Wednesday, January 30, 2019

Primeval Thule Campaign - Jan 2019 start 15/6/2213 AR, Dec 2021 start 12/1/2222 AR



It is a land of deep jungles and golden seas, mysterious and unexplored.
It is a land of knife-edged mountains and deadly glaciers, trackless and forbidding. It is an age when humankind is a young race, newly arisen on an ancient and monster-haunted Earth. Mighty cities and sprawling empires rise and fall, weaving a tale of great deeds and epic tragedies that will be lost and forgotten by the peoples who come later. Even the land itself is fated to fall beneath the numbing cloak of endless winter, burying the triumphs and defeats of this vanished age beneath miles of ice. But for this glittering moment in the slow dream of time, Thule lives!

D&D Beyond Campaign Link
Roll20 Campaign Link

Tyarna Vorzin, Royal Seer, 2222 AR





A QUICK OVERVIEW OF THULE’S TOPOGRAPHY
Thule is a vast, mountainous island-continent that stretches more than fifteen hundred miles end to end. Nearby lie the great islands of Hellumar and Nimoth, with stranger lands yet beyond their shores. All three lie in the northerly reaches of the Atlantean Ocean, but in this age, they are warm and verdant. The ice is only just beginning its relentless advance.
The dominant feature of Thule is the rampart of mountains ringing its coasts. The Shields of Sunset guard the high plains of Nar in the west.
To the south, the mighty Starcrowns reach elevations of more than 10,000 feet and shelter a maze of fjords and inlets known as the Claws of Imystrahl. In the east, the volcanic Zinandar Mountains smolder and fume. In northern Thule, the highlands and peaks are covered by the great glacier known as Kang, the Pale Death. This ring of mountains forms a gigantic basin or lowland in the center of Thule. A great lake known as the Kalayan Sea lies here, surrounded by deep jungles and trackless wilderness.
As one might expect from a land of such extremes, each region of Thule has its own rugged beauty. The Claws of Imystrahl are majestic fjordlands, home to Thule’s oldest cities—seaports with their faces turned toward the Atlantean Ocean. The mighty Starcrowns virtually wall off these steep islets and peninsulas from the rest of Thule. The Nar Highlands in western Thule are wide, rolling plains and hills where fierce nomads roam. Kalayan the Golden is the region around the inland sea, home to the jungles of Dhar Mesh, the swamps of Phoor, and the richest and most powerful cities of the continent, great powers such as Quodeth and Lomar.
The northern coasts are known as the Thousand Teeth, after the countless rocky islets and spires that dot the Sea of Mists. These are barbarian lands with few cities. Finally, Thule’s northeastern reaches are known as the Lands of the Long Shadow. Vast tundra plains and barren, windswept hills mark the creeping onset of everlasting winter, with the grim expanse of the glaciers looming on the northern horizon. Here the secret of Thule’s wonders and majesty is made plain: This is a doomed land, and its beauty will not last.


Quodeth Region at 10 miles/hex




A 5e Dungeons & Dragons Open game in the swords & sorcery Primeval Thule setting - http://www.sasquatchgamestudio.com/products/primeval-thule/

Introductory pdf free at: https://www.drivethrurpg.com/product/129630/Primeval-Thule-Travelers-Guide

Recent History
1451 AR Atlantean legions conquer Quodeth, adding the city to their empire.
1511 AR Dwarven schism leads to civil war and the ruin of Kal-Zinan. The victorious clans vow to rebuild, and the losing clans are exiled.
1673 AR Atlantean general Nemruth leads a leet across the Inner Sea to attack Ikath. He defeats the undead armies of Ghedrar the Necromancer and withdraws after installing a puppet king. Ghedrar’s body is never found.
1744 AR The Yellow Priests assume power in Orech after a plague of madness ravages the city.
1817 AR War breaks out between Atlantis and Lemuria. Most of the fighting takes place in northern Africa.
1906 AR Atlantis is destroyed and sinks beneath the waves.
1980 AR Invaders from across the sea, a lost tribe of Lemuria, found the city of Lomar.
2000 AR Glaciation renders much of the Kingdom of Nimoth uninhabitable. Beginning of the Nimothan migrations.
2011 AR Kal Keor the Terrible becomes chief of the Jandar tribes, and crushes Thran.
2016 AR The Jandar horde defeats Droum. Kal Keor names himself King of Droum.
2022 AR The Jandar hordes attack Quodeth and are repelled, at the cost of Queen Nadersha Paland.
2035 AR Kal Keor is assassinated by sorcery; the Jandar hordes disperse, and Kal Keor’s empire crumbles.
2040 AR Bayod Naz, the Black Wizard, reveals the existence of the Black Circle and seizes power in Thran.
2087 AR Lomar defeats the city of Hurhun in a sudden war. Hurhun is sacked, its people scattered, its walls pulled down, and its fields salted.
2096 AR The glacier Kang overruns the small realm of Lendosk in a single winter.
2104 AR Beothoe, capital city of Nimoth, is engulfed by glaciers.
2112 AR Wandering tribes driven from Nimoth found the city of Nim on Thule’s northern coast.
2155 AR Legions of Lomar defeat Droum’s army. Droum sues for peace and is forced to pay a ruinous tribute.
2168 AR Princess Jara Boh is exiled from Lomar. She founds the city of Rime in an abandoned stronghold of Lendosk.
2176 AR The Black Milk is introduced in Imystrahl.
2183 AR Cult of Great Cthulhu spreads widely and grows dangerously inluential as star alignments bring a season of dark dreams and whispers of doom.
2194 AR Birth of Princess Deyane Verix Hazeda, in Quodeth.
2209 AR Deyane Hazeda becomes Quodeth’s queen at age 15. Grand Vizier Ibland Posk rules as the power behind the throne.
2213-15 AR First Thule Campaign. Death of Ibland Posk. Zerda Savaschu marries Queen Deyane Hazeda.
2222-3 AR The Red Prophet Rises Campaign
______________________________________________

New Character Generation 
Use one of:
1. Use Attribute Array 17-15-14-13-12-10 and arrange as desired.
2. PCs roll best 3 of 5d6; in order STR DEX CON INT WIS CHA. Then replace any one attribute with a '15', and apply racial modifiers.
Sources: The PHB, XGTE, the PT Campaign Guide, and the PT Player's Guide may be used for materials. No Tasha's, no other sources without prior consultation.
Multiclassing (1 spellcasting class) & Feats allowed.
Races: Human (inc Variant & Atlantean), Elf (High), Dwarf (Thulean), Halfling, Lizardfolk, Goliath (half giant). 

Highest PC Level - New PC Start Level - New PC Starting Wealth

2     - 2 (300 XP) - +15gp

3-4  - 3 (900 XP)  - +45gp

5-6 -  4 (2700 XP) - +135gp

7-8   -  5 (6500 XP) - +325gp

9-10 - 6 (14000 XP) - +700gp

11-12 - 7 (23000 XP) - +1,150gp

13-14 - 8 (34000 XP) - +1,700gp

15-16 - 9 (48000 XP) - +2,400gp

17-18 - 10 (64000 XP) - +3,200gp

19-20 - 11 (85000 XP) - +4,250gp

New PC Level: Magic Gear Limit & cost
2-4                       -

5-6                      Common    (100gp, consumable 50gp)            
7-16                    Uncommon (1,000gp, consumable 250gp)

17-20                  Rare (4,000gp, consumable 1,000gp)

Players may have multiple PCs, but may only play one PC during any one live session. PCs receive standard PHB starting gear by class, plus additional gp by level as above.

