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Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Zac's Campaign Sat Oct 02, 2010 12:11 pm | |
| All of you people who play in my campaign! There are important things posted here!
I do not, of course, expect you guys to read all of this, however there are some interesting points here for those of you who want to make a stellar backstory.
happy reading.
P.S. make a seperate page for replying. I'm going to use this for future citys and lands as well.
Last edited by Barbaric Gnoll on Sat Oct 02, 2010 1:21 pm; edited 2 times in total | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sat Oct 02, 2010 1:02 pm | |
| SANDPOINT AT A GLANCE Most of the buildings in Sandpoint are made of wood, with stone foundations and wood shingle roofs. The majority are single- story structures, with a few noted exceptions. The town is often thought of as two districts by the locals. Uptown consists of areas 1–12. Most of these buildings are relatively new, and the streets are open and less crowded. This section of town is also physically above the rest, situated on a level bluff overlooking the southern half of town, which consists of areas 13–46. The majority of the town’s buildings can be found downtown, which grows increasingly crowded as available space is claimed by new arrivals. Downtown is built on a gentle slope that runs from a height of about 60 feet above sea level to the west down to only a few feet above the waterline to the east and south. Sandpoint Harbor is a fairly deep natural harbor, 30 feet for most of its expanse, with sharply rising slopes near the shore. The languid waters of the Turandarok River wind down from the hinterlands, skirting Devil’s Platter to empty into the harbor—the river is often used to transport lumber harvested far upriver down to the local saw mill. South of town rises another bluff on which Sandpoint’s most affl uent landowners have staked their claims. Only a few hundred feet north of town rises an upthrust spur of rocky land topped with a few trees—this is known now as Chopper’s Isle, once the home to Sandpoint’s most notorious criminal. A remote outcropping accessible only by fl ight or by a skilled climber, locals now believe the isle to be haunted by Chopper’s ghost. Children often dare each other to go out to the isle’s base at low tide and touch the barren cliff face that surrounds it, but no one’s visited the top in years. The sight that strikes all visitors to Sandpoint at fi rst is the ruins of the Old Light. The original height of this tower is unknown, but those who have studied the ancient architecture of the crumbling remains estimate it might have stood more than 700 feet tall. Today, less than a quarter of that remains. The Old Light rises from sea level and is built into the face of a 120-foot-tall cliff , the tower extending another 50 feet above that level to culminate in ragged ruins. The remaining shell is yet another reminder that neither the Chelaxians nor the Varisians are the fi rst settlers of this land, yet apart from a few badly weathered carvings signifying that the peak of this tower once held a brilliant light, no insight to the tower’s true purpose remains.
. Sandpoint Cathedral Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six diff erent churches under one impressive roof. Yet even the previous chapel wasn’t the fi rst holy site in this location. The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones themselves surrounding a circular stone altar. These stones served the Varisians for centuries as a place of worship; although they generally venerated Desna at these stones, the stones themselves have a much older tradition. Unknown to anyone alive today, the seven standing stones once represented the seven Thassilonian schools of magic and served as a focus for wizards who wished to direct the destructive power of the nearby Hellstorm Flume. No one in Sandpoint suspects the standing stones are anything more than an ancient site of worship. Varisian oral tradition maintains that the seven stones represent the seven towers of Desna’s otherworldly palace, but this is merely a story perpetuated by early Varisian seers eager to hide yet another bit of their homeland’s destructive history. The original chapel built here was a collection of six diff erent shrines, each its own building and connected to the others by open-air walkways. Desna’s worship was incorporated intothese shrines as part of the peace accord with the local Varisians, but the original builders also incorporated fi ve other deities as well. Four of these (Abadar, Sarenrae, Shelyn, and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fi fth, Erastil, was the most popular among the initial settlers. When the chapel burnt to the ground fi ve years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches. It took years to fi nish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint’s heart, are the shrines of civilization: Erastil and Abadar. To the west, off ering a view of the Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, off ering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna. The previous chapel hosted less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus (CG male human cleric 4). Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of adviser for worshipers of other gods of Sandpoint with ease. More information about the six gods and goddesses of Sandpoint can be found in the Rise of the Runelords Player’s Guide.
2. Sandpoint Boneyard Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River. Stone vaults owned by affl uent members of the town stand near the cemetery’s edges or at its center, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies. The boneyard is well-maintained, kept by a man named Naff er Vosk (NG male human rogue 1/cleric 2), a deformed smuggler Father Tobyn took pity on after his ship wrecked just north of town a decade ago. Naff er has found redemption in Sarenrae, and despite a twisted spine that, from birth, has given him a sinister lurching gait, he’s one of the town’s most devout citizens. He keeps the boneyard meticulously clean and is also responsible for ringing the church bells every day at dawn, noon, and dusk.
3. The White Deer A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn. The White Deer commands an impressive view of the Varisian Gulf to the north. The building is new, recently rebuilt after the previous inn at this location burnt to the ground fi ve years ago in the same fi re that destroyed the Sandpoint Chapel. The new building is a grand aff air, three stories tall with a stone fi rst fl oor and wooden upper fl oors with a dozen large rooms that can accommodate two to three guests each. A somber and quiet Shoanti man named Garridan Viskalai (LN male human expert 4) owns the White Deer and runs the place with the aid of his family and a few local girls. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. Garridan regrets their choice, but his love for his wife and family keeps him rooted fi rmly in town. Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon (area 37) despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint’s sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother’s complete abandonment of Shoanti tradition.
4. The Way North As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named Veznutt Parooh (NG male gnome wizard 2/expert 4), into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 5 gp to 100 gp, depending on the size and level of detail. When not here crafting copies of old maps, Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy (area 27).
5. Jeweler This squat stone building escaped the fi re that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired jeweler named Maver Kesk (LG male human expert 3). Maver retains a halfdozen local toughs (LN human warrior 3) as guards, but he has a habit of leaving doors and vaults open—a trait his wife Pennae Kesk (LN female human commoner 2) often berates him for publicly.
6. Junker’s Edge Garbage gathered by Gorvi’s boys (see area 7) is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town’s Gozreh worshipers (in particular Hannah Velerin; see area 45) rankle at this practice, but until an equally cost-eff ective and convenient option is presented, the town council is reticent to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high. Unknown to the citizens of Sandpoint, another reason the garbage never grows too high is the fact that goblins from the Seven Tooth Tribe regularly sneak along the coast to raid the beach for bits of metal, scraps of food, not-quite-broken tools, and other “valuable” prizes. The Seven Tooth goblins have made a name for themselves among the local goblin tribes as the best traders as a result. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sat Oct 02, 2010 1:04 pm | |
| 7. Gorvi’s Shack This dilapidated shack is home to one of Sandpoint’s few halforcs, a fat, heavily tattooed lummox named Gorvi (CN male halforc warrior 3). Despite the ramshackle look of his home, Gorvi’s made quite a pretty penny for himself serving as Sandpoint’s dungsweeper, enough that he employs about two dozen vagrants and curs who would otherwise be causing trouble along the boardwalk, paying them regularly in copper to haul one of his distinctive red wheelbarrows through the streets to collect refuse and garbage. Sandpoint pays him handsomely for his services, a job that no one else really wants but everyone wants to see done. Lately, Gorvi’s been making a menace of himself more than usual, spending evenings down on the boardwalk, harassing ladies, and raising hackles at the Hagfi sh (area 33). Mayor Kendra has had to ask him to ease up on the drinking and carousing more often lately, but Gorvi has grown content in the belief that he won’t be run out of town as long as he continues to ensure the streets are clean.
8. Sage The sole occupant of this ancient building is a cantankerous old man named Brodert Quink (NG male human expert 7), a balding expert on Varisian history and engineering. Brodert claims to have spent two decades of his youth studying with dwarven engineers at Janderhoff and three decades as a cataloger at the Great Library of Magnimar, and is continually baffl ed and enraged that his learning and obvious intelligence haven’t aff orded him more prestige. Brodert has been studying ancient Thassilonian ruins for the past several years and has recently become obsessed with the Old Light. No one believes his theories that the tower was once a war machine capable of spewing fi re to a range of more than a mile.
