Thursday, February 28, 2019

Leira, Katagian Beast Friend Ranger

Leira of Katagia, grand daughter of Megara the Healer; Corporal of Rangers
Character Level: 4
Ranger Level 1, Fighter Level 3
PB +2
Human (Atlantean) Female
ST 11 (+0) Save +2;  Athletics +2
DE 15 (+2) Save +4; Stealth +4
CO 10 (+0)
IN 10 (+0)
WI 13 (+1)  Passive Perception 13
CH 12 (+1)
AC 15 (13+DEX) or 17 with shield
Hit Points 38  Hit Dice: 4 (d10)
SA: Headstrong - Advantage on save vs mind control/domination
Favoured enemy - Dhari, Beastmen
Natural Explorer - Plains
Animal Rapport
Fighting Style: Archery, +2 attack with ranged weapons
Second Wind (d10+2 hp) 1/SR
Action Surge 1/Short Rest
Skills: Nature (Int) History (Int) Animal Handling (Wis), Perception (Wis) Stealth (Dex) Survival (Wis) Athletics (Str)
Languages: Low & High Atlantean, Dhari, Urgan, Elven
Literate.
Equipment: Leather Cuirass, shield
Katagian Slender Sword (finesse) ATT +4 dam 1d8+3/1d10+3
Longbow ATT +6 dam 1d8+3
Quiver with 20 arrows; explorer's pack. 7gp.

Mereena, Hawk companion (bonus action to command): AC 13/20 HP 1 Spd 60' DEX 16 (+3)
Perception +4, Advantage on sight based perception (passive 19)
Talons ATT +5 dam 1 slashing

Finnris at the Camp of Pitmaster Urgak morning 17/7

Finnris seeks out a healer. Being careful to avoid man hole covers and other entrances to the sewers. Perhaps Urgak of Katagia has one at the training camp or perhaps Setesh the Nimothan could point him in the right direction...

Urgak has a healer who for 25gp can take an hour to patch up your leg (removing the speed penalty) and apply healing poultices to restore 5 hp.

Finnris spends 25 gp & 50gp gem in Urgak's camp infirmagia. An additional double peacock on food and the good local purple peacock wine for himself and the camp healer. “What is your name brother/sister?”. Finn will pass the resting time learning what he can about the healer and their art. Finn will take only light exercise with the Dhari jungle war spear. Enjoying it’s weight he will purchase one if possible (8gp). 75gp on healing brings Finn to 51 hp. He has no HD recuperation left and one rage remaining. Total expenditure 84gp.

The old healer woman tells you her name is Megara - Meg for short. 'My grand daughter Leira is a Katagian Ranger - she has many tales of fighting you Narthans, he he!"

Healing Services
1 hour with a Healer 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 (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.

Old Meg proudly shows Finnris a small portrait of Leira in Katagian Ranger regalia.

Finnris holds the picture for some time, examining it from several angles (including the back at which he frowned).

"Hmmm ... I do not know your grandaughter Leira, Megara."

"The Katagian rangers are cunning devils and but honorable foes. Many a Nar warrior has failed to return from the summer raids because of the Rangers."

Finnris grins.

"Here, let me fill your cup Grandmother...and lets us talk of how you came to be here in Quodeth, with this vagabond Urgak and his rogues."

Finnris is enjoying time spent in Urgak's camp; it is fast becoming surrogate for the exile's tribe.

Megara beams proudly. "If you had met her, you would most likely be dead! She is Beast Friend - she commands the animals, like that hawk, Mereena she calls it. The Rangers of Katagia are never taken by surprise!"

Megara happily takes a full cup of red wine and settles down for a chat.

"I have been with Urgak many years now. Our family is well born - the Atlantean blood runs thick in our veins! But not wealthy, and we lack powerful friends... In my younger days I listened to the teachings of Hyar Thomel, the Sage of Atlantis. I made a mistake - I became involved with politics - a group, the New Katagians. I spoke unwisely. When Denoch Saursane became Lord Protector, we fell out of favour. My husband Lorvas died ...a blade in the dark. It became necessary for me to leave the city, lest my children suffer the same fate."

She quaffs her wine.

"So, I fell in with Urgak and his troupe, and for many years we have wandered Thule - Nith, Ren Shar, Marg, Quodeth - even Lomar on the Kalayan Sea. Once we travelled to Rime, the City of Reavers, and Urgak's men fought against captive Battle Maidens of Dawnspire - the Sword Saints, they are called, who oppose Kang the Pale Death. So pretty, so young to die... In Marg I saw the Red Mage, when he was still a fighting slave in their death pits - he slew three of Urgak's men and won his freedom that day! Ah, such memories..."

"Meg, my mother told me the politics of the cities were as the feuds of the clans."
"Some, running deep like a clan blood feud."
Finnris drains his cup, refilling Megara' s and his cup again. His gloomy countenance fades.
He looks the healer in the eyes.
"Meg, Grandmother of Rangers, tell me more about the Red Mage?"

Meg frowns, looking deep into the cup.

"I know little... In the fighting pit he was young, or looked young. His hair was red, like flame. His sword glittered like ice... no, like the green fires above the Boreal Sea, when Mitra and Nergal and Tarhun battle to defend our world against the demons of the Outer Dark."

She shivers slightly.

"They say one day They will fail... The Red Mage, they say he is a Warlock from the far future, cast back across the Seas of Time. That he is Pacted with the Outer God known as Opener of the Way. That now he brings others back through time as captives to the slave pits of Marg."

Meg shrugs.

"That is all I know."

A demon worshiper..." Finnris pours the remainder of his drink into the sand and spits into the dark puddle.

"Grandmother, have you ever seen a mammoth?"

Meg frowns, looking a little woozy now.

"I have seen their skulls in chief's halls many times, the great tusks... "

She considers.

"Yes, I have seen them, on the shores of the Kalayan Sea. Once we were on board ship when we saw a herd of the great beasts by the water's edge."

She looks to Finnris.

"Your dressings should be ready to remove soon."

"Thank you Megara, your skill is impressive. I can hardly feel that hideous creatures bites and blows now" slurs Finnris. "Hic"

Wednesday, February 27, 2019

Tuesday session #2 - 16-17/M7 Dumet 2213 - The Lurker in the Dark (PC level 2-3)

PCs
Finnris, lvl 3 Dhari h-m Barbarian-3
Aeshma, lvl 3 Kalayan h-f Rogue-1>2/Fighter-1
Vorstag Iceslider, lvl 2 goliath-m Ice Reaver Rogue-1>2
Cassandra, lvl 2 Quodethi h-f Sorceress-1>2
Zérda “The Defier” of House Saväschu, lvl 2 Atlantean Noble of Katagia (h-m), Fighter-1>2

NPCs
Innkeep: Morgan of the Seal Inn
Deceased barmaid: Eiva
Lyanarus the Bard
Red Slavers of Marg - captain is hulking man with oiled black beard
Zérda 
Morgan encourages group to go back in the sewers where they battle giant rats, disable a Katagian Fire trap - and get lots of gloop - and finally battle and kill the hideous beast responsible for the disappearances; Zerda only just survives. They get two weeks free board. That night the bard Lyanarus tells a beautiful tale at the Seal, then slips away. Next day before dawn Aeshma trades the Katagian Fire for 480gp to Margish slavers.

No photo description available.
The Lurker in the Dark



The Lurker in the Dark  - Aeshma

We spend the next day after returning from the sewers at “The Seal” to recover and try to wash away some of the filth. Around midday a message arrives for Pealias, Alethrion and Nadred and they are obliged to leave on some unknown business.

That evening Vorstag, Aeshma and Finnris gather in the tavern and speak with Morgan, the barman. We confirm we found no trace of any of the missing people, and let him know we plan a return trip into the sewer to see what else we can find. Morgan says that two adventurers recently arrived at the tavern looking for work and he introduces them to us: Zerda the Defier, an Atlantean Noble from Katagia; and the mysterious Cassandra, a sorceress clutching a strange black book as if it was a talisman.

With our new allies we return to the sewer and take a different route from that which took us to the Shanksters’ lair. Finnris lights a torch, but moments later Cassandra creates light on a small stone while at Zerda’s bidding one of his scimitars starts to glow with pale moonlight.

