søndag den 1. december 2013

Session 8

Day 27


After killing the shaman and interrogating him, Arath, Nevron, Chavron and Petyr headed out to find the remaining goblins. They did so about an hour later, but after a brief battle and 10 dead goblins, they knew nothing more than they did before.

They returned to Ashfield and were met on the outskirts of the village by Thomas Gyll and his 6 thugs. Thomas acted as if he had never made a deal and hired the four adventurers, and wanted them to leave. When Nevron called him a liar and presented the ring they had found, Gyll and the thugs attacked them.

Arath, Nevron, Chavron and Petyr killed them all but one of the thugs, and told the village that they were now in control. In Thomas Gyll's house, they found evidence that he had a deal with the goblins regarding some 40-odd captives. Shortly after finding the evidence, Father Tobias from the Church of Twins approached and told them the village's secret. A red dragon called Firebreath (by the humans) had ruled the area for years, and Thomas had been forced long ago to strike a deal. Provide a steady stream of human cattle for the dragon, against protection and not being attacked.

Day 28


Arath, Nevron, Chavron and Petyr called a town meeting to convince the inhabitants of Darion Town to leave the village. Unfortunately they presented their case of killing Thomas Gyll very poorly, and the villagers tried to mob them instead. So they decided to leave town quickly and head further up the river to investigate.

Day 29


On the way south, towards the orc villages, they ran into four orcs. The captured orc told them that "a white elf came to the village and then the elders told us to head up to a pass in the mountains for the glory of the orc people". He also had a note which outlined the mission he and his 3 companions had gotten:
Darion Town, house next to white and brown mill, east end, kill man, wife + 3 children, get diary, brown leather with elven runes.

After disposing of the orc, the 4 companions return to Darion Town in disguise and get the diary, which tells of a secret vale leading through the mountains and a dragon temple in the same vale..

Day 31


Penetrating the mountains, Arath, Nevron, Chavron and Petyr stumble over about 50.000 orcs in a valley. They decide to press on and look for the hidden valley mentioned in the diary.

Day 32


The four companions find the hidden valley and soon after the dragon temple, former home of the Cult of Aurac.

Day 34


2 days later, the temple is clear. Filled with undead, oozes, traps and a couple of mindflayers, the four companions had a lot of close calls, but managed to get out alive. They found the family heirloom of Petyr, his father's mace. They also found some magic items (a ring, a battleaxe and a wand) and some other loot. But most interesting was also the fact that they found indication that Aurac was not dead at all, but merely hibernating instead, and that the temple had been protecting the "key" to the location of Aurac. It might have been moved before falling to the undeads though, as no key was found, nor any information on where it could be.

Day 38


Arath, Nevron, Chavron and Petyr arrive back in Ashfield.

onsdag den 27. november 2013

Session 7

Day 22
Arath, Nevron and Chavron took the boat offered by the council, a small vessel with room for 8-10 persons and some wares.

Day 24
After a couple of uneventful days, they arrived at the Last Inn, a small cluster of 8 buildings and 40 people, centered around the inn of the same name, The Last Inn.

In there, they met Petyr, a young Tempus priest-captain looking for a temple of Aurac. He drew them a loose map of the region and they decided to join forces for now.

Day 26
After some more sailing, they arrive at Darion Town, a small village of some 200 souls. A small village with no walls, which they thought was odd, considering it's placement in the middle of orc or barbarian tribes. According to Thomas Gyll, the founder and Mayor of the village, it was due to their ferocious and well-trained guards, as well as due to the fact that the whole community pitched in, in times of crisis. Their rather large Twins Church however bears clear signs of fire.

Gyll knew nothing of an orc uprising, but he did have a goblin problem, and offered them 150 gold to kill some goblins in a wood 8-10 miles to the north.

Day 27
Arriving into the forested hills, Petyr and co. are ambushed in a ravine by about 10 goblins and some wolves. After disposing of the goblins, they go hunting for one that got away. Instead of finding him, they run into a goblin shaman and his pet dire wolf, the size of a horse.

On the shaman, they find a ring with the Gyll family crest on, and a small magically locked box with some powder in a bag in it. According to the shaman, who is questioned before being dispatched, the power is used to call his master. He would however rather die than tell more about his master. He does however tell them where they can find the remaining goblins (10 or so).

onsdag den 20. november 2013

Session 6

Day 19

The heroes are almost upon Riverhold, when they are attacked by some bandits. They quickly kill off the poor hapless fools, and proceed to Riverhold. There they find an army of Starkhold encamped outside. At first, they think the city is under attack, but it turns out that it is not.

Passing through the army, they learn that they are heading west, towards orc country, in order to squash some orc tribes that are banding together. Except that the positioning of the army makes no sense whatsoever if that is true.

They enter Riverhold, and quickly find out that dragonborn are regarded as slaves and lesser beings with absolutely no rights in Riverhold. After some interesting encounters with the law regarding Arath, they find their way to Ratkins, and get the parcel.

They quickly leave the town, but are  apprehended by Starkhold soldiers and politely asked to talk to one colonel Remus. He asks them to deliver a message to a general Marius in Ironville. They agree, but after leaving the camp, they break the seal and read them message. Colonel Remus is asking the general to keep the Ironville troops ready, in order to be ready to help the Starkhold troops, if need be. The 3 heroes decide to ditch the message (Arath breathes on it) and head back to Ashfield.

Day 21

After two days of traveling they return to Ashfield, and turn in the parcel, which turns out to be a statue associated with luck. They then tell Randall (and later the council) about the army that they saw.

The council is worried, and wants to know if the orc threat is real, so Arath, Nevron and Charon were sent west, to find out what was happening amongst the orc tribes of the Dragon Mountains.

Session 5

Day 15 Under the guise of pursuing the thief, they exited the Laughing Ogre and tried to find out where the squads of soldiers(?) were heading. They lost them somewhere around the marked and gave up. As they returned to the inn, they ran into another quad, and were soundly beaten to a pulp quickly. They woke up, trapped in a building, being questioned by the soldiers. A hooded man made Arath swear on Lathander that he would tell noone, while promising that whatever was happening was not bad for the town of Ashfield. They agree, and before leaving, Nevron gambled on unhooded the man, who turned out to a greying weathered soldier-type. They were still allowed to leave.

Day 16 The next day, they went around sniffing up some information. Word on the street was that the Black Hawks had killed the vampire. They tracked down the Black Hawks and found that their leader, Rick Beauford was none other than the hooded man from the night before. They also discovered that Rick had a Black Sword Unicorn tattoo. The Black Sword Unicorn are elite troops from Ironville Crossing.

Day 17 At lunch, they are approached by Ratkins, a moonite and friend of Holder Garth. He wants them to travel to Riverhold and pick up a parcel for him.

Day 18 They head south, through Questar Wood, encountering several monsters. Nevron convinces a dryad to let them pass without a fight.

Day 19 They are ambushed by an ogre and some goblins, but manage to fight them off.

onsdag den 30. oktober 2013

Session 4

Day 11

As they were almost upon the circle, our friends ran into a young woodswoman called Kari. She stopped them to warn them about the circle, and offered to help them take care of the cultists. As it turns out, it was a trap, or something. At night, she jumped Arath (with a weapon) and almost succeeded in killing him. When she died, she turned into a grey-skinned humanoid creature with little features aside from all-white eyes. On her she had a note which said:
AshfieldSergeant Karl

After the fight, our heroes decided to move their camp. Not much did it do, as a ghoul spotted them and surprised them. After a short battle, the undead menace died none the less.

Day 12

After a long day of waiting, the cultists finally arrived as it was getting dark. 6 of them, in heavy robes and carrying torches. Our heroes let them pass, and waited for them to set up their ritual. As they were performing it, our heroes attacked them, but unfortunately, the dead cultists only served to fuel the blood sacrifice to Orcus, so a demon arrived through a portal.

The fight was close, but both the cultist and the demon were killed. The cultist leader had a well-crafted tattoo of the Orcus symbol on his chest, while two others also bore tattoos, although they seemed able to deal with that. They also found a bag who had previously held a few pounds of darkwood.

The adventurers returned to their track, where they were attacked by a sneaky bugbear. The bugbear died none the less.

Day 13

They returned to the city.

Day 14

As they arrived, the city was placed under martial law. A vampire, an evil creature that prowls the night, was on the loose, and while people hired to hunt it the following night, they need everyone to stay inside, locked windows and doors. They were told to also smear garlic oil on all entrances to help prevent the vampire from entering.

They decided to protect the Laughing Ogre and help out Terrance, in case the vampire would show up there.

Day 15

They heard something upstairs, and quickly went upstairs. They almost caught a burglar, but he escaped. Due to the broken window, they spotted something odd. Outside, in the pouring rain, quads of very organized people were making their way through Ashfield.

Session 3

Day 7

The next day, the three adventurers headed north, towards the Twin Rocks. They found the two pointy 30-foot stones easily enough, where they left a fake message. Soon enough, someone arrived to pick it up the message. Nevron charmed the poor sod, who told them that a Mr. B was in charge, and he could be found at some ruins nearby. He could however not give any more information about Mr. B, despite being charmed.