Typical XP Awards, per PC. Tier 1, 2, 3, 4
Minor:       100/200/300/500 - overcome a minor challenge
Typical:    200/400/600/1000 - typical achievement award, minor quest completion
Major:       500/1000/1500/2500 - substantial quest completion
Mighty:   1000/2000/3000/5000 - major quest completion

Primeval Thule Campaign House Rules

Classes

Rogues may Sneak Attack with any light melee weapon.

Rests
Long Rest takes 1 Week.
Maximum 3 Short Rests per day.

Combat

The following incur opportunity attacks if done within enemy reach:
Shooting a bow, except a crossbow
Reloading a bow, gun or similar weapon
Standing from prone
Picking up an object (such as a dropped weapon) from the floor and standing back up

The following use up half a character's movement:
Standing from prone (as per RAW)
Picking up an object from the floor and standing back up
Mounting or dismounting a mount (as per RAW)

Grappled Casting: A character who attempts to cast a spell (except a cantrip) while Grappled must make a CON save at DC 10 or else lose the spell. If Restrained or Grappled & Prone, the save is with Disadvantage.

Caps
Maximum AC is 30.
Skill DCs are not capped, but DCs rarely exceed 30 (Nearly Impossible).

Beyond 20
Above 20th level for every additional 50,000 XP a PC may swap out one character element, as if gaining a level. 
Level 20 PCs may occasionally receive Epic Boons. An Epic Boon +2 attribute increase may raise an attribute to 22, or to its current cap if higher. No more than two attributes may benefit from this raised cap.

Gear
Table 2–3: New Armor
Armor Cost Armor Class Strength Stealth Weight
Light Armor
Leather Cuirass 100gp 13 + Dex modifier (max 2) — — 15 lbs.
Medium Armor
Mail Cuirass 200gp-600gp 15 + Dex modifier (max 2) Str 13 Penalty 40 lbs.
Bronze Cuirass 600gp-900gp 16 + Dex modifier (max 2) Str 13 Penalty 50 lbs.
Heavy Armor Scale Coat 40gp-60gp 15 Str 13 Penalty 35 lbs.

Armour by City
Quodeth has little capacity at iron-smithing. The typical armour is the boiled -leather-&-bronze Scale Cuirass (AC 14, medium, 40gp) or Scale Coat (AC 15, Heavy, 50gp). Quodeth also manufactures the expensive Bronze Cuirass (AC 16, Medium, 900gp).
Katagia retains enough knowledge of Atlantean ironworking to manufacture Mail Cuirass (AC 15, Medium) and Mail Suit (AC 16, Heavy). When exported they both typically retail for 600gp.
Imystrahl has not manufactured armour or weapons for centuries, but retains large stocks of magically treated silver mail cuirass (AC 15, medium) and silver plate cuirass (AC 16, medium - as bronze cuirass). Silver mail Cuirass includes 200gp value of silver, silver plate cuirass includes 250gp value of silver. When exported, which is rare, they typically retail for 600gp and 900gp respectively, possibly more to a collector.

Magic items for sale in Quodeth ca 2214 AR

Table 2–4: New Weapons
Weapon Cost Damage Weight Properties
Martial Melee Weapons 
Khopesh 20 gp 2d4 slashing 5 lbs. Heavy, special
Mace-axe 15 gp 1d8 slashing 7 lbs. Heavy, versatile (1d10), special
Warspear 8 gp 1d8 piercing 4 lbs. Heavy, thrown (range 20/60)
Martial Ranged Weapon 
Chakram 20 gp 1d6 slashing 2 lbs. Thrown (range 30/120); finesse

Healing Services
1 hour with a Healer (Proficiency: Medicine) who makes a DC 15 INT (Medicine) check restores 5 hit points and removes 1 disability. A check uses up an entire Healer's Kit (otherwise 10 uses, 5gp). Using a healer's kit on yourself incurs Disadvantage on the check. A proficient healer treating another who is at 1 hp or higher may use their passive Medicine score for the check.
Characters may benefit from at most 8 hours of treatment (8x5=40 hp) per day, using 8 kits (40gp).

CRAFTING MAGIC ITEMS
This normally requires a Formula or Sample - Herbalists start with the Formula for healing potions. A Formula typically has a Rarity & research level requirement 1 step higher than the item itself. Some formulae such as for simple magic weapons & armour, or spell scrolls, are widely known to those able to create the item. Consumable items take half as long and cost half as much. All items require rare and valuable ingredients.
For commissioned items, the commissioned price is typically double the creation cost, sometimes more.
Level 11+ casters require a Power Focus such as Wizard's Tower or Druid Grove to craft Very Rare items.
Level 17+ casters require a a Power Focus to craft Legendary Items.

Item Rarity Minimum Level Minimum Cost to Create/Sale Price / Days to Craft (Consumable/Permanent item)
Healing Potion 1st                             25gp/50gp                    2 (10 with kit only), 1 at 11th
Common   3rd                                   50gp/100gp/200gp        2/4; 1/2 at 11th, 1/1 at 17th
Uncommon 5th                                 200gp/400gp/1,000gp   10/20; 5/10 at 11th, 3/5 at 17th; 2/3 at E20th
Rare           8th                                1,000gp/2,000gp/5,000gp  20/40; 10/20 at 11th; 5/10 at 17th; 3/5 at E20th
Very Rare  11th                           5,000gp/10,000gp/25,000gp   40/80; 20/40 at 17th, 10/20 at E20th
Legendary 17th                         25,000gp/50,000gp/125,000gp  200/400; 100/200 at E20th

THULE SPELL CHANGES
Animate Objects - animated objects cannot fly. Only objects with legs or wheels (or spherical) are able to move and attack.
Conjure Woodland Beings - only useable in forests; typically summons forth a local Dryad or two (CR 1), or possibly a Nereid (CR2) if cast by a a forest pool. There are no Pixies in Thule! If there are no fey available, the spell fails.
Contagion - as per 5e Errata.
Force Cage: victims adjacent to the Cage wall when it forms are allowed to use their Reaction to make a DEX save to get out, moving 5' to just outside cage. Caster can still auto-trap people within the 20x20 version, but not quite as many.
Raise Dead - creates a Zombie under the caster's control. No limit to the number controlled.
Resurrection - creates a Juju Zombie, Dread Warrior or Wight under the caster's control.  No limit to the number controlled.
Shield - maximum AC granted is 20.
Simulacrum - the created snow Simulacrum is CR 0 with all stats at 10, 10 hp and no spellcasting ability.
True Resurrection - requires body or mortal remains. Creates a free-willed Revenant not under caster's control.

Falling Damage
For firm, level ground such as a stone floor. Damage for soft ground such as a typical grass field is typically halved (1/2), or quartered (1/4) for muddy ground, or for falling through light tree branches. A very extreme case, such as falling into a deep snow drift, can reduce damage to 1/100 listed.
Tiny: 1/2 damage or less. Large: x2 damage. Huge: x3 damage. Gargantuan: x4 damage.

