Showing posts with label campaign setting. Show all posts
Showing posts with label campaign setting. Show all posts

Friday, October 28, 2011

Ages of Lingusia: The Gods and Myths in the Empire Era

What follows is a multi-part overview of several pantheons in Lingusia, more or less as they were in the Empire Era of 1,958 aw. Each of the following chapters over the next few days will focus on a different pantheon or aspect there-with. Some material that has been omitted from the Keepers of Lingusia entries either reflects material that is not yet a part of this earlier timeline, or has been cut by omission of brevity and/or because I am considering revisions in the "new" timeline.



Part One: The Primal Gods and the Creation Story
   Long before the world existed there was the primal chaos, a swirling maelstrom of destruction and creation that existed in a never-ending cycle of instant and all consuming disorder. Entire universes, realities, and entities have spawned countless times from the maelstrom, only to be consumed mere instants later.
   The first Idean Codex contains a creation story of the world, words written by a scholar who was almost certainly not human, long before man had himself crafted the rudimentary languages he would one day communicate with. This first and most ancient tale speaks of a time when there was only the eternal chaos, and out of this chaos spawned the entity called Mala’kor. Mala’kor was the first cosmic intelligence to survive in the chaos, and indeed learned to thrive. Over countless eons this enigmatic entity learned to master its chaotic environment, and even learned to delight in the constant process of creation and destruction.
   After a time Mala’kor grew experimental and attempted to create other beings like himself. These early creations were half-formed mad entities which spun off into the nether-realms, some disincorporating, some struggling to survive in the far corners of the maelstrom. It is hinted that many entities, ancient proto-gods all, came in to existence in this time, and that some of those gods may have seen fit to create entities of their own. Thus were many pantheons and pockets of orderly existence created, but all unobserved by Mala’kor.
   Mala’kor eventually grew tired of these endless games and desired company which he could relate to, beings of such great power as his own, that were permanent, and not destined to be destroyed by the maelstrom once more. Confident he could still manage his creations, he drew forth from the maelstrom to create Ga’thika, the first true god of order. Within Ga’thika he saw the goddess who would be his companion, and she, new to existence, lived with him for a great time. Together they existed as husband and wife, until Mala’kor grew restless for more companionship, and once more he reached in to the maelstrom. This time he drew forth T’Kothos, the god of death, which emobided the closing cycle of life. T’kothos would be his brother, he decided.
   Ga’thika and T’kothos were different from Mala’kor, for they were no longer truly of the maelstrom as he was, and they saw the great carnival of random creation and destruction that had been cycling for untold eons, as whole universes sprang in to being and collapsed. They decided, then that they would flee together, and escape the maelstrom. Once free of Mala’kor, they could start their own creation, one which was not subject to the dominion of all chaos.
   When the two gods winked out of existence and reappared in a new realm created wholly from the cloth of reality, their sudden absence at first perplexed and then engraged Mala’kor, who sought them out, desperate to see that his first true permanent creations did not escape him. He created a race of beings, hideous demiurges of chaos called the Skaeddrath to seek them out. The Skaeddrath could penetrate the barriers of reality, boring through the twisting nether through which the maelstrom swirled, to see corners of existence as yet undreamed by any god or being. It is said that the burrowing of the Skaeddrath was what created the porous realms that would one day form to become the extraplanar realms of existence.
   Ga’thika and T’kothos meanwhile began their own permanent creation, weaving the mortal plane in to existence, seeding the cosmos with countless stars and worlds, experimenting with their early talents for creation to create untold wonders and terrors alike at the dawn of existence. Their power was seemingly infinite, and free of the maelstrom they were the true masters of their domain.
   Over time the two grew safe and complacent. They created their first offspring, which would one day be called the Elder Gods. These gods were young and carefree, free to roam the vast creation of their parents.
   When the Skaeddrath called the Kraken bore its way in to the creation of the two primal gods, it escaped detection, but knew immediately that it had found the domain Mala’kor sought. It returned, and reported to Mala’kor of the young gods’ new universe. Enraged at their impudence Mala’kor summoned the other eleven even more powerful Skaeddrath to accompany the Kraken back to this universe, to dismantle and destroy it.
   When the Kraken and the Skaeddrath appeared, they began to dismantle reality, boring holes through the very fabric of existence, devouring whole worlds and suns, and snuffing out the life of countless beings that had been spawned as a product of Ga’Thika’s creations. Little is known of this cosmic war, but it’s resolution was certain: the Skaeddrath, ultimately, were overwhelmed by the Primal Gods and their Elder God offspring, and forced at last into a prison. This prison was a latticework of ancient energy, power strong enough to contain the twelve beings of chaos. Ga’thika and T’Kothos, realizing that only they could sustain the prison with their very beings, created the two great layers of reality which enveloped the prison. The realm above became the mortal plane of existence that men would one day call Lingusia. The realm below became the Underworld, the physical manifestation of the realm of the dead, where all souls descended after their lives had ended. Between these two realms rested the twelve prisons of the slumbering, trapped Skaeddrath. Ga’Thika and T’Kothos ordered their young offspring to stand as the keepers of the new worlds so formed, as gatekeepers to the twelve prisons.
   The elder gods were but the first of many generations of gods to appear in the coming eons. The stress of eternity, the power of the divine and the needs to oversee existence were troubling tasks, and eventually these first gods succumbed to the temptation to move on, entering the vastness of the outer planes, renouncing their existence to achieve mortality, or otherwise abrogating their positions of power. Each time this happened the gods in question were required to pass the torch to the next generation, and so they did. Today, only a handful of these eldest gods, called now the Mysteries, are still in existence, and they include Ashuar, Aurumurvox, Damortas and Eldarath.
   A succession of gods and tales followed: the Primordials, the Titans, and eventually the Young Gods, who today are seen as old gods themselves by a handful of young demiurges. In the midst of all this, there arose three distinct pantheons, and one neutral faction that chose not to partake in the conflicts of the gods. These included the so-called gods of order, who were descended from Ga’thika, and the gods of Death who were the descendants of T’kothos. A third pantheon manifested eons ago, caused by the unrelenting but subtle corruption of chaos. These gods embodied a pantheon of chaos, and they sought to steal the secrets of the maelstrom from Ga’thika, if they could but penetrate his dark realm and find his secrets. It is said that the first gods of this pantheons were Dalroth and Slithotep, sons of Naril, and that they were driven mad with revelation by their communion with Mala’kor,and when they returned they founded the pantheon of chaos, with the intent of unlocking the secrets of chaos that they could unmake all of reality, then remake it in their own image.
   Today, the younger gods are simply the gods that all men and other beings know, for they have existed for more than eighty thousand years according to the first Idean Codex. The memory of the Skaeddrath is all but lost save to those few heretics who read the Calydarin Codex and wonder at the terrors it reveals. Some claim that they are shown terrifying visions by the slumbering Skaeddrath, and worry that the gods today have forgotten their true purpose as jailkeepers for these ancient beings of destruction, caught up as they are in their conflicts between the patheons of chaos, death and order. Finally, there is a rumor that a new pantheon has appeared, a shadowy cabal of gods who have their own agenda, to steal power from the rest. This so-called shadow pantheon is an as-yet unrealized threat, and its conspirators remain unrevealed.

All text copyright 2011 by Nicholas Torbin Bergquist, all rights reserved


Thursday, October 27, 2011

Ages of Lingusia: Guilds, Cults and Societies in the Empire Era



Note: some of this material appeared in detail in Keepers of Lingusia; below is the modified entry, to reflect the earlier timeline.

   Many of the organizations of the old era are gone, eliminated forever due to the circumstances of war, the Plague of Unarak and the long dark ages. In their place are a handful of organizations and cults which now play an important role in the politics and schemes of 3500. There are a number of such groups not listed here that are particular to each region of the Middle Kingdoms; see the Gazetteer for more details on those regional orders (and variants of those below). The following groups have influence felt throughout the Middle Kingdoms, and may serve as suitable orders of membership for characters in some cases, as well.



The Esoteric Order of Nistur
   Also known as the Order of the White Robes, this esteemed but reclusive organization is comprised entirely of scholars and priests who follow Nistur, the god of knowledge, a deity who reveres knowledge and history above all else. It is primarly thanks to this order that any of the ancient history and texts of the world have been preserved, including the sacred Idean Codices.
   The Esoteric Order has three major bases of operation, including the Temple of Nistur in Hyrkan’ien, a Monastery outside the walls of Octzel’s Capitol city, and a prominent temple in the port city of Yllmar.
   The Esoteric Order spends a great deal of time trying to gather lost lore, as well as using its scholar-agents to uncover ancient mysteries. They are very concerned with the manifestation of chaos in all its forms, a directive the order believes has been handed down from Nistur himself, who was a benevolent agent of Order long before he ascended to divinity. Because of this, the order is known to employ dedicated and trustworthy mercenaries and adventurers, sending them out to regions where Chaos seems to manifest, in an effort to purge the region of whatever is causing the outbreak.
   Adventurers who become affiliated with the Esoteric Order will usually gain a sponsor, who will seek to establish their level of skill and send them out on tasks suited to their abilities. If the group consists primarily of noncombatants he will send them off to engage in the pursuit of lore and lost history. If they appear to be competent or martially inclined, he will be more likely to send them to seek out locations where outbreaks of Chaos are rumored. Such adventurers are expected to find the beast(s), temple(s) or artifact(s) that are causing the wellspring of Chaos and destroy or subdue them as necessary.  
   Many wizards study under one of the temples or halls of study dedicated to Nistur, and receive tutelage from the order. The cost of membership is steep, but the order will make concessions to young entrants who display a keen talent for sorcery.