9. Locksmith A fl amboyant dwarf named Volioker Briskalberd (LG male dwarf rogue 2/expert 3) has owned and operated Sandpoint’s locksmith business since the town’s founding. Something of an institution, most of the town’s locks were built by Volioker. He’s long been an enemy of the Sczarni (see area 43), who have used both diplomacy and intimidation in their attempts to recruit him to their side. Volioker’s distaste for thievery and scoundrels may have its genesis in his childhood as a street orphan in Magnimar, although he’s traditionally close-mouthed about his past. He’s a tremendous fan of the arts, and never misses a new show at the playhouse.
10. Sandpoint Garrison This stone fortress serves double duty as Sandpoint’s militia barracks and its jail. The jail itself is located in an underground wing, while the above-ground portion houses the town’s guard. Sandpoint’s town guard consists of a dozen full-time watchmen (human warrior 2); about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers, and the like) dwell here as well. Guards patrol the city alone; there’s generally not much trouble beyond the odd drunk for them to handle, so usually only three or four are on duty at any one time. Sandpoint also maintains a militia of 62 able-bodied men and women (human warrior 1) who are expected to attend training and exercise here at least once a week. This militia can be brought to service in 1d3 hours. The garrison is currently under the watchful eye of Sheriff Belor Hemlock (CG male human fi ghter 4), a native Shoanti who inherited the post of sheriff when the previous holder, Casp Avertin, was murdered by Chopper. Belor saw the town through that last terrible night and is generally held to be the man who stopped Chopper’s rampage. In the emergency election that followed a week later, the people of Sandpoint offi cialized his role, and Belor became the fi rst Shoanti sheriff of Sandpoint. Honored and eager to live up to Casp’s legacy, Belor changed his last name to its Chelish translation, from Viskalai to Hemlock, a choice that has endeared him to Sandpoint’s mostly Chelish populace but hasn’t sat well with his brother Garridan (see area 3). Belor’s not-as-secretas- he’d-like romance with Kaye Tesarani (see area 43) has put further strains on his relationship with his family. The jail below the garrison is generally empty save for a few drunks or Sczarni doing time for some minor crime. Murderers and other hardened criminals generally stay for only a few days before an escort from Magnimar arrives to bring them to the high court for trial in the big city. The garrison’s jailor is a heavily scarred brute named Vachedi (CG male human barbarian 3), a Shoanti tribesman who hopes someday to earn enough money to buy back his two sons from Kaer Magan slavers.
11. Sandpoint Town Hall The majority of the ground fl oor of this two-story building consists of a meeting hall large enough to seat most of Sandpoint’s adults, although town meetings have rarely been even half so well attended. The upper fl oor contains offi ces and storerooms, while a vault in the basement below has been functioning as the town bank for decades. Plans to build a proper bank have been stalled for various reasons since the town was founded. Sandpoint’s mayor, Kendra Deverin (NG female human aristocrat 4/expert 3), can often be found in this building, tending to the town’s needs.
12. Savah’s Armory The northeast corner of this building bears a few scars from the Sandpoint Fire, but fortunately for its owner, Savah Bevaniky (NG female human fi ghter 2/rogue 1), the building escaped signifi cant damage. Savah’s shop sells all manner of weapons and armor, including several masterwork items and exotic weapons like a spiked chain, a dozen masterwork shuriken, and a +1 repeating crossbow with a darkwood and ivory stock that bears the name “Vansaya.” She’s not sure what the name means—she bought the weapon from an adventurer on the way to Riddleport a year ago, and the combination of its high price and complexity has ensured its semi-permanent stay in her shop.
13. Risa’s Place Risa Magravi (NG female human sorcerer 4) operated this tavern for the fi rst 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-to-day aff airs of the job to her three children Besk, Lanalee, and Vodger (NG human commoner 2), the mysterious Varisian sorcereress remains a fi xture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only becuase its out-of-the-way location ensures strangers rarely come by.
14. Rovanky Tannery Situated at the edge of town, Larz Rovanky (LG male human expert 3) runs Sandpoint’s tannery with ruthless effi ciency. He expects perfection from his workers and his products, and as a result often works long hours on his own during the stretches when he’s temporarily fi red the help. His leather and fur goods are of high quality, enough so that locals generally don’t mind the extra wait for custom orders while Larz fusses with getting things perfect.
15. Red Dog Smithy Named for its owner’s aff ection for large red mastiff s, two to three of which can always be seen lounging about nearby, Red Dog Smithy is owned by a bald and powerfully muscled man named DasKorvut (LN male human fi ghter 1/expert 3). Das’s temper is, perhaps, his true claim to fame—he has little patience for customers, and even less for everyone else. Sandpoint suff ers his foul-mouthed attitude and frequent drunken midnight rants because he really does know his job. And as long as he’s busy hammering metal, he stays relatively calm and confi ned to his smithy. The local children have recently been circulating a somewhat cruel rhyme about Das that they’ve taken to chanting at hopsquares, a rhyme sure to come to an end once the smith hears it. “Here comes crazy-man Das Korvut, Mad as a cut snake in a wagon rut. See how his chops go bouncity-bounce? How many people has he trounced? One! Two! Three! Four...” | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sat Oct 02, 2010 1:07 pm | |
| 16. The Pillbug’s Pantry Nestled at the base of a cliff and tucked between several old tenements, nothing but a painting of a pillbug perched on a mushroom indicates this building’s anything more than yet another home. The proprietor of this establishment is a short, rotund man named Aliver “Pillbug” Podiker (LE male human adept 5), an accomplished herbalist, gardener, and secret poisoner. Although he’s of mixed Chelish/Varisian blood, the Sczarni (see area 43) have taken to treating him as a full-blooded Varisian. While his primary source of income is from legitimate sales of medicine and potions, he maintains a healthy side-business selling poison to Sczarni locals as well. Before he’ll even admit to being a poison merchant, though, a potential customer first has to ask him, “Have any happy pillbugs turned up lately?”
17. Bottled Solutions This cluttered shop is filled with shelves upon shelves of bottles, bags, and other alchemical containers, some covered with dust and others so new that the pungent stink of their brewing still fills the air. Nisk Tander (NG male half-elf wizard 1/expert 2) fancies himself a more gifted alchemist than he really is—items purchased from this shop have a 5% chance of not working as intended, either being subdued, inert, or wildly unpredictable in their actual effects (such as a flask of alchemist’s fire bursting in a flash of light that acts as a daze spell in a five-foot-radius, or a vial of antitoxin functioning instead as a vial of acid). A DC 25 Craft (alchemy) check is good enough to determine if something purchased at Bottled Solutions is good or not, but Nisk doesn’t take kindly to people looking too closely at his wares before they buy.
18. Cracktooth’s Tavern A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff . Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner Jesk “Cracktooth” Berinni (NG human male half-orc expert 3) might look like a thug, but he’s actually quite well-read and possesses a scathing wit—nights when he takes the stage to deliver his observations on the political situations in Magnimar are quite popular.
19. House of Blue Stones This long stone building is primarily a single large chamber, the fl oor decorated with polished blue stones set within winding pathways of reed mats. This structure was built 10 years after Sandpoint was founded by a wandering monk named Enderaki Sorn—today, the monastery is tended by Enderaki’s daughter, Sabyl (LN female human monk 4), her father having passed away seven years ago. A worshiper of Irori, the god of self-perfection and knowledge, Sabyl maintains a large collection of old books and scrolls in the basement chambers below. She opens both the meditation fl oor and her library to fellow worshipers, but others must convince her of their good intentions with a DC 25 Diplomacy check before she’ll let them in. Use of Sabyl’s library grants a +4 bonus on Knowledge (history) and Knowledge (the planes) checks.