Our heroic trio told him to wait, and headed for the ruins. There they ran into some sentries, and when their bluff failed, they were forced to kill them. Nevron spotted a heavily cloaked figure, but he dissipated as soon as Nevron tried to attack him.



Day 8

The next morning, they headed back to Ashfield.



Day 9

Once back in Ashfield, they tried to gather some information about Mr. B, but to no avail. They did however learn from Elias that darkwood was used both by orc shamans, druids and devil/demon-summoners.



Day 10

Once again, the trio headed back out into Trollwood, and headed to the lumberjack camp. They learned that when they first arrived, the lumberjacks had inadvertently stumbled over a summoning circle, not too far away.

onsdag den 23. oktober 2013

Day 1 BC


Today, I took the day off from my little group. Firstly because I really wasn't too keen on being near Timotee right now, since I still had no idea what to do about him. And secondly because I got a great new opportunity to earn money. I'm seriously in need of an upgrade of my armor if I am to be at the forefront of the action. And my former benefactors are...ehmm...not here. So everything counts (in large amounts!). In my training to cast spells I have realised that you actually go through components very quickly, especially if you are one of those rather nasty wizards. So a little trip to the woods yielded 6 snake skins, 8 batwings, and a boar hide, plus some sort of brass cross that somebody must have lost. The components got me 2 gp total. I should probably be looking for other things.

onsdag den 16. oktober 2013

Session 2

Day 2
After the encounter with the ghouls, Timotee decided that he wanted no part of this kind of life, and left the two others.

Day 3
The next morning, just as Chavron and Arath were contemplating what to do next, now that they were down to two, a young mage came out of seemingly nowhere and asked to join them. His name was Nevron, and he had been told by Charming Charlie that they were looking for the lizard glands. Nevron was also out to make some gold and figured there would be strength in numbers. Chavron and Arath agreed.

Together they decided to continue searching for the bandits. Chavron picked up the trail, and soon they ran into one of the bandits. A short fight later, Chavron had taken two arrows and a shortsword to the gut and was laying on the ground, bleeding out. Arath quickly healed him, while Nevron managed to charm him, but not before he called for help. Another two bandits quickly arrived, but not before their charmed friend was dead. Together, Arath and Chavron had little problem dispatching the bandits.

They discovered the bandit camp, which was empty of bandits, but had bedrolls for 11 and a big pot of stew cooking. They decided to hide nearby and see who would show up.

A couple of hours later, the bandits returned. Eight of them there were, Simon being one of them. Archibald (the apparent leader), a caster of some sorts stood out. Four of the bandits, including Simon were sent out to find out what happened. They fanned out and searched the wood. Chavron, Arath and Nevron (Ch-ar-ne) snuck after the bandits and took them out, one by one, capturing Simon.

Away from the bandit camp, they interrogated Simon and found out that he was wanted by the city because he had dated councilman Markos' daughter and "accidentally" killed her in a fit of rage because she was allegedly "seeing" someone else. They also discovered that he didn't know anything about the lizards but that Archibald had a map of the area with all sorts of useful information.

Day 4
Returning to Ashfield with Simon in tow, Chavron, Arath and Nevron turned over Simon to Randall, who was very impressed. He thanked Arath again for removing his rash, and then whispered to Arath that it might be worth their while to talk to Holder Garth, the merchant employing the lumberjacks in the woods.

After a talk with Mr Garth who almost seemed more preoccupied with fiddling with his golden pocket-watch than talking to them, they learned that he would indeed be very grateful if they took care of the bandits, but that there was no official bounty was that was in the province of the town council to do so.

Day 5
The next morning, Chavron, Arath and Nevron headed back to the woods. At evening, as they were entering the wood, they were ambushed by a tiger-lizard who knocked Nevron out cold before anyone could react. The two others dispatched it quickly, and got Nevron back up, who then got his revenge by extracting it's gland flawlessly.

No sooner had they rested and started to move towards the bandit camp, before they once again were attacked, this time by a ghoul. Once again, Nevron was knocked out cold before even being able to blink, and once again, the monster died quickly afterwards.

Day 6
The next morning, Chavron, Arath and Nevron found the bandit camp empty. They picked up their trail easy enough, and followed it for a while. Then Nevron noticed that one of the sets of prints disappeared from the trail, and they began searching for the missing member. As it was, the shaman had doubled back in order to catch them by surprise, while the others were waiting nearby to spring the trap. A hard battle was fought, and Chavron, Arath and Nevron were soon the only ones left standing.

On Archibald, they found a map, as Simon had said, along with a message.

tirsdag den 15. oktober 2013

The message and the map

the bandit's message 2013-10-06 23.14.54

Arath

Day 0 BC (Before Campaign):
It was a nice morning. Charon and Timotee were sitting at the table - Timotee stinky as always. I concidered talking to Charon about my newfound knowledge about Timotee, but decided against it. Now was not the time. Besides, Charon was looking even more unwordly than usual. I'll never understand monks. "Life is sacred". Yeah, maybe in a stuffy monestary, but he obviously never spent time near the swamps or fended off a goblin invasion. Still a trustworthy fellow - I think. Fortunately, the mark under my wrist was no longer visible. It will be great to be able to wear short sleeves again. It was a good thing that Terrance hadn't told anything. Who knows what I would have done... Maybe I should just settle down and live a quiet life. Hell, I could even go back to the church.
Yeah right!

fredag den 11. oktober 2013

Session 1

Charon, Timotee and Arath had been a team, an adventuring party for a little under a month. After meeting when Charon was charged with bringing Arath to justice, they quickly became friends.

Now they had been passing time in Ashfield, waiting for someone to need their particular skills.

They had been staying at the Laughing Ogre (owner Terrance, Moonite male, scar on throat, tattoo of dragon on hand).

Day 1
As the three adventurers were sitting, chilling at the Laughing Ogre, Sergeant Harold (Sunite male, young, acne) arrived and informed them that Lieutenant Randall wished to see them at the barracks. When they arrived, they ran into a young Sunite with a nasty rash on his arm and neck. Arath cured him off it, and it turned out to be Lieutenant Randall.

He informed them of a fugitive called Simon, a fugitive wanted by the town of Ashfield. He had been sighted with some bandits that were plaguing the lumberjacks in the forest. The bounty was 50 gp if dead, 100 gp if alive for Simon. The three friends took the deal, and almost immediately headed out of town and south towards the forest. On the way out, they met a young half-elven red-headed charismatic wizard, who introduced himself as Charming Charlie. He wanted them to look for certain things, while being in the forest. He told them that he was willing to pay 85 gp for the poisonous gland of the Tiger Lizard and 100 gp for the scalp of a wight, both ingredients he needed for his magical research.

After walking most of the day, they arrived at the forest. As they entered it, they ran into an orc, an orc scout, or so Timothee believed. The orc's name was Krull and he told them that he was an outcast from the Rotten Feet Clan to the south. He offered to share his meat with them, and they accepted. He brought them to his camp, and for a couple of hours, all went well. Then, as it became dark, and people went to bed, Krul attacked Arath, but was killed, even though it was kinda difficult.

Day 2
The next morning, they arrived at the lumber-camp. They confirmed the attacks, but could and would not help them further. The unlikely trio kept looking for the bandits, and after stumbling over some beetles, they found tracks and a lake. As they were investigating the lake, they were attacked by two ghouls. Arath was beaten to a pulp, but the other two managed to dispatch the undeads.

mandag den 30. september 2013

Ashfield

Skærmbillede 2013-09-30 kl. 17.34.25

Inhabitants: 6104


Industry: fishing, lumber and mining - from open-pit mining with deep shafts. Most surplus is exported towards Ironville.



General: Ashfield is located (mostly) on the south side of the Yokar River, which is at that point is about 700 meter wide. Lots of small boats ferry people at all times of the day to north side, which holds about 500 of the inhabitants in their own pseudo-town, even though it is Ashfield, and otherwise some farms and a trail to Manhurst departing from the north gate.

From the east gate a trail heads east around Trollwood and south towards Questown. Out of the west gate a trail goes along the river to Ringborg.

There is a bias against halflings in Ashfield, they are seen as untrustworthy. Probably because Ringborg has a larger than normal population of halflings, or perhaps due to the influence of the Church of Bane.

Conflicts: Ashfielders really do not like Ringborgians. Ringborg is slightly larger than Ashfield and has a better military. Therefore Ringborg and it's inhabitants are seen as dangerous.

"Never trust a Ringborgian, all he wants is our city, our lumber and our copper. And when he has taken that, he will take our wives."
NPC's of note:

Michael Delacroix (Lord of Ashfield)

Markos (council-member)

Erika (council-member)

Jaren Sunwell (council-member)

James (captain of the guard)

Charming Charlie (enchanter)

Elias (Priest of the Twins)

Zimena Fartree (high-end courtesan)

Valin Barhold (Emissary from Hillstown)

Colonel Zanderoo (Emissary from Ironville)

Drogan Hammerholt (exceptional smith)

søndag den 29. september 2013

Seven Army Nation Timeline

Year 5679 - The Second Demon War begins

Year 5698 - The Second Demon War ends when the Brave Wyverns sacrifice their lives and close the demon portal, sucking all demons back to Hell.

