Updated map of Allansia, some places have moved.
DURHAM DUNGEONEERS
Information for the adventurers too big to fit on the facebook page.
Wednesday, 14 January 2015
Thursday, 28 August 2014
CLOSE LOOK AT NPCs: Tinve Aleeza'baen
Tinve
Aleeza'baen.
Drow
female.
b.2448
– d.2501
Tinve
Aleeza'baen was born the youngest daughter of a minor house in a
minor drow city. At the very bottom the pecking order, House
Aleeza'baen was reduced to constant infighting with other small
houses and putting together raids on the people of the Pagan Plains
above. Most of her siblings were placed into the clergy or trained as
warriors, but Tinve showed an early aptitude for assassination.
Bloodthirsty and stealthy, Tinve's skill at murder allowed house
Aleeza'baen to climb the complex hierarchy of drow society. However,
it wasn't long before the upstart house stepped on the wrong toes.
After the successful assassination of venerable drow matriarch, House
Aleeza'baen was challenged and charged with murder beyond its bounds,
a serious crime among the black elves. To appease the aggrieved
house, the Matron Mother Valeni Aleeza'baen offered up Tinve as a
sacrifice to Lloth. Furious at being hung out to dry like this, Tinve
escaped her fate by plunging her dagger into her mother's back, and
fighting her way out of the drow city.
Alone
in the underdark and exiled from her home, Tinve was surely doomed to
die, as so many drow renegades before her. However, her aptitude for
survival beat the odds, and she slowly crept her way to the surface.
But it turned out at the surface was just as hostile to a drow as the
wilds of the Underdark. Following numerous attempts on her life by
suspicious and nervous surface-folk, Tinve decided to travel to
Khare, the home of all of Allansia's renegades and outlaws.
Khare
suited Tinve just fine. Her skills were highly prized, and she soon
found plenty of wet work to do in the city. The bloody path she cut
across the streets of Khare was soon noticed by one of the city's
crime-lords: the Evaressemmeem mage known as Forkiz Geung. It wasn't
long before Tinve became his personal assassin, and with Tinve as his
weapon Forkiz and his House of Pale Lanterns soon became one of the
premier gangs, outstripping the violent Hanged Men, and even cowing
the mysterious and powerful House of Jakob.
It
was in service to Forkiz Geung where Tinve met Germane del Sesuro, a
minor sneak-thief from Tethyr. They worked together on jobs, drank
and fought together in taverns, and in time became lovers. Their
union however was not liked within the House. Nelson, the half-orc
doyen feared their collaboration, and began to distance them from
Forkiz. Angered at this, Tinve and Germane planned to leave Khare,
and take a sizable amount of Forkiz's gold with them. Their pockets
full, they fled by night to Arventine, but were dogged by Pale
Lantern men at every turn. It soon became apparent that there was
only one way to get out of this: return the gold to Forkiz and
bargain for their exile. Surprisingly, the usually cruel crime-lord
agreed, but on the condition Tinve do one last job.
Tinve
agreed, and Germane decided to go into hiding until the deal was
secure. He took a boat to Port Gong, a remote pirate isle off the
coast of Evaressemme, and Tinve remained to complete her last task.
She was to find an elf named Orrind who had stolen from Forkiz, and
bring him back to Khare. Easy, she thought. Suspiciously easy. The
job went without a hitch until Tinve ran into Orrind's friends, the
group who would be later known to most as the Heroes of Arventine.
Fearing a double cross by Forkiz, she offered them a chance to kill
Forkiz should they wish to pursue her to Arventine (Tinve had no fear
they would disrupt her task here). Good to have that in the back
pocket. Her fears were right. Upon returning Orrind to Forkiz, it
became known to her soon after that Germane has been killed by hired
mercenaries backed by Pale Lantern coin. Fearing assassination
herself, she withdrew into the shadows of Khare, vowing not to leave
the city until Forkiz lay dead. It was mere weeks before the chance
arose.
News
came that the Heroes of Arventine had arrived in Khare, so Tinve made
her move. With a small band of hired blades, she crept into the city
sewers, and waited. Soon the Heroes arrived, their own task of
rescuing Orrind on their minds. She followed the path of destruction
they left, and found the heroes facing off against Nelson and Forkiz.