We disturb a large mound of giant cockroaches who scramble all over us as they pass – Cassandra seems to be particularly unnerved by the vermin. Finnris hurls the torch he has been carrying at the mound of rubbish the cockroaches had been eating – unfortunately it is tinder dry and easily catches light, filling the sewer with greasy, rancid smoke.

Not unsurprisingly we head in the opposite direction and find a large chamber with multiple inlets. The floor is swarming with rats including several of a prodigious size. Before anyone else can act, Vorstag leaps to the attack on one side of the main drain, while Zerda follows his example on the other.

Several rats attack Vorstag even as Finnris moves up to support him, but Zerda is mobbed, the target of the rat king: a giant rat covered with boney spines. The Atlantean is badly injured but maintains the presence of mind to force his way clear and extinguish his glowing scimitar as Aeshma and Cassandra move to support him.

The sorceress evokes a wall of thunderous sound that smashes into the rats and hurls the rat king against the far wall. Aeshma wades into the rats, her cutlass burning with a sickly green light. The rats are soon defeated with Cassandra using magic to burn the remainder in the warrens. Amongst the debris on the floor we find various trinkets: a glass chess Rook (Vorstag); a small brass orb etched with runes (Aeshma); an old fortune-telling card bearing Finnris’ likeness (Finnris); a book relating the rise and fall of a legendary hero – with the last chapter missing (Zerda); and a small idol depicting a nightmarish creature (Cassandra).

Leaving the rats’ lair we come to a junction where all the entrances have been trapped with jars of Katagian Fire. With the aid of the others, Aeshma is able to defuse the trap and we put the jars aside to collect later as Katagian Fire is very unstable.

We are passing through the next chamber when a nightmare creature erupts from beneath the filth and attacks Finnris who is in the lead. Tentacles lash out, ensnaring the barbarian and drawing him into a giant toothy maw which closes on his ankle. The rest of us move to attack, to try to distract it enabling Finnris to escape, but Finnris has never been one to retreat from a fight. At Zerda’s urging he strikes it a mighty blow but is caught again by its tentacles.

Both Aeshma and Cassandra attack it with magic, but it takes another mighty strike from Finnris to once again force the creature to release him. Zerda moves up to support the badly injured barbarian but instead becomes the creature’s next target. Once again the tentacles lash out and he too is dragged into its jaws, quickly losing consciousness from the blood loss.

Aeshma finally strikes the fatal blow and Cassandra pulls Zerda free, struggling to put sufficient pressure on his wounds to stem the bleeding. Eventually we get the Atlantean’s many wounds bandaged and move his ashen form to a dry part of the tunnel.

While Cassandra tends him we investigate the creature’s lair and find out what has happened to the missing Quodethi citizens as scattered all around are the skeletons of the creature’s victims. Aeshma finds a handful of tokens amongst the half-eaten corpses, perhaps sufficient for their relations to identify them.

With the mystery of the missing people solved we return to “The Seal” and tell Morgan the bad news. He is understandably saddened but offers us two weeks free lodging as payment for our efforts and promises to try to match the recovered tokens with bereaved families.

That evening the bard Lionarus performs at the tavern: the story of a great hero, but even though Vorstag has been keeping an eye on him, the bard slips out of the tavern after his performance and quickly avoids Vorstag in the surrounding alleys.

At the same time Aeshma has been travelling the docks sounding out potential buyers for the illicit Katagian Fire. No ships familiar to her are in port so she instead approaches the captain of a Marg slaver. After some negotiation he agrees to buy the pots at 80gp per pot. The business is duly transacted just before the slaver is due to sail at dawn. Aeshma takes 50gp from the proceeds to go to the Seven Knives – a courtesy transaction fee as she had been doing business in their territory, and it never pays to upset the most powerful Thieves Guild in Thule…


Image result for cockroach


Tuesday, February 19, 2019

Tuesday session #1 - ca 15/M7 Dumet 2213 - Hunting the Shanksters (PC level 1-3)

Quodeth Sewers


PCs
Finnris, Dhari-m Barbarian-2>3
Aeshma, Kalayan-f Rogue-1/Fighter-1
Vorstag Iceslider, goliath-m Ice Reaver Rogue-1
Paelias, elf-m Ranger-1, & his wolf
Alethrion, Kalayan-m Wizard-1>2
Nadred, Nimothan-m Storm Cleric-1 (badly wounded by Norsen)

NPCs
Innkeep: Morgan of the Seal Inn
Missing barmaid: Eiva
Deceased leader of the Shanks gang: Norsen the Nimothan
Seven Knives underboss: Randall (only Vorstag knows his name)
____________________

Hunting the Shanksters - by Aeshma

After returning from the Ghan peninsula after being split up from Lady Aeridnis and Bronn, we find ourselves in a tavern in Quodeth’s Bazaar Quarter called “The Seal”. Aeshma, Finnris and Alethrion are joined by Vorstag Iceslider, the Frost Giant’s son of the Ice Reavers; Pealias, the exiled elven hunter (and his wolf companion); and Nadred, another Ice Reaver and follower of Tarhun, the Harbinger of Storms.

Speaking with Morgan the tavern’s Landlord, we hear that several girls have recently gone missing, including one of his serving girls who is called Eiva. There have also apparently been many disappearances around the docks. It is suggested that kidnappers – a group known as the Shanksters - may be using the sewers as a base, so we head towards the docks to investigate. As we are about to leave, Aeshma and Nadred overhear Morgan speaking with a Bard named Lionarus about his playing at the tavern the following evening.

On the way to the docks we meet a well-dressed man walking casually down the street. Aeshma warns that for him to be walking so confidently in such a dangerous area there is likely to be more to him than meets the eye. Vorstag speaks with him and he confirms the stories of people going missing in the docks area and says he is part of a “community group” trying to deal with it – otherwise known as The Seven Knives, the most influential “community group” in Quodeth.

Vorstag expresses an interest in joining the Seven Knives. As we talk further, Aeshma tries to suggest to him that the dead rogues found near Lady Aeridnis’ Black Flame tower were due to the previous inhabitants, but he does not seem convinced by this scenario. Wearying of the talk, Finnris grabs at him and threatens him. In the end we agree to go our separate ways. In a parting comment he gives Vorstag his name – Randall – and asks him to keep an eye on Lionarus.

Reaching the docks we easily find an entrance to the sewers. Finnris lights a torch while Alethrion casts a light spell on his staff. Not far into the sewers we reach a junction and see movement in the waste – several long, pale worms. Finnris leaps into the filth followed by Vorstag and Nadred. Several leeches, drawn to the movement, burst from the water to attack. Four impact on Nadred’s armour but fail to find flesh. Vorstag and Finnris are less fortunate, but before they can start to burrow into flesh they are destroyed by the party. The last, trying to eat into Vorstag, is seared by Finnris’ torch.

The Dhari barbarian soon spots tracks going deeper into the sewers and as we reach a fast flowing stream we are attacked by an ochre jelly. The impetuous barbarian slashes at it with his khopesh and only succeeds in splitting it into two. The rest of the party having seen this are careful to avoid slashing weapons and destroy the jellies with magic and bludgeoning weapons.

Not far beyond we see the flicker of torch light and move up to investigate. We find three guards who are easily killed but the noise of the fight warns their allies. Their leader, a tall Nimothan named Norsen strikes down Nadred with a poisoned blade, only to be cut down in turn by Aeshma and Pealias’ wolf. The others are soon defeated, the last one surrendering. Alethrion gets to Nadred just in time to stop him bleeding to death.

Aeshma and Vorstag continue to the Shanksters’ storeroom and find a mixture of trade goods of which we take the most valuable and portable. While the others are bandaging Nadred and securing the prisoner, Aeshma takes Norsen’s money pouch while Finnris finds his stock of centipede poison.

With no sign yet of the missing girls or sailors, we know we will soon be returning to the sewers…

Monday, February 18, 2019

Sunday session #3 - ca 5-8/M7 Dumet 2213 AR - The Hunt for Kal-Ne-Moz (Cavern of Golden Tears 1) (PC level 1-2)



The Hunt for the Lost Scrolls - by Aeshma

PCs
(Daphne) Lady Aeridnis of House Vorzin, lvl 2 Atlantean Noble of Quodeth (h-f) Wizard-1 > Wizard-1/Fighter-1
(Matt) Finnris, Dhari Outcast of the Narthan Highlanders (h-m), lvl 2 Barbarian 1 > Barbarian-2
(Oisin) Bron of the Silver String, lvl 2 Dhari Outcast of the Bolotanga Windrunners (h-m), Bard 1 > Bard-2
(Judith) Aeshma, lvl 2 Kalayan Golden Sea Corsair (h-f), Rogue-1 > Rogue-1/Fighter-1
(Rheitesh) Alethrion the Kalyan (h-m) Wizard-1

In Quodeth, the Lady Aeridnis, Wizard of the Dark Tower, is approached by her cousin Tianna, asking her to undertake a search for the Lost Scrolls of Moz as word had recently been received that there was news of their possible location from the jungle trader Jodom in Ghanport.

