:'' Top Round has a side building where supplies can be bought
!!!~NPCs
[[Camb Aynthope]]
[[Desmond Wren]]
!!!Affiliations
[[Followers of Erathis|Erathis]]
[[Followers of Bane|Bane]]
[[Greth Traders Guild]]
!!!History
Summit has existed at least since the wars of the [[Kingdom of Reskia|Reskia]] with the [[Empire of Nerath|Nerath]]. On the edge of the territory, Summit became a more or less safe haven for nobles, aristocrats, and wealthy merchants to live while their kingdom's borders collapsed against their enemy. It is no wonder that the relatively recent rise in [[Bane's|Bane]] power began here, where the former influential members of the old guard fled after the war.
Sun's Dawn has 28 days.
!!!Holdays
Sun's Dusk has 30 days.
!!!Holidays
Sun's Height has 31 days.
!!!Holidays
The surrounding areas are mostly dangerous territories controlled by monstrous races or inhuman monsters, but there are a few safe havens for those who can travel between them. Below are a few points of interest for adventurers who wish to leave the relative safety of King's Cross, either to avoid or find said havens.
*[[Greth Mountains|Greth Mountain Range]]
*[[Iyulian March]]
*[[Kelbrook Forest]]
*[[Orc Territories]]
*[[Hauntlands]]
*[[Teliere Forest]]
This forest is feared even by the [[elves|Elves]] who inhabit it, the formerly familiar animals having grown feral and overly territorial. Once, the [[elves|Elves]] were able to commune with the spirits of nature that permeated the forest, using that knowledge to move seamlessly about without worry. Now the spirits are nowhere to be found, the animals dangerous, and monsters slowly creeping closer and closer to its edges. The forest is full of danger, and this influence is only growing. Recently more and more [[elves|Elves]] and [[gnomes|Gnomes]] have been emerging from the forest to dwell with humans because of this, those that do spreading word that it is only a matter of time before whatever darkness has been growing to emerge.
Tessa is a strong [[human|Humans]] woman, a retired mercenary who traveled all along the known territories from the [[Greth Mountain Range]] to the edge of the [[Orc Territories]]. She is middle aged, covered in scars, and is missing her left eye. She can be rough with outsiders, but he is beloved by her townsfolk, who she leads as best she can.
!!!Main Temple
None
!!!Portfolios
Evil
!!!Allies
None
!!!Enemies
[[Erathis]]
The Raven Queen is worshiped where there is death, or in other words: everywhere. When a loved one dies, his or her family prays to The Raven Queen to guide the soul to whatever final resting place lies beyond this moral realm. Her priests perform the ceremonies of death, the rites which are important to make sure that the soul is protected from the vile fate of unlife. Though these proceedings are important, her priests are usually avoided when death is not a current topic in town, being a constant reminder of that which is imminent. Even many bandits do not attack traveling priests of The Raven Queen, fearing that they may be denied the rites that protect them when they eventually die.
!!!Main Temple
None
!!!Allies
None
!!!Enemies
None
Io was split into two, one side being [[Bahamut]], the other being Tiamat
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Bahamut]]
Heirs of [[Bael Turath]], there are a small population of tieflings spread throughout the territories, attracted by the comings and goings of various travelers through the areas and the dangers of the adventuring life. Most tieflings in the area are merchants and traders who constantly travel from place to place. It is rare to see two tieflings together, and while they mingle with other races easily, they seem to prefer to stay away from their own kind.
Tieflings are often excellent artificers and information gatherers. Those of a more sedentary lifestyle are usually found in some kind of scholarly or advisory role - teaching a young nobleman, designing the latest addition to a town's walls, or acting as a mediator in a negotiation. It is ironic, thus, that many people are wary of tieflings due to their ties to the former [[Kingdom of Reskia|Reskia]], though most don't remember where this distrust comes from. During that time they fulfilled much the same roles as advisers to nobility, priests to [[Bane]], and other positions above the general populous. However, their natural cunning and charismatic nature suits them to overcome these difficulties, and they have over the centuries regained their former status.