It was Christoph, a paladin of Melora who was quite a pleasant
distraction to Tinve, who left her alone with the crime-lord.
Vengeance
sated, Tinve left the House of Pale Lanterns only to see the streets
of Khare awash with horror. It was known as the Eclipse of Khare,
demons pouring into the city underneath a blood-red conjunction of
moon and sun. The only thing on her mind was survival, so she made
for the edge of town. Her path crossed with the Heroes of Arventine
one last time, aiding them against a war troll. A debt paid. However,
the mass of demons made escaping hard. Cornered by barlgura, she
thought her time was up. At the last minute, she opened her eyes and
saw not the maw of an abyssal horror, but a troupe of warriors
dressed in black. Come with us,
they ordered, and led Tinve out of the city. Little did Tinve know
these were the Red Men of Mampang, the soldiers of the Black Mage.
There
were others rescued from Khare by the Red Men. One of which was
Dogbone, an ranger in the employ of the Harpers. It was only he and
Tinve who agreed to become Red Men as the price of rescue. The rest
were butchered. Tinve and Dogbone were stripped of their belongings,
tied up and slung over horses. It seemed like an age travelling like
this over mountain and plain, but in time they found themselves
amidst the old trees that make up the Direwoods. Why here?
They both asked. They had no answer except being forced onto slabs of
stone. The leader of the Red Men, a tall thin man with black hair,
steadily carved the tripod sigil of Mampang upon their flesh. What
happened next is known to only a few, but soon Dogbone and Tinve were
looking at ragged scars in their chests, and their hearts beating in
the man's hands.
Not
knowing what had happened or why, the two of them managed to steal
away one night, a feat not easy even for Tinve. Shocked, confused and
horrified by what had happened to them, they sought out clerics and
mages to aid them. In the months that followed they learned many foul
secrets of the Red Men that cannot be repeated here. One diviner took
Tinve's custom repeating crossbow in payment for locating her heart.
A few more seers, a handful more mages, and Tinve had access to the
Unspeakable Merchantry, the planar auction house that had come into
possession of her heart. With Dogbone in tow (he had fallen in love
with Tinve at this point, a love that was definitely unrequited),
Tinve trod the planes in search of her missing heart.
Nothing
is ever easy. The Unspeakable Merchantry was closing for the astral
season, and there was only one ticket left in the strange city of
Linger that surrounded the auction house. Falling back on old habits,
Tinve stabbed and hacked her way into the possession of the last
ticket. Only one obstacle remained – Captain Dwendae, the cunning
and dangerous astral pirate. Knowing Dwendae would ambush her as soon
as she tried to enter the auction house, Tinve remained hidden and
waited for an opportunity. This came in the strangest of
coincidences.
The
Heroes of Arventine, who Tinve thought had died in the Eclipse,
turned up looking to buy a skiff for their own ends. Despite being
fond of Balthazar, Fu, Eored and Sarah, Tinve's survival instincts
took over. She manipulated them into killing Dwendae, and attempted
to make for the auction house. However, she underestimated the Heroes
efficiency, and they caught her skulking through the streets of
Linger. Both sides knew what would happen next: One of them would
have to die to use the last ticket. Throwing herself at the Heroes,
thinking victory easy, she was easily beaten down. Desperately
looking for a method to stay alive, she began to draw out an
agreement with Balthazar. Her life possibly safe, she started to
relax. However, Eored the elf had little time for her slippery ways.
Tinve fell to the ground for the last time, Eored's arrow embedded in
her forehead.
So
passed Tinve Aleeza'baen, bounty hunter of Khare.
Wednesday, 23 July 2014
Legends of the Desert - The Father of Worms
On The
Father of Worms
Ephrain of
the Tomes, Salamonis 2256 AC
Olghoi-Kohorkhoi comes. Melora sends Him up from beneath Her
dunes. The earth trembles in anticipation of His passing. The sands
and the air become one, marking His coming. The Father of Worms
comes. The devourer of armies, the shaker of walls, the doom of the
works of men comes. He will eat you.