The Fire Knives
   The Fire Knives have long served as the secret assassins and cultists of Haro, the ancient assassin god, and have remained so to this date. Their cult is indomitable and persevering, surviving even the grand purge of 1110, during which the Emperor Edelaird of Hyrkania sought to destroy the cult but was unsuccessful, for the Fire Knives simply disappeared for a time, only to resurface when once again their dark deeds would prove most nefarious and profitable.
   Among the sundry cults and guilds of assassins spread throughout the world, the Fire Knives have remained the most secretive and formidable. Steeped in an ancient tradition of lawless honor, shadow sorcery, and an unyielding dedication to the dreadful mercenary god Haro, the Fire Knives have existed for at least as long Hyrkania has been known by such a name. The origins of the cult are shrouded in mystery and only the eldest, most vile members of the cult are privy to the unwritten tales of their sordid past. To be a Flame Knife is to embrace evil, and to take sides only with your self. Even one’s own allies are considered fodder for the ultimate goal of seeking the divine favor and ascension promised by Haro.
   Those who have investigated this cult know some facts, and most successful entry level members of the Fire Knives also know such facts. It is known that the Fire Knives have hidden guilds within several major cities of the Middle Kingdoms (Capitol Octzel, Eastonia, Hyrkan’ien, Naminthia, Starthias and Hyrendan) as well as open recognition and acceptance in other lands such as Galonia. It is known that the Fire Knives are affiliated, at least peripherally, with similar Eastern cults from as far away as Al’jhira, based on the similarities of their prayers, rituals, and mantras to such other groups.
   The Fire Knives revere Haro with a fanaticism that precludes meaning in their own existence, but among the fodder a select few seem to be granted visions, in which it is made clear that their true purpose is mercenary, self-serving, and that they are to be the true guiding minions of Haro's will.
   Fire Knives are all about the conquest and subjugation of the world through fear, murder, and raw, unchecked capitalism. Many Fire Knives are mercenaries, merchants, and con men of a wide variety. A smaller number are mages, professional assassins, and some even rank among nobility. All believe unerringly in the cause of their illuminated assault on the world, and the secret propagation of fear and chaos as the true means of control in society. All of them selfishly believe that they and they alone, will ultimately be granted favor from Haro and elevated to the rank of spiritual soldier or even avatar at his side. This is a cult of evil, and should be exterminated by all who oppose such malevolence.
   The Fire Knives have an ancient symbol, which varies only slightly from one region to the next. It is always of a shield, upon which is depicted a starscape showing the chief constellations of the Huntsman and the Wolf in highlights. Crossing the shield are a flaming bow and dagger with jagged edges. If the symbol is to be seen as a warning or threat, then the weapons are placed in front of the shield. If it is used as a secret sign or reflects safety, then they are placed behind the shield. All Fire Knives learn a kind of Thieve's Cant, which is comprised of sign language and a sort of colloquial half-speak intermixed with a clever use of odd kennings to communicate with one another.
   Fire Knives come from all wakes of life. Disciples of the cultic guilds are necessarily drawn from all strata of life, but only practiced, skilled professionals with a cunning and will to use it are granted entry into the inner sanctum. A Fire Knife can be granted such status from a patron of the guild, but it is also possible for a Fire Knife to prove himself so resolutely that he is granted divine inspiration from Haro, and asserts himself over time and often against the will of competitors. Once in the Inner Circle, rivals who seek his status, or wish to take control of the schemes and plans of another will eventually challenge the Fire Knife. The infighting is constant, and only he who surrounds himself with the best lackeys and defenses is likely to make it to the top. No one knows who the ten members of the Elders are, called the Ten Who Rule, and the leader of the Flame Knives remains a whispered mystery to this day.
   Player characters who seek to join this order often do so at the risk of earning the ire of their compatriots should they be discovered, and areoften sworn to secrecy from revealing such membership by the order, even to those allies.

The Silver Hand
   The servants of the Silver Hand are ostensibly a society of magicians who study the Mysteries, founded by the legendary sorcerer Hodon Systalien. The Silver Hand’s temple is a spired tower off the Rift of Tragonor, where it is said they keep a complete record of all scientific, historical and secret documents, as well as a complete collection of the Idean Codexes.
   The Silver Hand is considered by many outsiders to be a cult dedicated to Huuarl, the god of time. Although it is true that the order is built around the principles of Huuarl’s teaching and does contain priests dedicated to the god, it is not in fact a temple or even a principle place of worship for Huuarl. Most of the dedicated priests of Huuarl are teachers, and wander the land offering their skills to the poor and uneducated. Many also seek out small towns or cities where a common school house is missing and set up shop there, working within the community to earn goodwill and coin necessary to build a school house and begn teaching. The lore of Huuarl is considered the sacred knowledge of time, and only through the act of imparting knowledge of the world to others is Huuarl satisfied, according to his priests. In this sense they overlap with the Esoteric Order of Nistur, which is itself obsessed with the teaching of history, but unlike the Esoteric Order, the priests of Huuarl also seek to teach knowledge of the physical world, and are dedicated to the unique belief that if one were to master the alchemical principles of the universe then Order would grow stronger and Chaos would wane. 
   In many ways the Silver Hand is the first strong step forward in the world of Lingusia toward an order of scholars who seek to develop a “unified theory” of the world. They do not believe that the gods and their kind are truly divine beings who exist outside of the natural world, and they believe that there is a strong hidden sense of Order to all of existence, which can only be revealed through the study and ultimate mastery of the power of time. They do firmly believe that the agents of Chaos are part of that same order, but that the insidious nature of their destructive power stems from some sort of devious “parallel existence” that is somehow symbiotically linked to the natural world.
   Of all the orders of the Middle Kingdoms that dabble in secret lore, the Silver Hand is most familiar with the terrifying threat of the Skaeddrath. As recently as a decade ago a company of dedicated soldiers and heroes under the leadership of Lord Tarnas Gaen, agent of the order and Emerald Knight of Hyrkania, penetrated deep in to Mitra’s Woods where they found the lost entrance to the Catacombs of Old Chegga. There they attempted to slay the drowsing Skaeddrath known as The Kraken, but were slain almost to a man. Only Gaen escaped, scarred and crippled by the experience, and he is unable to speak of what happened there without falling in to babbling madness. Gaen now resides as a permanent member of the Tower of Hodon and teaches new young members of the order about his experiences with fighting the agents of Chaos.

The Order of the Blackened Fist
   This malicious cult follows the madness taught by Belphegor, the degenerate demon god which has cultists throughout Amech, and has spread his blackened tendrils deep in to Karaktu and beyond. The intentions of this cult are simple: spread the faith of their dark god, and ready all for his arrival as supreme overlord of creation. They seek to subvert other cults and temples, and to conquer the weak.

Knights of the Ebon Ankh          
   The Inquisitors of Naril are a small, secretive branch of the church, dedicated to insuring that heresy and chaos never find a foothold in the inner workings of Naril's order. The Inquisitors have, at various times in history, had more power, but the order has been on the wane in recent years.
   While most of the Inquisitors are drawn from the ranks of the ecclesiastics of the temples of Naril, a handful of the order are specially trained knights, who have chosen to pursue a different, harder path, one of judge, jury, and executioner. These are the Knights of the Ebon Ankh, Inquisitors without par, willing to root out corruption both in the church and Hyrkanian society, to destroy chaos willingly and without remorse. They are far and away the most frightening members of Naril’s flock.
   The Knights of the Ebon Ankh are often drawn from members of the church, but also drawn from reformed servants who once did evil before being redeemed. Occasionally, a member of this order might never have belonged to the order, but instead have received a vision from Naril, which compelled him to follow this path. All members of the order are dedicated to their cause, but find it a difficult road, as the fall from grace is even easier than usual. Subterfuge is a regular weapon of the order, a deception considered necessary but almost outside of the realm of Naril. Nonetheless, it is understood that to combat Naril’s foes, some difficult duties must be met, and those who serve the Knights of the Ebon Ankh understand better then most.
   Because the Knights often perform difficult moral duties, the restrictions on race are not as strict. Elves, dwarves, and other species sometimes join on special occasions, usually by invite.
   Members of the order must be invited or experience a vision from Naril, usually exposing a corruption of chaos in the ranks which they uncover.