!!!Main Temple
None
!!!Allies
None
!!!Enemies
None
Tremor Crag is a large settlement of the goliaths built into the rock face of a mountain. It isn't part of the Denmount Coalition, but they are on peaceful terms with Ericson, both helping each other in this dangerous land. Tremor Crag is built up in a Pueblo-like fashion, its name derived from both the crag itself the city is built into, a deep canyon that cuts through the mountain with a river rushing below. The goliaths who live here have done so for countless generations, run by a spiritual council of elders from the largest clans who commune with the spirits and determine what is best for their peoples. A large number of clans live in Tremor Crag, separate and competitive, yet in peace between each other.
The city is guarded by two primal spirits who live here, who the goliaths give sacrifice to and worship: a spirit of earth and a spirit of water. The spirit of earth is the one the goliaths worship on a more regular basis, a deity to them of home, defense, and death they call Korikrar. The water spirit is Aeishtil, a spirit of trials, commitment, and life, and they give sacrifice to Aeishtil come spring to celebrate new beginnings.
/***
Contains the stuff you need to use Tiddlyspot
Note you must also have UploadPlugin installed
***/
//{{{
// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'fromtheashes';
// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)
window.showBackstage = true; // show backstage too
// disable autosave in d3
if (window.location.protocol != "file:")
config.options.chkGTDLazyAutoSave = false;
// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");
}
// create some shadow tiddler content
merge(config.shadowTiddlers,{
'WelcomeToTiddlyspot':[
"This document is a ~TiddlyWiki from tiddlyspot.com. A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
"",
"@@font-weight:bold;font-size:1.3em;color:#444; //What now?// @@ Before you can save any changes, you need to enter your password in the form below. Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
"<<tiddler TspotControls>>",
"See also GettingStarted.",
"",
"@@font-weight:bold;font-size:1.3em;color:#444; //Working online// @@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
"",
"@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// @@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick. You can make changes and save them locally without being connected to the Internet. When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
"",
"@@font-weight:bold;font-size:1.3em;color:#444; //Help!// @@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]]. Also visit [[TiddlyWiki.org|http://tiddlywiki.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help. If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
"",
"@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// @@ We hope you like using your tiddlyspot.com site. Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."
].join("\n"),
'TspotControls':[
"| tiddlyspot password:|<<option pasUploadPassword>>|",
"| site management:|<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . . " + config.tiddlyspotSiteId + ">>//(requires tiddlyspot password)//<br>[[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]], [[download (go offline)|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download]]|",
"| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[blog|http://tiddlyspot.blogspot.com/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"
].join("\n"),
'TspotSidebar':[
"<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . . " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"
].join("\n"),
'TspotOptions':[
"tiddlyspot password:",
"<<option pasUploadPassword>>",
""
].join("\n")
});
//}}}
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 16/06/2008 11:51:42 | Chas Williams | [[fromtheashes.html|file:///C:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | ok |
| 27/06/2008 20:17:43 | Chas Williams | [[fromtheashes.html|file:///C:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | ok |
| 11/07/2008 08:57:22 | Chas Williams | [[fromtheashes.html|file:///C:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | ok |
| 16/08/2008 11:21:14 | Chas Williams | [[fromtheashes.html|file:///Z:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | failed |
| 16/08/2008 11:21:45 | Chas Williams | [[fromtheashes.html|file:///Z:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | failed |
| 16/08/2008 11:24:27 | Chas Williams | [[fromtheashes.html|file:///Z:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | failed |
| 16/08/2008 11:24:52 | Chas Williams | [[fromtheashes.html|file:///Z:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | failed |
| 22/04/2009 11:11:54 | Chas Williams | [[fromtheashes.html|file:///C:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | ok |
| 26/08/2009 08:20:59 | Chas Williams | [[fromtheashes.html|file:///C:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . | ok |
| 26/08/2009 08:30:22 | Chas Williams | [[fromtheashes.html|file:///C:/Documents%20and%20Settings/chas.williams/My%20Documents/Other/h/fromtheashes/campaign/fromtheashes.html]] | [[store.cgi|http://fromtheashes.tiddlyspot.com/store.cgi]] | . | [[index.html | http://fromtheashes.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|PasswordOptionPlugin|