From The Songs of Hebet, an oral tradition amongst the desert
peoples.
One of the most persistent legends of the desert is that of
Olghoi-Kohorkhoi, the Father of Worms. He is said to have been
created by Melora during the Dawn War as a response to the demonic
Nephilim. Descriptions of him vary across different accounts, but all
agree that he is an enormous worm with a chitinous shell and a
circular maw filled with teeth longer than a man.
According the the stories of the desert peoples, Olghoi-Kohorkhoi
sleeps beneath the sands, occasionally awakening when men become to
arrogant, too assuming in their domination of nature. He is a
counterpoint to them, devouring armies and smashing cities when
civilizations try to tame Melora's wild desert. Some stories suggest
that the Meloran priesthood has the ability to summon him to fight on
their behalf in times of need.
I cannot say if the Father of Worms is real, or merely a myth. There,
however many accounts across the ages, some from reliable sources,
that describe him as if he is real. At the least, should you
encounter a two-hundred foot long worm with a maw the size of a house
whilst travelling the Desert of Skulls, you will know what to call it.
A Brief
History of Carsepolis
Ephrain of
the Tomes, Salamonis, 2448 AC
It is not clear
precisely when the port city of Carsepolis was founded, but evidence
suggests that there has been at least a settlement on the same site
since prior to the fall of Arkhosia. A surviving fragment of the
reports made by Arkhosian explorer Ahzad the Frequently Lost describe
a small fishing town in a natural harbor on the desert coast that
tallys with present-day Carsepolis.
“Some eighty flightes out of Arventus we came acrosse a
small towne of men. The called themselves the Carseps and said that
this was their home. It is a fine place indeed for a citye, with
deepe waters surrounded by high cliffes to the north and south and
shallowe beaches to the west. There is a high peninsula in the centre
of the bay, connected to the shore by a small spit of lande. On the
highest point of this they have built a temple, grande to them but of
course smalle and crude by our standards, to the God of this place
who is named by them Maradurk.
They are a rich people for the area. They have many metal swords
and a number of fine boats which they use to fish and to hunt for the
whale. Freshe waters flowing from the hills to the north, which they
take as a blessing from Maradurk, allowe them to growe crops. They
have cattle numbering fifty and an equal number of camels and sheepe.
They warned us not sail too far south, for if we did we could come
to the broken landes of the Illiacs, which they say are haunted by the
ape and the wraithe.”
An Arkhosian 'flight'
is a measure approximate to the distance that a dragon could fly in a
day (for a comprehensive, if rather dull, discussion see The
Measure of a Dragonman: Weights, Volumes and Lengths in Ancient
Arkhosia by Vallenger the Blue
and Gray). If we take take Arventus to refer to what is now Arventine
then this squarely places the settlement described by Ahzad in the
location of Carsepolis. The description of the bay matches Carsepolis
well. It is likely the fresh waters described refer to streams
flowing from the vast freshwater lake underneath the high lands north
of the city. It is of interest to note the similarity between the
name of the City-God of the Carseps, Maradurk, and the ceremonial
name Marduk that is taken by the Tyrant of the present-day city upon
ascension to the throne. It seems reasonable to suggest that the
latter is a corruption of the former, although it does not appear
that the modern inhabitants of the city realise the origins of this
name.
The
rise of the city as a trading power came after the fall of Nerath,
with the resulting vacuum creating many opportunities for the canny
merchant. The first records of trade with the Empire of Everessemme
are from some three-hundred years ago and this seems to be the point
at which the city became rich and the merchant classes began to gain
power. This money also allowed to the city to construct a powerful
navy and impose some form of control on the pirate infested Illiac
Archipelago, further filling their coffers as trade began to flood in
from Heliopoli.