Distance Damage
10'      1d6   (3)
20'      3d6  (10)
30'      6d6  (20)
40'      10d6  (35)
50'      50 damage
60'      60 damage
70'      70 damage
80'      80 damage
90'      90 damage
100'   100 damage
+10'     +10 damage
1500'+    1500 damage (terminal velocity)

__________________________________________________________________________

Narratives at a Glance
Narrative Best for . . . Description - Proficiencies
Atlantean Noble Fighter, wizard Hero from an aristocratic family - History, Persuasion
Bearer of the Black Book Sorcerer, warlock, wizard Master of a legendary artifact - Arcana, History
Beastfriend Barbarian, druid, ranger Hero with an animal companion - Animal Handling, Survival
Dhari Hunter Barbarian, ranger, rogue Savage-born hunter, tracker, guide - Stealth, Survival
Free Blade Fighter, rogue Freebooter or mercenary - Intimidation + one other
Golden Sea Corsair Barbarian, rogue Bold pirate - Acrobatics, Athletics
Guardian of the Nine Cleric, druid Enemy of the Great Old Ones - Arcana, Investigation
Ice Reaver Barbarian, Fighter Berserk warrior from the icy north - Intimidation, Athletics OR Animal Handling 
Initiate of Mysteries Cleric Member of priestly order - Religion + 1 cult-specific skill
Jungle Trader Bard, rogue Resourceful explorer and caravan leader - Persuasion, Sleight of Hand AND Survival
Katagian Pit Fighter Fighter Arena fighter or gladiator - Intimidation, Performance
Myrmidon Fighter, ranger Elite soldier - Animal Handling, Medicine
Occult Scientist Wizard Scholar combining studies of magic and weird science - Arcana, Investigation
Panjandrum Cleric, rogue Judge, agent, or oficial - Investigation, Persuasion
Quodethi Thief Ranger, rogue Member of a powerful thieves’ guild - Acrobatics, Deception
Sacred Slayer Cleric, rogue Holy assassin - Religion, Stealth
Soothsayer Cleric, wizard Seer and adviser - Insight, Religion
Star-Lore Adept Warlock, wizard Dabbler in forbidden lore - Arcana, Religion
Tribal Outcast Barbarian, druid, ranger Wanderer who can’t go home - Nature, Survival
Escaped Slave (Player's Guide) - TWO of Athletics, Sleight of Hand, Stealth, or Deception.
Time-Lost Wanderer (Player's Guide) - Medicine, Investigation

Patrons and Enemies: Choose one entity to be a patron, and one to be an enemy. Your GM will provide opportunities for your character’s relationships with the great powers of Thule to come up in play.

THE BEAST CHIEFTAIN The history of Thule has been the story of barbarian tribes struggling to master the wilderness, and slowly clawing their way toward civilization. Once humans were little more than beasts themselves, but as people learned to master nature, they rose above the level of beasts and became the lords of the Earth. he beastmen—a cruder and more savage breed of humankind—are being left behind, and they hate what more advanced humans represent. The beastman Ghom, khur-za-khur of Ur-Ghom, dreams of unleashing an orgy of violence and unthinking rage on all of humankind. Yet Ghom is only the personiication of a savage, sullen spirit that lurks in the shadows of hule’s jungles, hating humans and all their works. Few humans willingly serve this ierce spirit, but a few—particularly those warriors who give themselves over completely to animal rage  brutality—become its unwitting agents.

THE BLACK CIRCLE The demon-haunted city of Thran is home to the most powerful group of mages in Thule: he society known as the Black Circle. These proud, cruel wizards are bent on nothing less than world domination, and constantly seek ancient artifacts, forgotten spells, and unwholesome allies to bring their dark dreams to fruition. Until they ind the tome or ritual that will give them what they seek, they carefully husband their power, staying in the shadows and working through intrigue and manipulation. Spies of the Black Circle operate in most of Thule’s major cities, and the wizards are not above conjuring demons and other monsters to destroy those who get in their way. 
Prominent Black Circle wizards include Sang Var (who in 2214 brought them into tentative alliance with the Guardians of the Nine against the Great Doom), Xgg (PC), Yiliina Syrth of the Chimerae Tower, High Master Nefron Vir. 

Leira, Katagian Beast Friend Ranger

THE EMPEROR OF KATAGIA he rulers of Katagia, the Last Bastion of Atlantis, have long tried to re-create the lost empire by gathering Atlantean knowledge, magic, and technology within their city. he Emperor of Katagia sees hule as a land in danger of being lost to darkness,
barbarism, and superstition. To save it, he will impose civilization in the high tradition of Atlantis, even if he must do so at the point of a sword. he Emperor can easily inance expeditions, make Katagia’s store of magic and technology available to heroes engaged in his work, or assign soldiers or agents to promote causes he supports—or attack those working against his purposes.

THE GREAT SERPENT The cult of Set is older than humankind. Long before the first human nomads found their way to Thule’s shores, the serpentmen of Neskk honored the Great Serpent with horrible rites and obscene sacriices on steaming jungle altars. Even though the empires of the serpentmen are gone, this vile cult persists. Every city is home to worshipers of Set; some practice their dark faith openly in grand temples, while others carry out their rituals in secret. hese worshipers form a vast network of spies, assassins, and zealots who obey any order the cult’s high priests give in the name of the Lord of Night.

KANG, THE WHITE DEATH A malicious spirit of hate and destruction lurks in the great glaciers of hule. Kang, the White Death, is the mightiest of them all, and it is a vast and implacable menace to all civilization. As one might expect, the ice-spirit wants to bring endless winter and death to all within its reach, crushing all the Earth in its gelid grasp. But Kang also stands for doom—the ending of the age—and the necessary destruction that must come before this chapter of history closes and a new one begins. Its weapons are ill fortune and ironic doom, and its agents are (sometimes unwitting) nemeses of the proud and mighty.

Orethya, the Silver Sword, Last Hero of Imystrahl

LAST HERO OF THE ELVES Long ago, the elven empires defeated the prehuman monstrosities that dominated the primeval continent and helped to civilize the barbaric human tribes that shared Thule with them. Now the great elven cities are in ruins, and the great warrior-heroes of elvenkind are no more . . . except, perhaps, Orethya, the Silver Sword of Imystrahl, sometimes known as the Last Hero of the Elves. Orethya has led a dozen desperate quests across the centuries, challenging the ancient enemies of elvenkind or safeguarding dangerous legacies left behind by her people. Some believe that she is deliberately erasing the history of her people, ensuring that future civilizations will not be inluenced by the arcane lore and haughty pride of their predecessors.

LIGHT OF MITHRA Mithra’s temples are among the most inluential in hule. Mithran priests stand at the side of many monarchs, staunch defenders of royal power and privilege. Many are corrupt and venal, but behind the vast wealth and venal interests of Mithra’s temples lies an ancient power of truth and good. Mithra checks the ambitions of evil gods who would drag hule’s civilizations into an age of darkness and despair, and he stands as an important protector of the human world against the Great Old Ones and their terrible servants. Mithra does not always work through his priests, but every now and then a brave barbarian or plucky rogue confronting elder evils has found the Light to be on his side without ever knowing that he was serving as Mithra’s champion.

NYARLATHOTEP For the most part, the Great Old Ones take little interest in the afairs of mere humans. Some sages believe they aren’t even aware of their own cults, and are utterly indiferent to the fates of their most ardent supporters. Nyarlathotep, the Crawling Chaos, is the exception. his fearsome being is sometimes referred to as the soul or the voice of the Great Old Ones, the only one of their number that seems interested in humans—for good or for ill. In his guise as the “Dark Pharaoh,” Nyarlathotep spreads chaos, madness, and despair, bringing moral decay and destruction to human realms. But to those who serve him, the Dark Pharaoh bestows gifts of unholy power and knowledge.

QUEEN OF THE PEACOCK THRONE The great city of Quodeth is home to greedy merchant lords, corrupt panjandrums, and swaggering thieves, but it is also the seat of Deyane Verix Hazeda, the Queen of the Peacock hrone. She wields little power in her own city, and is little more than a igurehead. However, she stands for something much bigger: he beauty and splendor of hulean civilization. No other city captures this moment in history or is so inextricably interwoven with the story of hule as Quodeth, and the Queen of the Peacock hrone is the symbol of the city. he Queen has little strength to arm legions of champions and few agents to help those who ight in her cause—her aid (or opposition) comes in the form of inluence and suggestion.