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Version:''|1.0.2|
|''Date:''|Apr 19, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#PasswordOptionPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.PasswordOptionPlugin = {
major: 1, minor: 0, revision: 2,
date: new Date("Apr 19, 2007"),
source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
author: 'BidiX (BidiX (at) bidix (dot) info',
license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
coreVersion: '2.2.0 (Beta 5)'
};
config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");
merge(config.macros.option.types, {
'pas': {
elementType: "input",
valueField: "value",
eventName: "onkeyup",
className: "pasOptionInput",
typeValue: config.macros.option.passwordInputType,
create: function(place,type,opt,className,desc) {
// password field
config.macros.option.genericCreate(place,'pas',opt,className,desc);
// checkbox linked with this password "save this password on this computer"
config.macros.option.genericCreate(place,'chk','chk'+opt,className,desc);
// text savePasswordCheckboxLabel
place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));
},
onChange: config.macros.option.genericOnChange
}
});
merge(config.optionHandlers['chk'], {
get: function(name) {
// is there an option linked with this chk ?
var opt = name.substr(3);
if (config.options[opt])
saveOptionCookie(opt);
return config.options[name] ? "true" : "false";
}
});
merge(config.optionHandlers, {
'pas': {
get: function(name) {
if (config.options["chk"+name]) {
return encodeCookie(config.options[name].toString());
} else {
return "";
}
},
set: function(name,value) {config.options[name] = decodeCookie(value);}
}
});
// need to reload options to load passwordOptions
loadOptionsCookie();
/*
if (!config.options['pasPassword'])
config.options['pasPassword'] = '';
merge(config.optionsDesc,{
pasPassword: "Test password"
});
*/
//}}}
/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.0|
|''Date:''|May 5, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#UploadPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (#3125)|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
major: 4, minor: 1, revision: 0,
date: new Date("May 5, 2007"),
source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
author: 'BidiX (BidiX (at) bidix (dot) info',
coreVersion: '2.2.0 (#3125)'
};
//
// Environment
//
if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false; // true to activate both in Plugin and UploadService
//
// Upload Macro
//
config.macros.upload = {
// default values
defaultBackupDir: '', //no backup
defaultStoreScript: "store.php",
defaultToFilename: "index.html",
defaultUploadDir: ".",
authenticateUser: true // UploadService Authenticate User
};
config.macros.upload.label = {
promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
promptParamMacro: "Save and Upload this TiddlyWiki in %0",
saveLabel: "save to web",
saveToDisk: "save to disk",
uploadLabel: "upload"
};
config.macros.upload.messages = {
noStoreUrl: "No store URL in parmeters or options",
usernameOrPasswordMissing: "Username or password missing"
};
config.macros.upload.handler = function(place,macroName,params) {
if (readOnly)
return;
var label;
if (document.location.toString().substr(0,4) == "http")
label = this.label.saveLabel;
else
label = this.label.uploadLabel;
var prompt;
if (params[0]) {
prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0],
(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
} else {
prompt = this.label.promptOption;
}
createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);
};
config.macros.upload.action = function(params)
{
// for missing macro parameter set value from options
var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
var username = params[4] ? params[4] : config.options.txtUploadUserName;
var password = config.options.pasUploadPassword; // for security reason no password as macro parameter
// for still missing parameter set default value
if ((!storeUrl) && (document.location.toString().substr(0,4) == "http"))
storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
if (storeUrl.substr(0,4) != "http")
storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
if (!toFilename)
toFilename = bidix.basename(window.location.toString());
if (!toFilename)
toFilename = config.macros.upload.defaultToFilename;
if (!uploadDir)
uploadDir = config.macros.upload.defaultUploadDir;
if (!backupDir)
backupDir = config.macros.upload.defaultBackupDir;
// report error if still missing
if (!storeUrl) {
alert(config.macros.upload.messages.noStoreUrl);
clearMessage();
return false;
}
if (config.macros.upload.authenticateUser && (!username || !password)) {
alert(config.macros.upload.messages.usernameOrPasswordMissing);
clearMessage();
return false;
}
bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password);
return false;
};
config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir)
{
if (!storeUrl)
return null;
var dest = bidix.dirname(storeUrl);
if (uploadDir && uploadDir != '.')