The
rise of the city was not uncontested. It's enforced pacification of
the land trading routes angered many of the desert-dwellers and
Arventine was most displeased at the emergence of a potential
competitor. All of this came to a head in 2279 AC when Lotar of the
Red Sands, a powerful invoker of Melora, managed to unite many of the
desert tribes in a war against Carsepolis. The city folk were shocked
by the size of his army and the speed at which it came out of the
desert. Caught unprepared and with only crude fortifications to
defend them, the bulk of the Carsepolite army was routed and soon
most of the city was in flames, with only the Old Gates district,
protecting the approach to the central penninsula standing. An
earlier treaty with Arventine promised military aid in the event of
an invasion, but relief never game. Arventine had decided to let its
rival burn. Some even suggested that Lotar himself was an Arventinian
stooge. The siege persisted for months – Lotar's army was unable to
take the bridges to the Old City and although the Carsepolite army
was unable to retake the city, their fleet ensured that the citizenry
remained fed. Still, the morale of the Carsepolites was not steady –
more soldiers flocked to Lotar's army with each passing month and it
was clear that they could not hold out forever. The siege was finally
ended in its ninth month in a desperate act by Massinissa, an Avenger
of Erathis. In the dead of night Massinissa snuck ashore in a small
boat and crept through the enemy lines to Lotar's tent, where he slew
him in single combat, albeit at the cost of his own life.
With
Lotar dead, his army crumbled. Most soldiers who not slain by the
resurgent Carsepolites simply melted back into the desert. If the
invasion had been planned by Arvenine, or if their denial of relief
was simply a callous act of opportunity will never be known, but
Arventine's desire to curtail Carsepolis was not fulfilled. Although
much of the city was in ruins, its navy, both merchant and military
remained intact. With the desert tribes now utterly broken the city's
dominance of the land trading routes was completely uncontested.
Trade began to flood in again and the city was rebuilt quickly,
complete with high walls to thwart any future invaders. None have
threatened it since.
Friday, 18 July 2014
ALLANSIA LORE: Legend of the Usurpers
LEGEND
OF THE USURPERS
CREATION
MYTH OF THE PYROMANCERS OF HELIOPOLAI
This
creation myth is pieced together from the rather secretive religious
practices of the many pyromancy sects of Heliopolai. It seems to be
rather negative towards the gods, but this is explained by the usual
hostility shown to divine matters by wizards and sorcerors. The
legitimacy of this 'eternal flame' is questionable, but it can't be
denied that the fire magicks of Heliopolai are a wonder to behold.
-Vallanger
the Blue and Grey, Scholar of Salamonis.
Published
the History Dept., Salamonis 2469 AC
In
the beginning there was just flux and matter. Fire weaved with water,
air blew through stone. There were creatures in this time, elementals
which danced and played within the flux. However, there was one
flame, one fire thaty burnt too hot and for too long, and became
aware of itself. Within this eternal flame was birthed the very
substance of permanence: time, entropy and thought. Some creatures
came to the fire, small beings of no consequence within the great
flux. They reached into it, and burnt themselves in its crucible.
They emerged anew, aware of the permanence that only the fire knew.
With
such power, they called themselves gods and set about their great
work. They forged seas, plains and mountains, permanent things and
set them on an orb apart from the flux. They grew trees, creatures,
set peoples of all creeds and types upon it. They ruled it as kings.
In
time they grew greedy. They wanted more material for more creations,
and waged war against the flux, which in turn raised powerful beings
of its own. So began the First War, or as northerners say, the Dawn
War. One god known as Um to Heliopolitans, Tharizdum to the North,
Manimac to old elves and Glythagul to those of the Underdark,
ventured to the edge of the flux, where dark things live, and stole a
piece of their power. Attempting to make the gods stronger, Um flung
the darkness into the eternal flame. But it was hubris, and the
darkness consumed the eternal flame. The poison flowed from the flame
into the flux, and created the Abyss. The joyful elementals began the
horrific demons, and the Dawn War began anew.
Worlds
and planes alike were ravaged, but the gods in the end where
victorious, as the creatures of flux had no place within the
permanence, and were banished. The gods dwelled in their world at
peace. But the jealous minds of the gods soon turned on themselves,
and they went to war with each other. The creatures of world, who had
undertaken much sorrow on behalf of the gods, communed with deeper
spirits that dwelled within rock and sea, and cast the gods into
exile.