20. Sandpoint Glassworks One of the oldest industries in Sandpoint, the Glassworks has been owned by the Kaijitsu family from the town’s inception. The glassworking trade has been in the family for generations, and many of their techniques—perfected in distant Minkai—result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa, and beyond. The Sandpoint Glassworks is detailed in full in “Burnt Off erings.”
21. Sandpoint Savories The smells issuing from this bakery fi ght against the salty tang of the sea every morning except on Sunday. Owned and operated by the Avertin family for the past two decades, Alma Avertin (LG female human expert 7) still hasn’t quite recovered from the brutal death of her son Casp fi ve years ago under Chopper’s blade. Her twin daughters Arika and Aneka (LG female human expert 2) all but run the business these days.
22. The Curious Goblin The sign out in front of this shop shows a wide-eyed goblin reading a book nearly as tall as him. Inside, this bookshop is a testament to one man’s obsession with the printed word. Chask Haladan (CG male human bard 3/expert 3) has maintained his love aff air with books for nearly 70 years and shows no sign of giving it up any time soon. His store is surprisingly complete, and while almost all of his wares are far too pricy for any of the locals to shop here with any frequency, a nest egg gathered in his adventurous youth combined with a frugal lifestyle makes the success of his business secondary to his own satisfaction. Several locals, including Brodert Quink (area 8 ), Sabyl Sorn (area 19), and Ilsorai Gandethus (area 27) can often be found here, either chatting with Chask or sitting in one of several large chairs, reading.
23. Sandpoint Theater Brand-new cathedrals and ancient ruins aren’t the only incongruities Sandpoint boasts. This massive playhouse, fi nanced entirely by its larger-than-life owner, Cyrdak Drokkus (CN male human bard 6), features one of the most impressive theaters on this side of Varisia—it certainly competes with the playhouses of Magnimar, a fact that Cyrdak takes great pride in, since he was forced to fl ee that city for mysterious reasons he’s eager to hint at but reticent to expound upon (although they certainly involve another local of note—Jasper Korvaski). The Sandpoint Theater often showcases local talent, but it’s the three weekend shows that locals generally look forward to. Cyrdak uses his contacts in Magnimar to great extent, ensuring that the most exciting new productions in the big city are available here as well. Although Cyrdak enjoys fl irting with all of Sandpoint’s young women, his romantic relationship with Jasper (area 40) is one of the town’s worst-kept secrets.
24. Carpenter’s Guild The vast majority of the buildings in Sandpoint were erected by members of the town’s large and eternally-busy Carpenter’s Guild. Currently overseen by Guildmaster Aesrick Battlehorn (LG male dwarf expert 5), a dwarf who left his homeland with a near heretical fondness for working with wood rather than stone, the Sandpoint Carpenter’s Guild has recently been accepting a growing number of projects in the outlying farmlands as well as work about town. The guild has been in a minor feud with the Sandpoint Shipyard (area 46) for years, one that most often fl ares up over which guild has claim to the best lumber from the mill.
25. Sandpoint Lumber Mill This long building was one of the fi rst to be built when Sandpoint was founded. Owned by the industrious Scarnetti family, daily operation of the mill has recently been left more and more to a penny-pinching businessman named Banny Harker (NG male human expert 3) and his partner Ibor Thorn (NG male human expert 2). Neighbors have been complaining that the two have been running their insidiously noisy logsplitter into the wee hours of the night as they rush to keep up with demand in the face of an increased availability of lumber from Magnimar, but Harker’s infl uence with the Scarnettis has so far kept any mandates against operating the logsplitter from coming to pass.
26. General Store Owned and operated by Ven Vinder (LN male human commoner 7) and his familiy, Sandpoint’s oldest and best-stocked general store has a little bit of everything—farm equipment, weapons, tack, tools, furniture, food, and even homemade pies by Ven’s wife Solsta (LG female human commoner 4). Ven even keeps a shocking supply of alcohol in his basement, although a customer has to ask to see the “wine cellar” before Ven’ll admit to his special stock. Ven has a particular fondness for harsh bitter grog and rotgut imported from places as far as the orc city of Urglin. His true pride, though, is his daughters, whom he dotes upon. Lately, he’s been increasingly distracted by what he believes is a budding romance between his daughter Katrine (NG female human commoner 1) and that no-good Harker from the lumber mill. Unfortunately, Ven’s obsession with Katrine’s nightlife has rendered him all but blind to the actions of his other daughter Shayliss (CN female human commoner 1), whose reputation as “easy” is growing by the month.
27. Turandarok Academy As families thronged to Sandpoint, the town founders quickly came to realize that they needed somewhere to handle the education of children, a place to house unfortunate orphans, and somewhere to busy older children to keep them from becoming delinquents. The answer was the Turandarok Academy. Part school, part orphanage, retired adventurer Ilsoari Gandethus (LN male human wizard 4/rogue 2) volunteered to be the academy’s headmaster if he could have the basement of the two-story building to himself. The town agreed, and today, the rooms below the Academy are almost a museum of the strange things and trophies Ilsoari has collected over his years. He keeps these chambers locked, but the children who attend classes on the ground fl oor and the orphans who live on the upper floor have countless stories about what’s down there, ranging from a goblin farm to a nest of phantom spiders to the Sandpoint Devil itself. Although the contents are much less sinister (Ilsoari is all too happy to show off his collection of exotic weapons, strange maps, and monster trophies to anyone who asks nicely), the old wizard does nothing to dissuade the children’s tales.
28. Madame Mvashti’s House Although from outside this appears to be an ancient, decrepit manor house with several rooms, only one person lives in this old building—ancient and mysterious Niska Mvashti (N female human druid 3/sorcerer 4/mystic theurge 1). Old even when Sandpoint was founded some 40 years ago, Madame Mvashti (as she prefers to be called) is a Varisian historian and seer, part of a long tradition of oracles in her family. As with many seers, the current age’s unexpected departures from established prophecies have left her with a lifelong sense of brooding worry. She performs most of her readings with cards or carved bones but seems only very rarely to enjoy casting her predictions. Madame Mvashti had long complained that the yearly travels of her extended family hurt her bones, and when Sandpoint was founded, as part of the accord with the Sandpoint Mercantile League, the local Varisians demanded a large manor house be built for their respected elder. Once she passed away, the house was to revert to the town’s property, but Madame Mvashti has proven exceptionally tenacious and long-lived. She survives primarily on support and volunteer help from local Varisians, although she spits and curses at those she knows belong to the Sczarni. Druids from the hinterlands make weekly visits to her home, often helping her along on the long walks she still enjoys in the nearby countryside. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sat Oct 02, 2010 1:13 pm | |
| 29. Grocer’s Hall This building’s facade is open to the air where it faces the market. During the day, bins and trays and tables here are heaped with produce brought in that morning from the outlying farms. Near the back of the store are tools, seeds, feed, tack, and other supplies useful for farming. The other half of this building is fi lled with living quarters, meeting halls, fi le rooms, and storage. Olmur Danvakus (LG male halfl ing expert 4) took up the post of guildmaster here after the previous guildmaster was murdered by Chopper.
30. Vernah’s Fine Clothing Rynshinn Povalli (NG female half-elf expert 5) has owned and operated this clothing shop for the last fi ve years. The only daughter of a kindly woman named Vernah, Rynshinn never knew her father, Iremiel, only that he was killed by goblins less than a week after she was born. At the time, Vernah’s tempestuous aff air with the mysterious elven bard was the talk of the town. Every year on the anniversary of Rynshinn’s birth, a small package of elven coins, medicine, and toys mysteriously appeared somewhere in the upper fl oors of this building. Vernah always claimed the gifts were placed by Iremiel’s ghost, but locals generally believe the gifts were granted by one of his living relatives. Rynshinn, for her part, holds out against hope that her father somehow survived and that it’s not his ghost but him who leaves these mysterious birthday presents. Since her mother’s death five years ago during Chopper’s murder spree, Rynshinn has used much of the money from those gifts to expand her mother’s tailoring business, and even founded a guild that brings together dozens of quilters, crafters, sewers, and tailors so they can sell their wares here. She’s looking into opening a shop in Magnimar as well, but has yet to find a partner there whom she trusts. A number of Sandpoint’s young men idly court Rynshinn, who many hold to be the town’s most beautiful citizen, but to date, the lonely woman has politely eschewed all possible suitors for reasons she has not shared.