dest = dest + '/' + uploadDir;
dest = dest + '/' + toFilename;
return dest;
};
//
// uploadOptions Macro
//
config.macros.uploadOptions = {
handler: function(place,macroName,params) {
var wizard = new Wizard();
wizard.createWizard(place,this.wizardTitle);
wizard.addStep(this.step1Title,this.step1Html);
var markList = wizard.getElement("markList");
var listWrapper = document.createElement("div");
markList.parentNode.insertBefore(listWrapper,markList);
wizard.setValue("listWrapper",listWrapper);
this.refreshOptions(listWrapper,false);
var uploadCaption;
if (document.location.toString().substr(0,4) == "http")
uploadCaption = config.macros.upload.label.saveLabel;
else
uploadCaption = config.macros.upload.label.uploadLabel;
wizard.setButtons([
{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption,
onClick: config.macros.upload.action},
{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
]);
},
refreshOptions: function(listWrapper) {
var uploadOpts = [
"txtUploadUserName",
"pasUploadPassword",
"txtUploadStoreUrl",
"txtUploadDir",
"txtUploadFilename",
"txtUploadBackupDir",
"chkUploadLog",
"txtUploadLogMaxLine",
]
var opts = [];
for(i=0; i<uploadOpts.length; i++) {
var opt = {};
opts.push()
opt.option = "";
n = uploadOpts[i];
opt.name = n;
opt.lowlight = !config.optionsDesc[n];
opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
opts.push(opt);
}
var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
for(n=0; n<opts.length; n++) {
var type = opts[n].name.substr(0,3);
var h = config.macros.option.types[type];
if (h && h.create) {
h.create(opts[n].colElements['option'],type,opts[n].name,opts[n].name,"no");
}
}
},
onCancel: function(e)
{
backstage.switchTab(null);
return false;
},
wizardTitle: "Upload with options",
step1Title: "These options are saved in cookies in your browser",
step1Html: "<input type='hidden' name='markList'></input><br>",
cancelButton: "Cancel",
cancelButtonPrompt: "Cancel prompt",
listViewTemplate: {
columns: [
{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
{name: 'Option', field: 'option', title: "Option", type: 'String'},
{name: 'Name', field: 'name', title: "Name", type: 'String'}
],
rowClasses: [
{className: 'lowlight', field: 'lowlight'}
]}
}
//
// upload functions
//
if (!bidix.upload) bidix.upload = {};
if (!bidix.upload.messages) bidix.upload.messages = {
//from saving
invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
backupSaved: "Backup saved",
backupFailed: "Failed to upload backup file",
rssSaved: "RSS feed uploaded",
rssFailed: "Failed to upload RSS feed file",
emptySaved: "Empty template uploaded",
emptyFailed: "Failed to upload empty template file",
mainSaved: "Main TiddlyWiki file uploaded",
mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
//specific upload
loadOriginalHttpPostError: "Can't get original file",
aboutToSaveOnHttpPost: 'About to upload on %0 ...',
storePhpNotFound: "The store script '%0' was not found."