THE REAVER KING The barbarian tribes of hule regard civilization as weak, decadent, and corrupt. Many barbarians eschew civilization’s vicesT, but others see the need to sweep it away altogether and make a clean start of things. The Reaver King of Nim is one such chieftain. he city of Nim is heir to the strength and fury of the Nimothan people, and whoever holds the throne of Nim is efectively the king of hule’s barbarians. he Reaver King gives aid and support to those who aspire to plunder city-states, battles civilizing inluences wherever he inds them, and inspires lesser chieftains to launch their own wars against civilization’s wickedness and dissolute ways.

THE RED MAGE OF MARG In recent years a powerful sorceror known as the Red Mage has arisen among the Slavers of Marg. Rumoured to draw upon the power of the terrible Outer God Iot Sotot, the Red Mage has power over time, and has brought numerous human captives to Marg from the distant future, to be sold in Marg's slave pits and beyond. The Red Mage may also have the power to summon entities from the distant past, but is loath to do this as it risks his own existence. Some say the Red Mage himself was originally from the future, a Time Lost Adventurer, once a fighting slave in the Death Pits of Marg, who slew three Katagian Pit Fighters in a single bout to win his freedom. Since adapted to this brutal age, he retains a connection to the time from which he came. He may be a powerful enemy to escaped slaves, or a generous patron to those who prove themselves worthy.

John Cabot, the Red Mage

THE SAGE OF ATLANTIS On the outskirts of Katagia stands a lonely tower, overlooking the sea. his is the home of Hyar homel, the legendary Sage of Atlantis. A whitebearded old man now bent with age, Hyar Thomel is the last living person who was born on the island of Atlantis. How this is possible, none can say, since he was already an old man when the sea claimed Atlantis, and that was three hundred years ago. Hyar homel seeks to preserve the legacy of A tlantis by sharing his scientiic and cultural advances with the younger races of hule. he Sage of Atlantis is an excellent source of information; if Hyar Thomel is an enemy, he provides crucial information to the hero’s rivals or villains the hero opposes.

SERVANTS OF R’LYEH he cult of Cthulhu is ancient and widespread in hule. he city of Quodeth stands atop the ruins of a prehuman city countless thousands of years old where Great Cthulhu was worshiped; many other secret temples and black shrines lie hidden in hule’s jungles and shores. his continent-spanning cult waits for the day when the stars are right, and Cthulhu is released from his eons-old prison to rule over the Earth once again. Since this day may be long in coming, the Servants work tirelessly to speed it along by hoarding terrible lore, forging alliances with unhuman races, and recruiting the poor, the destitute, and the desperate to join in their blasphemous rites. Cthulhu’s followers dream of remaking the Earth in the belief that a paradise awaits.

The Dawnspire Citadel of the Sword Saints
THE SEVEN KNIVES As the largest and most powerful thieves’ guild in Quodeth, the Seven Knives are by extension the most powerful thieves’ guild in all of Thule. Not only do they largely control the richest city in the continent, the Seven Knives control gangs of thugs and spies in every city of the Inner Sea. The Seven Knives represent what is worst about Thulean civilization: ambition, greed, corruption, vice, and decadence. But they also stand for the ability of the weak to band together and defy the powerful, and the triumph of talent and hard work over low birth and poverty. he Seven Knives control the most extensive spy network in hule, and can help their friends by providing rumors, resources, or agents to help in causes they care about—for a price, of course.

Kalayan Battle Maiden or Sword Saint (Kensai), of Dawnspire Castle

SWORD SAINTS OF DAWNSPIRE Once an elven citadel, the fortress of Dawnspire was rebuilt and repurposed by the great Kalayan warrior-sage Master Khavas Rho as the place where he would train an order of psychic warrior monks pledged to eternal battle with Kang the Pale Death. Believing the female mind more resilient to the powers of Kang, Master Rho trained an all-female Order known as the Battle Angels, Sword Sisters or Sword Saints (Kensai). Today the venerable white bearded Master Rho still acts as sage and mentor to his legion of fanatical warrior-maidens. They frequently roam the fringes of Kang, seeking to halt the evil glacier's endless expansion. In a few cases they have even succeeded - for a time. More commonly they help to evacuate refugees and deal with the many ravening monsters that descend from the Ice.
Active Sword Sisters are required to remain unmarried and generally chaste (with allowance made for mission requirements), as a defence against the psychic threat of Kang. Sisters with 20 years good service may be given permission to marry and raise a family; most such settle at Murtan or the smaller Kalay farming villages of the Thulak Peninsula close to the Dawnspire, though a few are found further afield. These Matron Sisters remain as a strategic reserve to be called upon in time of great need. Many senior Sisters never marry, continuing to serve at the Dawnspire until death.
Khavas Rho, Master of the Dawnspire

____________________________________________________

Multiclassing
I allow a limited and appropriate amount of multiclassing, in consultation with the GM, when done primarily for characterisation rather than powergaming. I think if PCs have no more than one spellcasting class it should work & fit the setting.

LANGUAGES IN PRIMEVAL THULE
All player characters can speak Low Atlantean and their own native language. Characters of Intelligence 9 or less have fairly limited vocabularies in Low Atlantean and may suffer circumstance penalties to interaction skill checks if that is the only language they share with the person they are interacting with.
Common Language Spoken by Script
Atlantean, Low Most humans, elves, and dwarves Atlantean
Atlantean, High Atlanteans, scholars, wizards Atlantean
Dhari Humans (Dhari) Draconic
Dwarven Dwarves Dwarven
Elven Elves, wizards Elven
Kalayan Humans (Kalayan) Elven
Lomari Humans (Lomari) Atlantean
Nimothan Humans (Nimothans) Dwarven
Urgan Beastmen, gnolls, winged apes
Uncommon Languages Spoken by Script
Benthic Aboleths, deep ones, cultists
Pnakos Draconic Serpentmen, troglodytes, sorcerers
Draconic Giant Cyclopes, giants, minotaurs Dwarven
Rakshasan Rakshasas Infernal
Rare Languages Spoken by Script
Abyssal Demons, ghouls Abyssal
Celestial Angels, gods, priests Celestial
Infernal Devils, warlocks Infernal
Mi-Go Moonbeasts, mi-go, star things Pnakos
Characters can learn additional languages in the normal manner, although wizards should know at least one of the following languages: Draconic, Elven, or High Atlantean.

Calendar - from start of campaign 
The Atlantean year starts with the Spring Equinox on the 1st of Tebon.
Game Month - Sunrise & Sunset 1st of month, east (Boreal) of Quodeth.