31. Wheen’s Wagons A lanky man named Bilivar Wheen (N male human expert 3) owns this workshop. Bilivar is a down-on-his-luck wheelwright who’s lately been spending more time at various taverns (especially the Hagfi sh—area 33) than here working—ever since his daughter Tanethia drowned in the Mill Pond last year, his wife Vorah (LN female human commoner 1) has grown more and more shrill and paranoid that her remaining two children’s days are numbered as well. Bilivar’s been heard to mutter about packing up and skipping town to some of his drinking buddies at the Hagfi sh, but no one thinks he’ll really follow through on this plan.
32. Scarnetti Mill As with the Sandpoint Lumber Mill, this building is owned by the Scarnettis. All of the fl ower and grain produced here is supplied by local farmers. Mysterious fi res have claimed the Soggy River Mill, the Biston Pond Mill, and most recently the Cougar Creek Mill, leaving this mill the only functioning grain mill in the region. Accusations of Scarnetti-sponsered arson have been fl ying high, but the manager of this mill, constantly worried and sneezing Courrin Whesterwill (NG male human expert 2), has gracefully lowered the prices for its use to record lows until the outlying mills can be rebuilt, a gracious move that has alleviated, to some extent, extensive public outcry.
33. The Hagfi sh One of Sandpoint’s most popular taverns, especially among fi shermen and gamblers, the Hagfish is also Sandpoint’s best bet for a good old-fashioned seafood meal. Owned by a gregarious one-legged man named Jargie Quinn (CG male human rogue 2/expert 2), the Hagfi sh gets its name from the large glass aquarium that sits behind the bar, the home of a repellent hagfi sh that Jargie aff ectionately calls Norah (despite the fact that he’s had “Norah” replaced dozens of times—hagfi sh don’t live all that long in Quinn’s aquarium). Hanging from a nail next to Norah’s tank is a leather pouch bulging with coins: prize money for anyone who can drink down a single tankard of “water” scooped from Norah’s tank. It’s a single silver coin to try, but the trick is that, since she’s a hagfi sh, the water in Norah’s tank is thick and horrifi cally slimy and foul-tasting. Few can stomach the stuff , but those who do get to keep however many coins have accumulated in the pouch, and then get to carve their names in the ceiling beam above the bar. To date, there are only 28 names carved there, and the Hagfi sh has been in business for nearly 10 years. But there’s certainly more to this tavern than Norah. Jargie’s game tables are always well-attended, with games ranging from cards to checkers to dice to darts. Tall tales are a favorite pastime here, with one popular game called “yarning” involving seeing how long a local can string along an impromptu fable without contradicting himself. The most popular subject of these tales is traditionally Old Murdermaw, the legendary giant red snapperwho might or might not dwell in the depths of the Varisian Gulf. Jargie himself is quite an accomplished yarner, with the everchanging story of how he lost his leg being his favorite starting
point for his tales. 34. Valdemar Fishmarket Like the Grocer’s Guild across the market, the facade of this long building is open to the air. Here, locals can shop among the day’s catch, picking out cod, salmon, tuna, shellfi sh, and even the odd octopus for the evening’s meal. Turch Sterglus (LG male human rogue 1/expert 5), a retired fi sherman with a lazy eye and a wild white beard, runs the fi shmarket in a lovably crochety manner, constantly complaining about the weather or the day’s catch or the antics of local youth, but always packaging his customers’ purchases with a smile and a wink. The fishmarket itself is owned by the Valdemar family, but most locals act as if the building and business were Turch’s, often tipping the loveable old man a few extra coins. Turch’s five sons, each smarter than the next, have made a career working for their father as fi sh cleaners, haulers, and even cooks.
35. Sandpoint Market On most days, Sandpoint’s marketplace is empty save for the odd group of children who enjoy using the wide-open area to play whistleball or other games. Twice a week, the market fi lls with vendors. At the start of each week, the farmer’s market radically increases the daily selection of goods available at the Grocer’s Hall, while all day at the end of the week merchants from Magnimar, Galduria, Nybor, Wartle, and beyond take part in the Town Market. Goods purchased at the Town Market adhere to Sandpoint’s 800 gp limit, but prices are generally 75% of the regular asking price.
36. Sandpoint Meat Market Local butcher Chod Bevuk (NG male human expert 3) runs the Sandpoint Meat Market. Half of this building doubles as a slaughterhouse, with the meat itself put on display for sale in the front half of the market. Most of the meat processed here is from livestock or animals caught by hunters. Chod still claims to this day that he encountered Chopper several days before he was ultimately caught and that the two of them fought, leaving Chod with one less fi nger, but most locals believe that the wound was self-infl icted in an attempt to get attention. Chod’s penchant for lies and exaggeration in all matters not relating to his business don’t help lend credence to his version of how he lost the little fi nger of his left hand.
37. The Rusty Dragon This large structure is Sandpoint’s oldest inn, notable for the impressive (and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past six years by the lovely and popular Ameiko Kaijitsu (CG female human aristocrat 1/bard 3/rogue 1), the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn fi rst, the north Lost Coast Road being less traveled. It certainly doesn’t hurt that Ameiko’s exotic beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs by the talented woman. Some bad blood exists between Ameiko and Cyrdak, and one never seems to miss a chance to badmouth the other, but no one in town really understands the reason behind their rivalry. Of greater concern to Ameiko is the long-running feud with her family—leaving town to become an adventurer scandalized her family enough, but when she returned, rich and successful (and with a seemingly endless supply of eccentric hairstyles), with a desire to purchase and renovate Sandpoint’s oldest tavern, her family offi cially took to shunning her. Ameiko claims not to care, but becomes evasive when anyone asks her why she returned to Sandpoint when she was obviously doing well as an adventurer. Some believe she has a secret lover in town, while others theorize that something happened on her last adventure that took the bravery out of her. In any event, the Rusty Dragon is probably the most adventurer-friendly establishment in town, with its ubiquitous “Help Wanted” board near the bar and Ameiko’s “discount rooms for anyone who tells an exciting adventure story” policy.
38. Goblin Squash Stables The sign above this door perpetuates one of the greatest fears of the lowly goblin—being trampled underfoot by a horse. Tended by a retired hunter named Daviren Hosk (N male human ranger 4), Daviren’s hatred of goblins is nearly legendary in Sandpoint. In a somewhat grisly display, over the entrance to the stable’s covered barn is his collection of goblin ears: preserved and nailed to three diff erent rafters, each bearing the goblin’s name burned into the leathery fl esh—mostly because Daviren knows that writing down a goblin’s name is one of the worst things you can do to desecrate his memory. The bitter ranger’s pride and joy is a large glass bottle fi lled with brine in which he’s preserved the body of Chief Whartus of the now extinct (due in large part to Daviren) Bonegrinder Tribe.
39. Two Knight Brewery While Sandpoint’s taverns serve a wide variety of spirits, they all proudly serve the mead, ale, and rum brewed here at the Two Knight Brewery. Established almost 40 years ago by two brothers (both worshipers of Abadar and cousins of Mayor Deverin) only a few years after Sandpoint was founded, their expertise at brewing has only increased over the years. Tragically, Wade Deverin was one of the fi rst of Chopper’s victims, a murder that has shaken his brother Gaven’s (LG human male paladin 2/expert 3) faith. Locals whisper that since Wade’s death, the brew from here simply hasn’t tasted as good, but they would never say something to this eff ect to Gaven’s face.