};
bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
{
var callback = function(status,uploadParams,original,url,xhr) {
if (!status) {
displayMessage(bidix.upload.messages.loadOriginalHttpPostError);
return;
}
if (bidix.debugMode)
alert(original.substr(0,500)+"\n...");
// Locate the storeArea div's
var posDiv = locateStoreArea(original);
if((posDiv[0] == -1) || (posDiv[1] == -1)) {
alert(config.messages.invalidFileError.format([localPath]));
return;
}
bidix.upload.uploadRss(uploadParams,original,posDiv);
};
if(onlyIfDirty && !store.isDirty())
return;
clearMessage();
// save on localdisk ?
if (document.location.toString().substr(0,4) == "file") {
var path = document.location.toString();
var localPath = getLocalPath(path);
saveChanges();
}
// get original
var uploadParams = Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
var originalPath = document.location.toString();
// If url is a directory : add index.html
if (originalPath.charAt(originalPath.length-1) == "/")
originalPath = originalPath + "index.html";
var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
var log = new bidix.UploadLog();
log.startUpload(storeUrl, dest, uploadDir, backupDir);
displayMessage(bidix.upload.messages.aboutToSaveOnHttpPost.format([dest]));
if (bidix.debugMode)
alert("about to execute Http - GET on "+originalPath);
var r = doHttp("GET",originalPath,null,null,null,null,callback,uploadParams,null);
if (typeof r == "string")
displayMessage(r);
return r;
};
bidix.upload.uploadRss = function(uploadParams,original,posDiv)
{
var callback = function(status,params,responseText,url,xhr) {
if(status) {
var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
displayMessage(bidix.upload.messages.rssSaved,bidix.dirname(url)+'/'+destfile);
bidix.upload.uploadMain(params[0],params[1],params[2]);
} else {
displayMessage(bidix.upload.messages.rssFailed);
}
};
// do uploadRss
if(config.options.chkGenerateAnRssFeed) {
var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
var rssUploadParams = Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
bidix.upload.httpUpload(rssUploadParams,convertUnicodeToUTF8(generateRss()),callback,Array(uploadParams,original,posDiv));
} else {
bidix.upload.uploadMain(uploadParams,original,posDiv);
}
};
bidix.upload.uploadMain = function(uploadParams,original,posDiv)
{
var callback = function(status,params,responseText,url,xhr) {
var log = new bidix.UploadLog();
if(status) {
// if backupDir specified
if ((params[3]) && (responseText.indexOf("backupfile:") > -1)) {
var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
displayMessage(bidix.upload.messages.backupSaved,bidix.dirname(url)+'/'+backupfile);
}
var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
displayMessage(bidix.upload.messages.mainSaved,bidix.dirname(url)+'/'+destfile);
store.setDirty(false);
log.endUpload("ok");
} else {
alert(bidix.upload.messages.mainFailed);
displayMessage(bidix.upload.messages.mainFailed);
log.endUpload("failed");
}
};
// do uploadMain
var revised = bidix.upload.updateOriginal(original,posDiv);
bidix.upload.httpUpload(uploadParams,revised,callback,uploadParams);
};
bidix.upload.httpUpload = function(uploadParams,data,callback,params)
{
var localCallback = function(status,params,responseText,url,xhr) {
url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
if (xhr.status == httpStatus.NotFound)
alert(bidix.upload.messages.storePhpNotFound.format([url]));
if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
alert(responseText);
if (responseText.indexOf("Debug mode") >= 0 )
responseText = responseText.substring(responseText.indexOf("\n\n")+2);
} else if (responseText.charAt(0) != '0')
alert(responseText);
if (responseText.charAt(0) != '0')