M1 Tebon (March) 6am/6pm (1/1 is the Spring Equinox, festival of Ishtar)
M2 Sana (April) 3am/9pm > LONG DAY (15/2 is first day of no sunset, festival of Tarhun)
M3 Adar (May) LONG DAY (no sunset)
M4 Nidon (June) LONG DAY (1/4 is Summer Solstice, festival of Mitra. No sunset)
M5 Taru (July) LONG DAY (15/5 is last day of no sunset) 17/5 Queen Deyane's birthday festival.
M6 Samon (August)   - 3am/9pm
M7 Dumet (September) - 6am/6pm (1/7 is the Autumn Equinox, festival of Set)
M8 Abron (October) - 9am/3pm > TWILIGHT (15/8 is first day of no sunrise, festival of Tiamat) 27/8 Harvest festival of Kishar
M9 Ulon (November) - LONG NIGHT (no sunrise all month, full dark)
M10 Tisra (December) - LONG NIGHT (1/10 is Winter Solstice, festival of Nergal. No sunrise all month)
M11 Samnu (January) -  TWILIGHT (15/11 is last day of no sunrise, 16/11 festival of Azura)
M12 Kislon (February) - 9am/3pm on 1st Kislon

The duration of the Long Night varies from over 4 months at Thule's Boreal ("eastern") tip, to 0 months in Katagia and south across the Claws of Sunset where "The Sun Ever Sets".
City: Approximate Duration Long Night/Long Day
Quodeth: 3 months
Marg: 2.5 months
Nith: 5 weeks
Imystrahl: 3 weeks
Katagia: 0 weeks - just outside Polar Circle

Click for full size image. Geographic north is to right of image, Thulean north to top.

THE 
CITIES OF THULE
The island-continent of Thule is mostly wilderness, and cities are few and far between. While there are a great number of small settlements, barbarian villages, and trading posts scattered throughout the land, true cities—or anything that can even claim to be a city—are not common at all. Most scholars would name perhaps thirteen to fifteen cities in Thule and the surrounding lands, depending on whether one would call a place like Ur-Ghom a “city” or not. The cities of Thule include:
Akal-Amo, City of Temples. A distant and mysterious city on the great island of Hellumar.
Droum, City of Tusks. The people of Droum are abandoning their city in the face of the approaching glaciers, leaving behind a plague of restless dead.
Ikath, City of Serpents. Built upon the ruins of a great serpentman city, Ikath is the gateway to the Dhari jungles and their rich trade in ivory, gems, and hides.
Imystrahl, City of the Black Lotus. An elven city, Imystrahl is falling into ruin under the inluences of the opiate known as the Black Milk and a pernicious cult of Nyarlathotep worshipers.
Jomur, Place of Chiefs. The meeting-place of many tribes in northern Thule, Jomur is virtually abandoned for three-quarters of the year.
Kal-Zinan, City of the Iron Gate. The city of the dwarves, where stern ironmasters jealously guard the secret of iron working.
Katagia, Last Bastion of Atlantis. A strong city of the southern coast where the last vestiges of Atlantean culture and learning are preserved.
Lomar, City of Triumphs. A warlike city in the Kalayan Hills, Lomar’s legions represent the strongest army to be found in Thule.
Marg the Crimson, City of Slavers. Home to the Crimson Slavers, Marg is a cruel and oppressive place whose slave markets are illed with wretched captives. In 2222 AR Marg is ruled by Kaz Vurin, but increasing dissastisfaction with his rule has prompted talk of his replacement, perhaps by the Time Lost Adventurer John Cabot, known as the Red Mage.
Nim, City of Reavers. A lawless and brutal harbor on the northern coast, Nim is the refuge of the Reaver Kings of the boreal seas.
•  Nith and her surrounding communities are a nascent city-state of Atlanteans trying to rebuild their home continent’s culture, creating a new Atlantis on Thule. Nith sees itself as the shining reflection of Atlantis, even as the rest of the region regards that as delusions of grandeur.
Orech, City of Mazes. Cloaked in mystery and madness, Orech is a city under the inluence of reclusive priests of Hastur the Unspeakable.
Quodeth, City of Merchants. Largest and richest of Thule’s cities, Quodeth is overrun by thieves’ guilds; in fact, some name it the City of Thieves instead of the City of Merchants.
Ren Shaar: Originally of Atlantean construction, Ren Shaar has changed hands dozens of times in its history, and today its populace claims independence while worrying about Katagia to the west, Lomar to the north, and Marg to the east.
Rime, City of Ice. A hidden haven under the very snout of Kang, the Pale Death, Rime is a secret pirate haven where the Golden Corsairs of the Kalayan Sea hold power.
Ruritain: This small city-state exerts control along the peninsula’s eastern coast, but the other towns are besieged by monsters coming from the mountains and dissatisfied with Ruritain’s promises of protection. Following the death of her husband, the elderly King Ozzar, in 2221 AR, Ruritain is ruled by the former slave concubine - and time-lost adventurer - Matilda Van Cleef. She has every intention of expanding her domain.
Matilda, Queen of Ruritain

Thran, City of the Black Circle. Remote and forbidding, Thran’s black walls conceal the strongest and most wicked cabal of magicians in all of Thule.
Ur-Ghom, City of the Beastmen. Hardly a city at all, Ur-Ghom is the seat of the brutal beastman khur-za-khur, or Chief of Chiefs. Folk of other races enter at their own peril.
There are rumors of hidden cities concealed in Thule’s vast jungles or in the trackless mountains, but these places remain undiscovered for now and have no dealings with the known cities of the continent.

THE NINE POWERS
Most civilized Thuleans recognize a distinct pantheon of greater powers with wide inluence and temples in the more important citystates. This group of major deities is sometimes known as the Nine Powers. Not all of the Nine are known in all cities; different priesthoods wield different amounts of inluence from city to city. In fact, many Thuleans would argue about which deities are properly numbered among the Nine Powers, usually substituting a civic patron, a legendary hero, or (in some cases) an anthropomorphized version of one of the Great Old Ones. The Nine Powers are generally held to include:
Deity Alignment Description
Asura NG Goddess of dawn, fire
Herum CE God of beasts, rage
Ishtar CN Goddess of love and luck
Kishar LN Goddess of the earth, agriculture
Mithra LG God of sun, sky, lordship
Nergal NE God of war, the underworld
Set LE God of night, secrets, snakes
Tarhun CG God of storms and battle
Tiamat CE Goddess of the sea, chaos


QUODETH, CITY OF MERCHANTS, CITY OF THE PEACOCK THRONE





















The Noble Houses
The three Great Houses of Quodeth are the Vorzin, Marsesk & Sedarnel, they all hate each other. There are other nobles of great wealth & influence, such as Prince Dredan Taroth said to be the wealthiest man in Quodeth, Ibland Posk the Grand Vizier, the Army Commander Baron Urmal Urugan (M1 2210- M12 2214), and Nerim Terinth master of the Royal Mint, as well as the young Queen Deyane Hazeda of course. Just below them are lesser houses such as the Maneth, Rhond, Dyal, Krinth, & Mordru. The Krinth at times have been considered as high as second-rank House; having fallen on hard times they may be making a comeback, largely monopolising the olive oil import trade.
1/1/2215 AR: Queen Deyane Hazeda marries Prince-Consort Zerda Sevaschu (PC). Zerda is appointed Admiral-General of Quodeth, as Baron Urugan's successful tenure concludes - under Urugun Quodeth has in 2214 conquered the Isle of Woe from Marg, forged an alliance with Kal-Zinan, and also taken Three Towers from Marg.

The Military
The Great Houses typically each maintain force of around 20 Legionaries (elite warriors) at their compounds, and given time could each field a small army of several hundred. Lesser houses typically have single digit numbers of Legionaries as a standing bodyguard often supplemented by lower-grade soldiery. The Sapphire Palace has around 60 Legionaries defending it at all times, with the total Royal Guard at around 200. Quodeth can potentially field an army of several thousand, but is regarded as weaker on land than the other great cities, especially Lomar. Quodethi naval forces though are unmatched in Thule.