Year 5699 - People return to the Cursed Lands, quickly spreading all over, stacking their claim to old towns and cities who could still be rebuilt.

Year 5714 - Warlord Markos takes the power in Belcoast.

Year 5721 - War between Belcoast & Starkhold

Year 5723 - End of war between Belcoast and Starkhold

Year 5728 - War between Ironville and Lochhurst

Year 5732 - End of war between Ironville and Lochhurst

Year 5744 - Grik Clogmark takes power in Rosewall

Year 5776 - The Seven Warlords make peace and the Seven Army Nation is created.

Year 5779 - The Churches of Bane and Bahamut declare holy war against each other. The newly obtained peace of the Seven Army Nation is threatened as the violence escalates until Eletha manages to broker a peace.

Year 5784 - The Purple Death sweeps across the Cursed Land. The plague infects almost one in two and kills one in twenty of the affected.

Year 5789 - A horrible earthquake emanating from the Dragon Mountains. Most cities sustain severe damage to all but the sturdiest buildings. Black smoke rises up from the Dragon Mountains for days afterwards, but before the expedition sent by Ashfield arrives, the black smokes stops.

Year 5797 - The Black Kings, a male-only religious order connected to the Raven Queen falls into public disgrace in the Seven Army Nation, when it becomes public knowledge that they have been practicing undead rituals on unwilling victims for months. In a very public trial in Starkhold, where their main church was located, their leader and high-priest Kranak (Krakas' father) is publicly executed.

Year 5811 - Enry Kammel becomes warlord of Lockhurst

Year 5814 - The Kyzian Empire attack Belcoast, war begins. The other 6 warlords are true to their word and agreement, and join Belcoast's warlord in the war against the Kyzian Empire.

Year 5825 - When the old warlord of Starkhold dies, José Stark takes on the mantle of warlord.

Year 5826 - When the old warlord is killed in battle with the Kyzian Empire, Tyril Kayzar becomes warlord of Highmeadow.

Year 5827 - The Kyzian empire is beaten back, especially due to the exceptional tactics of Grik Clogmark.

Year 5830 - Three Dragons attacks attack the nation, plaguing the area between Highdale, Ironville and Starkhold.

Year 5831 - Revolt in Highdale and Elisabeth Grimflower takes the mantle of warlord.

Year 5838 - The old warlord of Ironville breaks temple law when his guards enters the Church of Torm, drag out a suspected spy and execute him right in there. Seven days later, he steps down and Sophie Ran ends up replacing him.

Year 5844 - Death of old warlord of Belcoast, Jasper Ladjeer takes on the mantle.

Year 5845 - Rebellion in Freyholm and Laketower sees Eric Bane and Patryk Vazzir take power and join the alliance later during the same year.

Year 5849 - Current year

The Ancient Forest

The Ancient Forest is just that - ancient. Rumored to be one of the first forests on Gemnos, the southern tip of the forest is part of 7AN and the home of many lumber communities. Currently many of the communities are at war with wood elf tribes which for now have been pushed back.

The Bluestone Hills

The Bluestone Hills which partially are part of the 7AN get their name from the blue stones that can be found and mined in the hills. Bluestones have magical properties and extremely rare and valuable.
In 5654, before the Second Demon War, there was a find of Bluestones here, and a lot of people headed there in hope of salvation and riches. Small mining towns popped up here and there, with everybody and their dog looking for the magical but elusive blue stones. But most are disappointed. Some gems were however found, making their owners rich beyond their wildest dreams, or dead.

Aside from the mining towns, the hills crawl with evil humanoids and cultists.

The Dragon Mountains

To the west of the 7AN, are the Dragon Mountains. Rising to more than 16.000 feet, these ancient mountains are literally infested with orcs.

Oakwood

All the way to the east, you will find Oakwood and Eletha's Crystal Palace. The ancient forest is a dangerous place, not only because of the elves, who will protect their queen at all costs, but also due to a strong connection with the Faerie, which often enables powerful fay creatures to slip through the cracks of reality and enter the mortal world.

The Black Hills

The Black Hills, located to the south of the nation are split in two parts. The northern lays within the territory of the 7AN, while the southern belongs to tribes of evil humanoids. Hillston, the hill dwarf town, sits further to the south, acting as a shield against the evil monsters.

The Dragon Lake

The Dragon Lake takes it's name after the fact that when the area was settled after the Second Demon War, a great black dragon had a lair in the lake. Now the dragon is long gone. Instead, the area is dominated by the Arcane Academy located on the Island of Cruul at the center of the lake.

Questar Wood

Questar Wood is named after the tribe of wood elves called the Questar, Questar Wood is a dark, damp forest. The Questar elves are fairly xenophobic and few non-elves enter the woods. Queston has some trade with them, but not much. Local rumors claim they protect an ancient evil or an artifact. The Questar tribe rules the eastern part of the wood. The western part is dominated by evil tribes of goblins.

Glimmerlake

Located almost 100 miles outside 7AN territory, Glimmerlake is a lake that glimmers almost unnaturally when the sun shines. It is a semi-holy place to the worshippers of the Twins and their aspects and many pilgrimages end there.

The Yellowwood

The Yellowwood is located outside the borders of the 7AN, to the west of the nation. All trees at the center of the forest have yellow leaves all year around. Sages and druids claim that the yellow leaves have magical properties of various sorts. It is also known to be a very dangerous place to adventure. Many adventurous people have left to collect yellow leaves and never returned again.

Yokar River

The Yokar River starts up high in the Dragon Mountains, from a glacier, and flows down through mountains, often underground, before it arrives on the plains, west of the 7AN. Before Yokar River enters the 7AN, it is more than a mile wide, once inside the 7AN, it is close to 1/2 mile wide. This means it is virtually impossible to cross without a boat, so most crossing takes place at towns or villages.

Warlord Jasper Ladjeer

Seven Army Nation? What a joke. Who in their right mind would seriously think such a thing would last. It is doomed to fail, and I for one do not intend to lose everything when it does.

- Warlord Jasper Ladjeer, Belcoast, Year 5837

Warlord Jasper Ladjeer


Of all the warlords, Ladjeer has the most contact with other nations. He also rules the biggest city of the Seven Army Nation. Due to the location of Belcoast, a big part of the trade with the outside world goes through it. Especially trade with the Kyzian Empire to the south.

Warlord Patryk Vazzir

Patryk Vazzir? Well, I could tell you some stories about him, but discretion demands that I divulge nothing of my clients. But you might ask Jack, he ought to know...

- Natalia Blackhorn

Warlord Patryk Vazzir


Vazzir is quickly approaching 70 years, so he was already old, when he led the revolution in 5845 that pulled Laketower from the clutches of Starkhold and made him the 9th warlord, shortly after Eric Bane became the 8th. After liberating Laketower, he has been exactly the opposite of what he was during the revolution. Passive, composed and alliance-seeking.

Warlord Elisabeth Grimflower

Elisabeth is a beaut' no doubt about it, but if you think she does her thinking on her own, you need a reality check or a visit to the clerics. So if you want to know what she is up to, you need to figure out who pulls the strings, otherwise you will never know.

- Jack

Warlord Elisabeth Grimflower


Holding the eastern flank of the Seven Army Nation, Grimflower has been in charge of Highdale for more than two decades. For years now, she has been trying to convince the other warlords to form a new nation, led by a council, composed of the nine warlords.

lørdag den 28. september 2013

Warlord José Stark

If there is one almost honest man amongst all the warlords, it's the thrice-damned José Stark. He even does his own beheadings, for crying out loud.

- Jack

Warlord José Stark


Shrew, crafty and somewhat honorable, José sees himself as the only possibility amongst the warlords as a future king, or at least as the father of the next king. He is a proud man, and claims his bloodline goes more than 10.000 years back, to the first men of Gemnos, but no one alive can disprove that claim, so it might be a cheap one. It is however common knowledge that his family is old and that Starkhold is named after his family, as they were nobles back when it was founded, many years before the Demon Wars.

Stark is generally liked by the populace he rules over, but at the end of the day, he is still a dictator.

Warlord Sophie Ran

It's weird. Nobody speaks ill of Sophie Ran. Not out of fear, and not out of love. The people of Ironville seem fairly content, without being ecstatic about her leadership. Her soldiers see her as a good leader, without her impressing. She seems to have neither allies nor enemies. And that my lords, scares me more than anything else. No one becomes warlord without either.

- Warlord Patryk Vazzir, Laketower, Year 5847

Warlord Sophie Ran


For more than 10 years, Sophie Ran has been in charge of Ironville Crossing. When the former warlord died, she emerged from the pack of contenders and took the mantle of warlord without even shedding a single drop of blood. Since then, Ironville has been running smoothly and increasing it's influence, both in other cities and in the surrounding towns.

Warlord Grik Clogmark

I wonder how the history will remember me? The first gnome warlord? A strategic genius? The one that brought the gnome race to the center stage. Or perhaps as a monster that exterminated everyone that stood between himself and the power he wanted. Only time will tell, but I think, I know - Muhahahaha...

- Grik Clogmark, in a rare moment of honesty, Rosewall, Year 5778

Warlord Grik Clogmark

The only of the original warlords left, Grik is also the only non-human warlord. Ruling in Rosewall for a bit more than 100 years, things are exactly how he wants them to be. Most of the other warlords fear him, but none have dared attack him for decades, as the history books clearly show that doing so is inviting doom.