Aeridnis agrees and gathers a small group of allies: Bron, the Dhari Bard and Finnris, the outcast Warrior to accompany her. Tianna arranges a ship to Ghanport as well as two more additions to the group: the Kalayan Wizard Alethrion and one of the crew of the “Stern Maiden”, Aeshma, as a guide.

On the way to Ghanport, the ship is attacked by a sea serpent that snatches on of the crew before disappearing below the water with its prize. Both Captain Abal Bak and the Lady Aeridnis feel that Quodeth should do more to rid the seas of such creatures. The ship moors that evening at Jarathorn before reaching Ghanport the next day without further incident.

It is quickly discovered that Jodom is dead and that his body is in the keeping of the priests of Set. His widow, Valaya, believes he was tricked by their ambitious leader, Madur Keb and says that a group of Set priests have gone into the jungle to search for the ruins Jodom had found: part of the Lost City of Kal-Ni-Moz. The story is that within the ruins is a mummy who weeps golden tears.

As the group discuss options, Aeshma recalls having heard that the local Dhari tribes were being forced out of the area by an incursion of Beastmen. We decide to go into the jungle to try to find this Lost City, avenge Jodom’s death and prevent the priests of Set from getting either the Scrolls of Moz or the Golden Tears.

Between them Bron and Aeshma convince Captain Bak to lease us the ship’s launch to take us up river as it may be quicker than trying to hack our way through dense jungle. Several hours upstream we find an abandoned jetty, pull the boat out of the water and overnight in a hut. In the light of the next dawn we can make out distant ruins, all but hidden by the jungle.

We head towards the closest but soon hear the sound of an approaching Beastmen warband several dozen strong and decide to try to outrun them. In the heat of the jungle several of us cannot maintain the pace and we try to shelter in a ruined building. However the Beastmen have got there before us.

Six of them ambush us, attacking with bolas and crude stone weapons. In the end they are defeated but several of the party are badly injured. Unwilling to rest where we may be discovered by more Beastmen, we head a little way into the jungle to catch our breath and bandage our wounds.

We think we are nearing the structure we saw from the riverside when Aeridnis spots another jungle-shrounded building about 6-7 miles away on the top of another ridge. When we reach the first building we find a small vine-covered temple with not-quite-human statues outside it, presumably depicting the Moz, that the wizards decide may be in fact be Janni.

Inside the floor surrounding a central altar is littered with human bones, and seconds after we enter the bones draw together to form skeletons and attack us. We crush the skeletons and Aeshma finds a hidden compartment in the back of the altar in which is a pouch of 8 malachite stones and a periapt. Aeridnis recognises a Periapt of Health that protects its wearer from disease and we decide Finnris should have it as he is usually at the forefront of any battle.

Continuing on from this temple we follow an ancient road that eventually sinks into a swamp. As we carefully make our way forward we spot a sabretooth cat even as it is preparing to ambush us. Aeshma and Finnris engage it in melee while Bron distracts it, blunting the accuracy of its attacks, and the wizards blast it with fire magic. Badly injured, the cat tries to flee but is hunted down by Bron riding Aeridnis’ giant lizard pet.

Soon afterwards we reach the second temple and prepare to enter the dark tunnels beneath…

Postscript Cutscene
A horde of beastmen appear and chase the party - Lady Aeridnis hides in the ruins of Kal-Ne-Moz and avoid detections, while the beastman horde chases Finnris  & the wizard Alethrion back towards the coast & Ghanport. They (& Aeshma eventually) meet Captain Bak there & catch the boat back to Quodeth (and the first Tuesday game). Bronn's fate is unclear.

Once the coast is clear, the 'survivor' Aeridnis has a chance to inspect the scene, and the mysterious cavern by a waterfall - but unbeknownst to her, other adventurers are also approaching the lost city - and the some of the beastmen are returning...

Thursday, February 7, 2019

House Vorzin of Quodeth & the Atlanteans of Katagia

The Vorzins include:
Duke Baerad, Head of House Vorzin
Master Tormal, Panjandrum of the Onther Tower, the royal library
High Diadem Liana, High Priestess of Asura
Tyarna, Mistress of Histories at Onther Tower 
Aeridnis (PC), Mistress of the Black Tower

Aeridnis relations:
Duke Baerad is a cousin.
Master Tormal is her grandfather, and an uncle to Duke Baerad.
High Diadem Liana is her mother (and a daughter of Tormal).
Tyarna is a first cousin (and so a niece of Liana & grand daughter of Tormal)



THE VORZINS - Proud Atlantean Noble House 
Over the long centuries during which Atlantis governed Quodeth, a large community of Atlantean nobles and merchants naturally grew within the city. Even after Quodeth’s Kalay nobles reclaimed the Peacock Throne, many people of Atlantean descent remained among the city’s richest and most powerful nobles. House Vorzin is an excellent example of an expatriate Atlantean house. Arrogant and elitist in the manner of a family clinging to high lineage and dreams of past glories, the Vorzins are at the forefront of Quodethi society. They represent the “old money” of Quodeth, and control vast estates of grainfields and vineyards in the countryside. The head of House Vorzin is Duke Baerad Vorzin, a bluff, vigorous man of sixty who served as a general and makes a show of embracing the martial virtues. He fights constantly to see to it that younger Vorzins and Vorzin cousins are appointed to important posts, married into suitable families, and awarded the richest offices and titles. Duke Baerad reportedly has no interest in claiming the Peacock Throne, seeing it as an empty honor, but he is very serious about making sure that House Vorzin controls all important affairs in the city. If Vorzin has a weakness, it is the family’s centuries-old rivalry with the Sedarnels (under Princess Jania) and the Marsesks (under Prince Tromin), who likewise seek to bring the most important positions in the city under their control. Duels between young members of these families are not uncommon.

Tyarna Vorzin, Mistress of Histories. Some say she has Nimothan blood.
ONTHER TOWER 
The kings and queens of House Onther are not remembered well in Quodeth, but they did one thing right: they established the Onther Tower, a library where learned men and women can share their wisdom. Access is free for individuals who are accredited through the good graces of the Peacock Throne; in practice, this means that a hefty bribe must be put in the hands of the panjandrums who administer the Tower and safeguard its collection. More than once bold bands of thieves have slipped into Onther Tower to pilfer some old map or mysterious scroll to further their own larcenous ends, so the place is well guarded, day and night. Most of the books, scrolls, and maps assembled here are perfectly harmless, but there are rumors that tomes of dark sorcery are securely locked away within the Tower’s deepest vaults. Access to these hidden collections can only be approved by the Master of the Tower, the panjandrum Tormal Vorzin. A vain and quarrelsome old man, Master Tormal is too wealthy to be easily bribed.

SPIRE OF DAWN 
Standing prominently on the headland at the west end of Quodeth’s harbor, the Spire of Dawn is the city’s temple of Asura. It faces the open waters of Sarvin Bay and is the first building in the city to catch the rays of the rising sun in the morning. Merchants and sailors setting out on new voyages often come to the Spire of Dawn to make a sacrifice to Asura, praying for good fortune in their new  venture—a practice that arouses the jealousy of Tiamat’s priests, although few of those are present in Quodeth. The High Diadem of Asura’s temple is a scholarly woman named Liana Vorzin, a daughter of Master Tormal and mother of Aeridnis, Mistress of the Black Tower. A member of the powerful Vorzin family, she has commissioned a special project to build a great mosaic map of the dominions of Atlantis in the Spire’s central hall, and is seeking ancient scrolls and codices with information about the farthest outposts of the island empire.