The Royal Council
Queen Deyane is rarely seen by her subjects, and is surrounded by powerful officials and influential nobles who carefully guide her rule. Some say the real power controlling
the Peacock Throne is the Royal Council, a group of six important officials and nobles who are too
powerful to be dismissed or ignored. Collectively, the Council controls the city’s courts, armies, officials, and access to the Queen. The Council members include:
• Grand Vizier Prince Dredan Taroth, wealthiest noble of Quodeth, leader of the government;
• High Initiate Mother Zarissa, High Priestess of the temple of Ishtar;
• High Curate Oruk-Maneth, High Priest of Mitra;
• The Prince Consort Admiral-General Zerda Sevaschu (PC) Katagian noble and overall commander of the army & navy of Quodeth 2215-2218 (replaced Urmal Urugan 1/1/2215 AR, succeeded by Azarde Two Blades).
• Admiral Azarde Two-Blades, mercenary, freebooter, Admiral of the Fleet and Captain of the Royal Guards;
• Merchants' Guildmaster Niram Terinth, Master of the Mint and fantastically wealthy Guildmaster of Merchants. Rumours connect him to the Cult of Set.

Queen Deyane Verix Hazeda
Notable People of Quodeth
NOBILITY
Queen Deyane Verix Hazeda, the ruler of Quodeth. 28th birthday 17/M5/2222 AR. Hazeda symbol: Peacock head or tail.
Grand Vizier Ibland Posk Symbol: Peacock quill & scroll
Prince Dredan, Grand Vizier, head of House TAROTH.  Knows Randall of the 7 Knives. Symbol: Bull's head/Gold Minotaur
Niram Terinth, Master of Quodeth Mint Symbol: Three gold coins
Prince Tromin, head of House MARSESK. Symbol: Peacock over gold bridge & blue canal
Baron Urmal Urugan, noble and commander of the army to 2211-2214. Symbol: crossed war spears over shield
Lady Faldine, head of House Krinth symbol: gold amphora on blue field
Tareena Dyal, Panjandrum of the Slave Market symbol: silver shackles on red field
Azarde Two-Blades, mercenary, freebooter, and captain of the royal guards symbol: crossed swords
Commander Dhol Meyarn - dark bearded young officer, heads the red plumed Quosa City Guard at the Mammoth Gate (a hereditary Meyarn sinecure). Symbol: Stylised mammoths & gate
Sir Sarris Marsesk, Commander of the Knights of the White Guard, the Queen's Personal Guard
Neira Vurin, Royal Princess of Marg - delivered to Quodeth by Commander Corvin Vorzin 2222 AR

Azarde Two-Blades, Captain of the Royal Guards
Tyarna Vorzin, Scholar & Royal Courtier ca 2213 AR
Prince Dredan Taroth
Knight Commander Sir Sarris Marsesk



HOUSE SEDARNEL symbol: Tiamat, the 5-headed dragon goddess of Ocean, likes Vorstag (PC)
Princess Jania, head of House Sedarnel
Luth Sedarnel, consort to Jania
Leyaro, a cousin of Princess Jania
Drannell, Metira's personal servant
Captain Bruthak, captain of Sedarnel House Guard
Odero, a Sedarnel House Guard, was in love with Metira

HOUSE VORZIN symbol: Grain Sheaf & Longsword over galley ship; Red Phoenix of Atlantis 
Ages in 2222 AR
Duke Baerad (69), head of House Vorzin. Head of Army 2206-10.
Tormal Vorzin (82), elderly Panjandrum of the Onther Tower (library)
Tyarna Vorzin (37), a scholar of House Vorzin, was courting Grand Vizier Posk, now 2nd Librarian of the Onther Tower, & Royal Seer. 
Liana Vorzin (54), the Grand Diadem, high priestess of Asura, mother of Aeridnis (ex-PC)
Sarth 'the Vintner' Vorzin (63) - father of Tyarna, oversees the Vorzin Wineries
Dereth Vorzin (37) - Duke Baerad's eldest, a senior Panjandrum of the Peacock Throne
Commander Corvin Vorzin (36) - Duke Baerad's second son, a Commander of the Royal Navy & captain of the War Galley Indefatigable. Rumour: Duke Baerad is angling for Corvin to be made Army head after Azarde. He won much prestige when he brought the Princess of Marg to Quodeth.
Captain Imdath Vorzin (33) - Duke Baerad's youngest son, Captain of the Vorzin House Guard
Aeridnis Vorzin (retd PC) daughter of the Grand Diadem, Mistress of the Tower of Black Flame

PRIESTS
Mother Zarissa, High Priestess of Ishtar, member of the Royal Council
Yezin Rhond, High Priest of Set
Gongh Hur, High Priest of Herum
Harath Modru, High Priest of Tarhun
Oruk-Maneth, High Priest of Mitra, member of the Royal Council
Kallesh Gan, a Priest Inquisitor of Mitra & Azura, former patron of Aeshma (PC)
Aeshma (retd PC), leader of the Guardians of the Nine in Quodeth 

PANJANDRUMS
Podrenius, Supervisor of the Tsando Shipyards
Jor Thodel, a supporter of the Golden Temple of Mithra
Khado Thodel, Jor's son, had fallen in with the Golden Ones, 'rescued' by Aeshma (PC) M8 2213

MERCHANTS
Xhondar Jao, Lomari owner of the House of Curiousities, sometimes has magic for sale
Slen Dwerth of Dwerth Emporium, rumoured 'Prince of Fences'
Ahreb Gluor, a spice merchant
Naraye Gluor, Ahreb's beautiful daughter
Ethurel Threefingers, a merchant
Notho Reesh, a silk merchant
Craliyah, owner of the Quosa Bourse Perfumerie
Barthan, owner of the Quosa Bourse Wine Shop (80gp Ikath serpent wine, 25gp Imystrahl Black Grape '98)

Ship Masters
Abal Bak, Kalayan ship captain of the Stern Maiden
Aldis of Lomar, Lomari ship captain of the Gold Lion, a tawny-hulled Xebec, survivor of the 2214  Draugr attack. Took Aeshma & co to Marg on rescue mission
Captain Chalten, Dhari-Kalay captain of the Red Marie Xebec, agent of the Guardians of the Nine.

TAVERNERS & BROTHEL-KEEPERS
Lady Gretha, brothel Madam of the House of Ror Baak
Dedrik & Hedrik, owners of the Missing Dais Inn
Setesh Uttikal, master of the House of the Fallen Star fighting pit/brothel
Eamel & Valebel (elf), the wives of Setesh Uttikal
Morgan, Dharay manager of The Seal Inn, Bazaar Quarter
Lady Valeria, distinguished brothel Madam of Clouds, Bazaar Quarter, a friend of Zerda (PC)

MAJOR SORCERORS
Zemar Phaw, Dread Wizard of the House of 1000 Doors in Quodeth.
Nephys, a half-elf sorceress, her tower east of Quodeth.

TRADESMEN
Brune Hayet, Master of Bargemasters

7 KNIVES
The First Knife, Abdal the Viper, half-elf
Hiroom Jarth, 2nd Knife of the Seven Knives
The Third Knife, Mistress of Slavery & Prostitution
The Fourth Knife, chief assassin of the Seven Knives
The Sixth Knife, Krisel Blackmoon, the Pirate Queen
The Auspex, Sorceress of the 2nd Knife
Eyarndo, Seven Knives Captain of the Bazaar
Randall, a Seven Knives Underboss, bazaar quarter, patron of Vorstag (PC)
Kyan, a Seven Knives Underboss, and rival to Randall
Lyana, tale-spinner and magical cat-burglar, currently working for Randall
Kurturbal, a 7 Knives Moneylender & Underboss, ally of Randall


CRIMINAL
Sloth, leader of the Muggers' Guild
Narbo, the King of Beggars
Evondra, Queen of the Red Furies

FIGHTING PIT
Bronak the Bald, Katagian Pit-Master, often back in Katagia
Valash, slave Myrmidon Pit Fighter owned by Bronak the Bald
Urgak, a Pit Master of Katagia
Megara, Urgak's ‘New Katagian’ pit healer, grandmother of Leira, a Katagian Ranger, friend of Finnris (PC)
Silivia, a famous Beast Tamer & Pit Mistress


Black Sorceror of Thran


Caldrea of Caldrea's Tower, former apprentice of Hyar Thomel.