40. Sandpoint Mercantile League This large building serves many purposes. One can book passage on a ship bound for other ports, arrange for caravans or carriages for overland travel, or send messages to folk in town or as far away as Korvosa or even Riddleport. Inquiries into land ownership, building construction, and founding new businesses,both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of offi cial foundation here. Although ownership of the league remains split evenly between Sandpoint’s four noble families, few of them take part anymore in the actual day-to-day business, leaving such matters in the capable hands of Sir Jasper Korvaski (LG male human paladin 3/expert 1). In his younger years, Jasper was a paladin of Abadar, and although he’s long since given up the more dangerous lifestyle of a crusader, he remains loyal and devout. Despite his best eff orts, his romance with Cyrdak Drokkus (area 23) has become one of Sandpoint’s worst-kept secrets. The Scarnettis, easily Sandpoint’s most conservative family, fi nd the rumors of this relationship scandalous and off ensive, but it’s unclear if they’re more off ended by the relationship itself or the fact that the majority of Sandpoint is so accepting of it. In any event, the Scarnettis have been doing their best to make things diffi cult for Jasper in an attempt to not-so-subtly convince him to move back to Magnimar, but the support of the other three families has, so far, kept the Scarnettis from becoming too obnoxious. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sat Oct 02, 2010 1:17 pm | |
| 41. Sandpoint Boutique This large boutique and shop sells all manner of clothing, weapons, toys, artwork, books, and tools imported from throughout the world, although most of the wares here are Varisian in nature. The place is owned by Hayliss Korvaski (LN female human cleric 2/expert 2), who is, like her brother Jasper, a devout worshiper of Abadar. Yet unlike her brother, her temper isn’t braced by a desire to keep everyone happy. Hayliss isn’t afraid of making enemies and wears her disdain for the Scarnettis on her sleeve. She’s even gone as far as sometimes upcharging her goods for members of the Scarnetti family, in spite of Mayor Deverin’s repeated requests to keep the peace.
42. Fatman’s Feedbag If the Hagfi sh is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. Bar fi ghts are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or less-reputable sailors. Most believe this tavern is owned and operated by an enormous man named Gressel Tenniwar (CN male human rogue 2/expert 1), but in fact the owner is a lanky thug named Jubrayl Vhiski (NE male human rogue 7), one of the Feedbag’s regulars. Jubrayl is also the leader of the local gang of Sczarni, an extended network of Varisian thieves, highwaymen, con artists, graverobbers, smugglers, and murderers. Nearly two dozen of the Varisians in Sandpoint are members of the Sczarni, all cruel and self-serving men and women who take care to maintain respectable jobs as laborers, fishermen, and hunters, but who draw their true income taking part in various illegal Sczarni scams and stunts. Sheriff Hemlock suspects that Jubrayl is the local leader, and would like nothing more than to bring him in, but the Sczarni are experts at walking the line between legalities and taking the blame for their direct superiors. So while Sheriff Hemlock’s sent many of Jubrayl’s boys to jail over the last several years, he’s never come close to the ringleader himself, much to Jubrayl’s continued amusement.
43. The Pixie’s Kitten Many of Sandpoint’s crasser locals have a much more colorful name for this establishment, but Kaye Tesarani (CG female human rogue 3/sorcerer 1) runs the town brothel with class and distinguished grace. She pays her girls and boys quite well, and the three Shoanti bouncers she employs (CG human male barbarian 3) are more than enough to handle troublemakers. Although prostitution isn’t illegal in Sandpoint, the Scarnettis have long lobbied for it being outlawed, viewing the Kitten as a place where vice and criminal activity can take root. Certainly, Jubrayl has tried for the last fi ve years to get in on the brothel business, but Kaye’s not-so-secret friendship (and romance) with the town’s sheriff make this a delicate, long-term goal for the Sczarni at best.
44. The Feathered Serpent This cramped and cluttered shop smells of a strange mixture of incense, spice, and dust. Its sole proprietor, Vorvashali Voon (LN male human wizard 2/rogue 2/expert 2), an exotic-looking character with bright blue eyes, long red hair, and almost bronze-colored skin, is gregarious and excited about every customer. Not everything in his shop is for sale, rendering it part museum in its eclectic collection of strange relics, statues, and monument fragments. Vorvashali’s stock changes constantly, as his dozens of contacts from Magnimar come in weekly to buy and trade stock. Adventurers seeking magic items and other tools of the trade can fi nd what they’re looking for here more often than not.
45. Hannah’s While Abstalar Zantus (area 1) does his best to take care of Sandpoint’s truly sick and needy, he can’t help everyone. For minor aches, pains, and illnesses, most of Sandpoint’s citizens depend on Hannah Velerin (NG female elf cleric 3/expert 1). Hannah spends most of her mornings out in the surroundingwilds, gathering herbs or simply enjoying Gozreh’s bounty. In the afternoons, she returns to her shop and home here to prepare medicines and receive patients. Hannah’s ironically the one to go to when either one wants to end a pregnancy or needs a midwife to aid in a birth; Hannah encourages all of the women she sees to carry to term, and advises the use of pinberry extract to young women as a way to prevent unwanted pregnancies from happening in the fi rst place, but in cases where there’s no other option, her other services are discrete and confi dential.
46. Sandpoint Shipyard The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, ropemakers, and sailmakers to work their trade in one of four drydocks right on the shore. The shipyard is owned by the Valdemars, with Belven Valdemar (NG male human aristocrat 1/expert 5), old Ethram’s eldest son, overseeing the constant work here. Belven is a handsome and quite available bachelor, but his dedication to his craft and family have so far left him little time to entertain the dozens of young women who’ve been trying to catch his eye for the past several years. 47. Valdemar Manor This manor house commands a breathtaking view of the town of Sandpoint and the harbor below, as befi ts the family most connected to the town’s shipbuilding and fi shing industries. The family itself remains under the patriarchal rule of old Ethram Valdemar (NG male human aristocrat 5/expert 2), the only one of the original members of the Sandpoint Mercantile League still alive. Ethram’s years are numbered, though, for the old man has a lung infection that keeps coming back, no matter how often the family pays to have it cured.
48. Scarnetti Manor Perhaps Sandpoint’s most notorious noble family, many of Sandpoint’s elderly Varisian locals still haven’t forgotten or forgiven Alamon Scarnetti’s assault on their people more than 40 years ago, even with Alamon 20 years in the ground at the Sandpoint Cemetery. The Scarnetti family, now headed by Alamon’s only surviving son Titus (LN male human aristocrat 6), controls Sandpoint’s mills and the lumber industry. The control of the lumber the Valdemars need for their enterprises is not lost on the Scarnettis, and they use this fact as often as possible to leverage Valdemar support. The Scarnettis are easily Sandpoint’s most traditional family, who cling to old Chelish values that are, in many cases, outdated today.
49. Kaijitsu Manor This manor is the smallest of the four noble houses overlooking Sandpoint, yet the Kaijitsus are perhaps the richest family in town. What this manor lacks in stature and size it more than makes up for in the exotic and impressive furnishings within. Lonjiku Kaijitsu (LN aristocrat 3/expert 2) has carried on his father’s proud work as glassmaker, and the Sandpoint Glassworks is perhaps the town’s most prosperous business, with its products regularly shipped as far as Korvosa. Lonjiku’s accomplishments are all the more impressive when one takes into account that he and his family are newcomers to Varisia, the survivors of an exiled family from Minkai sent over the crown of the world a half century ago for unknown crimes. Lonjiku was born in Magnimar and has never visited his motherland, but he carries memories of its wonders in the form of stories told to him by his now deceased parents. Yet for all of his success at business, Lonjiku has found the role of father to be one he’s particularly ill-suited for. His eldest son Tsuto, in addition to being proof of his wife’s aff air with an unknown elf, left the region several years ago after an argument that resulted in Lonjiku striking his son with his cane. His eldest daughter Ameiko shamed him not only by becoming an adventurer, but by opening and running a tavern and fl ophouse—“ hardly women’s work,” he’s fond of telling anyone who’ll listen. Of course, those who know Lonjiku know his short temper is his real problem.