Cult Items of Azura

Potion of Healing 2d4+2 - 50gp - 2 days or in stock (3d4)
Potion of Greater Healing 4d4+4 - 250gp - 5 days
Keoghtom's Ointment (5 doses, 2d8+2, cure poison & disease) - 500gp - 10 days
Potion of Mind Reading - 1250gp  - 10 days
Potion of Revivify - 1250gp  - 10 days
Dawnfire Blade (magic +0 weapon, can shed light 30' as bonus action) - Weapon cost +200gp - 4 days
Dawnfire Radiant Blade (magic +0 weapon, can shed light 30' as bonus action, +d8 Radiant vs undead) - Weapon cost +1200gp -12 days
Shield of Azura (magic +1 shield) - 2000gp - 20 days
Scroll, 1st level Cleric Spell - 100gp - 4 days
Scroll, 2nd level Cleric spell - 250gp - 5 days
Scroll, 3rd level Cleric spell - 500gp - 7 days
Scroll, 4th level Cleric spell - 1250gp - 10 days
Steel Weapon (+1 weapon)
Bronze Cuirass (AC 16, medium armour)
______________________________________________________

ATLANTEAN
A dying race, Atlanteans were once the most advanced and powerful people to be found anywhere on the Earth. he great empire of Atlantis was fabulously rich, and Atlantean magic and technology made the island empire a realm of marvels in an otherwise
brutal and primitive age. But a little more than three hundred years ago, Atlantis was destroyed in a terrible cataclysm. Nine out of ten Atlanteans were erased from existence in a single day, breaking the worldwide dominance of the Atlantean race. While the vast majority of Atlanteans died with their empire, some survived the destruction. he Atlanteans were a race of far-traveling mariners, and thousands of sailors and merchants were far from Atlantis on the day of doom. hey were also conquerors and colonizers who controlled vast domains on the continents surrounding the Atlantean Ocean, and thousands more Atlanteans lived in these overseas possessions. he Atlanteans of the current day are descended from these travelers and colonists. Atlanteans have lost much of their vast lore and advanced technology, but they are still a powerful force for good or evil in the world. Proud, audacious, self-reliant, and industrious, they work to preserve the fading glory of Atlantis and recover what they can of its lost sciences and arts. Some Atlanteans use this lore to guide (or dominate) the less-advanced peoples around them, hoping to rebuild Atlantis in a new home. Others recognize that the time of Atlantis has passed, and work to pass its knowledge to younger civilizations where it may do great good.
PHYSICAL QUALITIES 
Atlanteans are fully human, and possess a human range of builds, body types, and features. hey form a distinct ethnicity, and can be identiied as Atlantean at a glance. hey are a tall and handsome people in general, and many Atlanteans are natural athletes. heir skin color ranges from a light copper hue to a deep bronze, their hair is usually dark brown or raven-black, and their features tend to be ine. heir most notable features are light-colored eyes in hues that are rare among other humans: gray, green, an icy pale blue, or even a bright gold. he contrast between the light-colored eyes and the copper or bronze complexion is often quite striking. Because Atlanteans are declining in numbers, more and more have married into the general population of hule. Classic Atlantean features are becoming hard to ind, although the wealthiest and most powerful families are more likely to preserve the old bloodlines.
ATTITUDES AND BELIEFS 
Atlanteans value knowledge and learning above all things. Even the most martially inclined Atlantean is not just a muscle-bound soldier—he or she is a student of combat and strategy, drawing upon centuries of martial philosophy. Atlanteans believe that every human endeavor can be studied, critiqued, and advanced through the application of logic and scholarship. he history of Atlantis was a triumph of progress in science, magic, war, and the arts, and now that Atlantis is no more, the surviving Atlanteans strive to preserve and spread this philosophy to the other peoples of the world. Because Atlanteans ruled over much of the Earth for so long, they see themselves as more intelligent and capable than other people. hey are the “kings of men” in the parlance of the old empire, and they naturally see themselves as leaders. Atlanteans are proud, conident, and strong-willed, and often expect some amount of deference from people who do not share their education or incisiveness. At best, this attitude comes across as haughty or patronizing. At its worst, it is a belief system of racial superiority that empowers Atlanteans to dominate weaker peoples. However, many Atlanteans believe that the advantages they enjoy also carry an obligation to work to make the world a better place; more Atlanteans are compassionate teachers than arrogant conquerors. Atlanteans are not especially pious. heir cultural heritage of scientiic learning and technological advancement makes it easier for them to have faith in their own abilities instead of seeking divine patrons to protect them. Many people believe that the tragic fate of Atlantis was the gods’ punishment for this hubris, although few Atlanteans would agree. hose Atlanteans who are religious usually regard Asura, Mithra, Nergal, and Tiamat as the most important deities, and venerate them above all others. Asura in particular was viewed as the patroness and protector of Atlantis, and even though Atlantis is gone, her people still look to the dawn for inspiration.
ATLANTEAN COMMUNITIES
The nation of Atlantis is now gone, and there are very few places in the world where Atlanteans live in their own isolated communities. In this new age, Atlanteans are most often found as minority populations within the cities or lands of other human peoples. Over the long centuries of Atlantis’s preeminence, Atlanteans living overseas naturally enjoyed signiicant advantages of wealth and political power in the empire’s various colonies. hese advantages are not what they once were, but they still exist—Atlantean families are often titled nobles, successful merchants, or powerful politicians or military leaders. Atlanteans are especially common in the city-states of Katagia, Marg, Orech, and Quodeth.
ROLEPLAYING AN ATLANTEAN
When you play an Atlantean character, you are playing someone who is richer, more inluential, and better-educated than most of the people he or she meets. Whether you regard these advantages as your birthright or as privileges you must earn through your own deeds is up to you. Seek knowledge for its own sake. Your people are the living examples of the maxim that knowledge is power. Most Atlanteans cultivate a keen interest in many diferent things—ancient history, the natural sciences, war and strategy, commerce, philosophy, the arts, almost any ield of study imaginable. Be intensely curious about the world around you, and seek out opportunities to explore ancient mysteries or discover new things. Lead by example. Atlanteans are supremely self-conident. While you are certainly capable of reasoning with people to get them to see why your ideas are best, it has long been a cornerstone of the Atlantean makeup to demonstrate the merit of an argument by living it. When you know you’re right, it’s time to act, and trust that the success of your actions will argue your point for you. Others will follow when they see you succeed. here is always a better way. Your people’s dedication to study and progress has demonstrated time and time again that there is always room for improvement. When faced with an unappetizing choice, you are convinced that a better choice can be found if only you are perceptive enough to ind it (or decisive enough to seize it). Question why something is done the way it is done, and look for a better way to do it.
ATLANTEAN RACIAL TRAITS
While Atlanteans are fully human, they possess a distinct cultural heritage that ofers them unique opportunities compared to most other humans in the world. his means that Atlanteans have diferent ability score adjustments and racial traits than other human characters do. Ability Scores: +1 Strength, +2 Intelligence. Atlanteans are naturally inclined toward an unusual combination of athleticism and scholarship. Age: Atlanteans are somewhat long-lived compared to most other humans. hey reach adulthood by 20, and often live to an age of 120 or so. Alignment: Atlanteans tend to be lawful, believing that societies can be engineered with strong laws and good planning. Whether those laws bring good to all or help the evil to oppress the weak depends on the individual; Atlanteans have been both protectors and conquerors in the past. Size: Atlanteans are Medium creatures. Speed: Atlanteans have a base speed of 30 feet. Broad Education: Atlantean characters begin play with training in any two Intelligence-based skills. Atlanteans are raised with a love of learning and are encouraged to study any subject that catches their interest. Headstrong: Atlanteans gain tactical advantage on saving throws against command, dominate, geas, and hold spells. Atlanteans are willful and are used to having their way; when confronted with spells or efects that threaten to master the will with a direct attack, they are diicult to break.
Wealthy: Atlantean characters begin play with ive times the normal starting wealth for their class, and can purchase common magic items with their starting wealth for 100 gp each. Atlanteans come from wealthy families with a number of heirlooms. Languages: Atlantean characters speak Low Atlantean (the common tongue), High Atlantean, and one bonus language. Atlanteans can choose any common or uncommon language they want, but not rare or secret languages (see Languages in Chapter 1). hey can read and write in any language they know.