The Protectorate
   The elves of the world are ancient, and a handful are so dedicated to the preservation of the natural world and so hold the Mortal World dear, that they seek to preserve and influence it while thwarting those who would harm or destroy all. The Protectorate is one of the more effective and ancient orders of the Silver Elves, and continue to function to this day, although few suspect it has more than a few dozen members.

The Walkers of Final Night
   The ancient order of Death continue to struggle against the undead and chaos, in the service of the Nameless One. In this time, the Walkers are a fairly small cult no more than a few hundred strong across the Middle Kingdoms, for they have not had an avatar of the god manifest in many centuries.

The Kom’Huandyr
   The ancient order of the Ranger-Knights of Niras are steeped in folklore and mystery. Founded by the ancient Hyrkanian House Huandyr, the Servants of Huandyr were once the liege knights of this entrepreneurial family. The Huandyr clan united the barbaric Narilian people, and brought a unity to the forestlands previously unheard of. With them came the advanced culture, language, and customs of the Hyrkanian Empire. The old world druidism of the local people intermixed with Hyrkanian settlers, creating, eventually, the unique mix of paganism and modern culture in the region today.
   The Kom’Huandyr originated when the first alliance between the greatest of the pagan tribes and the House of Huandyr was consecrated, and the first of the pagan knights were allowed to serve the Hyrkanian lords. With this infusion of regional warriors into the elite fold of the mounted warriors, a new breed of pagan knight arose, armed and armored as a true Hyrkanian knight, but dedicated to the animism of Naril, and seeking the counsel of the druids of Niras rather than the priests of Naril.
   In the 1400’s aw, there was a terrible period of war in which the region was invaded by the Thargonid trolls, seeping from cavernous depths in to the ancient, forgotten strong holds of the lost empire within the Thargonid Mountains (the trolls were so named after the mountains). The previous dwellers of the mountains, many fae raced and goblinoids, were driven out in a great surge as they sought to escape death or slavery. This exodus led to terrible conflict as the goblin kings sought to carve out new lands in the Niras Forests, and the dozens of small baronies were forced to seek unity amongst one another to quell the horde. The many bickering lords were eventually brought together by the might of the most famous of the old order of knights of Huandyr, a man named Tevel Elas Draelon. Draelon and his rangers led the lords of the forest into a concerted effort against the goblinoids, and crushed the goblin kings.  Thereafter, the knights were formally called the Kom’Huandyr, and were charged with the perpetual service of the protection of the Lands of Niras, the forests of the realm and beyond.
   Today, the Kom’Huandyr rangers are an elite, near-secretive order, which, while low in number, are still highly respected. One joins the order by proving his or herself in an exalted and heroic deed that is considered both holy and generous in the eyes of Niras. Some members will choose an apprentice, to serve as their squire and learn of the order, too, if the one in question is young and pure of heart. The Kom’Huandyr continue to work closely with the Druids of Niras, and serve the king of Niras’ien at least nominally, although the order considers itself to answer, ultimately, only to Niras. There are believed to be no more than two hundred Kom’Huandyr in the woods.
   The Kom’Huandyr are allies of the lords of Niras, and of the Druids of the woods. They are well-received by any druid enclave, be it in the forests of Niras or in as distant a land as Caelern'in. They are respected and usually recognized throughout Hyrkania, but are considered honorable rivals of the warrior cults of Amech. The Kom’Huandyr are unknown in the Eastern Kingdoms, and considered suspect enemies among the Octzellan and Western Territories of the Middle Kingdoms. Kom’Huandyr have long been allied with the sylvan elves, and many Kom’Huandyr are elvish or half elvish. An occasional sylenic (halfling) Kom’Huandyr is not unknown. It might be possible to meet a half-orc ranger, but the strictures against the goblinkin as enemies prevent such a ranger from ever joining the ranks of the knighthood.

The Selenic Order
   A small but devoted order to Selene are the militant servants of the moon goddess, the Selenic Knights. Amongst their ranks are a handful of devout elvish warrior-maidens and a handful of other kin who have felt the touching siren call of the moon goddess. Selenic  Knights are purveyors of justice, defenders of women, healers, diviners, and a small but noteworthy sect dedicated to the cause of order.
   A character seeking to join this elite group must first prove her faith to Selene through dedicated worship, and must have made clear and determined efforts to support her portfolio of interest. She must then seek out an existing member of the order  to become her patron, and seek to prove herself worthy to that member. If the member, satisfied, vouches for her, then she will be presented to the ruling queen of Sylvias or the land in which she is located (the Queen of Cretea or the ruler of Il’Madhar, for example) and be knighted in a holy ceremony under the light of the full moon. The members of the order will anoint the new Selenic knight in enchanted holy water and take her to a chosen place, secluded and mystical, where she may commune with Selene for four days. During this time, she may receive a divine vision from Selene and may come down from the point of seclusion. If she fails the vision quest, then she must go on a quest to perform a new deed considered worthy, and when done, she must again submit herself to the vision quest. If she fails a second time, she is expelled from the order.
   Selenic Knights must be dedicated or converted to Selene for prior to joining the order, and must be women. Men who follow Selene can only ever be Paladins.

The Solarian Order
   The Order of the Solarian Knight is a powerful fist for both the Church of Naril and the Emerald Throne of Hyrkania. A Solarian Knight serves Naril first, as a guardian of purity, goodness, order, and righteousness. He follows a close second in his service to the Throne of Hyrkania, the Emperor, and the ideal of law of the land.
   The Order is about two thousand strong, but only a few make it to the senior ranks. Most Solarian Knights are traditional paladins or militant clerics, struggling to persevere to the extreme ideal of Naril’s dictates. A precious few become senior members of the order, and go through a ritual of initiation to become true Solarians.
   The Solarians have military enclaves, monasteries of war and temples of worship, throughout Hyrkania. In the Eastron realms of Zued, they are called Sun Riders and have but one monastery, in the Capitol city of Zued, Tell Hyskovis. The center of the order is in Hyrkan’ien, which is where initiation ceremonies for young knights are performed to send them on their errant quests, or senior knights commit to their ultimate vows and join the top ranks. A member of this prestige class is considered a senior member.
   Solarian Knights quest everywhere, looking to carry out the will of Naril as needed, both in Hyrkania and in foreign lands. They see Naril's law as the true law of all, and often have at least a marginal disrespect for those kingdoms and realms that do not even worship Naril.
   Because of this dedication, the only nonhumans who can join the order are possibly half-elves, and then only if a senior member sponsors them. Solarian Knights venerate the fact the Naril created humankind, and seek to maintain racial purity among their ranks in accordance with Naril’s will.
   To initially join the order, a warrior or priest must have had an epiphany, usually in battle, in which Naril appears in a vision before him. He must then seek the order of the Solarians and request entry. Paladins and Clerics are rife within the order, but the true Solarians described below are rarely seen, exceptional paladins of amazing skill in combat and magic. Alternatively, a young man or woman of sufficient strength and character might be chosen as a paladin’s squire, and is thus raised in the order from youth.
   Solarian Knights must be lawful, and dallying with a different set of actions (another alignment) can lead to expulsion from the order. A character must be human or half elf (if a sponsor is available), as Narilis the god of men, and so requires the worship of those who have human blood. This technically means half-orcs with human blood could join, though none are known to have done so (or been allowed to).

Vow of the Order: A Solarian Knight is dedicated the cause of Naril, and must follow a strict set of rules. If the rules are broken three times in a row, or within a year’s period, then the Solarian Knight may be stripped of his status and becomes and Ex-Solarian Knight. These rules include:
Chastity and Celibacy; he shall not marry, nor take a woman to bed. Many paladins feel is is okay to be chaste but not celibate, however; no repercussions seem to follow this course of action, unless their womanizing deeds become to well-known. Some see it as almost a requirement that they have unrequited love in their life, to reflect the mythic legend of Naril and his own unrequited love for Selene, the moon goddess.
Dedication to the cause; He shall not let a foe of evil or chaos go unpunished, so long as it is within his power to administer justice.
Vow of Poverty; The Solarian Knight shall never own more than he can carry; he must will his estates to his closest kin, and he keeps only what is necessary for his cause, and the maintenance of his arms and armor. He does not seek excessive glory through wealth, nor does he spend out of hand; no money on a fancy suit of armor, when an orphanage or temple could benefit from that money. Gifts are respected, if they meet the needs of his duties, but are donated if they do not. Some knights of the order have families, and these families must be cared for, but he almost always appoints his eldest child or a trusted relative as the executor of the estate, and partakes in none of the family’s earnings or success.
 


All text Copyright 2011 by Nicholas Torbin Bergquist, all rights reserved

Wednesday, October 26, 2011

Ages of Lingusia: Journey through the Heartland of Octzel

The following material tied to the one Pathfinder campaign I ran for the Empire Era, but the charts below are easily used with any iteration of D&D, and can be lifted from easily enough to enhance any number of scenarios or locales as you desire. The locations described below all refer to the Eastern expanses of Octzel, the map of which can be found in the 10/16/11 blog posts. And now, for the adventure locations!