But
let it be known that fragments of the eternal flame still exist in
the flux, despite the stupidity of the gods. It is the role of all
Pyromancers to search and harness the power of this flame, to ignite
it anew. The usurper gods be damned, all honour to the eternal flame.
Monday, 14 July 2014
ALLANSIA LORE: The Monomyth
THE MONOMYTH
Note: This myth is one of the most enduring creation myths in Allansian history. It was pieced together from fragments found in Arkhosian ruins, and in turn it is believed this information was transcribed from oral traditions dating back to as yet unknown cultures. It is however one of several hundred creation myths recorded by this prestigous department.
It is also worth noting that in some of the more gnostic wizard towers of Xistomagistos there can be found shrines to "E'ell" and "Vanmut", which could well be remnants of an ancient form of creator worship.
It is also worth noting that in some of the more gnostic wizard towers of Xistomagistos there can be found shrines to "E'ell" and "Vanmut", which could well be remnants of an ancient form of creator worship.
-Vallanger the Blue and Grey, Scholar of Salamonis.
Published by the History Dept., Salamonis 2467 AC.
In the beginning
there was the void, and within the void were two prime spirits; El
and Vanu, each with distinct powers that began to grow within the
infinite nothing of void. El would dance across the void, her divine
imagination weaving shapes and matter that grew, collapsed and
changed form. She was the mother of chaos, of change and mutability.
She invented fire, cold and the very elemental substance of things.
Vanu instead would brood and think on her own mind, dreaming up
concepts and shaping the very core of thought. She was the mother of
permanence, of progress and order. At first, the creations of El and
Vanu did not meet, as the Void was a vast place. However, as El and
Vanu's work continued, they began to meet and mingle. In one great
moment, the matter of El and the thought of Vanu collided, and
created worlds and permanent substance. Notions of time and linearity
melted together with shifting forms, and created the passage of time,
history and causality.
In this clash of
power, the Prime Material Plane was created, and the many worlds that
make it up, all characterised by both elemental matter, and linear
time and causal laws. In this violent act, El and Vanu were
destroyed. El was shattered into hundreds of entities, each as
chaotic and furious as their mother. These powerful beings were too
be known as the Primordial Gods, creatures of pure chaos and change.
Vanu's myriad ideas all split away from each other, becoming
individual personalities in themselves. These entities would be known
as the Supernal Gods.
As the Primordials
lashed in out in fury at what they considered to be the alien bondage
of time, the supernals despised their directionless creativity and
lack of rational intelligence. For an age both sides lived in tense
peace, each nullifying the creative endeavours of the other. There
was one Supernal who became frustrated by this, and his name is now
lost. This God travelled to the edge of the void, far beyond the
universe of El and Vanu, and reached into the what is known as the
Far Realm, a space beyond spaces that troubled not any of creation is
this age. With a fragment of this alien terror, he returned and
plunged it deep into the Elemental Chaos, hoping to poison and
destroy it. The plan did not work, and as a result of his folly, the
God created the Abyss, and brought evil into the elementals. For his
crimes he was cast into the Abyss and would be known forever as the
Chained God. Primordials quickly succombed, and became what is known
as the Demons. Some still live now; Demogorgon, Orcus, Lloth and the
myriad Nephilim of legend amoung their number.
With evil thought in
the minds of the Primordials, a war broke out, a cataclysmic conflict
that is known as the Dawn War. Both Primordials and Supernals were
slaughtered in vast numbers, but eventually the Supernals triumphed
and cast the Primordials into bondage within the Elemental Chaos. The
Supernal Gods now ruled uncontested over the Prime Material Plane,
and shaped it in their image. The mirror planes of the Shadowfel and
the Feywild were created to fuel their creation. Elves, Humans,
giants and other creatures of the world were made, and governed. The
Supernal Gods ruled over them as great lords. This began what is
known as the Mythic Age.
But the varied
personalities of Vanu would not hold in peace. The Supernals went to
war with each other. Corellon fought Gruumsh, blood was spilt in
gallons between Kord and Bane, and Asmodeus turned on his master in a
dark lust for power. However, a new power had grown amidst the Dawn
War. The Prime Material Plane itself, watching the conflict between
Primordial and Supernal for millenia, had grown a mind of its own.