Unlike Warlord Tyril Kayzar, who keeps his obsession with Eletha a secret, Grik never hid the fact that he wants the elf for himself. Although depending on his mood, you might be tempted to think that he wants to own or even eat her.

Warlord Tyril Kayzar

To say the Warlord is obsessed with Eletha is an understatement. His private room, which no one but him and his servants see, is full of statues and paintings in her likeliness. He has even spent years and thousands of gold pieces not only learning perfectly inflected elven, but also collecting elven artifacts and learning everything about elven history.
- Former servant of Tyril Kayzar, Highmeadow, the day before he disappeared, Year 5838
Warlord Tyril Kayzar
Ruling Highmeadow for more than two decades, Tyril Kayzar has his aging eyes set on several things. Aside from the alleged obsession with Eletha, the Elven Queen, Kayzar has wanted to take over Lockhurst and especially the Dragonlake, with the Arcane Academy for many years. He sees the magic university as the key for a bid to rule all of the Seven Army Nation.

Xuk the Destroyer.

For too long my people have been forced to live in exile in the mountains. For too long my proud brothers have been forced to live in caves instead of palaces. For too long have we been considered monsters and killed on sight. Make me your chieftain and it will stop. I will unite all tribes and march on the humans. I will crush their armies and force them to acknowledge the Kingdom of Orcs, side by side with the human kingdoms. This I swear, by Orcus.

- Xuk the Destroyer, somewhere in the Dragon Mountains, Year 5838

Xuk the Destroyer


West of the Seven Army Nation lies mountains and hills filled with orcs. The most known of those are chieftain Xuk, called the Destroyer. The orcs believe he is destined to lead them down the mountains and into human lands.

The Three

I am not sure the Three have ever existed. They are like a boogeyman, a scary story you tell kids, so that they do not do wrong. "Go to bed, or the Three will send someone to take you away from your mother" - pfft. I mean, one thing is that the idea that a green, a black and a blue dragon might have been hiding in Oakwood for hundreds of years, without ever being seen, is not just silly, but downright ludicrous. But the idea that they have been working together, plotting and scheming just shows that you either aren't terrible bright, or you know nothing about dragons.

- Marquan the sage, Rosewall, Year 5832

More bad things get attributed to the Three than to anything. They (assuming they exist) have become the scapegoat of almost any unexplained occurrence in the central part of the Seven Amy Nation, especially near Oakwood.

Balerion, the Red Menace

Virgins. Nothing tastes better than a virgin bathed in the sweat of fear. Aside from a righteous paladin cooked in his plate armor. Mmmm. Just speaking of them make me hungry. Maybe it is time for a little afternoon snack. Any volunteers?

- Balerion, Year 5709

Balerion the Red Menace


As soon as the Second Demon War ended, Balerion moved in and took over a large area east of the Dragon Mountains. The humanoid tribes who arrived later were quickly subdued and forced into worship of the great red dragon. For a century, Balerion terrorized the area and was like a god for the tribes who lived there. The Seven Army Nation had to halt their progress eastward out of fear of the dragon. Now, it's been 77 years since anyone has seen the red master.

Natalia Blackhorn

At the age of 14, Natalia decided to kickstart her demonic powers. She dragged her own little-sister Angelica to an altar she had built in the forest, and sacrificed her there. She cut out her own sister's heart and ate it! Can you imagine just how sick in your mind and soul, you would have to be to do something like that? Oh how I failed, Lathander, please forgive me, for I could not know.

- Amina, mother of Angelica and Natalia, near Oakwood, Year 5730

Natalia Blackhorn


Ever since coming into her power, Natalia has been obsessed about one thing and one thing only. Starting the Third Demon War. Or at least, that is what the stories will have you believe. Even though perceived as evil, many men and women of power hire her to summon and question creatures from Hell in order to get the upper hand against whomever they compete against.

The Dragon Mother

The Dragon Mother... What a scary name for such a little girl. I mean, what is up with that? And does she have everyone over at that damn church enspelled or what? She shows out of the blue, a street-kid of 17 years, and 2 years later, she is behaving like the queen of all worshippers.

- Warlord Jasper Ladjeer, Belcoast, Year 5845

The Dragon Mother


Called Mother most of the time, the high priestess of the Twins might look like a young girl and a pretty face, but the moment you see her eyes, you no longer have doubts. The black-haired, pretty-faced girl with the teasing mouth sitting in front of you might look like an adolescent's wet dream, but she runs the biggest church within 2000 miles with an iron fist and shrewdness normally attributed to those much older than her.

Marlin the Archmage

The Arcane Academy shall be a place of acceptance, where anyone with the aptitude can find solace and peace and avoid being hunted by ignorance and fear. No one shall ever be turned away. Instead we shall strive to teach the right moral and ethics to those of power.

- Archmage Marlin, at the opening of the Arcane Academy, Year 5789

Marlin the Archmage


Marlin has been advising the Lockhurst warlords for more than 90 years, yet he is still by all accounts a young man. Some call him the power behind the throne, others call him a madman, but he is definitely the man who convinced the seven warlords to make a permanent alliance. Nowadays he spends most of his time as leading the Arcane Academy, which he founded himself. The Academy is located on an alleged magical island in the middle of Dragon Lake.

Krakas the Dark

One day I will rule the world. I will raise armies of undead and they will sweep across the land, sack the cities of the living and replenish my armies. And because I have been here, I will save this place for last, but in the end, you will all bow before me and call me: Master.

- 11 year old Krakas on his first and last day at the Arcane Academy, Year 5811

Krakas the Dark


For many years, Krakas has operated out of Highmeadow, where he helps Warlord Tyril Kayzar rule. He is a necromancer of exceptional skills, and uses them to bolster the army of Highmeadow. The undead scare the common people, but most soldiers have gotten used to them by now. Those that can not, usually never last long.

John Greenclover

Civilization is the bane of nature. Man builds but in the process destroys what the Twins have given us. There must be a balance again, at all cost, or we as a race will not survive. Sometimes walls need to be torn down in order to make us stronger.

- John Greenclover, village of Manhurst, year 5808

John Greenclover


Widely acknowledged to be the senior druid in the central area of the Seven Army Nation, John Greenclover is both well known and an enigmatic figure. Old, but with a youthful appearance, the half-elf hermit rarely surfaces near urban areas. A self-professed protector of nature, he will go to great length when protecting what he holds dear.

Jack, the King in the Shadows

Jack knows!

- Common saying in just about every city in the Seven Army Nation.

Jack, the King in the Shadows


Jack, One-Eyed Jack, King Jack, King Shadow. The little halfling with an eye-patch certainly has many names and an even bigger reputation. If you believe just half the stories attributed to him, he lost his eye when he succeeded in cheating in cards playing against Mask himself, and no matter what happens where, the information always finds it way back to Jack.

In reality... well, things would be no fun, if everyone knew the truth, but Jack runs Laketower and a nation-wide thieves guild, the Short Brothers, usually called the Brothers.

Warlord Eric Bane

When Eric Bane enters a room, even the shadows become silent and subdued.

- First Sergeant Viggot, Freyholm, Year 5845, a few days before he was hanged for desertion.

Eric Bane


Named after the god, Eric Bane, warlord and ruler of Freyholm, is a man of many names and few words. Called the Dark Crusader behind his back, he is feared and adored by both soldiers and populace. His unyielding quest to rid the world of magic, undead and demons both scare and excite.

Eric Bane is one of the two extra warlords, after he sparked a rebellion in Freyholm and "liberated" it from the grasp of Warlord Jasper Ladjeer of Belcoast in 5845, just four years ago. Since then, Eric Bane has been busy, and rid both the city of Freyholm and the surrounding area of magic-users and other magical beings.

fredag den 27. september 2013

Warlord Enry Kammel

Kammel? The old man might still have the biggest army and rule one of the biggest cities and once, his dream of a united kingdom instead of the 7AN might have been realistic. But he is getting old and his dream is quickly fading before the realities of the world. The question is only whether he will die before his dream..

-Warlord Sophie Ran, Ironville Crossing, year 5848

Warlord Enry Kammel


Warlord and ruler of Lockhurst, Enry Kammel is one of the most senior of all the warlords. Approaching 60, he still looks very fit and sharp, but his age is beginning to show.

For years, Kammel has been the glue holding the strategic alliance of the 9 warlords together. But while doing that, he has never hidden the fact that he believes everyone, warlords and people alike, would be better off with changing the 7AN into a nation, a kingdom ruled by the best and fairest of the warlords.

Seen as generally fair and just by most of his soldiers, the general populace under his rule tend to see him as harsh and unbending.

torsdag den 26. september 2013

Cyric, the Prince of Shadows

The other gods? I laugh at them. They may think they have power, but in reality, they only have what I give them. I rule the Underworld and all souls pass through me.

-Cyric to an anonymous devil. 
Cyric
Neutral (evil)
Cyric is like Bahamut and Bane not an aspect of the Twins. What he is or was has been long forgotten, but nowadays he is the god of death and the dead. He rules the Underworld and, at least according to his clergy, where the souls of all who die go afterwards.