ATLANTEAN NOBLE
The lost realm of Atlantis was an imperial power that ruled over half of Thule for many hundreds of years. Katagia, Orech, Quodeth—all were jewels of greater or lesser value in the royal crown of Atlantis. To this day, a majority of nobles in the cities that were formerly part of the Atlantean Empire still claim descent from highborn Atlantean families. In fact, so much prestige is attached to these old family lines that quite a few noble clans falsely claim Atlantean descent. Your family is above any such base suspicions, of course. Many huleans are born to lives of struggle and want, but not you. You were brought up in a life of luxury and ease that most common-born citizens (let alone jungle savages) could hardly even imagine. You had access to the inest tutors and all the privileges and perquisites of high station. No simple title intimidates you; you have spent your whole live rubbing elbows with lords, princes, and panjandrums. Where you walk, common folk step aside; when you speak, people listen. You wear an invisible mantle of authority and command, and you are used to getting your way. All nobles of Atlantean descent are human, or at least partly so. Naturally, most are full-blooded Atlanteans and belong to the Atlantean character race. However, in some places the old Atlantean families have intermarried so often with the local populations that the traditional Atlantean features and traits are virtually lost, leaving only a noble name and a family history that stretches back through the centuries. Humans of Dhari or Kalayan descent can therefore be “Atlantean” nobles, too, as can a few rare half-elves. he people of Lomar arrived in hule after the fall of Atlantis, and never developed any tradition of rule by Atlantean masters. Likewise, no dwarf, elf, or halling would ever be mistaken for an Atlantean of high birth. Key Identity: Atlantean, bard, ighter, wizard.
ATLANTEAN NOBLE BENEFITS The life of a noble is more than outrageous decadence. Most young nobles enjoy the best martial training available, since assassinations, duels, and feuds with rival families are commonplace occurrences in noble life. As your fame grows, you ind that mere mention of your name is enough to open almost any door in your homeland, or to set the city’s bureaucrats and panjandrums working against anyone who displeases you (other than another high noble, of course). Eventually, you may stand beside the throne as a member of the royal council—or, if necessary, you may take the throne for yourself. Skill Training (1st level): You are trained in History and Persuasion. As a noble, you were instructed in the events that shaped your family’s legacy, and learned the arts of diplomacy. Urgent Command (1st level): On your turn, you can use a bonus action to allow one ally within 30 feet of you to make a single melee or ranged attack as a combat reaction. You can use this ability once, and then you must rest to regain it. Noble’s Grace (6th level): Your air of nobility and conidence gives you greater inluence over other people in positions of power. You have tactical advantage on ability checks or skill checks to interact with nobles and leaders. Noble Patriarch (10th level): You become the oicial patriarch of your noble house. You are nominated to a seat of power in your home city, appointed to a ruling body, or awarded some similar great honor. You gain access to the wealth of your house and the authority to command its soldiers; you have a high income, and a company of followers equivalent to legionaries (see the sidebar on page 79). At 15th level, your followers improve to veterans.
ATLANTEAN NOBLES IN THE WORLD As you might expect, you are a person of great importance in your home city. Since people know you are rich and powerful, they are careful to defer to you in public—most nobles have small private armies that can do what they want to any non-noble who causes trouble. he city’s monarch or oicials might eventually do something about nobles who are extremely abusive toward their social inferiors, but they might not, so commoners think twice about crossing you. Noble families in any city constantly maneuver for inluence and power, and these rivalries often become quite heated. he worst enemy you possess is probably another noble jealous of your fame or threatened by your success.
PERSONALIZING THE ATLANTEAN NOBLE Each of hule’s cities has its own traditions of nobility and trappings of power. Some cities such as Lomar or Rime have no regard for Atlantean descent at all, for example. Consequently, your home city is one of the most important determinants of the sort of noble you are.
Merchant Prince of Quodeth: Quodeth is the greatest mercantile power in hule, and most of its nobles control rich stakes in a variety of industries and trades. Your blood may be blue, but at heart you are a man or woman of business. You own interests in merchant galleys, spice caravans, vineyards, and silk orchards—and you’re not afraid to
get your hands dirty if something or someone poses a threat to your little empire. Patrician of Katagia: he city of Katagia is the purest example of Atlantean culture remaining in hule, and you were raised with the inest education in the arts and sciences of Atlantis . . . especially the arcane arts. Your family is wealthy and powerful, of course, but you understand that the true power of Atlantis was not measured in gold coins and loyal troops, but in knowledge. he libraries of Katagia are extensive, but many secrets of Atlantean magic and technology lie hidden beyond the city’s walls, and you mean to seek them out. Rebel Lord: Your family represented a threat to the ruler of your home city, so they were driven into exile. Fortunately, your family was able to carry of suicient treasure to become established in a new home, but someday you mean to return to your native city and see justice done. Which city is your true home? Where did your family ind shelter? And why were they exiled to begin with?

KATAGIA, LAST BASTION OF ATLANTIS
It’s been three centuries since Atlantis sunk beneath the waves, and Katagia is still coming to terms with that disaster and what it means to Atlanteans when Atlantis is no more. Once the capital of Atlantis’s colonies in hule, Katagia is determined to reclaim the glories of the Shining Empire. he diiculty is that few Katagians can agree on how to accomplish that. Some Katagians are determined—some say too determined—to live life as if Atlantis still ruled. Others lash out at anything non-Atlantean, blaming the rest of the world for the loss of their home. And some are trying to take the best of hule under the Katagian banner, combining the strengths of their new continent with the traditions and learning of the old.
FROM COLONY TO CAPITAL he Atlanteans landed on the southern shores of hule in 307 AR, only three centuries after Emperor Evenor founded the empire. Despite the forbidding terrain and the even more forbidding natives, the Atlantean colonists made steady progress, founding Katagia in 495 AR and eventually reaching the Golden Sea in 1673 AR. But a costly war with Lemuria distracted Atlantis, and hule’s natives started to chip away at the colonies’ borders. he Atlantean colonies on hule fell into chaos in 1906 AR when Atlantis sank beneath the waves, with most native Atlanteans leeing for the relatively safety of Katagia. Native huleans reclaimed most of the Atlantean conquests, but the banners of Atlantis still lew above Katagia—and they still ly there today, even if the rest of the continent is only dimly aware that Atlantis once existed.
CITY DESCRIPTION Katagia’s dominant feature are its walls—not just the stone battlements that surround the city, but the many internal walls that separate neighborhood from neighborhood. he product of overzealous military planners when the Atlantean colony on hule was expanding rapidly, the walls sometimes bisect a city block and in a few memorable instances run right through the middle of a building. he walls, built and rebuilt in a variety of architectural styles, give the city an insular feel and contribute to one of the city’s nicknames: the Honeycomb. A visitor to Katagia experiences the city only a few blocks at a time, making the city seem much smaller than it actually is. he Bronze Locks: Named for the once-shiny ittings now turned green with age, the Bronze Dam
was originally built to regulate the Tambur River’s low into Devilsun Bay but quickly became a means for Katagia to extract tolls from merchant traic heading up and down the river. Today the Bronze Locks are a prize for whichever faction is ascendant in Katagian politics; the tolls from river traic fund all sorts of factional ambitions. he Tidal Wards: he three southernmost wards in Katagia have sunk beneath sea level, so residents get from place to place via canals rather than streets. Most basements are looded, and the loathsome ish-men known as skum have started moving in, creating their own secret settlement underneath the looded parts of Katagia. Blackfalcon Tower: Home of the Saursane family, one of the political factions grasping for power in Katagia, the tower is the tallest and most imposing in the city. Made entirely of black granite shipped from Atlantis at ruinous cost, the tower has upper reaches forbidden to all but family members and a dungeon below where the Saursanes dispose of their enemies. he Winged Tower: Asura’s greatest temple on hule, the Winged Tower is so named for the trained wyverns that roost among its balconies and buttresses. he great brazier atop the tower—lit at all times, no matter the weather—is visible throughout the city and even to ships at sea. If the lame were to be extinguished, the bad omen would ripple throughout Asura’s faith across the continent. he Grand Orrery: Located in a walled-of section of central Katagia, this artifact was built ive centuries ago to show how moons and constellations cross the sky. It’s in constant motion, though it no longer corresponds to the actual sky and no one seems to know how to recalibrate it, or what would happen if the orrery worked properly once again. As a matter of civic pride, most Katagians would very much like to get the orrery working again, and they still use its gleaming copper arms and spheres as a meeting place and chaotic bazaar.