Octzellan Encounters – Ages of Lingusia 1,958 a.w.
   The following is a generic encounter chart when moving through the wilderlands of Octzel; specific encounters by location will follow.

Wilderness Encounter Chart
 Check: 16+ per 8 hours; 14+ at night (Roll D20 for check).
D20         Chart
1-15        Encounter Chart 1
16-20     Location Chart 2
D20         Encounter Chart 1 (+6 to roll if off-road/in remote wilderness)
1-3          caravan; 2D6 porters, 1D8 guards (level 1D3 each) 1D4 merchants and 1D6 family/servants
4              Pilgrims (4D6); 1D10: 1-2 to Enki; 3-4 to Amasyr; 5-6 to Seth; 7 to Mitra; 8 to Hellias; 9-0 evil god
5              local baron and his traveling entourage; 1D3 noblemen, 2D6 servants and 4D6 soldiers
6-7          wood elves (2D6); 1D8: 1-2 hunting party; 3-4 scouts; 5-6 raiders; 7-8 elf noble’s escort
8-9          humans (2D6); 1D8: 1-3 party of hunters/trappers; 4-6 bandits; 7-8 poachers
10-11     2D6 Avernan gypsies and 1D6 traveler’s wagons; 50% chance of a warlock present
12           Party of gnomes (1D8); 1D6: 1-3 on a quest; 4-5 merchants heading to a town; 6 bandits
13-14     Goblins! (2D8); 1D10: 1-4 raiders; 5-8 war party; 9-10 traders
15           Oread (1D2); 1D10: 1-4 war party; 5-6 hunting party; 7-8 seeking trade/info; 9-10 seeking gate
16           Ankhegs on the hunt (1D6)
17           Giant Ants! (3D8)
18           Krenshar hunting party (2D6)
19           Pack of 2D6 hunting wolves
20           Fire Drakes out hunting (1D3)
21-22     Orcish war/raiding party (2D6 raiders; 35% chance 4D8 war party with 2D6 wargs)
23-24     Hobgoblins: (2D6 raiders; 25% chance 4D6 war party)
25           Dragon! 1D10: 1-3 Red,4 Copper, 5-6 Black, 7-8 Green, 9 Gold, 10 Silver; Age-1D20: 1-8 wyrmlings (1D4), 9-15 young, 16-19 adult; 20 elder
26           Predators! 1D10: 1-3 cockatrices (1D4); 4-5 Manticore; 6-7 party of Medusae (1D6), 8-9 giant black widows (1D6), 10 psuedodragon pack (1D6)
D20         Location Chart 2 (+4 to roll if in remote region)
1-6          small village (1D10: 1-9 humans, 10-13 gnomes, 14-16 elves, 17-18 halflings, 19-20 goblins)
7-10        remote logging camp (1D2: 1-10 humans, 11-12 halflings)
11-14     Ruins (1D20: 1-3 old keep; 4-5 ancient tomb or crypt; 6-8 abandoned town; 9-10 old camp; 11-12 abandoned humanoid fortress; 13-15 lost temple; 16 mysterious obelisk; 17-20 ancient ruins)               
15-16     Mine (1D6: 1-4 abandoned; 5-6 active; Roll on Encounter Chart for occupants if any)
17-18     solitary hut (1D8: 1-hag, 2-lich, 3-human hermit, 4-forlarren witch, 5-tiefling, 6-nymph, 7-medusa, 8-ogre mage)
19-20     Spider Colony Web (1D8: 1-3 spider swarms; 5-6 giant spiders (1D10); 7-8 khitteck(1D10))
21-22     Humanoid War Camp (1D20: 1-4 orcs, 5-8 hogboblins, 9 bugbears, 10-12 goblins, 13-15 kobolds; 16 drow scouts; 17-18 ogres, 19 spriggans, 20 trolls)
23-24     Cavern entrance (D20: 1-10 monster lair-roll above, 11-15 entrance to Lower Dark; 16-20 crypt)

Gazetteer of Central Octzel, ca. 1,958 a.w.

Chenetoz Forks
   The most famous hangman’s tree in the kingdom, Chenetoz Forks is a crossroads where an immense, ancient oak can be found, from which hundreds of criminals have been hung to die. The methods of death at this necrotic location are innumerable; hanging, crucifixion, interment in one of the small metal cages to be pecked to death by crows, and other more ghastly executions have all taken place here. Chenetoz is located just south of Codderan, where the local executioner, a large fellow named Justicar Garaman dwells. He serves as executioner as well as jailer for the township, and also maintains a modest shrine to the Death Gods, located a mile north of Chenetoz Forks, where he also lives.
   Chenetoz is known to be haunted. Adventurers who travel here by day have a chance of some eerie encounter, but by night the dreaded tree at the crossroads earns its reputation. Many an imprisoned convict hung upon the tree has been found dead after a night hanging in one of the small cages draped beneath the arms of the tree, a look of sheer terror upon his frozen visage.

Encounters at Chenetoz Forks:
   At any given time there will be 2D6-2 prisoners on the tree, of which there is a 16+ chance of one being alive.
By Day: 16+ (roll 1D12 below); By Night: 12+ (Roll D20 below)
Roll        Encounter
1-4          An odd wind creeps up on the passersby and at least one traveler could swear someone was following him or that the heard a faint voice calling for his name
5-8          The tree seems to move and groan, either without a wind, or against it. One random passerby gets the distinct sense that someone walked over their grave (will fail the next mortality check he or she has to roll automatically)
9-12       A faint outline of a ghostly presence appears, trying to communicate with the adventurers. A DC 22 Diplomacy Check or Insight roll can reveal different results; failing by 10 on Diplomacy angers the spirit and it attacks; on a DC 20 Sense Motive check the adventurer figures out the spirit is trying to get them to accomplish some task for it; Type of Spirit-1D10: 1-4 Wraith, 5-6 Spectre, 7-8 Ghost, 9-0 Banshee
13-16     1D4 wraiths manifest and attack
17           A spectre appears and tries to lure the adventurers in to a trap in a nearby cave or mine
18-19     2D6 Ghouls prey upon the victims of the tree, and use a profane cross to Orcus to drive away
ghosts.
20           Roll 1D10: 1-7: 1D6 shadows manifest to harass the adventurers; 8-10: A greater shadow appears (possibly more; 25% chance of 1D4 of them) and attacks


Codderan
   This modest township prospers from four sources: it is located along the great northern trade route, and gets a fair amount of overland traffic moving from Pheralin to the Capitol. The region is rife with local ranchers, and Codderan is the centerpoint for the cattle markets of this local industry. There are at least a dozen local mines under ownership of the Royal Crown as well in the eastern expanse of the Dragonspine Mountains as well as the local hills. Finally, there is a fairly famous local matador stadium, where annual Bull Dancing events are held. The current champion bull dancer is a lithe half-elf woman named Mercia. Codderan’s local sheriff is Dromas Andalor, who serves directly under Baron Vaimont.

Encounters in Codderan:
Encounter 12+ per day (or roll once on arrival to generate one interesting event for the day)
D20        Encounter
1-5          Market place is bustling when a bull gets loose and wreaks havoc
6-8          Games are afoot at the Matador Arena, someone tries to recruit the PCs in for the “Sword Dance” where a naked hero with a sword must tempt the bull and run it through with a sword
9-11       A procession is heading south to take a convicted criminal for execution at Chenetoz Forks
12-13     Avernan Gypsies have set up camp outside of town, offer a variety of impressive shows
14           2D6 Local toughs confront the PCs and try to rough them up for money
15           Baron Vaimont is recruiting for tax collectors to journey to the local ranches and collect both coin and cattle
16-17     A local prospector or mining operator is recruiting laborers for his new operation in the Dragonspine mountains
18           A scholar or wizard from Midas is looking for agents to escort him to the Dragonspine Mountains so he can find some fabled dragons’ bones
19           Sheriff Dromas Andalor is looking for recruit deputies to help hunt down a wanted criminal
20           A large orcish war party begins an assault on the township, looking for slaves and loot

Dragonspine Mountains
   Local legend says an elder wyrm perished in battle at the sight of these mountains, a beast so immense that his mouldering corpse formed the entire mountain range. The truth of this tale is unknown, but it is not uncommon to find giant, mysterious bones in the steep, craggy mountains, which are also know for harboring rich veins of gold and other ore. There are several dozen active and abandoned mines throughout the mountains, and about two dozen owned by the Royal Crown. Periodic mining shanty towns crop up, but most of the direct export and trade from the mountains passes through Codderan to the east or Illiada to the northwest.