Tenants
  • All souls eventually go to the Underworld
  • He who controls the souls, control life
  • Everybody dies
  • Dying is a choice
Looks
  • Grey cloaks with a silver lining
Last Rites
  • Blessed is he whose soul leaves Gemnos. Blessed is he whose soul travels to Cyric, to bask in his dark glory. 
Organization
  • Cyric has the strongest presence in large cities
  • His clerics often perform mercy-killings
  • The Church has a radical wing, which thinks that anyone who might die soon, might as well die immediately. They call themselves the Bringers of Death. 
  • Cyric's clerics either have the knowledge, trickery or death domain. The Church also has a significant number of paladins with the oath of vengeance. 
Requirements of the clerics and paladins
  • Combat demons and devils, or they will steal Cyric's souls.
  • Never raise the dead.
Requirements of the faithful
  • Never make a deal involving your soul. Your soul belongs to Cyric.
  • Pay 10% of all income to the church.
Holy days
  • 8th day of the 5th cycle
  • 34th day of the 10th cycle
Holy Places

Bahamut the Savior

... and as Bahamut died tied to the burning pole, his soul took form and left the mortal body as smoke. As it rose towards Heaven, the smoke took form of a great wyrm, and the inhabitants of Varioz knelt before it's magnificent glory.

- The Origin of Bahamut, by various unknown authors
Bahamut the Savior
(Lawful) Good

Bahamut is the god of justice, honor family and all things good. Depicted both as an angel, a dragon and a halfling, he is a very popular god in modern day Gemnos.
Tenants
  • Do not ask of others, what you can do yourself 
  • Be honorable, be just. To everyone. 
  • Raise your sons so they become better than you. 
  • Shield your family from all evil. 
  • There is one, and only one god. 
Looks
  • Red cloaks with platinum dragon
Last Rites 
  • Followers of Bahamut are burnt on a funeral pyre of wood, just like Bahamut himself was burnt at the stake.
Organization 
  • Clerics of Bahamut can choose the knowledge, war or life domain. The church of Bahamut also has a lot devotion paladins.
  • Despite the legacy left by Bahamut, the church is very fractured. The Church has 3 large fractions. The Resurrected, the Platinum Knights and the Followers of the One God.
  • The Resurrected is the oldest fraction, who believe the will of Bahamut must come to the world through good example and preaching.
  • The Platinum Knights are a militant fraction that believe that in order for the will of Bahamut to spread throughout the world, evil must be purged from Gemnos.
  • The Followers of the One God is the last and newest fraction. They believe fervently that Bahamut is not only the only god worth worshiping, he is literally the only god. All other gods are demons in disguise, and those who worship them are either deluded and must repent or die.
Requirements of the clerics and paladins 
  • Never ask of others what you can do by yourself.
  • Father at least one son. Teach him all you know.
  • Never refuse to help someone who asks for help.
  • Give everyone a second chance.
Requirements of the faithful
  • 5% of all you earn goes to the church
  • Once per year, you offer your services to the church
Holy days
  • 27th day, 7th cycle
  • 18th day, 9th cycle
Holy Places
  • Where Bahamut was burnt (TBA)

Bane the Dominator

Only humans are made to rule. All other races were created to serve... or to die.
-Bane
Bane the Dominator
Evil

Bane is the god of humans, perfection, domination and war. One of three gods that does not derive from the original twins, Bane is according to some a fallen angel, according to others an angel ascended to godhood. He is a very popular god amongst humans and due to the dogma of his church, he is often the only one worshipped in a given city or nation.
Bane is, according to the new gods and their followers, the absolute ruler of Hell. All devils and demons follow him and his Seven Lords of Hell. The irony of a god that believes in the supremacy of the human race being ruler of all devils and demons is not lost on those outside the faith.

Tenants:
  • Be human, be perfect.
  • Work hard, every day, towards your goals.
  • Work with those who bow before you, wage war on those who do not
Looks
  • Clerics of Bane wear black garbs and armor with red bloodstains.
Last Rites
  • Followers of Bane are decapitated and buried naked with their weapon of choice.
Organization
  • Clerics of Bane belong to one of two fractions of the church. The Black Fist, which preaches that Banites ought to lead the human race, and that all other races should serve the humans, and the Ebon Crusaders, which is even more radical and extremist. They believe that their mandate to lead is god-given and that only humans should exist. All other races should be exterminated. They are banned from most civilized areas, but run the Ebon Empire.
  • Tempels of Bane usually have two sections. An upper section, which consists solely of columns, a roof (ie no walls) and an altar. The other section is below ground, and consists of everything from personal rooms to dungeons. Chambers for fighting and sparring are also common.
  • Clerics of Bane are expert summoners of demons and devils. They are also widely regarded as the foremost experts on anything related to the demons and devils.
  • Clerics of Bane have either the war, knowledge or tempest domain. The church also has a significant number of oathbreaker paladins.
Requirements of the clerics and paladins
  • Be physically perfect
  • Be ruthless, never hesitate
  • Amass power and wealth and use it in the name of Bane
  • Ensure human rule
  • Always head the denizens of Hell. They are the voice of Bane.
Requirements of the faithful
  • Serve the church for 3 years.
  • Pay 15% of all earnings to the church
Holy days
  • 4th day of the 1st cycle
  • 20th day of the 4th cycle
Holy Places
  • Where the leader of the Ebon Empire first appeared (TBA)

Torax the Moon

Torax, my brother, my son, my husband. Know that despite the madness hidden beneath your infinite calm, I love you still.

-Nira, allegedly
Torax the Moon
Lawful

Torax is the moon god, but also the god of divinations, hunting, lycanthropes, healing, death. Often depicted as a sly-looking slender white male, Torax is, just like Nira, mostly worshipped in the rural areas and by primitive people. In the ancient times, Torax worshippers were known for their pyramids stained by the blood of many sacrifices.

Tenants
  • Control the beast, then unleash it.
  • The truth and future is hidden in the blood.
  • Cooked or traded flesh are for others
  • Lycanthropes are holy creatures, the children of Torax
Looks
  • Grey cloaks, large iron chains with moon-circle of iron
Last Rites
  • Heart is removed (and eaten or burnt) before burial in ground.
Organization
  • The church of Torax is very civilized and rural these days. Their priests mainly serve as advisors of small farming communities. It used to be very different. Torax was just called To, and the primitive, primal worship involved human sacrifices, cannibalism and mating with lycanthropes. But those days are long gone.
  • The clerics of Torax have either the nature, knowledge, trickery or death domain.
  • The church also has a number of oath of the ancient paladins.
Requirements of the clerics and paladins
  • Pray that the moon rises (at sundown)
  • Sacrifice blood, every day
  • Only eat raw flesh that you have caught yourself
  • Advise the flok
  • Bury the dead, leading them back to Torax
Requirements of the faithful
  • Once per cycle, spend a night of meditation, outside, under the moon.
Holy days
  • 36th day, 2nd cycle
  • 1 day, 10th cycle
Holy Places
  • TBA

Nira the Sun

Nira is my daughter, my wife and my sister. I will love and hate her to the end of time, where I will devour her and darken the world.

-From the Book of Torax
Nira the Sun
Chaotic
Nira is the sun goddess as well as goddess of growth, agriculture, farmers and summer. Once worshipped across Gemnos, Nira, who is depicted as a black female wielding a staff and humble robes, is nowadays mostly worshipped in rural areas and amongst primitive people, which also cling to the ancient rituals of blood sacrifice to honor the goddess and amongst quite a few tribes of wood elves.

Tenants: 
  • Life is meant to be lived, do not interfere with life.
  • Life is sacred, but death is inevitable.
  • Strong seed should be spread for strength
Looks
  • Golden chain with sun.
Last Rites
  • Mounted on a pyre to dry in the sun for 7 days, then burnt
Organization
  • Church of Nira is still strong in some rural districts, where the clerics mostly serve as advisors of war, but also with regards to planting crops. They also act as midwives.
  • In the old days, when she was called Ni, the clergy was promoting bloody rituals and orgies that lasted for days without end.
  • The clerics of Nira have the life, war, nature or life domain.
  • The church also have a number of oath of the ancient paladins.
Requirements of the clerics and paladins
  • Pray at dawn for the sun to rise
  • Spill blood every day
  • Lead the flok
  • Live life to the fullest, never regret any choices
  • Teach the children
Requirements of the faithful
  • Serve your god and she will serve you in return.
Holy days
  • 1st day of 5th cycle
  • 36th day of 7th cycle
Holy Places
  • TBA

Mask the Master of Secrets

Even the best friend of a cleric of Mask can not trust a word he says. No matter how much he loves his friend, he will never tell him the truth.
-Ghael Willowwind, year 4857
Mask, the Master of Secrets
Chaotic
Mask is the god(?) of deception, secrets, illusion, thieves and spies. He or she is mostly depicted as a genderless white person with hidden features.