50. Deverin Manor Living within the largest manor, the Deverins have traditionally held the role of “leader” in Sandpoint. Old Amos Deverin served as the town’s mayor for its fi rst 23 years, and his son Fenchus served for the next 11. Both Deverins perished to unfortunate accidents (Amos to a runaway horse on Festival street and Fenchus to a snakebite while on a boar hunt), leaving Amos’s youngest daughter as the heir to the family fortune and a likely candidate for mayor. Kendra Deverin (NG female human aristocrat 4/expert 3) didn’t initially want the job, but after she was nominated for the role by her close friend Casp Avertin, she won the election by a landslide, something her primary opponent in the election, Titus Scarnetti, has never quite come to terms with. For some time there was talk of her and Casp becoming wife and husband, but Casp’s death at Chopper’s hands cut that short. Kendra’s recovered now from the shock, but has put aside all interest in romance for politics. She shares this manor with her brother’s rather large family, and although her sister- in-law Vana constantly complains about needing even more space and luxuries, Kendra has done a saintly job so far in keeping her temper under control.
There ya' go, Sandpoint at a glance. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sat Oct 02, 2010 1:33 pm | |
| https://media.photobucket.com/image/rise%20of%20the%20runelords%20sandpoint/Gark01/Rise%20of%20the%20Runelords/SandpointMap.jpg
here is a numbered picture. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sun Oct 10, 2010 11:51 pm | |
| Alright. This is Thassilon. INTRODUCTION TO THASSILON The sprawling empire of Thassilon was powered by conquest and its sophisticated rune magic. That magic defi ned the empire’s rulers and included various forms of blood sacrifi ce, powerful glyph-laying, and dimensional warping. Without rune magic and the binding of the rune giants, the Thassilon legions would never have conquered their vast lands. With them, though, they were unstoppable. The Laying of Runes The early empire was not founded by the runelords who later grew to dominate it, but rather by the First King Xin, who was honored in the names of the empire’s seven capital cities. More than 11,000 years ago, Xin established lawful orders of knighthood and wizardry, endowed monastic traditions, and devoted donations of the kingdom’s wealth to charity and the end of hunger. Yet, more than a benevolent ruler, Xin was a visionary. In seeking to create a paradise of civilization within the span of his own lifetime, he called out to beings from beyond reality and bargained with ancient dragons. These mysterious accords granted Xin an understanding of rune magic—said by some to be the written language of creation—and brought the worship of the mysterious goddess Lissala to Thassilon. Inscribing his orders, contracts, and writs with these symbols of power, he regulated trade, established justice, and arranged his ever-growing lands into seven great domains with an effi ciency inspired by magical aid and compulsion. Xin’s just, magic-suff used decrees became known as the Rune Law, and brought about incredible works, empowered the servants of the domain, and compelled the creation of wonders, all of which motivated Thassilon’s swift ascendance in power and infl uence. This was called the Celestial Age of the Empire. Runelords and Rune Giants Xin outlived his creation in some ways. Unable to keep track of all his swiftly growing empire’s provinces, taxes, armies, and subjects, he appointed governors, favoring arcanists for their knowledge and the ease with which they could be bribed with insights into rune magic. The greatest of these magistrates were the seven runelords, powerful wizards who showed especial skill and passion for the use of runes and the imperial arcana, which would later be known as sin magic (see sidebar). Yet, as these wizards’ powers increased, they grew discontent with servitude and living at the whim of the First King. In secret, they forged their own pacts with mysterious extraplanar powers, covetous dragons, and the devious aboleths. From these bargains, the fi rst rune giants were born, 40-foot-tall paragons of strength and obedience that could in turn control the other giant races. With these armies of giant slaves the runelords erected not just roads and walls, but immense monoliths and statues in honor of—at fi rst—the empire, but later, their own images. Over time, the emperor’s generals, advisors, and runelords saw that Old Xin (as he was called in his dotage) could not maintain his mastery of the realm or his potent magics. After ruling 110 years, Xin’s magic consumed him in a confl agration of scarlet fl ames that destroyed much of the imperial palace, and left no remains of the First King. Careless of their emperor’s mysterious end, the runelords seized their domains for themselves, subjugating Xin’s most powerful generals and viziers and leaving his eldest son a puppet emperor in the city of Xin—a small mountain prison where he could be controlled. The runelords themselves turned to greater plans, furthering their own control of the runes in hopes of subjugating their peers. Each meant to claim the empire for himself, master the runes as Xin had, and reap the wealth of the nation to fuel magics beyond any the First King had ever imagined. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sun Oct 10, 2010 11:52 pm | |
| Ways of the Empire At its height, the Empire of Thassilon covered an area more than a thousand miles wide, from the oceans to soaring mountains, over deserts and along rivers—a region vast in scope and natural riches. This empire’s fi gureheads were the sons and daughters of Xin, but they were almost powerless. In practice, Thassilon was ruled by the seven powerful runelords, maniacal arcanists who used magic to fuel their own decadence. It’s unclear from records whether the same seven extended their lives over hundreds of years or their apprentices took their names and titles upon their masters’ deaths. Virtues of Rule: Stemming from the teachings of First King Xin and the goddess Lissala, the runelords held that wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest were the seven virtues of rule—rewards one could enjoy for being in a position of power. But the runelords soon abandoned the positive side of these traits and embraced greed, lust, pride, gluttony, envy, wrath, and sloth as the rewards of rule. Since the fall of Thassilon, the original seven virtues are remembered as the great sins of the soul, although only a few scholars who have studied ancient Thassilon know of their true sources. Castes: Thassilon had two castes of people: the militia and the providers. The militia followed martial pursuits, and they praised battle and the simple pleasures in life. The providers were the farmers, miners, artists, and skilled craftsmen who were more mystical and, as a rule, less content under the runelords’ yoke. Today, the descendants of the militia caste exist as the Shoanti barbarian tribes of the Storval Plateau, while the descendents of the provider caste, the Varisians, are a nomadic people who still practice mystical traditions from Thassilonian times. Both peoples remember the tyranny of the empire—if not the wizards themselves, nor even the title “runelord”—in their histories and legends. Barbarian tales, passed on by storytellers for thousands of years, remember the runelords as the Azghat, a larger-than-life pantheon of war-bringers and punishers of the dishonorable. The Varisians remember the rulers of Thassilon as demons and speak of them only in hushed tones. DOMAINS OF THE EMPIRE Thassilon consisted of seven individual domains, each of which was ruled by one of the seven runelords. Under distinct and exploitive law, each domain embodied its ruler’s favored virtues of rule. Each runelord had a capitol city that shared the name of his domain, but was prefaced by the word “Xin”—ancient Thassilonian for “imperial” and “throne of,” after the fi rst emperor. Thus, the capitol of Shalast was called Xin-Shalast. Bakrakhan, the domain of wrath, shared its eastern border with Shalast, and the two domains were locked in an enduring war until Bakrakhan was destroyed and sunk under the sea during the cataclysm that precipitated Thassilon’s fall. Bakrakhan was a place of many warring tribes who all served the runelord but hated each other. They raided Shalast constantly, stealing gold and mithral ore from caravans, plundering small settlements, and loosing their rage on anyone who dared oppose them. Bakrakhan’s thick forests were said to be home to hundreds of tribes of sinspawn and humanoids, with goblins, gnolls, and bugbears chief among them. Enslaved forest giants were common in Bakrakhan. Cyrusian, the domain of pride, was traditionally the most powerful domain and de facto capitol of the empire. Its great river connections and centralized location allowed it to exert power over trade routes and communications, and its cities were larger and more numerous than the outlying provinces: names like Corveilles, Xin-Cyrusian, and Justnoque are remembered, though Torandey is the only great Cyrusian city still inhabited. At the same time, its rune giants and enslaved dragons built more and greater monuments to Cyrusian glory than any other domain. The dragons that fl ew through Cyrusian’s skies were signs both of its power (for many were tamed) and its boundless arrogance, as many dragons were allowed to pillage outlying lands as they pleased in reward for work well done. Edasseril, the domain of striving ambition and envy, was rich in timber, precious gems, and iron, as well as in enslaved giants, powerful horses, bisonlike aurochs, and large herds of sheep. In other respects, it was less blessed: wild elves raided from the forests, as did ettercaps and ettins. The marshy river city of Xin- Edasseril suff ered frequent plagues, despite the best eff orts of the priests of Desna, and in modern times has been gutted for stone to build the city of Melesa nearby, on higher ground. Eurythnia, the domain of fertility and lust, was largely built on its sea-going traffi c and trade with distant lands, counting on spices and brothels to fi ll its coff ers. Lust for exotic lovers also brought the slave trade to Eurythnia, making it the onlydomain to import slaves, especially elves, from over the sea. Its people were often disturbed by ghosts and will o’wisps along the shores, where ships frequently wrecked and sailors drowned. Raids from sahaugin were also a regular danger for the coastal domain, though in the years of the empire, enslaved ocean giants guarded Eurythnia’s shipping from piracy.