Encounters in the Dragonspine Mountains:
Encounter Chance per 8 Hours Travel: 13+
D20        Encounter
1-5          Local mining shanty; 50% chance it is run by dwarves
6-9          A prospector and his team looking for new veins; 40% chance they are hostile and see any adventurers as possible rivals; Crew consists of 1D8 men, dwarves, Halflings and other races
10-12     Active mine, with a small encampment at the entrance. Roll 1D10: 1-4 it is guarded by the king’s army; 5-8 it is a private operation funded by a local nobleman; 9-10 it is an independent setup and operating without permission
13-15     An abandoned mine. May have a local denizen inhabiting it 1D10: 1-3 cockatrices (1D4); 4-5 Manticore; 6-7 krenshar (1D6), 8-9 giant spiders (1D6), 10 fire drake nest with wyrmlings (1D6) and a 25% chance mother is within a 1D4 mile radius.
16           A young adult red dragon spots the party and begins stalking them
17-18     An abandoned mine, but haunted by undead: 1D10: 1-4 miscellaneous skeletons (3D6), 5-7 ghoul warren (2D8), 8-10 zombies (4D6 miscellaneous)
19-20     An active mine, but in need of help! Roll 1D10: 1-4 the mine broke in to a cavern of the Lower Dark and monsters poured out; 5-8 mine has a collapse and trapped miners need help; 9-10 a local denizen (1-2 fire drake, 3-6 wyverns, 7-8 manticore) has appeared and chased the miners, claiming the mine for its own den.

Andin Keep
   This modest outpost is located along the Great Road that runs from Pheralin to the Capitol. The keep is  managed by Baron Theram Dannor, who founded a local order of ascetic knights called the Order of the Ever Vigilant. These Road Wardens have been recognized for their services in maintaining the Great Road as well as protecting those who travel along it. The order reveres Etah, the Lord of Travelers, an obscure deity with few temples in Octzellan lands.
   The community at Andin is centered around the well-known Inn of the Wayward Soul, run by Magda Derigash, a burly woman of some years. A curious community of artists, scholars and philosophers has arisen within the walls of the Keep and its immediate environs as well, due to a local natural amphitheatre as well as a local Monastery dedicated to Amasyr and funded by Dannor.

Encounters in the Andin Keep:
Encounter 14+
D20        Encounter
1-5          A local acting troop is putting on a play in the natural amphitheatre in the hills, “The Perils of Darkness” about the fall of legendary king Don-Dadera
6-10       A conference of learned men has converged on this location and borders on a rabble of scholars with clubs!
11-14     The wardens are recruiting mercenaries to patrol the Western Expanse of Mitra’s Wood, where rumors of goblin and orc war parties have surfaced recently
15-16     A famous artist has gone missing, and the wardens are recruiting for help in finding him. The man is believed to have been capable of powerful illusory painting magic, and foul play is suspected in his disappearance
17-18     A local troop of acrobats and dancing blades are performing in the keep, and visitors are traveling from many miles to see their show. Pickpockets are fleecing the visitors
19           A local caravan is recruiting for guards and attendants in an overland journey to Midas or another city location; the caravan is escorting a famous scholar
20           Several dragons (of any color and size) settles down in the city and demands entertainment! The dragons seem not to be hostile, but Diplomacy or Bluff checks may be necessary to appease them…and a good play!



Gerton
   Gerton is the capital of the region (the Eastern Halale Province of Gremna), ruled by Duke Nestor Gonn Kalios. Gerton is at its height of popularity at this time, surpassed in size only by the more prosperous and tactically placed Pheralin in the south.
   Gerton has a number of local security issues which do not help it. River travel is brisk in this region, but along the high cliffs in the deep canyon of the river can be found numerous caverns that were once used long ago by an unknown people as burial catacombs. Local mihidir trolls frequently infest these caverns, and periodically cause problems for the city above.
   The main bridge over the narrow river chasm is a famous construct, admired by architects and engineers throughout the kingdom. Despite some dwarven assertions, it was reportedly built about two centuries ago by a human architect.
   Gerton’s main claim to fame is that it holds the centerpiece of the regional militia. There are at least one thousand active soldiers on duty at any given time, working in local patrols to protect the province from threats out of Mitra’s Forest and elsewhere. The patrols of Gerton often coordinate with those in Galent for raids in to orcish territory.

Encounters in the Gerton:
Encounter 14+
D20        Encounter
1-5          A major seasonal market and fair is underway for farmers, ranchers and villagers in the region
6-10       The militia is recruiting due to new threats from orcish war parties; 50% chance they are drafting, not recruiting!
11-14     The bridge is temporarily unavailable while a crew of human and dwarven craftsmen shore up some damage after a recent storm.
15-16     Trolls have been spotted in the catacombs in the chasm, and the militia is recruiting mercenaries to flush them out
17-18     Local farms in the province have been attacked by hobgoblin or orc war parties and the militia is stretched thin; a local wealthy land owner is looking to hire his own private army to deal with the problem; 20% chance the problem is worse than simple orcs or hobgoblins, though.
19           A local river barge is looking for sailors and guards to head upriver to Rithias
20           Agents of the Rillian Mining Guild or another order are planning to take a barge in to Mitra’s Forest to either: 1D6: 1-2 bring supplies to a risky mining venture in the woods; 3-4 do trade with local orcs; 5-6 looking for something unusual (such as a lost temple or ruined keep) that may hold a large wealth or special information

Galent
   Although Gerton to the north is the capitol of Gremna Province, Galent is a more robust castle, and has long served as a center of trade for the farmers and ranchers of the southern province.  The Barony is ruled by House Kratim, of which Baron Hroder Kratim is the most respected member in the community. He is second in command behind Duke Kalios in Gerton should a defense need to be mounted against foreign or monstrous invasion.
   Baron Hroder has a secret, however. East of his lands is the vast and untamed territory of Mitra’s Forest, and within that forest is the ruinous domain of Old Chegga, once an ancient bastion of chaos cultists and orcs, now dominated by the mysterious power of the vampiric Karukithyak. Some years ago Hroder sought to extinguish the vile forces that operated within the ruins of Chegga, and he failed, narrowly escaping with his life. What is not known is that he was bitten by the vampire lord, and is now in thrall to Karukithyak. For this reason along Galent proves to be exceptionally resilient against invasion from the orc-dominated woodlands, as Hroder’s inside knowledge of the monstrous lands gives him an edge.
    Hroder’s effectiveness against the orc warlords is what makes him so valuable locally, but behind the scenes he is really being used as a pawn by Karukithyak, slaughtering the enemies of the vampire lord so that Chegga may be strengthened. Mindful of his tool’s usefulness Karukithyak keeps Hroder’s position as a reliable agent safe, to avoid suspicion.
   Hroder is weakened in sunlight but does not suffer damage like regular vampires, for the curse of vampirism he received comes from a serpent man who was accursed by Set himself. Karukithyak’s kin are feared by many of the hidden vampire and undead enclaves throughout the land for this reason. However, should Karukithyak ever be slain, Hroder will no longer be in thrall to the vampire lord, but he will also lose his special resilience, becoming a  normal human vampire as a result.
   Secretly Hroder despises Karukithyak’s hold, and worries that he is funneling great power in to the hands of a madman, one which worships a dreadful subterranean and aquatic being called the Kraken. He has, and will, continue to find quiet ways to defy the vampire lord, including hiring adventures discreetly to carry out assaults and raids against Old Chegga.
   Galent is a military town, and it shows. Though only two regular garrisons of militia are maintained here (approximately 300 soldiers) it also hires and maintains an active mercenary company, and is one of the safe harbors for the rogue orcish mercenaries of Halshaggin’s Raiders. Three local knighthoods claim Galent as their home city, including the Order Triumphant, the Order of the Eternally Vigilant and a local office and tower for the Order of the Crown.
   There are numerous inns, hostels, taverns and brothels, as well as spots of entertainment, including:
The Boar’s Tusk
The Riverside Tavern (more of a creek, though)
Ancheron’s Noble Hostel
Fletch-Feathered Inn
Abroshe Gambling Hall
Arena Sports Pits
Crossroads Tavern
Serpent’s Coils
   Before Chenetoz Forks became the popular place to hang criminals, there was the Crossroads of Galent. A long while back someone bought up the land and turned the region around the old hangman’s tree in to an inn and tavern called the Crossroads. The establishment is currently run by an ogre mage of indeterminate origin and who goes only by the name of Gus. Rumor is the ancient tree at the heart of the building is still haunted, and that a malevolent specter of a dead diabolist named Histior Lokenze manifests at least once a year, on the Eve of All’s Darkness, a night when the tavern never gets any visitors past midnight, except on a dare. In the last decade at least five foolhardy souls who paid to brave the tavern on that night and apparently perished of terror, or so it is said.
   The truth is even spookier; this spirit of a mad diabolist does indeed haunt the tree, and Gus has sealed up the rooms and chambers immediately adjacent to its vast trunk, and warded them against the dead. Histior’s spirit manifests on the night of each new moon, though he is able to pass the wards only on the Eve of All’s Darkness, said to be the night when even the stars are eclipsed by the vastness of Death’s Realm.
   The Serpent’s Coils is another well known establishment, run by the enigmatic half-elf woman Histeria, who raises snakes and dances a mysterious eastern dance with them. She trains a small group of professional dancers, and puts on shows that the local merchants and mercenaries pay good money for. Besides its dances, wine and drink the establishment is a renowned brothel, and it has its own secrets as well. At the center of the building is a great pit with an ancient giant serpent, said to be a pet and perhaps even a lover transformed of Histeria. Histeria herself is a mystery, exceptionally long-lived and of unusual nature; she is in fact a were-serpent, and once was one of the greatest assassins of distant Galonia. Even now she trains her finest women to serve as agile assassins for hire, using the serpent as their key weapon. She is also one of the few citizens of Galent to know that Hroder is actually a vampire.