Tenants
  • Tell me your secrets, and I will use them for more power.
  •  Only fools tell the truth.
  • If you have to tell the truth, don't.
Looks
  • Usually black garbs and black halfmasks
Last Rites
  • Wrapped in black silk and put into the ground in a secret spot without markings
Organization
  • The Black Masks is the most common name given to the clerics of Mask
  • The Black Network is a unconfirmed, rumored fraction of the church that collects information on a nation-wide scale. 
  • The Black Cloaks are the magical assassins of the church of Mask. Or at least, that is the rumor. Noone has ever admitted knowledge of such a group.
  • The clerics of Mask have the trickery or the knowledge domain.
  • The church of Mask also have some oathbreaker paladins.
Requirements of the clerics and paladins
  • Trick others into giving you wealth and power
  • Never tell the whole truth
  • Never trust an outsider
  • Acquire information and pass it on to the Black Network
Requirements of the faithful
  • Provide information
  • Give 30% of all money acquired with the information provided by the church
  • 5% of all earnings
Holy days
  • 11th day, 5th cycle
  • 22nd day, 10th cycle
Holy Places

  • Unknown

mandag den 23. september 2013

Torm the Silent

We can not have chaos. With chaos, everything stops, therefore, chaos must be fought at all costs, on all fronts. I rather put a city that has fallen into chaos  to the sword, than risk that is contaminates other cities of the Empire.
-High Imprecator Julius Maccra, Year 4298
Torm the Silent
Lawful

Torm is the god of protection and also of honor, justice, practicality and paladins. His clerics (and paladins) are often used as judges and otherwise to settle disputes. While his clerics aren't silent, they are however usually reserved and prone to think (alot) before talking. Some say that is because they are dim, but most know it is because they tend to make sure they have considered all sides of the matter before they speak or act.

Tenants
  • Without truth, there is chaos. Without justice, there is chaos. Without honor, there is chaos. There must be no chaos.
Looks
  • Armor ?
Last Rites
  • Followers of Torm are buried in complete silence, in the dead of night
Organization
  • Clerics of Torm have the knowledge or war domain.
  • The church of Torm also has a lot of devotion and vengeance paladins 
  • The most common fraction of Tormites are the Truthseekers. 
  • The Crusaders of the Silent God, an ancient wing of the church of Torm  that held a lot of power in the old days, waged war on just about any nation that didn't live up to the rigid structure of the church. Today, they still exist in small cells. The Crusaders believe falsehoods and lies are destroying the world and that those who wield them as weapons need to be killed. Obviously they do not play well with the church of Mask, amongst others.
Requirements of the clerics and paladins
  • Must be chaste
  • Must never accept a bribe
  • Must always speak the truth
  • Work against change
Requirements of the faithful
  • Always speak the truth
  • Pay 5% of all earnings
Holy days
  • 11th day, 2nd cycle
  • 21st day, 2nd cycle
Holy Places
  • TBA

Mystra the Arcanist

The study of magic is not a science it's not an art, it's not a religion. Magic is a craft. When we do magic, we do not wish and we do not pray. We rely on our will and our knowledge and our skill to make a specific change to the world.

-Archibald the Wizard, Year 5794, Dragonlake

Mystra the Arcanist

Lawful

Mystra is the goddess of magic and also of music, arts, mages, arcane and knowledge. She is depicted as a white woman, red hair, wielding a staff.

Tenants
  • Magic is everywhere and everything. It creates order and structure out of nothing.

  • Strive for knowledge for knowledge will show the way forth.

  • Judge not people based on social rank, but instead on what they have accomplished.

Other

  • Clerics of Mystra's position in the clergy can be surmised by the number of stars on their neck and cheek. An initiate has one star, the high priest has seven stars..

lørdag den 14. september 2013

Tempus the Warmonger

War is brutal, but necessary.

-Tempus

Tempus the Warmonger

Chaotic

Tempus is the god of the sword, of war. He is also the god of courage, independence and fighters. He is depicted as a black male wearing a plate armor and a great-axe.

Tenants
  • War, peace and freedom. Those are three sides to the same coin.

  • Live by the sword, die by the sword.

  • Blessed is the man who does not die in his bed.

Other

  • Clerics of Tempus have military-like titles, such as priest-captain, priest-general etc.

Umberlee the Stormbringer

It is not that I worship the Stormbringer, lads. She is a bitch of a goddess and I disagree with everything she stands for. But what kind of fool ventures out on the ocean without paying her some respect.

-Captain Yerrick, last words he ever said on firm soil.

Umberlee the Stormbringer

Chaotic

Umberlee is the goddess of the sea, storms, winds, lightning, sailors, autumn and rebirth. She is capricious and unpredictable. She is depicted as a white woman with lightning bolts on her cheeks.

Tenants
  • There is nothing like the sea.

  • Salt are the tears of gods, in crystallized form.

  • Take what is yours.

  • Show no pity, just like a storm would show no pity.

  • Be like lightning. Quick, decisive, yet unpredictable.

  • Destruction is a glorious thing.

Other

  • Clerics of Umberlee wear skin-tight blue or green body stocking worn with a voluminous cape trimmed with white fur that represents foaming breakers.

  • They bury their dead at the sea, or if that is not possible, covered in salt.

Erathis the Builder

Erathis says "built to last". But the Wall of Gemnos was built over 65 years by more than a million men. And it still crumbled before the dragons.

-The Three, year unknown, place unknown.

Erathis, the Builder

Lawful
Erathis is the god of the land, but also of  structure, civilization, crafting, learning, sages, inventors, lawmakers. He is depicted as an aging, but strong black man with a greying beard.

Tenants
  • Built to last.
  • Bring civilization everywhere with you, in your heart.
  • Knowledge is power.
  • The Law must be obeyed.
  • Creating something can never be bad.
  • Community and order are always stronger than individuals.
Looks

  • Grey cloaks with scales and a hammer. It is impossible to distinguish a high priest from an acolyte.

Last Rites
  • Followers of Erathis are buried in carefully constructed mausoleums or at least in permanent structures.
Organization
  • Erathis has the strongest presence in large cities
  • His clerics are often used as judges and final arbiters of the law.
  • The Church has is divided into two wings, the Inquisitors and the Arbiters. The Arbiters are focused on making the world a better place, by expanding civilization and applying it everywhere. They are by far the most common type of Erathis priest encountered. The Inquisitors belong to a group of the church that believes that lies destroy civilization. They do not have an official branch, but instead operate within the church or clandestinely for hire, purging the world of lies.
  • Erathis' clerics all have the knowledge domain. The Church also has a significant number of paladins with the oath of devotion.
Requirements of the clerics and paladins
  • Be patient
  • Build, create
  • Resist change
Requirements of the faithful
  • 15% of all you earn goes to the church
  • Once per year, you must help build/create something that will last
Holy days
  • 6th day, 8th cycle
  • 34th day, 2nd cycle
Holy Places
  • The Great Wall
  • Every other impressive man-made building

The Raven Queen

As far as I know, I am the only person alive outside the clergy of the Raven Queen to see a death dancer and survive. I saw him, at least I think it was a him, in a mirror, through a crappy window, and yet, I am still lame in my left leg, 27 years later.

-Sam Good-Luck the halfling, year 5787 in Ironville

The Raven Queen

Chaotic

The Raven Queen, whose name has never been, is the god of death, fate, luck, unluck, thieves and assassins. The Raven Queen is most commonly depicted as a black-skinned woman wearing a black mask and black raven wings.

Tenants
  • Death comes to all.

  • What will be, will be.

  • Say her name and die.

  • Noone escapes the death dancers.

Other

  • The clerics of the Raven Queen always wear black masks.

  • Dead buried by the clerics of the Raven Queen are swept in black silk before put into the ground.

Pelor, the Bringer of Life

When I stand before Pelor, in his mighty halls, I hope that I can say that I have no talents left, that I gave everything he gave me at birth.

-Unknown saying from before the Second Demon War.

Pelor, the Bringer of Life

Lawful

Pelor is the god of life and also the god of fertility, birth, rebirth and destiny. He is usually depicted as a old white man with a beard, wearing simple clothes.

Tenants
  • All things most live, but how they live is theirs to choose.

  • Children are everything.

  • Children are sacred, no matter what.

  • Structure trumphs chaos.

  • Life is only life, if you lead it the right way.

Other

  • Clerics of Pelor wear

Auril, the Frostmaiden

From the depths of her Ice Palace, secluded and hidden away from the eyes of men, most people think the Frostmaiden rules both hearts and lives of all on Gemnos. This is however a lie. Auril is a lie and all that follow her will one day see the truth.
-The Raven Queen, in the Raven Book, page 459

Auril, the Frostmaiden

Lawful
Auril is the goddess of ice and cold, but also of death, sorrow, cold, winter and abstinence. She is depicted as a platinum-blond woman with ice-blue eyes.
Tenants
  • Like fragile ice anger passes away in time.
  • Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way: Pleased with the surface, we glide swiftly on, And see the dangers that we cannot shun.
  • Cold is the eternal death.
  • Keep cold, always.
Other
  • Clerics of Auril are called icepriests and icepriestesses.
  • They wear white robes with a hint of pale blue.
  • Icepriests freeze the bodies of those that they bury.
  • Important worshippers are sometimes encased in eternal ice and thus preserved forever in the state they died.

Kossuth, the Scorching King

Set a man on fire, and he will be warm the rest of his life.