Last edited by Barbaric Gnoll on Sun Oct 10, 2010 11:54 pm; edited 1 time in total | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sun Oct 10, 2010 11:53 pm | |
| RULERS OF THASSILON Although the great and wise First King Xin forged the realm that would become Thassilon, the division of his empire and the cruel decadence of his governers, the runelords, are the only memories that remain of this once-great land. Each of these megalomaniacal rulers reshaped their fraction of the empire as they willed, scarring the land with monuments to their glory and shapes of their boundless corruption. The symbols of the runelords were as pervasive as their graven images. As each ruler became associated with a particular virtue of rule, so too did their images imply mastery of a certain school of arcana and one of seven weapons of rule. Although arcanists fi rst and foremost, each ruler was regularly depicted bearing an imperious looking ceremonial pole arm, which once marked him as a guardian of the Thassilonian empire and defender of Xin himself. Although these symbols became meaningless in the face of the runelords’ varied depravities, each ruler retained his traditional, scepter-like weapon as a public reminder of his connection to the Celestial Age and as a physical embodiment of his mastered magic. Alaznist, Runelord of Wrath, was a powerful, blood-cloaked wizard and raging arcane knight. Her magic-, drug-, and mutationenraged legions carried her thunderbolt-lance blazon and terrorized the neighboring lands of Shalast. Known for her charisma (some would say her ability to terrify her followers), she ruled Bakrakhan and seemed close to forcing a humiliating peace treaty on Karzoug when the world shook and her entire kingdom sank below the waves. Stories occasionally tell of coins of Bakrakhan being drawn up in fi shing nets. Alaznist was said to wield an ancient ransuer of charred adamantine—impaled with the skull of the fi rst Runelord of Wrath—as her weapon of rule. Belimarius, the Runelord of Envy and the Queen of Edasseril, was a bitter and poisonous politician, consumed by her magic to always see her peers as scheming and fl ourishing beyond her reach. As a result, she stewed and plotted against all of them with intrigues, poison, and assassins. It’s unclear how her kingdom functioned; almost all records of it are clearly written to show only a completely false paradise of perfect rulership, perfect harmony, and perfect arcane skill. According to the offi cial accounts, nothing ever went wrong in Edasseril. The other runelords seem to have avoided discussing her. She was a heavyset woman who looked to be the eldest of the runelords and always carried a wand of ebony and a speaking mirror—an antique even in those ancient times—with which she often consorted. Her halberdlike weapon of rule was said to be capable of stealing memories but was rarely used in battle by the paranoid queen. Karzoug, Runelord of Greed, was a wizard known for his calculating mind and utter mercilessness. Rumored to be either half-vampire or descended from draconic stock, absolute greed powered his every action. Certainly Karzoug was covetous and deeply corrupt—famed for ordering the immolation of an entire city for its tax collectors’ shorting of a few silvers—but that was the reward granted him by the runes for his power and dedication to magic. He long fought the silent war of assassins, mage-poison, and demon-fetches against Alaznist, the queen of Bakrakhan. In the end, something sank her kingdom below the waves, even as the Thassilonian empire fell. Karzoug was enough of a master of the arcane that many suspect his hand in triggering the murder of an entire kingdom. His weapon of rule was a burning glaive, studded with priceless meteoric gemstones. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sun Oct 10, 2010 11:53 pm | |
| Krune, Runelord of Sloth and Lord of Haruka, was the least active of the Runelords, as his reward for rulership was apathy and pleasant indolence. Krune is remembered as a mild runelord, unconcerned with war, and yet powerful when attacked. He was the chief priest of the rune-goddess Lissala, and his mastery of the runes was complete. His weapon was a rod marked with all the secret runes of the priesthood and his fl esh was said to be inscribed with the symbols of a hundred secret spells. This might explain his survival over time—few runelords wished to confront the one of their number who could potentially turn their runic powers against them. He enjoyed the defense of his weapon of rule, a dragon tooth longspear capable of moving and attacking of its own volition. Sorshen was the Runelord of Lust and Lady of Eurythnia. She always wore red and white garments of the richest and most enticing design and carried a slim, lewdly-shaped staff made entirely of mithral. In battle, she was said to wield a doubleheaded guisarme, marked with masculine and feminine ends and said to be capable of summoning two seductive guardians. Her skill at magic was said to be matched only by her beguiling voice. With song, glance, and touch, she seduced and betrayed all of the other runelords over the years. Although they knew she was treacherous, they trusted her time and again, as her propositions always seemed eminently reasonable (though they invariably gave her the advantage in every future dealing). In her private life, stories agree that Runelord Sorshen was a whore, rutting with anything that took her fancy. Accusations of rape, perversion, and violent outbursts might have been exaggerated by her enemies, but if so she was remarkably consistent in her outrages. The one person’s privacy she took seriously was her own; the servants who worked in her private palace were all blinded and most were mute, communicating through fawning touches. Xanderghul, the Satrap of Cyrusian and Runelord of Pride, was the devoted keeper of the Peacock Throne and a master of the body, mind, and spirit. The only one of the runelords to follow the Peacock Spirit, he claimed that his lands were the ancient capital of the empire and he was fi rst among equals. The amazing thing is that he was probably right. His features were said to be severe and imperious, marking him as a descendant of kings. He prided himself on single-handedly holding the empire together, and thus created his realm to be a paradise for the nation’s most elite and affl uent citizens, guarded over by legions of enslaved angels. Among the runelords, he took great pride in avoiding political squabbling and warmongering, seeing himself and his kingdom as above such things and saving his angelic armies for truly great causes. A master of diplomacy and the arts, he carried a feathered staff of lignum vitae. In wartimes, though, he displayed incredible prowess with his godscepter, a polearm like a lucerne hammer said to have been created by Xin himself. In many respects, he was the closest runelord to those of the Celestial Age, though his arrogance grew greater every year. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sun Oct 10, 2010 11:54 pm | |
| Zutha, the Lord of Gluttony, hungered for myriad exotic vices, but none more so than pure life energy. As ruler of Gastash, he controlled fertile lands and rich seas. His body, however, required constant renewal befitting his unique, undead state. Still capable of experiencing all the sensations of life, it was said the morbidly obese runelord never supped on the same meal twice and imported exotic foods and meal-slaves from across the world. Despite his disconcerting nature, he was a clever merchant, often described as “more deadly with a pen than with a pike”—his favored weapon was a set of magical rings and ioun stones, whose resonances he had mastered in some way that no other wizard understood, preferring these even to his scythe-like weapon of rule. Zutha’s domain sold supplies and foodstuffs to every side in every war; those who crossed him soon found their copper, tin, wool, oil, wheat, rye, and other supplies running thin. FAITH IN THASSILON Most of the runelords were not very religious and discouraged the worship of the gods among their people, other than the cult of Lissala. They generally crushed religions that threatened their rule, but the people of Thassilon (particularly those of the provider caste) still worshiped in secret. Lissala Lissala was the goddess of runes, fate, and the reward of service, a goddess of harsh duty and obedience, but also of generous bounty. Her faith reinforced the belief in a ruler’s price, but also the belief that all workers receive their due, that all works are rewarded, and that faith is an answer to adversity. Her stoicism in the early years of the empire turned to harsher practices in later years; her cult is remembered for its fl agellation, mortifi cation of the fl esh, and extravagant “Feasts of Sigils” on high holidays. Though Lissala’s faith is dead, some believe her runes and their power may yet be restored. The Peacock Spirit God of mind, body, and soul, the Peacock Spirit was worshiped by mages, scholars, and ascetics, and was well-known for sponsoring the runelords’ knights of the Order of the Green Feather. Difficult to understand, neither male nor female, and never depicted as more than an eye or feather in illustrations or statuary, the true nature of the spirit-god was deliberately hidden under many veils. The god’s hidden name and extensive mysteries were known only to initiates and priests, and these secrets seem to have died out with the sect itself. The followers of the Peacock Spirit often displayed remarkable powers of mind and body, and the end of their faith was a great loss. The early emperors were all initiates of the Peacock Spirit, and its symbols were drawn upon their thrones. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Sun Oct 10, 2010 11:56 pm | |