Encounters in the Galent:
Encounter 14+
D20        Encounter
1-5          A major seasonal market and fair is underway for farmers, ranchers and villagers in the region
6-10       Galent’s mercenary company is hiring after rumors of orcish war parties surface
11-12     A local merchant is felled by a serpent’s bite; rumors suggest he died at the Serpent’s Coils, but Histeria seeks the aid of adventurers to prove this is not true
13-14     A band of local blades seek to rough up the fresh new faces in the city
15-16     Hroder is recruiting mercenaries for a special task; he reveals he intends to send them to Old Chegga to gather information on the cult of the Kraken
17           A wealthy nobleman intends to stay in the tavern on the Eve of All’s Darkness, and his wife hires the adventurers to protect him
18           The local graveyard is apparently having troubles with ghouls and risen dead, and needs help
19           The Halshaggin’s Raiders arrive in town on call from the baron, causing a disruption
20           Rumors of catacombs beneath the city draw the attention of a priest of Enki, who seeks adventurers to escort him to find and sanctify these catacombs


Anarak Keep
   Founded less than a decade ago by the so-called “mad duke Callasos,” Anarak is the only stable Octzellan community to survive any length of time within the expanses of Mitra’s Forest. It does so at least partially because it engages in as much open trade as possible with local tribes and avoids getting tangled in the web of conflict between the orcish warlords. Young Cabil Gonn Callasos is indeed regarded as somewhat of a madman, for at only age 18 he has forged his way forth to claim his own land and rights and to found his own so-called province in the borders of the orcish warlords, but he arguably had no choice, being the sixth in line to his own father’s rule back in Capitol Octzel, where the rest of his family is dominated by entrepreneurial merchantmen.
   At this early age of Anarak it has come under attack on two occasions, but thanks to an alliance with the Grimshaw Blade Orcs it now receives local protection. Callasos buys the support of the orcs with copious amounts of imported Octzellan wine and rum from Jhakn.
   Anarak is also home to a small community of silver dwarves who serve as local miners and homesteaders, apparently braving the orcish territory for a chance to make a region their own. In truth, these dwarves seek to prospect the Balamar Hills for gold, as they believe the hills to be full of untapped veins.

Encounters in the Anarak Keep:
Encounter 14+
D20        Encounter
1-5          A local market and fair is going on, mixed with orcs, hobgoblins, goblins and other demihumans as well as humans and silver dwarves
6-10       A drunken brawl breaks out in the streets between men and orcs!
11-12     Avernan Gypsies have set up camp outside of town, offer a variety of impressive shows
13-14     A tribe of curious monsters appears to see what the keep has to offer (1D8: 1 ogres; 2 hill giants 3 hobgoblins, 4 kobolds, 5 goblins, 6 spriggans, 7 lizard men, 8 minotaurs)
15-16     A rival orcish warband threatens the walls of the keep, and the Grimshaw Blade Orcs show up to repel them
17           A mysterious orcish priest preaches about the wonders of the Cult of the Kraken
18           A procession of orcish and other humanoid priests to Mitra visit, conducting an enigmatic ceremony to sanctify the keep in the goddess’s name
19           A contingent of orcish warriors and a vile death knight appear from Old Chegga, demanding Anarak swear fealty to Karukithyak or suffer the consequences
20           A mysterious agent of the Pharaoh of Galon and a contingent of riders appear in the keep, on the way to mysterious business elsewhere in the city; orcs notice that they seem chaos tainted


Old     Chegga
   Six centuries ago Old Chegga was founded out of the waddle-and-daub mud huts of orcs who settled along the length of the vast and deep chasm in which the curious domain can now be found. These orcs found that the steep walls of the canyon sheltered them from most sunlight year round, letting them move freely between the lower dark and the surface world. These orcs were a strange lot, brought here in the search for an ancient, titanic entity called the Kraken, a name that failed to encompass the horror of what lurked in the vast caverns that adjoined the ancient canyon.
   Chegga became a mecca for deviant worship of the ancient Kraken, and it is said that somewhere along its ancient walls stretched a passage that eventually opened up to one of the vast subterranean tunnels, miles beneath the surface, in which an ancient sea could be found, and within that sea rested a slumbering beast with the head of an immense squid and the body of a foul ape. The worship of this deity was tantalizing to some orcs, but to many more it was considered a sacrilege, an affront to the proper gods of the orcs such as Baragnagor, Orcus and Baphomet. In time, the orcish warlords banded against the cultists of Chegga and crushed them, leaving behind only the mysterious ruins and strange relics that they had unearthed in their time in the ancient chasm.
   About six centuries ago the exiled sorcerer and vampire lord Karukithyak, once of the Haikyndyr serpent men in Galvonar to the south, arrived in the region and settled in Old Chegga. He was a follower of Slithotep, the mad god, and had been cursed with vampirism and exiled by his people for turning his back on Set.  In adventures lost to time he was overturned and slain. Centuries later, he has been awakened, thanks to the machinations of his vile minion Gohondon Zar.
   Karukithyak has long since established a dark reign over Old Chegga, rebuilding the ruins and expanding the underground tunnels, recruiting followers from among his own kind as well as the degenerate local orcs and other foul beings in the region, including xivarts, grimlocks and morlocks. Though he is a high priest of Slithotep and has taken a vast underground chamber in which to build an immense temple to the dark god, Karukithyak has encouraged the worship among his degenerate followers of the dreaded Kraken, and lets them continue their sadistic worship and sacrifices to the slumbering beast.
   Karukithyak never leaves the subterranean ziggurat he had built a century ago, to serve as the temple of worship to Slithotep as well as his private meditation chambers deep within. He instead relies on his right hand man, the enigmatic chaos knight known as Gohondon Zar, a powerful and vile half-orc death knight who serves the vampire lord with ruthless efficiency. Beneath Zar is a network of enforcers who insure the strange ritual complex that is Old Chegga goes unmolested, seeking out rival orcs and other humanoids who take umbrage at the vile practices of Old Chegga by attacking them and exterminating them, then raising the dead in to more zombie soldiers for the vampire lord.
   Karukithyak also has an uneasy hold on Baron Hroder of Galent, whom he turned in to a vampire some years ago. He knows Hroder schemes against him, rebelling against his own vile nature, but it amuses him to let the young vampire try and best his elder. If Zar had his way, however, he would mount an assault on all the human cities adjacent to Mitra’s Forest and exterminate everyone.
   Old Chegga is a deadly underworld domain, and encounters in this region will be expounded upon more in its own section elsewhere.


Ruins of Arkalor
   This ruined citadel and the vast and ancient city around it is steeped in mystery. The legends say that six centuries ago it was a seat of dark power, where chaos worshipping tieflings, eladrin, humans and orcs alike gathered to pay homage to the Chaos Pantheon. From its gates rode an army of black knights to crush the forces of Octzel and beyond, and it was a terrifying source of dark power. Little history from that dark period of time was recorded, though historians can tell you that Arkalor’s reputation was so terrible that when at last the city fell all reference to it was erased from the historical records. Neither its people nor its rulers are known today, nor why they chose to worship the Chaos Pantheons. Despite this, bardic tales and curious legends suggest the city itself did not fall to the blades of Octzellan crusaders, but instead was consumed from within by a plague of demons unleashed upon the land.
   Today, the haunted ruins are a bane to all creatures living and only a handful of ogre tribes wander the region, daring to get close to the ruins in search of valuable relics. The ruins are known to be haunted by the dead as well as rife with ancient evils, and demons are believed to ingest the catacombs beneath.    