Katagia (Small City, pop. 22,500) Last Bastion of Atlantis, the Twitching Limb, the Honeycomb The only city to still consider itself “Atlantean” after Atlantis sank beneath the waves, Katagia is torn between those who want to restore Atlantis’s glory and those who want to build a new civilization here on Thule.
Authority: Lord Protector Denoch Saursane heads the political faction that is (temporarily at least) ascendant in Katagia; the Saursanes represent a conservative faction that wants to protect Atlanteans and preserve Atlantean culture at any cost. Denoch’s efforts are often thwarted by the Diluvials, a collection of activist families that want to declare a formal Atlantean monarch, found a new dynasty, and raise an army to conquer the Claws of Imystrahl and eventually Thule. Also inluential are the Sea-Barons, a cabal of merchant princes who want to rebuild a powerful Atlantean leet but don’t hold territorial ambitions, and the New Katagians, a coalition of families—many human, not Atlantean—who want Katagia to become a stable Thulean city-state without all the trappings of Atlantis.
NPCs: About two-third’s of Katagia’s population is Atlantean, with the remaining third divided in half between humans and everyone else.
Krufa Saursane is one of Denoch’s trusted nephews and a committed Atlantean supremacist, although he holds no particular animus toward individuals of other races. He’s always plotting against the other factions and rival city-states, and he fancies himself a spymaster, hiring cats-paws like the PCs for all sorts of missions.
Beritt the Withered is one of the Sea-Barons, accomplished in weather magic. Too old for long sea voyages, she manages her trading company’s affairs from Katagia. If something happens in a far-off part of Thule, Beritt is often the irst Katagian to hear of it.
Vrokath is a noble scion of Katagia and one of the more radical firebrands among the Diluvials. He wants Atlantis to return to its rightful place in the world—no matter that the continent rests on the ocean loor. He’s begun to make inquiries about a powerful ritual connected to Great Cthulhu that could raise Atlantis above the waves, sinking Thule in its place.
Trade: Katagia’s artisans are some of the finest on the continent, especially when it comes to art, sculpture, and other luxury goods. The sculptors, jewelers, painters, and clothiers of Katagia keep Atlantean styles and techniques alive, and the rest of Thule pays dearly for such craftsmanship. Katagia imports some food and raw materials from upriver, and the various factions are always seeking conscripts for their private armies. Concerns: Recently the priests of Tarhun have been struggling with traditional ight trainers for control of the gladiatorial “pit fights” of Katagia; the priests have always blessed the duels and healed the gladiators, but now they want a greater say in how the fights are run—and perhaps a share of the proits.   The New Katagians are reaching out to the human towns of Putrann, Garrit, and Hakrim to the east, inquiring about the possibility of a mutual defense pact.

THE SAGE OF ATLANTIS
On the outskirts of Katagia stands a lonely tower, overlooking the sea. This is the home of Hyar Thomel, 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 Thomel seeks to preserve the legacy of Atlantis by sharing his scientiic and cultural advances with the younger races of Thule.  The Sage of Atlantis is an excellent source of information; if Hyar Thomel is an enemy, he may provide crucial information to one's rivals.


Finnris at the House of the Fallen Star - early autumn 04/M7 2213 AR

On his last night with the Pit Fighters. Urgak of Katagia invites Finnris to the House of Fallen Star, a notorious fighting pit and brothel in the Sark district east of the Great Quosa, and introduces him to her owner, the Nimothan Setesh Uttikal. The three of you gather at Uttikal’s pit side table to drink well and watch the show.
Most of the battles that night are fairly routine, until the last – three Phoori Headhunters pitched against a lone, unarmed man… a man over eight feet tall! He has elaborate tattoos on his arms and legs, as well as on his face and the top of his bald head. The crowd goes wild at the sight of him – Setesh Uttikal leans over and comments:
“That is Ruuk Nath. He is undefeated – watch…”
Finnris watches as Ruuk Nath uses his massive bulk to toss his three opponents around and knock them senseless, breaking limbs and smashing bone with his mighty punches.
As he crushes the skull of the last Phoori, the man-mountain Ruuk Nath looks up, covered in fresh gore, and catches Finnris’s eye.
And he smiles.

Finnris bows his head and raises his flagon in salute to the giant, but does not break eye contact. Finnris grins like a hungry wolf, but his eyes are cold as death.

Ruuk Naath grins back mirthlessly at Finnris as his fingers dig into the face of the last Phoori - there's a sickening pop as the whole front of the skull caves in. Naath turns away, raising two corpses above his head in jubilation as the crowd cheers.

Finnris has a sense of foreshadowing...

Finnris replays the fight in his mind, measuring Ruuk May is reach, considering his foot work and balance.
Calling for more drinks, he toasts Urgak of Katagia and Setesh Uttikal and says.
"So tell me about the giant Ruuk Nath?" 

Uttikal frowns, sipping dark wine.


"There is a dark story behind this brutal champion’s fame. From early boyhood, when he first began to exhibit signs of his extraordinary size and strength, Ruuk Nath has been steeped in violence and murder. He was bought by a nobleman I shall not name, and trained to be an unthinking weapon. As a boy, they say, he was given small children and frail old slaves to strangle. As a youth, he murdered weak or injured slaves and warriors. After every death, he was rewarded with dark rituals, infusing him with even greater size and strength. As a grown man, Ruuk Nath lives now only to demonstrate his might by ending the lives of others."

Finnris muses:

The ways of those calling themselves civilised and noble are strange. And they call my kind savages and barbaric.
                                                           * *

HOUSE OF THE FALLEN STAR 
If there is a more sordid establishment in Quodeth, it would be hard to name it. The Fallen Star is a sprawling, ramshackle fighting-pit where bloody arena fights are staged almost every night. Raucous taprooms, brothels, and a bustling black market are located in various parts of the rambling stone structure. The place was built atop the crater left by a good-sized meteorite that struck a decrepit block of buildings fifteen years ago, knocking down half the block with the force of the impact. The meteorite still lies in the middle of the fighting-pit and remains warm to the touch even to this day. The master of the Fallen Star is a strapping Nimothan barbarian named Setesh Uttikal, a former freebooter and mercenary who adventured all over Thule in his youth. His two wives—a Dhari woman named Eamel from a tribe Setesh befriended in his travels, and Valebel, an elf that he saved from Crimson Slavers—help him to run the place. A dozen heavy-handed enforcers and legbreakers make sure the revels don’t get out of hand each night.

Monday, February 4, 2019

PCs & Adventures

PCs   
Zérda “The Defier”



Weekdays Weekly from February 2019

Adventures
1. It Came From the Sewers lvl 1
2. Beyond the Shadow of a Dream lvl 1
3. The Watchers of Meng lvl 5-8
4. Door of Varg-Sharsuni lvl 3
5.The Scent of Jasmine lvl 5-8
6. Voor Darayn lvl 5-9
7. Red Chains lvl 4-6
8. (Attack on the Isle of Woe)
9. Tower of Golden Scales
10. Lost Tower of Viondor lvl 7-9


Current/Regular PCs 
1.(Judith) Mistress Aeshma, lvl 14 Kalayan Sacred Slayer of Mithra (h-f), Swashbuckler Rogue/Fighter/Warlock. Income Tier II Moderate (Senior Panjandrum) Level + INT bonus x 100gp
2.(Bill) Baron-Captain Vorstag Iceslider, the Frost Giant's Son, Baron of Woe. Goliath Ice Reaver of the Tjokren Glacier (g-m), lvl 16 Assassin Rogue-15/Barbarian-1. Income: Tier II Moderate (Merchant Prince) Level + INT bonus x 100gp
3. (Matt) Finnris, lvl 14 Dhari Outcast of the Narthan Highlanders (h-m), Slayer Barbarian
4.(Jack) Lord-Captain Zérda “The Defier” of House Saväschu, lvl 12 Atlantean Noble of Katagia (h-m), EK Fighter-11/Wizard-1. Income: Tier I>II High (Noble stipend/Royal Consort) Level + INT bonus x 50gp (Tier I High) - will become Tier II high (x50 > x200) on marriage
5. (Rich) Craw, lvl 14 Dhari Fighter (h-m)
6. (Jelly) Kasumi, lvl 15 Kalay Sword Sister of Dawnspire (h-f)

Occasional
(Daphne) Lady Aeridnis of House Vorzin,  lvl 7 Atlantean Noble of Quodeth (h-f) Wizard-5/Fighter-2
(James) Cassandra, The Bearer of the Black Book, Quodethi (h-f) Sorceress-7