| CYCLOPEAN MONUMENTS OF THASSILON With their enslaved giant armies, the wizards of Thassilon built massive tombs, enormous magical constructs, and staggering monuments that survive today, mute testimonies of a mysterious age long past. Many of these monuments still exist, built to an inhuman scale, as befi ts the works of rune giants and stone giants. For all of them, their meaning and true purpose is lost to time. A few of the most famous include: The Black Squares of Ungevick Desgard’s Thousand Columns The Dome Hive The Falling Runewheel The Great Temple of Lissala The Green Spire of Lemriss Hollow Mountain The Irespan The Lady’s Light Minderhal’s Anvil The Obelisk Forest of Mundatei The Rune Mausoleum The Storval Stairs The Sunken Queen Ygrath’s Pier THE FALL OF THASSILON: GLORY AND DECLINE Why Thassilon fell remains a mystery, but as the end drew near, the seven wizard kings of Thassilon retreated into the depths of their greatest monuments, entombing themselves with orders for their minions to release them later to reclaim their empire. Alas, Thassilon’s minions defi ed their orders, were enslaved, or were slaughtered. With no one left to waken them, the wizard-kings of Thassilon slumbered for countless ages. The few scholars who research the ancient empire maintain three common theories for its collapse. The Aboleth’s Revenge: One theory is that aboleths destroyed the empire in a longdelayed retaliation for the runelords’ theft or corruption of aboleth glyph and lifecreation magic. The invasion is said to have come from the sea, driving inland along the rivers and lakes, and ultimately subverting and destroying anyone who professed allegiance to the runelords. Evidence for this theory is sketchy at best, as most scholars are unwilling to consult primary sources among the aboleths. Thassilon and Beyond: In time, the law and charity of the early empire gave way to corruption, cronyism, and the summoning of aberrations from beyond the planes. These included the shining children, the scarlet walkers, the inverted giants, and the Oliphaunt of Jandelay, a creature so powerful and yet so diffi cult to control that it was summoned only once to destroy an invading army—and even so, dismissing it afterwards destroyed a quarter of the Peacock Legion. This theory holds that the madness of these unknowable creatures warped all they touched, turning the rune magic of Thassilon into a mockery of its former glory. Without its magic, inherently corrupted Thassilon fell apart into squabbling fi efdoms, none potent enough to restore a central throne. Unfortunately, no one can prove a change in the quality of the empire’s magic, which is long since lost. Revolt of the Giants: This theory holds that the rune giants who served the runelords and secured their power revolted against their masters one summer just before the harvest, setting fi elds and forests ablaze, tearing down monuments they had built, and devouring every soldier, every priest of Lissalaa, every monk of the Thassilonian Order, and every wizard and sorcerer they could fi nd. They destroyed every sign of the Rune Goddess and the Peacock Spirit, and forbade anyone from learning or using the runes ever again. After destroying the ruling class, the rune giants wandered into the north, never to return. Some scholars claim this was a symptom of the empire’s fall, not its cause. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Mon Oct 11, 2010 12:01 am | |
| Well thats what I have for Thassilon history. Do you guys want general society, codes, polotics etc.? make a thread to respond. | |
| | | THE ORACLE Reincarnated Slave
Posts : 14 Points : 49 Reputation : 2 Join date : 2010-06-08 Age : 27
| Subject: Re: Zac's Campaign Sun Nov 14, 2010 8:20 pm | |
| Just asking for wishlists. What do you want from our game?
Magic item wise... Simon don't even bother posting, I've already figured you next few out... *evil smile*
Making a new thread for your response. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Mon Jan 17, 2011 5:30 pm | |
| Anyway guys congrats on the full party wipe. I will be posting some info on Fort Tath where you will be starting the campaign. Remeber, level 8 characters, 16000 starting gold, why you are here. - Quote :
Please don't post on this thread... Problem fixed by Zandarak. | |
| | | Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Zac's Campaign Mon Jan 17, 2011 8:15 pm | |
| Fort Tath
Of the six Frontier forts along the Taqisis Desert, Fort Tath is both the largest, and most aggressive. Tath can boast nearly three thousand fighting soldiers as well as three units of Champion Auxilaries. These decorated warriors are responsible for pushing the Taquine boders back to the true desert and away from the fertile 'civil' lands of the north.
Recently the old Commander Genik, a grizzled and whining but nonetheless brilliant Dwarf, passed away. 150 years of fighting trogs, The Order of Faith, and Fire Elementals finally catching up to him. His funeral is being held the day after tomorrow. The next candidates for Commander shall be given the oppourtunity to prove their worth after the funeral.
Baric Fenok, Genik's cousin, is the most likely candidate. He has put out that he is looking for Adventurers and has an offer none can refuse.
Greth, a Half-Orc sired in a raid has a great deal of support with many of the lowly grunts. It is rumoured he also seeks adventurers.
The last main candidate is Hansel Megnsk. A mage who is rumoured to have need of treasure seekers.
Tath is more than a Fort though. A small city has sprung up around it's stone-and-wood ramparts. Taking advantage of the Fertile lands taken from the Taquine. While many of these Frontier dwellers are simply out for the land and their family. Many swelter in the heat for the chance at a new life. On the run from one thing or another, the night time streets and filled with vangabonds with no where else to go. | |
| | | Archon BANNED
Posts : 38 Points : 71 Reputation : 5 Join date : 2010-09-27 Location : די וואָרפּ
| Subject: Re: Zac's Campaign Fri May 27, 2011 3:09 pm | |
| - Barbaric Gnoll wrote:
- Fort Tath
Of the six Frontier forts along the Taqisis Desert, Fort Tath is both the largest, and most aggressive. Tath can boast nearly three thousand fighting soldiers as well as three units of Champion Auxilaries. These decorated warriors are responsible for pushing the Taquine boders back to the true desert and away from the fertile 'civil' lands of the north.
Recently the old Commander Genik, a grizzled and whining but nonetheless brilliant Dwarf, passed away. 150 years of fighting trogs, The Order of Faith, and Fire Elementals finally catching up to him. His funeral is being held the day after tomorrow. The next candidates for Commander shall be given the oppourtunity to prove their worth after the funeral.
Baric Fenok, Genik's cousin, is the most likely candidate. He has put out that he is looking for Adventurers and has an offer none can refuse.
Greth, a Half-Orc sired in a raid has a great deal of support with many of the lowly grunts. It is rumoured he also seeks adventurers.
The last main candidate is Hansel Megnsk. A mage who is rumoured to have need of treasure seekers.
Tath is more than a Fort though. A small city has sprung up around it's stone-and-wood ramparts. Taking advantage of the Fertile lands taken from the Taquine. While many of these Frontier dwellers are simply out for the land and their family. Many swelter in the heat for the chance at a new life. On the run from one thing or another, the night time streets and filled with vangabonds with no where else to go. איך קענען האט אין? | |
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