PAST CAMPAIGNS TIMELINE

2213 AR
Sunday Thule - Session 1 (20th January 2019)
15th of Samon (M6 - late summer/August) 2213 AR
Quodeth, City of a Thousand Bridges. You have heard that the rich spice merchant Ahreb Gluor is offering his daughter Naraye's weight in silver to those who would rescue her from the sinister Tower of Black Flame...
Sunday Thule - Session 2 (3rd February 2019)
Following the death of the Serpentmancer Kelauklyth and the rescue of young Naraye Gluor from his clutches, the Tower of Black Flame has a new mistress, Aeridnis, Atlantean Noble Wizard of House Vorzin.
1 month later (M7 Dumet - early autumn/September) 2213 AR:
The jungle trader Jodom lies dying in Ghanport, tended by the dark priest of Set, Mador Kheb. In his delirium he babbles of a lost city in the Mozar Vale, a throne of stone, a mummified corpse weeping tears of gold...
Tyarana, a Scholar of House Vorzin, has heard the rumours, and turns to her cousin Aeridnis for assistance in seeking the long lost Scrolls of Moz...

M6 (~Jan 2019)
15/M6 Samon: Campaign start. Death of Kelauklyth the Serpentmancer & rescue of Naraye Gluor. Aeridnis Vorzin claims the Tower of Black Flame.
M7 (~Feb 2019)
5-9/M7 Dumet: Death of Madhor Kheb in the Cavern of Golden Tears, recovery of the Scrolls of Moz.
15-17/M7 Vorstag Zerda Finnris & Aeshma co investigate the Thing in the Sewers and go Beyond the Shadow of a Dream.
29-31/M7 At month's end they hunt Oola, Mistress of the Whip, and encounter the Watchers of Meng.
M8 (~March 2019)
10-11/M8 Abron - Aeshma, Vorstag, Cassandra & Zerda follow The Scent of Jasmine, slay the cult champion Ruuk Nath, and defeat the Cthulu priestess Metira Sedarnel.
27/M8 Abron - Harvest Festival of Kishar, on the Night of the Yellow Moon. Aeridnis Vorzin, Vorstag Iceslider & Query the Sorcerer help Captain Imdath & the Vorzin House Guard save Quodeth from the Cult of Hastur. Aeridnis recovers the looted Tablet of Dareioth from Monyat, the Golden Prophet. Zerda Aeshma & Vorstag meet Queen Deyane & Grand Vizier Posk at the Grand Ball. The Queen dances with Zerda & Vorstag. Both impress with their performance.
M9 (~April 2019)
4/M9 Ulon: Quodeth sends scouting mission to Voor Darayn. The Quodeth war galley Indefatigable under Commander Corvin Vorzin sails for Ghan Port, arriving Tansere Citadel on 8/9 and Ghan Port on 9/9.
16/M9: Group reaches Tiyerna on the Daray Peninsula.
M11 Samnu (~May 2019)
28/M11 : Tyarna Vorzin is kidnapped by Moon Beasts from the Onther Tower. Aeridnis Vorzin & co investigate the Secret of the Moon Door.
M12 Kislon (~May 2019)
31/M12: Vorzin expedition reaches the Temple of the Moon Door on the shores of Lake Haal. Tyarna rescued from the Moon by Finnris & Vorstag.

2214 AR
M1 Tebon (~June 2019?)
1/M1: Spring Solstice & New Year's Day. Ishtar's Festival of the Silver Moon. The most romantic day of the calendar - in Quodeth, many troths are pledged.
M2 Sana (~June 2019)
ca 15/M2: The Nimoth Calving - many ice-bergs enter the Boreal Sea. This year, one particular ice-berg troubles the Priests of Mithra... 
21/3/2214 Draugr battle on Quodeth docksCaptain Aldis of Lomar wins renown. 23/3 Heroes assault the unnatural iceberg and slay its undead captain, Bruneval.

2215 AR
1/1/2215 AR: Queen Deyane Hazeda marries Prince-Consort Zerda Sevaschu (PC). Zerda is appointed Admiral-General of Quodeth, as Baron Urugan's successful tenure concludes - under Urugun Quodeth has in 2214 AR conquered the Isle of Woe from Marg, forged an alliance with Kal-Zinan, and also taken Three Towers citadel from Marg. However Lomari expansion across Ammurath is an increasing concern.
M1 2215: Grand Vizier Dredan Taroth dispatches an expedition to the Lost Tower of Viondor in Nimoth, to seize its secrets before the Hyperborean Princes of the Pale Hand can do so.
M2 2215: Start of month - expedition joined by Prince-Consort Zerda encounters Hyperboreans, reaches the Lost Tower. Group meets Viondor/Shilpatel, defeats a Hyperborean force and returns with Atlantean tomes and two Hyperborean captives, whose minds are searched for vital information on the Hyperborean sorcery that  quickens the Great Doom.

M1 2219 AR: Azarde Two-Blades succeeds Zerda Zevaschu as the Admiral-General of Quodeth (to serve 2219-2222). Zerda's war fleets have swept the Margish reaver fleets from the seas and mounted a blockade of Marg based in Three Towers.
M6-8 2221 AR: Ammur tribes liberate the Guardian Menhir in Giantstead Grove, and besiege Ultriash. The Lomari retreat to Castle Honorsblood.