status = null;
callback(status,params,responseText,url,xhr);
};
// do httpUpload
var boundary = "---------------------------"+"AaB03x";
var uploadFormName = "UploadPlugin";
// compose headers data
var sheader = "";
sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
sheader += uploadFormName +"\"\r\n\r\n";
sheader += "backupDir="+uploadParams[3] +
";user=" + uploadParams[4] +
";password=" + uploadParams[5] +
";uploaddir=" + uploadParams[2];
if (bidix.debugMode)
sheader += ";debug=1";
sheader += ";;\r\n";
sheader += "\r\n" + "--" + boundary + "\r\n";
sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
sheader += "Content-Length: " + data.length + "\r\n\r\n";
// compose trailer data
var strailer = new String();
strailer = "\r\n--" + boundary + "--\r\n";
data = sheader + data + strailer;
if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
if (typeof r == "string")
displayMessage(r);
return r;
};
// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
{
if (!posDiv)
posDiv = locateStoreArea(original);
if((posDiv[0] == -1) || (posDiv[1] == -1)) {
alert(config.messages.invalidFileError.format([localPath]));
return;
}
var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
store.allTiddlersAsHtml() + "\n" +
original.substr(posDiv[1]);
var newSiteTitle = getPageTitle().htmlEncode();
revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
return revised;
};
//
// UploadLog
//
// config.options.chkUploadLog :
// false : no logging
// true : logging
// config.options.txtUploadLogMaxLine :
// -1 : no limit
// 0 : no Log lines but UploadLog is still in place
// n : the last n lines are only kept
// NaN : no limit (-1)
bidix.UploadLog = function() {
if (!config.options.chkUploadLog)
return; // this.tiddler = null
this.tiddler = store.getTiddler("UploadLog");
if (!this.tiddler) {
this.tiddler = new Tiddler();
this.tiddler.title = "UploadLog";
this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
this.tiddler.created = new Date();
this.tiddler.modifier = config.options.txtUserName;
this.tiddler.modified = new Date();
store.addTiddler(this.tiddler);
}
return this;
};
bidix.UploadLog.prototype.addText = function(text) {
if (!this.tiddler)
return;
// retrieve maxLine when we need it
var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
if (isNaN(maxLine))
maxLine = -1;
// add text
if (maxLine != 0)
this.tiddler.text = this.tiddler.text + text;
// Trunck to maxLine
if (maxLine >= 0) {
var textArray = this.tiddler.text.split('\n');
if (textArray.length > maxLine + 1)
textArray.splice(1,textArray.length-1-maxLine);
this.tiddler.text = textArray.join('\n');
}
// update tiddler fields
this.tiddler.modifier = config.options.txtUserName;
this.tiddler.modified = new Date();
store.addTiddler(this.tiddler);
// refresh and notifiy for immediate update
story.refreshTiddler(this.tiddler.title);
store.notify(this.tiddler.title, true);
};
bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir, backupDir) {
if (!this.tiddler)
return;
var now = new Date();
var text = "\n| ";
var filename = bidix.basename(document.location.toString());
if (!filename) filename = '/';
text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
text += config.options.txtUserName + " | ";
text += "[["+filename+"|"+location + "]] |";
text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
text += uploadDir + " | ";
text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
text += backupDir + " |";
this.addText(text);
};
bidix.UploadLog.prototype.endUpload = function(status) {
if (!this.tiddler)
return;
this.addText(" "+status+" |");
};
//
// Utilities
//
bidix.checkPlugin = function(plugin, major, minor, revision) {
var ext = version.extensions[plugin];
if (!