Pregenerated/Temporary PCs (level 7-9)
1. Marrek, a 7 Knives Darkblade Rogue-8 of Quodeth, comrade of Ayilda
2. Ayilda of the Snows, a Red Sonja type Ice Reaver Barbarian-8 of Nimoth
3. Jarein Kho, a Lomari Panjandrum Cleric-7 of Nergal
4. Iska Yhoun, an Atlantean Noble Wizard-7
5. Amos, Ammurath Barbarian-9 of the Iron Hills

Campaign Estimates
Month  Highest Level; Months played at end of month
2019
TIER 1
M2    1-2 (2 sessions); 0.5
M3    3-4 (4 sessions); 1.5
TIER 2
M4    5-6; 2.5
M5    7-8; 3.5
M6     9; 4.5
M7   10-11; 5.5
TIER 3
M8     12-13; 6.5
M9     14; 7.5
M10   15; 8
M11  BREAK



Vorstag Iceslider


Sundays/fortnightly January-June 2019

Adventures
1. Tower of Black Flame lvl 1-2
2. Cavern of Golden Tears lvl 2-4
3. Night of the Yellow Moon lvl 4-6
4. Secret of the Moon Door lvl 10-12

Atlanteans - Aeridnis Vorzin on the right


Other PCs, occasional & retired, include

(Tavid) Query, Quodethi Occult Scientist Sorcerer-5
Arcturus, Priest Inquisitor of Quodeth

(Theo) Prelate Abron Nemruth, Sacred Slayer (h-m) Cleric-5
(Michael) Inquisitor Arcturus Damanacus, Atlantean Guardian of the Nine (h-m) Cleric-5


(Matt) Lucifer, Vorzin Guard Lieutenant, (h-m) Paladin-5
(Tom) Paelias, Elf Ranger of Imystrahl, Beastfriend (e-m), Ranger-3
(Joe) 'Wolf' Talarni, lvl 3 Dhari Hunter of the Bolotanga Windrunners (h-m)  Barbarian-3
(Matt2) Falskaar, lvl 3 Nimothan Soothsayer (h-m) Fighter-3
(Luke) Caspian Morningstar, lvl 3 Elf Corsair (e-m) Rogue-3
(Michelle) Kiera, Elf Fighter-2
(Chris) Timbo, Human Lomari Fighter-2
(Megan) Hyas, Elf Wizard-2
(Elias) Hadeem lvl 2 Mithraic Quodethi (h-m) Paladin 2
(Ioli) Narvin lvl 2 Mithraic Quodethi (h-m) elderly Wizard 2
(Georgia) Helmi Seravell lvl 2 Dhari Ammuran (h-f) Barbarian- 2
(Oisin) Bron of the Silver String, Dhari Outcast of the Bolotanga Windrunners (h-m), Bard-2
(Oisin) Nadred, Ice Reaver Storm Priest (h-m) Cleric-1

Maintenance Costs, excluding accommodation
Lower Class, junior servant: 1 sp/day, 3 gp/month
Artisan Class, senior servant: 2 sp/day, 6 gp/month
Middle class: 4 sp/day, 12 gp/month
Upper class: 8 sp/day, 24 gp/month

Tuesday Group Retinues & Total Costs excluding accommodation
 Zérda “The Defier” of House Saväschu (24gp), 3 junior servant (9gp) & 1 senior (6gp) = 39gp/m
Vorstag Iceslider, the Frost Giant's Son (6gp), Fion of Donegal (3gp) = 9gp/m
Aeshma, Sacred Slayer of Mithra (12gp), 1 junior servant (3gp) = 15gp/m
Finnris, Dhari Outcast of the Narthan Highlanders (6gp) = 6gp/m

Opposite Sapphire Palace. 100 gp/month, or 1000gp/year. All payable in advance.
Following traditional Atlantean  domestic architectural usage, the villa is divided into two halves: a public/business area (8,16,18) and a private area (9,10,12-15) with the servants based in 11 and 17. Formal/business visits would take place in the Tablinum(18), while more familiar, social visitors would use the Oecus(15). In this example the four rooms above the Peristyle(9), would be the PCs rooms. The rooms surrounding the Atrium(8) would be used as guest rooms, store rooms etc. Usefully there is an inconspicuous side exit off the Peristyle, while the Tradesman's/Servants' entrance is via the Wagon Shed(11).

Cassandra, Bearer of the Black Book


'Wolf' Talarni  of the Dhari, Bolotanga Windrunner

Wolf of the Dhari
His coming of age trial was to decipher a riddle, and he is banished from tribal lands until he solves it. He's wandered since in search of inspiration, hoping to arrive at enlightenment through observation of the natural world. The riddle is as follows -
"In the absent light
The distant voice of the wolf
Becomes the night wind."


Aeshma of the Khava Coast

Aeshma, Golden Sea Corsair
Aeshma was born in the town of Renekrit on the Khava Coast, one of the many offspring of Kashan, Captain of the feared red-sailed trireme “Running Crimson”.  Her mother, Miara, was a slave prostitute who became one of Kashan’s favoured concubines.  However that was not enough for Miara.  When a down-on-his-luck trader paid for a night of pleasure with the famous (and expensive) Miara using an artefact salvaged from a jungle ruin, Miara found her chance.  Over several months she awoke the power sleeping in the ancient artefact and was able to contact the King in Yellow.  Power doesn’t come without a price, and the price was the life of Miara’s firstborn, Aeshma.

Miara made the bargain, but secrets have a way of getting out, and Aeshma found out the truth.  Using the obsidian knife that Miara had bought to make the sacrifice, Aeshma killed her mother in her sleep, took what wealth she could find and fled.  A couple of months later after most of the gold had run out, “Running Crimson” came in to dock at Renekrit, and Aeshma sneaked on board and introduced herself to Captain Kashan.  Amused by her audacity, he took her on as one of his crew.

The next eighteen months were great fun for Aeshma as she learned the Corsair’s trade from Kashan’s crew on “Running Crimson” as well as serving on the ships commanded by Kashan’s allies, a group collectively known as the Lords of Dismay.  But even as the days were high adventure, the nights were often restless as she started seeing a bronze-masked figure clad in yellow in her dreams.   Soon, with equal parts horror and glee she discovered she could access magical powers.  Then a mark like a brand appeared on the palm of her left hand.  The ship’s Shaman and Windcaller said she was cursed and should be drowned lest the curse affect everyone on board.

Kashan instead ordered her set adrift in a small boat saying if she had angered Tarhun, then Tarhun would call a storm to take her.  A few days later she was picked up by a trading ship doing the run between Droum and the Quosa River and offered the chance to earn her passage.  She ended up in Quodeth and signed on with Captain Abal Bak of the “Stern Maiden”, though after “Running Crimson” it’s been very dull…

M8+ 2213 AR Aeshma's Temple Servant
Kallindri grew up in Quodeth working as a seamstress where she met Dalghar, a Dhari Jungle Trader who was in the city on one of his buying trips.  The two fell in love, married and started a trading post in Ghanport where for awhile they made a reasonable living bartering Quodethi goods for hides with the local Dhari hunters.  About three years ago her husband and two sons decided to borrow money and sail to Lomar to buy some quality Lomari weapons or armour for trade as the local Dhari tribes, under increasing pressure from Beastmen raiders, were looking for more than their usual bows and spears.  They never returned - local fishermen reported seeing Margish slave ships in the area so Kallindri concluded their ship had been attacked and they had been taken.  Kallindri had no option but to sell the trading post to pay back the loan and travelled to Quodeth hoping to live with her daughter Kalynn's family.  Unfortunately, between some bad business decisions and a run of bad luck, they were having serious difficulties of their own and couldn't take her in so Kallindri, always a follower of Mithra, went to the Temple for advice.  There she met the priest Kallesh Gan who, after hearing her story, advised her to become a Temple Slave as it would provide for her upkeep and give her some money which she could use to help her daughter Kalynn.  After considering her options, Kallindri agreed.


Kallindri is a Kalayan, about 40 years old, her dark hair now flecked with grey.  At the Temple she spends much of her time working in the garden alongside the Temple's herbalists as she no longer has the manual dexterity for the kind of fine needlework she did in her youth.  She's now a little near-sighted, but has recently learned to read and regularly borrows texts on the uses of plants and herbs to improve her knowledge.  