2222 AR
THULE'S MIGHTIEST HEROES - RED PROPHET RISES (13 online sessions Jan-March 2022)
#49 The Coral Drake
M1 2222: #47: Grand Vizier Dredan Taroth sends an expedition of heroes with the Royal Seer Tyarna Vorzin to assassinate a 'Red Prophet' rising on the Narthan highlands. 12/1 meet with Dredan. 13/1 depart Quodeth on Gold Lion under Captain Aldis17/1: Reach the Gamidiri Bar near Marg; encounter Deep Ones, Star Spawn, and an underdressed Neira Vurin, the Princess of Marg. #48: Finnris & Grey Craw join the fight. Destroy the Deep Ones and dispel or kill two summoned Star Spawn, proceed south into jungle & meet 3 Keelbreaker Crabs. #49: Kill the crabs, enter swamp on south side of isle and wipe out a Deep One ambush force and lurking Coral Drake, reach the Temple of the Deep Ones on a hillock just north of the southern shore just after nightfall. A Deep One high priestess of oddly human visage prepares to sacrifice Princess Neira's two captured slaves. 
#50 Attack the temple, but Xgg stays Ethereal and the battle goes disastrously, both captives, Grey Craw and Visenna are killed, Grey Craw is consumed by the Thing in the Pit. Survivors retreat carrying Visenna's body, pursued by angry Deep Ones. 
#51 Bryanna revififies Visenna. The party heals up in the jungle and defeats a Deep One patrol, then sneaks back. Around midnight they reach the temple, obliterated by Xgg's Meteor Swarm. Only the high priestess & archimandrites were left; and the Otyugh who took a shine to Visenna - but all were killed. The party looted then looked for more deep ones, found none & returned to the ship to rest overnight to 18/1/2223
#52: Seal Shar-Ngolyeth's pit. Sail to Three Towers citadel, deliver Princess Neira to Commander Corvin Vorzin 20/1/222326/1: Return to Gamadiri Bar, unseal pit, battle and dispel Shar-Ngolyeth. 6/2: Reach Ruritain. The city is tense; monsters have been attacking across the peninsula. Invited to dinner by Queen Mathilda, widow of old King Ozzar. A Time-Lost adventurer, she wants revenge on the one who stranded her here - Rollo the Nimothan. Finnris meets Leira of the Katagian Rangers, emissary to Ruritain and grand-daughter of Megara the Pit Healer.  
#53 Ruritain - Pigs, Jellyfish & Snakes
#53: Agree to help Queen Matilda with her monster problem. 7/2 head inland for the Tower of Severed Tongues, on the way 8/2 killing rift swine, tusked skyfish, 3 horned serpents (2 in #54), and a venom hydra. 
#54: Reach the Sunspire, spot flickering light high above. Valkyr Bryanna then Visenna & Xgg fly up, encountering the powerful aberrant warlock Esperain and his moon nymphs and lambent witchfire, powered by the sunspire mirrors. Bryana & Valkyr are killed, along with Esperain, in a terrible battle. Meanwhile down below the warriors try to solve the mystic tests of Mitra to ascend the tower... 
#55: Sunspire cleansed of evil, survivors return home as heroes 9/2-10/2. Thanked and rewarded by Queen Matilda. 11-17/2. celebrations, long rest, and for Laxus the girls of Hytarus Academy.
#56 18/2 Depart morning for the Windlash Reach on the Gold Lion20/2 reach the island Shrine of the Five after dark, and find it infested with ghouls.
#57: Cleanse the Shrine of evil including a great spider. Rest overnight then travel west.
23/2: Reach Serenport that afternoon and meet with Laxus' liege Orethya, the Last Hero of Imystrahl.
#58: 24/2 Orethya & Laxus fly dragons up to the Rimehammer Bastion. Vorstag shopping in Imystrahl, 25/2 Vorstag meets with an Elf general. 26/2 Leave Serenport. 30/2 reach Katagia. Tyarna & Finnris visit Hyar Thomel. 1/3: Visenna Wind Walks party from Katagia to near the lair of the Red Prophet, camp. 2/3: Ambush group of cultists, kill them & take their clothes. Reach the gorge of the Red Prophet.
#59: Vorstag Laxus Tyg Visenna & Branwen infiltrate the Prophet's Canyon; find and kill Khazra the Red Prophet. Vorstag convinces the Bull Cult that he is the 'True Red Prophet' of the Bull God (10,000 xp). finis

THULE'S MIGHTIEST HEROES: THE RED PROPHET RISES

#47
Session 1: The Quest Begins

GM Notes for Campaign Start December 2021, month 1 2222 AR, just after the Spring Equinox on 1/1. This is nearly 7 years since M2 2215 AR, when Vorstag & Finnris defeated the Hyperboreans; Queen Deyane Verix Hazeda is expecting her second child by Prince-Consort Zérda Saväschu. The city of Quodeth has grown fat on trade with the dwarven realm of Kal-Zinan, while diplomatic efforts have averted war with proud Lomar, though squabbles with Marg remain frequent. It is rumoured that the Grand Vizier has been working with both the Temple of Azura and the Black Circle of Thran to ward off the ice magics of cold Hyperborea, and all would seem well were it not for rumours of a Red Prophet rising on the Narthan Highlands, gathering the clans to reforge the Empire of Kal Keor...

PCs
Party Level: 18 Party XP: 271,292+10,000=281,292/305,000

1. Vorstag Iceslider (Bill), the Baron of Woe, half giant male Rogue (Assassin)/Barbarian PP 24
2. Laxus Draugnir of Imystrahl (Muizz), Elf male Fighter (Eldritch Knight) PP 12
3. Taendertyg "Tyg the Tooth" (Jack), human male Nimothan Ranger (Monster Slayer) PP 20
4. Visenna (Keelia), human female Nimothan Druid (Guardian of the Nine) PP 21
5. Branwen ferch Lyr (Roxy), Elf female Cleric (Life) PP 21

6. Finnris the Narthan (Matt), Human male Dhari Barbarian (Slayer) PP 16
7. Ulfdin Baldpate (Rich), human male Nimothan Barbarian (Totem) PP 12
8. Xgg of Thran (Chris), human male Dhari Black Circle Wizard (Bearer of the Black Book) PP 12
9. Garack the Ice Reaver (James), human male Nimothan Barbarian (Slayer) PP 17

NPCs on the Gold Lion
Captain Aldis of Lomar
Tyarna Vorzin, Quodeth Royal Seer, & Librarian of the Onther Tower

Deceased PCs
Bryana Ó Cuinn of Ammurath (Roxy), human female Dhari Druid (Beast Friend)
Valkyr of Kal-Zinan (Rich), Dwarf Tempest Cleric (Guardian of the Nine)
Grey Craw (Rich), Quodethi Human Male Fighter (Champion)


Dominion Rules - 'Fields of Blood' Conversion
Spend 100gp for 1 RP
Spend 1 RP for 50 gp.
Province = 10 mile hex (Thule)
Unit= 100 men

PC rulers can take 1 or more 'realm actions' per week in addition to normal play, examples given are Annex Land (take over an area and build settlements), assign generals, bank income, cast realm spell, creat formation, declare peace, declare war, espionage, forge alliance, muster troops, sacrifice, train troops, buy improvement etc.

Unit Costs To Raise/Maintain (per season)
Militia (2sp/man/day) 360 RP/180 RP 
Regular (5sp/man/day) 1800 RP/450 RP
Elite (1 gp/man/day) 4500 RP/900 RP

Human Domain RP Production (per season)
Desert/Waste, Underground 100 RP
Hill/Mountain, Marsh 200 RP
Coastal 300 RP
Forest 400 RP
Lush Plains 600 RP

Province/Hex Population Centre RP Multiplier - Max Units per Province
Thorpe 0.25 - 5
Hamlet 0.5  - 8
Village 1 - 12
Small Town 2 - 16
Large Town 2.5 - 24
Small City 3 - 36
Large City 4 - 50
Metropolis 5 - 100

Province Improvements
Arcane Tower, Chapel, Druidic Grove: 1500 RP per level 1-3
Arcane Guild Hall, Temple, Stone Circle: 3000 RP per level 4-6
Arcane University, Cathedral, Sacred Mound 6000 RP per level 7-9
Thief Gang 1000 RP per level 1-3, Mob 2000 RP per level 4-6, Cartel 4000 RP per level 7-9
Mine (hills or mountains) 200 RP, Smelter 400 RP
Logging Camp (forests) 400 RP, Sawmill 800 RP
Crop Rotation (plains) 600 RP, Irrigation 1200 RP
Fishmarket (coastal) 300 RP, Fishing Fleet 600 RP
Signal Tower 50 RP, Upkeep 10 RP
Hospital (200 bed) 500 RP, Upkeep 125 RP
Marketplace 100 x (population RP multiplier squared), village or larger 
Hill Fort 100 RP/unit
Wood Fort 125 RP/unit
Castle 200 RP/unit
Fortress 400 RP/unit
Citadel 800 RP/unit


2 comments:

RURITAIN AND THE ASPTOOTHS

Ruler: Queen Matilda (from 2221 AR), formerly King Ozzar . The coastal city of Ruritain, one of the first settlements built by the Atlantea...