(ext &&
((ext.major > major) ||
((ext.major == major) && (ext.minor > minor)) ||
((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
// write error in PluginManager
if (pluginInfo)
pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"
}
};
bidix.dirname = function(filePath) {
if (!filePath)
return;
var lastpos;
if ((lastpos = filePath.lastIndexOf("/")) != -1) {
return filePath.substring(0, lastpos);
} else {
return filePath.substring(0, filePath.lastIndexOf("\\"));
}
};
bidix.basename = function(filePath) {
if (!filePath)
return;
var lastpos;
if ((lastpos = filePath.lastIndexOf("#")) != -1)
filePath = filePath.substring(0, lastpos);
if ((lastpos = filePath.lastIndexOf("/")) != -1) {
return filePath.substring(lastpos + 1);
} else
return filePath.substring(filePath.lastIndexOf("\\")+1);
};
bidix.initOption = function(name,value) {
if (!config.options[name])
config.options[name] = value;
};
//
// Initializations
//
// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);
// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");
//optionsDesc
merge(config.optionsDesc,{
txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
txtUploadUserName: "Upload Username",
pasUploadPassword: "Upload Password",
chkUploadLog: "do Logging in UploadLog (default: true)",
txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"
});
// Options Initializations
bidix.initOption('txtUploadStoreUrl','');
bidix.initOption('txtUploadFilename','');
bidix.initOption('txtUploadDir','');
bidix.initOption('txtUploadBackupDir','');
bidix.initOption('txtUploadUserName','');
bidix.initOption('pasUploadPassword','');
bidix.initOption('chkUploadLog',true);
bidix.initOption('txtUploadLogMaxLine','10');
/* don't want this for tiddlyspot sites
// Backstage
merge(config.tasks,{
uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}
});
config.backstageTasks.push("uploadOptions");
*/
//}}}
!!!Main Temple
Unknown
!!!Allies
Unknown
!!!Enemies
Unknown
A brave guard who helped protect citizens of [[Rinthorp]] during dangerous times.
Warforged are living relics of the [[Kingdom of Reskia|Reskia]], creations of its long gone sorcerer-king who now roam the lands. They once were an army of living metal and stone under the command of [[Reskia's|Reskia]] generals used to defend its territory, all skilled in combat of some form or another. They retain their combat prowess, but the kingdom they served is now gone. Often they'll go into hibernation, standing unmoving for years to await a time when war breaks out again to once again fight as they were meant to. Others attempt to understand the mortals they were created to protect. While still others find battle wherever they can. Once they were legion, but now it is not uncommon to see a warforged laying in a field or beside a tree unmoving with roots sprouted through it or overgrown with vines that criss cross through the gaps in its body, perished, and proof that these beings are not immortal. Thus, it is only a matter of time until they all die out.
Indeed, of the few hundred warforged who were not killed in the war, many have simply stopped working, lost their memories, or simply lost any drive to do anything with no orders. Many have taken advantage of this and warforged bodyguards, enforcers, soldiers, and so forth are not uncommon, working for no pay, desiring some purpose, any purpose, to their existence.
The birthing of warforged is unknown, a secret lost with the remnants of [[Reskia]]. Few texts survived its burning at not only the hands of the [[Nerath]] conquerers, but also its own people who rioted and tore down anything reminding them of their cruel masters when the war was over. Some say that the [[tieflings|Tieflings]] have some connection to them, as many powerful lords and generals of [[Reskia]] were of that race, and the warforged do seem to retain their reverence for the race in some ways. As unnatural beings, they are often shunned by eladrin, elves, gnomes, and other fey races, but they have blended in well with most other groups.
Previously a guard of [[Rinthorp]], he succumbed to illness and rose as a zombie.
Deceased.
The World is the mortal realm as differentiated from the [[Feywild]], the [[Shadowfell]], the [[Elemental Chaos]], and the [[Astral Sea]].
Zehir is the evil god of darkness, poison, and assassins. Snakes are his favored creation, and his followers act from the shadows, leaving no trace of their comings and goings except for the death in their wake. Rumors abound of Zehir assassins everywhere, and often an unexplainable death will be attributed to their cult. Some would-be assassins attempt to lay the blame for their deeds on the followers of Zehir, but they usually end up discovered flayed for their troubles
!!!Main Temple
None
!!!Allies
None
!!!Enemies
[[Bahamut]]
[[Erathis]]
[[Pelor]]