- Rh'lor Ashbringer, year 5839, Belcoast

Kossuth, the Scorching King

Chaotic

R'hlor the Scorching King is the god of fire and also the god of war, destruction, passion, love, sex and fighters. Depicted as a naked black man on fire,

Tenants/sayings
  • Fire is a dangerous servant and a fearful master.

  • Burn, burn them all

  • Cleanse by fire, not sword, not words.

  • Wage war for your beliefs.

Other
  • A radical sect of worshippers of Kossuth are called Black Flame Zealots

  • Clerics wear bright red, yellow and orange robes.

  • Ceremonies always involve the burning of something living.

fredag den 13. september 2013

Shar, the Black Empress

Everyone is like Torax. They lie about it, but they all have a dark side they never show.

- Marcus Twayn, Pre-Second Demon War.

Shar, the Black Empress

Lawful

Shar is the goddess of the night, of the darkness, but also of magic, mistresses, undead, witchcraft, misery, sorrow and assassins. She is mostly depicted as a raven-haired pale but extremely beautiful woman in flowing black robes, wearing a half-mask.

Tenants
  • The will of the Empress is best done in the darkness.

  • Without light, there can be no darkness.

  • Bad things happen to all, the strong harness the misery and sorrow and it makes them stronger.

Other

  • Clerics of Shar wear all black robes.

  • High priests are called Nightbringers.

  • Ceremonies are conducted during the night.

tirsdag den 10. september 2013

Lathander, the White Lord

And as the Arakus the Morninglord entered the temple, the darkness dissipated and the undead fled from the nimbus of light surrounding him, screaming in terror, much like their victims usually do. I had never heard such a sound before, and I suspect I never will again...

- William Bonegrinder, year 5701

Lathander, the White Lord

Chaotic

Lathander is the god of Light, Rebirth, Beauty, Dawn, Truth and Spring. Mostly depicted as a black man with a full beard and a halo, Lathander is the bringer of Light in Gemnos.

Just as it is with many other gods, the interpretations of the god's cryptic words has created several fractions amongst the church. The most common faction are just strongly opposed to undead. They dedicate their life to the eradication of all things undead. When they do not do that, they bless newborns, prepare new parents for what will come and also often act as judges. There is another fraction called the Order of Holy Light, that believe that man should never be called back from the dead, so they never raise the dead. And while paladins are very common amongst both factions, there is also a paladin-only faction, that have taken the words of Lathander to the extreme. The Will of Lathander, as they call themselves, believe that getting raised is an affront to their god, and on top of fighting undead, they also hunt those who have been raised by the dead. Of course, the Church of Lathander denies that such a faction even exists. But rumors persist.

Tenants
  • Undeads should not exist.
  • Death and truth should never be tampered with.
  • Make sure the dead never rise again.
Other
  • Clerics of Lathander are called Dawn Priests.
  • High priests are called Morninglords.
  • All religious ceremonies performed in Lathander's name are performed at dawn.
  • Morninglords wear golden ribbons.
  • Temples to Lathander are always circular, built without a roof (so that the light can always shine on it's dawn priests),  with an altar in the middle.
  • A common greeting used by Dawn Priests and other worshipers is: May his light shine on you, brother.

søndag den 1. september 2013

The Twins


We are the Sun and Moon
We are Man and Woman
We are Black and White
We are Light and Darkness
We are Fire and Ice
We are the Land and the Sea
We are Truth and Deception
We are the Sword and the Magic
We are Life and Death
We are the Twins
We are everything
-The Twins, allegedly written on the Tyrabor Rock more than 10.000 years ago.
The Twins

Neutral

The Twins are the beginning and the end. The twin entity covers all aspects of life from life to death. Because of the broadness of the portfolio, the focus of individual churches can sometimes (often) differ a lot.

Because of their place in the history of Gemnos, it is not uncommon for followers of the Twins to see themselves as leaders of communities or advisors to those who lead. "For Gemnos" is a common saying amongst it's clergy.

Tenants
  • What is good for Gemnos is good for us.
  • The Twins are the only gods of Gemnos
  • Pity those that does not follow, for they know not, what they do.
Looks
  • Brown, simple robes.
  • Symbol: circle, yellow on one side, grey on other
  • Necklace with links shows how high in the hierarchy a priest is.
    • Iron, brass, bronze, copper, silver, gold, platinum.
Last Rites

  • Buried at either sunrise or sunset in the earth of Gemnos. 
Organization
  • A priest with a platinum necklace runs the biggest church of the empire.
  • A priest with a gold necklace runs the biggest church of the kingdom.
  • A priest with a silver necklace runs the biggest church of a metropolis.
  • A priest with a copper necklace runs the biggest church of a big city
  • A priest with a bronze necklace runs the biggest church of a city
  • A priest with a brass necklace runs the biggest church of a village
  • A priest with an iron necklace runs a shrine
Requirements of the clerics and paladins
  • Seek influence to steer Gemnos in the right direction.
  • Offer guidance to those who seek it.
  • Pray at sunrise and sunset.
  • Pay 15% of all income to the church
Requirements of the faithful
  • Pay 10% of all income to the church
  • Attend temple at least 5 times per season.
Holy days
  • 45th day of winter
  • 45th day of summer
Holy Places

  • The Grand Temple in Belcoast
  • Tyrabor Rock
  • The Twin Rocks at the Great Crevasse

lørdag den 31. august 2013

Eletha Moonray

I saw the crystal spires of the Elven Queen's Palace. I saw the perfect statues, I saw the impeccable paintings and I saw the flawless high elves. But nothing approached the beauty of Eletha herself. Radiant, serene and exquisite, she sat atop the crystal throne, her immortal and wise gaze in stark contrast with her youthful and impossible perfect looks.

-Warlord Karip, Belcoast, year 5771

Many call her the Elven Queen, but Eletha is no such thing. She is however the moral and spiritual leader of all elves, both high elves and wood elves. She lives somewhere in Oakwood, in an elven castle hidden deep in the woods. The location is secret to all but her and her guards. All visitors who seek her out are led through the wood blindfolded.

And Eletha has many visitors. Men and women of power often travel far in order to seek out her wisdom. While no one who knows speaks of her true age, it is known that she was alive and already a political force to be recognized prior to the Second Demon War.

It is said she forms no permanent alliances, but it is however widely known that the Elven Queen dislikes both Xuk the Orc Lord and Natalia Blackhorn and their followers, and will do just about anything to keep them from succeeding in their goal.

søndag den 25. august 2013

Dorn Anvilsmith

Bah, human politics. Warlords come and go, but the dwarves are eternal. We have no interest in their wars, expect that we want to be left alone to build and craft.

- Dorn Anvilsmith, Hillstown, Year 5803

After the Great Demon War, Dorn Anvilsmith's father, the late Gongar Anvilsmith, rallied the hill dwarves of the Seven Army Nations and built Hillstown, a dwarven town located between Laketower and Starkhold. Dorn has ruled Hillstown for more than 50 years, as chieftain of the hill dwarves in Hillstown. Behind his back Dorn is sarcastically called the Dwarven King. A king without a kingdom and without a united people. To his face, very few dare mention that. While not the hero his father was, he is still a dwarf with a big axe and very much in his prime. While he is the uncontested leader of the hill dwarves, Dorn is not popular amongst the mountain dwarves. They see him as a weak ruler, not one who can or will unite the dwarves and carve out a dwarven kingdom amongst the warlords of the Seven Army Nations.

Aurac

In years, the Chosen One, will be born of mortal flesh -honest, truthful,  just. Unite the nations - under his rule, he will. And we shall lead the mortals. A golden era, will start with the golden king, when he arrives.

- Famous last words of Aurac, Year 5715

During the Second Demon War, few made as big a contribution to the defense of the human lands as Aurac. The ancient Gold Dragon fought the demonic hosts and led the humans against the infernal armies time and time again. It was a beacon of hope during a very dark time, and even though it was not Aurac who closed the portal, many believe that without it, no one would have survived the invasion.

After the war, it helped rebuild the nation, trying to steer the humans towards creating a united kingdom under a just king. That failed, as too many were too greedy and impatient. Aurac grew tired of the constant bickering amongst the mortals, and disappeared from the lives of mankind. If sages are to be believed, Aurac sleeps somewhere in the bowels of the earth, waiting for his chosen one to be born.

When Aurac went away, some felt he did so because he felt let down. In order to show Aurac he was not alone, quasi-worship of him and his ideals sprung up. The most famous and powerful of those groups are the Knights of the Golden Wyrm, an order of knights which fights for justice and hope in an otherwise harsh and often brutal world.

lørdag den 3. august 2013

The Second Demon War

Achgarud, Pfaragir and Yangou. Every child living the Second Demon War knew their names. The three Pit Fiends, named the Red Triad by mortals, who in the name of Asmodeus led the forces of Hell to Gemnos and proceeded to destroy most of what is now known as the Cursed Lands. Achgarud, Pfaragir and Yangou, names that will never be forgotten, because they will live on in our nightmares forever.

Archibaz Delvar of Oldtown, Principality of Churaz, 5701
In the year of 5679, what is now known as the Cursed Lands, 101 cultists of Asmodeus, armed with an ancient artifact called the Dimensional Sword and more than 1000 devotees to sacrifice, managed to open a demon-hole, a semi-permanent portal to Hell. In poured thousands and thousands of devils and demons, led by a trio of Pit Fiends who eventually would go down in history as the Red Triad.