This consciousness would be known as the Primal Spirits. Angered by
the violence the Gods brought upon the world, it cast them from its
surface, exiling the Gods to the Astral Sea – the vast ocean made
from the disparate body of Vanu. Forever more, the Supernal Gods
could only watch and influence the Prime by proxy. The races of world
gained free will, choosing their patrons from not just the Supernals
who made them, but from the Elemental Chaos, the Far Realm and even
the Abyss. Thus ended the Mythic Age, and began the many different
ages of the Mortal Epoch.
Thursday, 3 July 2014
ALLANSIA LORE: The Founding of Gallantria
THE ORIGINS OF Gallantria
lie in the final days of the Empire of Nerath. During that time, in
the year of 1983 A.C., Nerath was ruled by the young Julianos IV, a
vain and foolish man, infamous for the volatile blend of his short
temper and limited intelligence. Against the advise of his lords, he
began a campaign of rapid expansion, pushing the empire deep into
Turmish. So began a summer of defeat. With the Nerathi forces spread
thin and unfit for the heat of the south, the Turmishmen massacred
whole armies, but Emperor Julianos in his arrogance pushed on the
attack. With the coffers drained back home in the heartlands of the
empire, and many provinces rebelling with little resistance, the
lords of Nerath grew impatient of the Emperor's folly. While most
were content to grumble in their estates, there was one lord who
decided to take action. Lord Farengar Gaunt, a great fighter and
close friend to Julianos' father, marched on the capital. He amassed
his most loyal knights, among which were four of his fellow
conspirators: Morgana Huntsilver, Rhen Tavinter, Tristen Lachance and
Castegen Lhal. With little resistance they pushed their way into the
throneroom of Crownkeep, the ancient high seat of Nerathi royalty,
where they encountered eight members of the royal family gathered
aroud the throne.
It is unknown who
fired the bolt into the infant prince's forehead, but ballads claim
it was either Tristen Lachance or Morgana Huntsilver who pierced the
lad to the back of the great throne. With that act of bloodshed all
the hells broke loose, and before long all eight members of the royal
house lay massacred on the stone floors, and Farengar Gaunt took his
seat as the new ruler of Nerath. In the following days they built up
an army to prepare for the coming civil war, but it was not to be.
News soon came to the keep that Emperor Julianos had been killed by
Turmish outriders, and province by province of the Nerathi empire
began to fell. Farengar used his new army to hold back a myriad of
invaders from the heartlands in a nine year war that came to be known
as the War of the Bloodied King. With the empire collapsed into ruin,
Farengar consolidated his power by giving each of his friends a
corner of the heartlands each, naming them Dukes. With the very crown
of Nerath liberated from the Crownkeep throneroom, he named himself
king, officially announcing the destruction of Nerath and the birth
of a new kingdom within the borders of the heartlands: a kingdom he
named Gallantria.
For fourteen more
years King Farengar ruled, until succombing to sickness in his
seventy-third year of life. His son Orthan was crowned soon after,
known by history as Orthan the Builder, due to his great work
constructing the city of Royal Lendle around Crownkeep. He also
raised much gold and funded the building of magnificant cities for
his Dukes, and Brugge, Hustings, Suzail and Gilleon were built. He
also built the watchtowers of Arn Ferrig and Mac Tyr to protect the
borders. His last work, well into his halycon days, was the huge
castle of Nilfheim in the northeast of the kingdom.
Nilfheim was a
castle to match Crownkeep itself in grandeur. Orthan's son, King
Parsifal, garrisoned many troops there in order to extend Gallantria
deep into the Pagan Plains. But Parsifal was doomed to follow Emperor
Julianos in his folly. The Gallantrian army met a huge orc force in
the Dawnforge mountains, and was routed back to Nilfheim itself.
Within a week of hard siege, the orcish horde has taken the castle.
To this day no Gallantrian force has ever taken back Nilfhiem, and
over the decades many fell powers have made it their lair. The castle
now is a deadly dungeon, a grim reminder of the horrors that lie just
over the Gallantrian border.
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