The Stern Maiden. Captain: Abal Bak.
Aeshma, in Cuirass



Zérda “The Defier” of House Saväschu


Born into a life of luxury within noble House Saväschu of Katagia, young Zérda was afforded a lavish lifestyle, and strict education. The only son of a proud family, they made sure he was tutored in the history and religion of old Atlantean culture, as well as the art of war. Through intense training, his mind soon became as sharp as the dual scimitars he trained with. Quickly developing a thirst for knowledge, Zérda whiled away most of his free time in Katagia’s Grand Orrery, using his family’s influence to gain access to rare Arcane tomes, and even teaching himself Elvish through his own personal studies. He wouldn’t tell his family though… they’d never approve.
As he grew up, one thing made less and less sense. House Saväschu, as one of the noble families that make up the Diluvials, want to declare a formal Atlantean monarch, found a new dynasty, and raise an army to conquer the Claws of Imystrahl and eventually Thule. There was even talk, amongst the more radical, about raising Atlantis above the waves. What underpinned this idolisation of Atlantis, was the notion that somehow Atlanteans were above all other races – yet Zérda’s private studies suggested Atlantis was a richly diverse culture, with a melting pot of other tribes and races influencing most of what would otherwise be considered typically Atlantean.
This contradiction was not something Zérda could ignore, and as a young adult, this led him to a lonely tower on the outskirts of Katagia – the home of Hyar Thomel, the last living person from the island of Atlantis. The more Zérda learned from Hyar, the more it cemented Zérda’s core and controversial view: Atlanteans are not above other beings. Had the Dhari or Nimothan humans received the same education as Atlanteans, Zérda firmly believed they would be just as strong, talented and smart as he was (well, perhaps not QUITE as smart). Never one to shy away from speaking his mind, Zérda decided to bring his findings to the Diluvian Elders. They were not well received.
Quodethi Thief
The Diluvials, including his own mother and father, were outraged with his viewpoint and tried every type of coercion to bring him back into the fold. On seeing this fall on deaf, arrogant ears, the Diluvials branded him a heretic, and a betrayer of his own kind. In the days that followed, Zérda was not only lambasted for his views, but suffered three attempts on his life. Fortunately, Zérda’s contacts within the New Katagians had gotten wind of the plot and warned him of the first attempt, Zérda’s own quick-thinking and ingenuity helping avoid the other two. Finally, Vrokath, one of the Diluvial’s most radical firebrands, gave Zérda an ultimatum. Leave Katagia willingly, forsaking all titles and estate, and never return; or one by one his entire family will be murdered: his mother, father and two younger sisters. Though Zérda was no fan of his parents – since both had ostracized him by this time – his sisters were innocent, and this forced Zérda’s hand.

Giving up his family name and estate, Zérda left Atlantis without ceremony; now a lowly adventurer. In his wandering, Zérda acquired a manservant – a stocky, balding, middleaged man named Filagree, to carry his wares – and eventually was led to Quodeth, hoping to start anew and restart his once hedonistic lifestyle. Yearning to learn more of this fascinating world, Zérda believes he can start his own Atlantis amongst a like-minded group of people; and maybe one day see his sisters again.

Rien, ex prostitute & former lover of Oola, sans left pinkie, servant & lover of Zerda since saved from the clutches of Kurturbal. Dark hair, slim and beautiful.


FINNRIS - BACKSTORY HERE

Narthan Mammoth Hunters - White Griffin Clan
Also see https://simonsprimevalthule.blogspot.com/2019/04/highlands-of-nar.html
This clan of around 250 Dhari highlanders dwell in the eastern Highlands of Nar, south of the Jandar River, north of Faroshak and south-west of Thran. Like most Narthans, they are traditional enemies of both the Atlantean city of Katagia to the south and Thran, sinister City of the Black Circle to the north-east. They generally acknowledge the Narthan High Chief at Narhame; when the High Chief dies the Narthan clan chiefs journey to Narhame to elect a new High Chief in the Grand Moot.

The clan hold: The White Griffin chief’s longhouse is a “palace” of barbaric splendor. Most of it is one tremendous, timber-columned hall. Tables, benches, and numerous fire pits are arrayed near the center of the hall. Cots and pallets covered with warm furs are pushed near the walls for sleeping. At the end of the hall opposite the single entrance, an impressive, roughly-hewn chair stands beneath the mounted head of a griffin.

Evarr Hallborn is the hereditary leader of the clan. He was a great warrior in his prime, and even now few of his clansmen would face him one-on-one. He wears a mantle made from white griffin hide that’s the hereditary symbol of rulership in the clan. His two eldest sons both died (one in battle, one adventuring) before Evarr was ready to hand over the reins of power. Leafstan is his only surviving heir. Evarr judged against Finnris' mother at her trial.

Leafstan Hallborn is the son of Evarr Hallborn and the only surviving heir to the griffin mantle. He’s 17, passionate, strong, and impetuous, and he’ll become an excellent clan chief if he lives long enough. He was one of the few clansmen who always treated the 'witches' son' Finnris fairly.

Baishum Judocus was a mercenary of Atlantean descent who joined the Crimson Slavers of Marg raiding along the Jandar River from Thran, but eventually he grew to admire the people they were preying on and repented his wicked ways. He jumped ship during a raid, swam ashore, and tried to teach the barbarians he found how to protect themselves against the raiders. The clans accepted him and gave him a home, and he’s lived among them for 20 years. As a non-Narthan by blood he was not entitled to speak at the trial of Finnris' mother.

Bearn Tuham is a seasoned warrior and raider who’s seen more than his share of combat against slavers and other enemies of the clan. He lost his right arm battling lizardfolk a decade ago, but he still serves Evarr Hallborn as a lieutenant and adviser. He spoke for Finnris' mother at the clan moot where she was condemned to death.

VORSTAG
Ffion Macnamara, a former Princess of Donegal

Ffion Macnamara, Princess of Donegal: ST -2 (7) DE +0 (10) CO +2 (14) IN +0 (10) WI +0 (10) CH +3 (16) AC 10 HP 14
Skills: Persuasion +5 Deception +5 Insight +2 Perception +2 PP 12 Performance +5 Stealth +2
Languages: Gaelic (Daray), Vulgate Latin (Low Atlantean).
Human female, 'Daray' (Northern Irish), age 19 in 2213 AR.
Notes: A former Princess of the Kingdom of Donegal AD 1213, brought to Thule through Time by the Red Mage of Marg and sold into the slave pits, passing eventually to Oola, Mistress of the Whip. Rescued by Vorstag Iceslider from the Cannibal Degenerates of Meng.

LEGIONARIES
Legionaries are loyal, well-trained soldiers who
often serve as palace guards or elite mercenary
bands. They are a cut above typical guards.
LEGIONARY CR 2
Medium humanoid (human) XP 450
Senses average Perception 12
Languages Low Atlantean, one other
BASE STATS
AC 17 (scale coat, shield)
hp 52 (8d8+16)
Speed 30 ft.
ABILITY SCORES
Str 16 (+3), Dex 10 (+0), Con 15 (+2)
Int 10 (+0), Wis 11 (+0), Cha 11 (+0)
TRAITS
Skills Intimidation +2, Perception +2
Equipment scale coat, shield, warspear,
shortsword
COMBAT ACTIONS
Multiattack The legionary attacks twice with spear
or shortsword.
Warspear (melee or ranged weapon) Attack: +5 to
hit, reach 5 ft. or ranged 20 ft./60 ft, one target.
Hit: 1d8+3 piercing damage.
Shortsword (melee weapon) Attack: +5 to hit,
reach 5 ft., one target. Hit: 1d6+3 slashing
damage.

Legionaries are generally older men with lots of battle experience, eg the Triarii of the early Roman Republican armies might count. So they have higher STR & CON and lower DEX than most younger warriors.
Iron mail coat (600gp) and steel-rimmed shield (500gp) would raise AC +2 to 19. Steel-tipped warspear (400gp) would raise attack to +6/d8+4.
Number of Legionary Companions derived from an Heroic Narrative is normally your level +6 + your CHA mod.

Other NPC warrior stats at https://simonsprimevalthule.blogspot.com/2019/05/soldiers-of-thule.html

Image result for Thule hoplite
Legionaries
Lomari Noble

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...