This was no ordinary war of conquest, it was a war for souls and destruction. No quarter was given, no mortal left alive when taken. It was a war for survival and for 21 years, the infernal armies swept through the lands of men, destroying cities and killing all. Those who had not died had fled, with only a few brave armies staying behind to halt the progression of the infernal host. Had it not been for a band of adventurers called the Brave Wyverns, the infernal forces would surely have consumed all on Gemnos.

The four adventurers had figured out a way to reverse the portal. They snuck and fought their way to the portal, and while Karan Demonslayer, Red Jack and Arthuro the Pure occupied Yangou and his servants, Esteban Timebender managed to reverse the portal. Alas for the heroes, the reversal created a great explosion that rocked all of the continent (and created the Great Crevasse) before it sucked all devils and demons back to Hell. The war was over, but at what cost? The greatest heroes were dead and along with them, millions of others. More than 9 out of 10 people who lived in the empire prior to the war were dead. Cities and farms stood empty, and all but the biggest city walls were destroyed.

The people of the Seven Army Nation

Human, orc, elf. It does not matter, they all bleed and die when they meet my grandfather's axe.

Torak Ironhammer, Darkwood Town, Kingdom of Drahar, 5799

Humans


Just as in the rest of Gemnos, there are two distinct human races. One black, one white. Sunites and Moonites. Born during the day, Sunites are black, while Moonites are born during the night and white. The time of birth determines the color of skin, nothing else. Two white Moonites can just as easily as two black Sunites get a Sunite as son or daughter. Aside from the their skin color, humans of Gemnos are as diverse as those of other worlds, but there are only those two types of humans.

Elves


There are two kinds of elves living on the surface of Gemnos. The high elves are the most commonly encountered, even though they represent the smallest fraction of the elves. Even though they as a general rule are reclusive, you can still find small enclaves in most big cities. Otherwise, they build small communities in remote areas, typically in remote mountains or deep, dark forests.

The other side of the coin, the wood elves are more common in numbers, but since most of them are xenophobic, they keep to themselves in the woods. Even though most keep to themselves, some wood elf communities still keep informal ties with nearby human communities. Very few wood elves are encountered outside their woods.

Halflings


There are also two types of halflings. On one hand, there are the lightfoot halflings. Explorers, travelers, traders and merchants, their extended family-clans travel up and down the rivers and along all the roads of the Seven Army Nation. Some make their living in the cities, where they either run merchant businesses or more shadier businesses. Generally friendly but a bit reserved, expecially those who live in the cities tend to have a bit more edge.

The other kind of halfling, the stout halflings are family orientated farmers, who often live far from big cities and other races. Sometimes they form bonds with wood elves in nearby forests, but that is it. As a general rule, they are happy to keep to themselves and not get involved in the affairs of the big world. But once in a generation, even a stout halfling can be caught up in the lust of adventure and seek out the road.

Dwarves


The hill dwarves are by far the most common of dwarves in the Seven Army Nation, but there is only one hill dwarf enclave, the town of Hillstown. The rest are spread out, families living amongst humans, working as weapon smiths, jewelers and mercenaries. The many years amongst the other races have made them more easy-going and understanding than the mountain dwarves.

The mountain dwarves are fairly rare, they usually live as miners or crafters in big cities. Since they have no cities, they have a tendency to huddle together in the human cities. They dream of the ancient days of glory, when the mountain dwarves ruled the mountains and the underground over all of Gemnos. They dream of reestablishing the ancient line of dwarven kings and once again have Gemnos beat to the beat of their hammers.

Gnomes


The last of the original races of Gemnos is the gnomes. As most of the other races, the two kinds of gnomes are very different from one and another. On one hand, there is the forest gnomes - shy, animal lovers who live on the fringe of elven communities, and rarely seen far from a forest. On the other hand, you have the rock gnomes. Tinkers and builders, mad scientists who live for building and blowing up things. Rock gnomes are commonly found in Alkabar near the Howling Mountains, the city who by far holds the biggest concentration of rock gnomes, but most major cities have quite a few.

The rest


Aside from the five original races, created at the birth of Gemnos by the Twins, there are four races which have been created later.

The half elf started as a symbol of a man-elf alliance that created peace across most of Gemnos some 6000 years ago. For 1 years, all children born by elves and humans alike were half-elves. Since then, it has been it's own race.

The half orc is the creation of ancient high elf wizards. 1200 years ago, when the last high elven empire ruled large parts of what is now the Cursed Lands, they were, when the empire was starting to decline, losing a war against barbarian tribes. To match the ferocity of the barbarians, the high elves took certain attributes from the orcs and magically infused humans with said attributes. The goal was of course to create a hardier, stronger and more intelligent race than the orc, to use in the wars. They succeeded and won the wars. When the empire crumbled years later, the half-orc was free of it's shackles and now considered as it's own race.

In ancient times, Gemnos was mostly ruled by the dragons for almost 2000 years. At the height of their power, the power of the dragons was said to rival the gods', and so was their ego. Not content with ruling the lands and the people, the dragons created a humanoid race in their own image to serve them. The dragonborn. With the fall of the draconic empire, the dragonborn were left to their own. Nowadays in the Cursed Lands, dragonborn are most often found as mercenaries and sell-swords. Honorable and able, they live and die by their ancient codes.

The last of the created races, the tiefling, is another biological left-over from the ancient empires. The descendants of arrogant warlocks with an insatiable thirst for power who made a deal with Asmodeus, most tieflings live their lives in the shadows, on the fringes of civilization. Tieflingism is seem by many as a curse, especially in the rural areas. Maybe that is why many tieflings seem to have a shady character and a huge chip on their shoulders.

fredag den 2. august 2013

Religion

Followers of the so-called gods are suckers and sycophants, wasting their prayers on abstract ideas with no real power. But this is how my lord wants the world to be, so who am I to question him?

Zakr, High Priest of Cyric, somewhere near Highmeadow, Seven Army Nation, 5843.

Worship in Gemnos has changed a lot over the course of it's more than 10.000 years of history.

At first, although the world was created by the Twins, worship was solely to the Primal Spirits. As the people of Gemnos evolved, they started to worship the Twins. Many years passed and more and more began to either worship the Sun or the Moon.

Then others began to worship other aspects of the Twins, such as Fire and Ice, Sword and Magic etc. The next step was to make those entities more precise, giving them names and individuality.

The worship of Cyric, the Prince of Shadows came slowly over the years, seemingly out of nothing, while the worship of Bahamut exploded after the First Demon War, quickly followed by the worship of Bane.

That means that in this day and age, the people of Gemnos worship 19 different gods (Primal Spirits, the Twins, 14 aspects of the Twins, Cyric, Bahamut and Bane). Aside from those "gods", quite a few also worship the Saints of Heaven while others worship the Lords of Hell.

Cosmology

Gemnos, or the mortal world, is thousands of years old. But there are other, older worlds nearby. Aligned with Gemnos are the Faerie and the Underworld, two planes similar yet very different from the mortal world, and the Astral Sea, holding as diverse places as Heaven, Hell, the Elemental Chaos, The Pillars of Order and The Infinite Bazaar (with the Casino).

The Seven Army Nation

To the west and south of the Cursed Lands lies the nation called the Seven Army Nation. A nation of hard and brutal men, the Seven Army Nation is a nation of city-states bound by a fragile and constantly tested alliance. It is a nation surrounded by wilderness and monsters. It is a nation hardened by war, where everybody looks out for themselves.

Right now, the power of the Seven Army Nation is more or less evenly distributed amongst the nine warlords that rule the nine biggest city-states. They each rule like kings and emperors from their fortified cities, each watching the others like a hawk, waiting for one of the others to show weakness. Meanwhile, they openly support the coalition to work together against outside threats, while trying to gain more territory to control.

While the nine warlords are very different from one another, make no mistake, they are warlords for a reason.

Nimalar

The continent of Nimalar, greatest on Gemnos, is located squarely in the center of Gemnos. It is dominated by the Empire of Zun to the north and the Kyzian Empire to the south.

Tucked in between the two mighty and ancient empires, are the Cursed Lands. Named such after their fate during the Second Demon War, the Cursed Lands are both new and ancient. Ancient because more than seven empires have made the Cursed Lands their home, and new because the area and it's inhabitants were almost wiped out 150 years ago.

But although they returned, the Cursed Lands are still easily the least populated of all of Ural.

The populace of the Cursed Lands have founded 10 nations so far, but those nations only cover less than half of the Cursed Lands. The rest is still wilderness, inhabited by only the bravest and stupidest, as well as by monsters of all sorts.

The world

Gemnos is an ancient world, flat and circular in shape, surrounded by the mysterious and deadly Mists of Madness, who kill all who enter them.

Gemnos is a large world, with the landmass divided into roughly nine continents.

Due to Gemnos' shape, the sun always rise and set at the same time. At seven AM and seven PM. Likewise the moon rises and sets opposite of the sun.

The southern-most part of Gemnos is constantly covered by magical clouds, which causes the lands beneath to be significantly colder than the rest of the world.

Central area of Seven Army Nation

Campaign start area