Encounters in the Ruins of Arkalor:
Encounter 10+ for each hour in the region
D20        Encounter Chart 1
1-2          Roving pack of 2D6 ghouls
3              A band of 2D8 kytons move through the area hunting demons
4              A tiefling witch treasure hunter who claims to have ancestry from the city
5              A tribe of 4D6 ogres searching for relics on the periphery
6              A gibbering Mouther prowls about (25% chance of 1D4 of them)
7              A party of forlarren prowl the ruins looking for relics to sell (2D4)
8-10       A Chaos Gate manifestation; the region is suddenly warped and twisted as the adventurer’s presence in the ruins creates a tether to the Abyss; an Arcana check DC 22 to escape being transported to the Abyss; 50% chance of demons being dragged from the Abyss in to the ruins as well (20+2D10 levels’ worth of demons)
11           1D8 Shadows inhabiting a crumbling building (10% chance of a greater shadow as well)
12           A sudden surge of ancient chaos energy; 2D10 skeletons and 2D10 zombies arise and attack
13           A lone spectre called Nabasath wanders the ruins seeking company, though he is quite mad and likely to turn on his listeners or flee
14           2D6 wraiths rise up to destroy the “invaders”
15           3D6 dretches materialize from the Abyss, possibly led by 1D4 quasits (25% chance)
16           Krenshar hunting pack (2D6) (MM2)
17           A succubus appears and takes an interest in the group
18           A tether to the Abyss pulls in a very powerful demon, which mistakes the adventurers for summoners initially, giving them a moment to negotiate or flee before it realizes where it is
19           A gray ooze slithers through the ruins
20           1D4 Gibbering Mouthers prowls about
Note:  demons and pulled through Tethers to the Abyss will return to the Abyss in 1D6 minutes.


Salin
   This modest town rests at the crossroads by which most travel passes through; the south passage leads two miles to a rocky vale where Krovar Keep is located. Baron Darton Krovar dwells there, in isolation, barely paying attention to his own lands. Locals insist he is mad, or that the family is cursed.
   Because of the lack of protection in the barony, Salin is a haven for bandits and criminals, as well as humanoids who seek trade but fear the hostility of the larger towns. The townsfolk have long since grown accustomed to the lawless folk who pass through, and do little more than try to make a profit on it. The town is mostly taverns and brothels, with the outlying farmers providing most of the food and goods the town consumes. The local sheriff is a corrupt man named Raskadan.

Dagger Falls
   This small community is protected by Baron Sadrik from his castle, which is built along the heights of the plateau from which the falls originate. The region is lush with vineyards and farmland, and unusually peaceful year round. With fewer than five thousand people in the region, it does surprisingly well for itself, and is a rare location where the merchants and nobility prosper, and the common folk ultimately benefit. Dagger Falls is famous for its wines. The largest group of buildings in the area is a small riverport called Silverton where goods are shipped by way of Lake Arion. Northeast in the region is Tilerton, a halfling township where the Syleni celebrate the annual festivals of Bacchanalia.

Gontallo Keep
   This military outpost protects travelers in the Black Hills by the vile orcs of Chernug Kavernash. The keep is manned by commander Alan Dann Toramash, a former knight of the crown who apparently angered the wrong people and was sent to station this keep. He manages it as best he can, with the aid of the half-elvish ranger Esedria Keldorn, one of the Wardens out of  Andin Keep who has made the region her home for some years now.
   Of note here is a local tavern built half out over a ravine in the hills called The Hanging Inn and Eats. It is presently run by a porcine man named Loust, who is a cheapskate and refuses to shore up the place, despite the fact that everyone is sure the inn will collapse in to the ravine one day. The inn was actually founded on much older, mysterious ruins and in its basement can be found the entrance to a network of catacombs. Loust often tells adventurers of it and sees if they will pay him coin to investigate the catacombs. Although nothing has ever emerged from them, Loust will admit he has one more than one occasion smelled something foul from the catacombs. Unknown to him, deep below the region is a large city of morlocks called Gahadar’San, currently at war with the Kagistron ashtarth.

The Black Hills
   These hills are a dangerous spot, and rife with monstrous humanoids, especially the ogre and orc mixed clan of Chernug Kavernash. Deep below the hills are two major demihuman presences, in the form of morlocks out of Gahandar’San and the dissident dark elf tribe of Kagistron, which inhabits a subterranean Prehunate City they call Scarzys.
   The Black Hills is a major thorn in the side of overland trade and commerce, and when the monster tribes aren’t warring with the forces out of Gontallo Keep they are busy plotting ways to sack and pillage Pheralin in the south. The orcish warlord Sorin Blackblood has had his eye on taking the provincial capital of Livias for his own for several years now, and is trying to secure enough allies to do it.

Town of Black Hills
   Located along Lake Arion and the trade route, this town is named after the rough hills to the east. It’s a mining town, and hearty prospectors (well armed) work from this location to find the famously valuable veins of mithril in the Black Hills. More than half the town is dwarven. Beside the dwarves is a large local community of Halfling fishermen. The town is ruled by a dwarven baron named Jarindar Vellsoth, a rare case of a demihuman receiving an honorific and position of authority in Octzel.

Fell Durond
   This ancient citadel of evil juts out from the forest around it like a black dagger striking the sky. Fell Durond is protected by a vast army of orcs who have been amassing here year by year, and from it emerge dark riders called the Durghas, said to be vile knights who have sworn fealty to the gods of chaos. The enigmatic ruler of this citadel is unknown, but rumors abound that it might be a cambion by the name of Zaelanthar, who professes to be a demigod born from the union of his mother with the dark god Slithotep.
   Most recently it is believed that agents of the Dark Pharaoh of Galon have ridden to Fell Durond to seek out an alliance with the citadel. The truth of this is uncertain, and the wardens who encountered the messengers were later found slain, and subsequently rose as wights.

Pheralin
   The provincial capital of the southern province of Livias, Pheralin is a large walled city along the banks of river Arion. Pheralin is ruled by Dutchess Kara Gonn Deramastas, and indeed it has been a tradition for centuries that the city be ruled by a woman, such that the women in rule always take a husband of lower station. Kara has not yet met her duke, but she is young (only 20) and there are many suitors. Kara is known for her masculine (manatyr) nature and rides to battle at the head of Pheralin’s army, which is actuall quite large, and the single most impressive garrison in the region. The reasons for this are two-fold: first, Pheralin is the most important city in the southern province, and the most powerful city in all of southern Octzel, second only to the Capitol itself. Second, Pheralin has several direct threats to its stability and power in the region. The orcish warlord warlord Sorin Blackblood has had his eyes on sieging the city for years now, and his father tried, twice, though he failed (in fact Sorin’s father was captured, and has been a prisoner for fifteen years now in the Iron Tower prison of the city). Other major threats include Fell Durond, as well as the orcs of Aragast, who regularly raid caravans traveling along the Great Old Road, which Pheralin’s forces protect.
   Beside the local threats, the city has in the past been attacked by barbarian hordes from the Cimeran tribes, and it is also responsible for managing the defense of the entire region, as there are few other strong military forces in Octzel’s southlands at this time.

Daggerlan
   This northern town is protected by the beautiful and ancient Dragonspine Keep, which is said to be nearly a thousand years old and was the first of the ancient keeps built in the early days of Octzellan colonization in the region. Baron Aramir rules from the keep, and finds little to trouble him in the region. Daggerlan is known for the famous Silverhorn tavern and inn.

Illiada
   This modest town is known for its large temple to the agricultural god Seth, as well as having no regional baron. Instead, the Gostlin clan of lesser nobles (elas) provides some leadership and Tarn Gostlin is the head of the local militia, about fifty strong, who protect travelers in the region as well as the occasional miner who braves the Dragonspine Mountains’ more notoriously monster-infested western expanse.

Kyros
   This central city is located in the heart of the Halale Woods, a modest forested region in central Octzel which is all that is left of the once vast and untamed wilderness of old. Kyros is dominated by the Elves of Halale, a group of sylvan clans who settled in the region around the same time the men of Octzel claimed it some ten centuries ago, and they have dwelt in this region ever since.
   Kyros is a beautiful natural enclave of elvish living, with marbled stonework intermixing in a seamless and natural fashion with the woods around it, making the city’s beginnings and ends difficult for visitors. There is a modest but distinct section of the city designed to accommodate human visitors, as well as a district dominated by Halflings.
   The city itself is ruled by a council of druids, the hierophant of which is an elf named Tharidus. Rumor has it the druids are nurturing a Sacred seed of the World Tree, to restore the greatness of the woods to something akin to what it once was, long ago. Though it is believed that the tree is near Kyros, no elf has ever actually laid eyes on it.
   Kyros, though ruled by elves, is still considered an Octzellan city, and they have appointed a “duke” to use the human parliance by name of Sernin Ezrythor to serve as the commander of the city’s defenses as well as the diplomatic liaison to the Octzellan king (Octozoron Tazell-Dancaros II). It is said that Ezrythor ventured on various travels and journeys with the king many years ago, when the king was young and still a prince of the land.
   Kyros’s main threat these days is the many vile entities that would desperately love to bring it down and destroy the young Sacred Tree that they nurture in the deep heart of the wood. Though no looming sense of threat has yet manifested, it is known that on occasion agents out of Fell Durond or Aragast have been found scouting the region for new intelligence.
   Visitors to the city are generally asked to remain in the open region intended for non elves. There, a famous inn known as the World Tree Inn, which is a mixture of wood grown naturally around a stone tower, serves as a major spot for sight-seers to stop and enjoy a few days’ stay. The region is noted for the fine craftsmanship of the local elves both with wood and stone, as well as the elvish wines brewed in their own local vineyards.

The Old Monastery of Abenay
   Located on top of the Dagger Falls Plateau, this ancient monastery is managed by a mysterious and reclusive order of monks who shun all outside contact. Stories say that they seek to observe and contain an ancient evil beneath the grounds of the low hill on which the monastery rests, and some local history books suggest that vile sacrifices and burials once were conducted in the region. Whether there is any truth to this, or whether the monks know of it is unknown.

The Redleaf Forest and the Great Plateau
   Nestled atop the Dagger Falls Plateau and descending down along the Lakelands, this is a mysterious, enchanted forest that some believe to be very close to the mysteries of the Weirding. At the heart of the forest atop the Plateau is the mysterious Daradense Lake, which seems to have an endless supply of water, and which many say has unplumbed depths that may, according to some tales, stretch all the way to the far side of the world. No matter the reason, the lake feeds both the Lakelands to the north and Lake Arion to the south, creating the spectacular Dagger Falls as it does.
   The northern Lakelands is dominated by Lake Absalom, which itself is subject to many old folktales and legends, including one that says that the bottom of the lake holds a vast, ancient citadel built by inhuman sorcerers long ago.
   There are several small, unnamed villages that are nestled along the lakes in this region. The people here speak a unique dialect that is unrelated to any other language of the Middle Kingdoms, called locally “Daradenish.” They refuse to teach it to outsiders. They are a strange, supersititous lot and largely xenophobic as well, refusing even to trade with the people of Rithias at the western end of the lake. On certain sacred days of the year, in the dark of night it is said that the people of the lake towns can be seen heading in darkness to the top of the plateau, to the Abenay Monastery, where they often spend days engaged in mysterious rituals.
   Aside from the dour lakemen, the Redleaf Forest region has a small but distinct tribe of sylvan elves known as the Kythians. This tribe of kythians are deeply in tune with the Weirding and can plane shift to it as they see fit. They are ruled by their mysterious princess, the elvish sorceress Sirielle, and it is said that they know more of the mysteries of this region than anyone.
   In truth, the region is the heart of an ancient mystery and an eons-old secret. The place holds deep, ancient power, for beneath the Great Plateau slumbers the body of the Kraken. The Kraken is one of the twelve imprisoned Skaeddrath, the original Titans of Chaos sent to destroy all existence, but tricked instead into a slumbering entrapment at the dawn of creation. It is said that between this plateau and the domain of Old Chegga there is a vast and ancient network of immense caverns, and the Kraken slowly migrates back and forth through these caverns, walking in its eternal sleep, slowly widening the passages and creating new ones as it goes. According to the unwritten lore lost so long ago, the plateau is the center of the Primal Device which keeps the Kraken imprisoned in sleep.
   Because of the ancient power lurking below, some three thousand years ago a dissident sect of the ancient Kadantanian Empire in Amech that was cast out for heresies too unimaginable even for their decadent culture migrated here, and settled down for a time, creating a vast and ancient city. They were said to have been planar mages and dream lords, who sought to attain divinity through the dreams of the Kraken. Whether they succeeded or not is a mystery; all that is known is that the last remnants of their forgotten cities in the region are located beneath Lake Absalom, and that the lakemen of the region may in fact be their descendant.
   Adventurers in this region may encounter a variety of strange monsters as well. Because of the unusual concentration of dreaming chaos in the region, strange things will periodically manifest in to existence, as is common when the dreams of Skaeddrath are involved. Ferocious saurian beasts, ancient entities long extinct and terrible monsters from beyond the stars have been known to appear in the region, sometimes briefly and other times permanently, to do terrible harm to those in the region. It is for this reason that the locals have taken to offering dire sacrifices to the chaos titan below, and that the monks of Abenay take it as their solemn duty to insure that it does not awaken.

The Cavern of Time
   Along the western ledge of the plateau is an ancient cave, inside of which is a hidden temple to the lord of time, Huuarl, protected by his favored Seraph, called Aeon. The Cavern of Time is hidden away from most of the local denizens, and a secretive priesthood of thaumaturges spend their time carefully observing the monastery. Though the sacrifices are despised, it is seen as a necessary task to insure the Kraken slumbers deeply, and does not disturb reality with its mental probings. In an alternate timeline, the Kraken began to sense the fringes of human consciousness, and reached out to manipulate willing minds to write a terrifying book, a tome which would by its very nature upon completion begin a series of prophetic events that would lead to the Kraken’s freedom. The chronomantic templars of Huuarl, with the angelic Aeon, now spend their days guarding against the possibility of such from happening, for they know that the agents of their god have prevented the end of the world in the far future on many occasions, this being but one.

Rithias
   This township and modest but run down keep is ruled by baron Armenghast, a man known for his corruption and cruelty. The locals fear him, but they put up with his villainy because he keeps them safe from bandits, orcs, and the strange lakemen to the east.
   Rithias in this period is of little note, and is mostly just a waypoint for caravans making the trek across the kingdom on their way to the coastal port of Crommer. It’s only trade product locally is berries, lumber, and pickled bass from the Lake Absalom, though most say the fish is an acquired taste, and that most fish of the lake seem to have a strange taint to them.

Us’Haggen and Castle Miggian
   Though most of the orcish tribes are concentrated in Mitra’s Forest, Us’Haggen of the Virillian Mountains is an exception. The Us’Haggen orcs dominate this region, and are kept at bay only by the forces of Castle Miggian. Indeed, Castle Miggian is one of the oldest castles in the region, built nine centuries ago during the great Octzellan expansion. Its current commander is Lord Dramos Galinthor, a knight of the crown who has spent better than twenty years now killing orcs. It is is his dedication that insures the monsters nestled within the warrens of the Virillian Mountains spend more time fighting his troops and less time raiding the coastal towns and cities.
   Us’haggen is currently without direct rule, its warlord Krusk having been killed in battle recently by Galinthor himself. There is a power struggle afoot as six tribal chieftains seek to gain control over one another. In the midst of this, they are facing a new problem as many denizens of the lower dark have begun to infest the upper caverns of the mountains, and those few that can speak have been interrogated and suggest that some sort of new aberration has migrated in to the region that is slaughtering everything in its way. This, needless to say, has the local orcs worried.


Unusual Encounters while Traveling in Octzel

Vargouille Infestation
   A small village in the remote wilderness or off the beaten path has succumbed to an infestation of vargouilles. The terrible creatures are multiplying as they convert the living into their own terrible kind; the source of the vargouilles is a local witch, a green hag named Yizarda who was wronged by the village when hunters stumbled across her demented ogrekin son and slew him.

Mysterious Temple
   A mysterious pyramidical temple rises up in the remote wilderness, seemingly unattended. It is overgrown with vines and moss, and clearly no one has used it for many ages. Unexpectedly a horde of savage lizardmen charge forth, led by serpent men priests, and attack those who seek to investigate the temple! The temple is in fact an ancient structure which surfaces once every  century, and it contains a guardian chaos beast that protects the temple from within, where the Golden Diadem of Zareska, the serpent queen and favored wife of Set.
   The temple will remain for forty eight hours, after which the Constellation of Set is no longer ascendant, and the temple will shudder as an earthquake rumbles through the earth and swallows the temple whole for another century.

The Fallen Star
   During the night, a massive meteor streaks overhead and plunges to the earth. The PCs can hear the crush of wood as trees are felled, and feel the rumble in the earth as the object strikes. A brilliant flash of light suggests a grand explosion. Investigation reveals a bizarre sight: a vast ship, shaped not unlike a great dragonfly, being picked apart by a great destrachan. The rubble of the ship has a handful of survivors, elves with dusky grey-blue skin, fighting for their lives.
   Summing the PCs intervene, they will discover that these are Naelythian elves, or arcane elves as they are called in translation. The elves hail from arcane space, which they say can be reached by ships powered using arcane differential engines called Ether Engines, and that theirs is completely wrecked. They explain that there is a war afoot in the spaces beyond, and that an army belonging to the Shadow Empire is engaged in a full war to drive the elvish armada from Arcane Space in this region. The leader is Commander Aelys Sorvante, a knight-agent of the Stellar Throne, and he was delivering an important message to the armada command about the movement of the Shadow Empire’s forces that could well save his fleet from destruction. He needs to get back to his place in the stars, but doesn’t know where to begin.
   The wreck will subsequently be visited by a second ship: a smaller skiff full of dark slayers, dark stalkers and dark creepers attacks, seeking to overwhelm the elves and PCs. The dark kin are actually the agents of the so-called Shadow Empire, which spawned on a distant world where their kind came to dominate, and found the cold depths of arcane space to be to their satisfaction. Their dreaded overlords are an unknown entity, said to be terrifying masters of darkness, that seek to engulf all of known space in shadow.
   Aelys will ask the PCs for help; he will remove the core of the ship, and then ask that he be taken to a major city, where he can consult with mages who can aid him creating a message that can be sent on the etheric winds to his fleet.



All text copyright 2011 by Nicholas Torbin Bergquist, all rights reserved