Friday, November 29, 2024

Maps: World of Erde


 

Maps: Continent of Wylun

 


Game 19: The Grieving End

 Wherein our intrepid heroes get to witness the Urthandrian tradition of Azidira, The Grieving End.

Also angry ghosts and a kyreth attack (inflicting a death AND long-term trauma on those nearby) and a mystery assailant of unknown magical ability (who killed another dozen civilians).

Stone revealed himself as an agent of BaoShin, calling upon his diety to repel the undead. 

Lord Florian De La Fontaine utilized the Ordo Aegis Portable Outpost, ensuring the children present were kept safe. Also revealed himself as Not Just A Regular Human Man.

Lady Raine Downe intercepted a lightning bolt intended to release the ancestors in the BaShah family's cenotaph, in a badass and dangerous maneuver.

After the eclipse ended and the scene calmed down the Merchant BaShah returned, slightly worse for wear. Ashatesh spoke to Florian about another changeling she knows.

Urthandrian custom leads to Azidruphi (Druphia's Night), immediately following The Grieving End. A night of Walking The Path, for good or ill.

Monday, November 18, 2024

The High Council of Wylun: What Is Known

 The High Council consists of representatives from all nations that are part of the Wylun Alliance, meeting several times a month in the city of Elektis, the capitol of Rin.

As of Year 1291, the current nations and their representatives are:

Ordinatus Scientia Councilman Master Anodil Shanurethof the Ordo Domitus 

Ordinatus Scientia Councilwoman Master Yeveldah Nyeth of the Ordo Aegis 

High Councilman Lord Tannis Brightburn of Meskaria, High Lord of Meskarian Council

Her Majesty Lord Kierrenn Tieba Lightmarsh, The Queen of Rin

High Councilman Lord Cinder Emberhorne of Reolus

High Councilwoman Dame Yaillin Bannock of Emrik

High Councilwoman Master Forrisahnia Mythohlver of the Merchants Guild

High Councilman Master Uhri Thunakinathi of the Artisans Guild

High Councilman High Cleric Halvren Greyforge of the Temple of Silvus

High Councilwoman Lady Alev Khalyd of Eryphienne

High Councilwoman Lady Santhra Pemma of Halrick

High Councilman Master Engineer Lord Khorrin Henstok of Merrick

High Councilman Lord General Laorin Ironmoor of the Wylun Alliance

High Councilwoman Lord Admiral Atsu Vannari of the Wylun Alliance

High Councilman Lord Master Finneus Drellkin of Osmen

Observer Emissary Antada Mirraz Yasir of Samia, formerly a High Council member, but was removed after Samia swore fealty to the Arkhounian Empire.

The Council Building is basically a giant cathedral; the chamber is huge and oblong, with a giant domed ceiling. Raised podiums/stations around 2/3 of the perimeter for council members; each is walled off and leads to private council chambers and includes space for support staff to move through.

Open floor space decorated with a map of Wylun. This is magical, and can zoom/pan, convert to 3d topographical, displays political or geographical info, and can display changes over time, back to just after Moonfall. This is a recreation of the system in Ophir used by the old Council Of Therash

This open floor is where witnesses and supplicants are called to speak their piece. While the remaning 1/3 is gallery seating for court emissaries, scribes, and influential folks with an interest in the proceedings. The sessions aren’t exactly open to the public, but access isn’t impossible to gain. All the truly sensitive discussions happen behind closed doors, in closed sessions.

The building is guarded to hell and back, after a recent upgrade to security a couple years ago. Weapons are not allowed in the chamber; Ordo Aegis supplements the Elektis Guardsmen. Multiple checkpoints to scan for malicious magics, intruders, weapons, etc.

Each of the council podiums includes speaking stones to ensure all can be heard. Most council members regularly have an assistant or two stationed behind them to provide information or suggestions.

Sunday, November 17, 2024

Game 18: Under The Light Of Lucia

 Our Intrepid Explorators (and Co.) have a beer and decide to explore a NeThuligathi corpse. The world's worst night guard lets 'em in, and Lady Raine steals herself a sliver of ribcage from a kaiju. After not nearly enough sleep, they assemble together, receive some gifts from Artificer Snow and friends, and are transported from Arrix Tohvash to the Urthandrian city of Bayuul.

Things that were learned:

  • Urthandrians employ animated corpses as workers, and this is a wholesome and respectful activity in these lands
  • The last time any in this region spied a MaeNendrith, they were being killed or subjugated by it. Stone's presence may be a problem
  • The Ghost Moon is 'acting up'(?), and is unexpectedly on a path to eclipse the moon Lucia. This is a problem, as the spirits of the dead get angry outside of the light from Lucia 
  • According to a member of The Honorable Hand, Lord Florian's necklace recovered from The Villain Of A Thousand Faces is of Urthandrian (or Essari) make, and is a representation of The Grand Labyrinth.
  • The Spiritcaller Ashatesh named her spirit the local equivalent of 'cookie'
  • As the eclipse happened, those present entreated the spirits in a cenotaph to reflect their remembered moonlight outward, to protect the living. It wasn't enough, and something got through...

    Friday, November 15, 2024

    Game 17: LIES! And Shopping.

     Wherein our intrepid adventurers paused to supply up at the Novaru Markets, where one can find merchants aplenty and many from far, far afield. Including:


  • A screaming box, which Lady Raine purchased
  • A shovel, which Lady Raine purchased
  • useful things, which Lady Raine purchased
  • A tasteful nude painting of Florian, recently completed
  • Some things happened(!)

    Game 16: Arrix Tohvash

     Our Adventurous Scamps were sent to Arrix Tohvash on the way to Urthandria and then Essard, after a heartfelt send-off from the Downes. Lady Raine received her mother's adventuring cloak, and her father gifted her the memory stone that Trevaas had swiped.

    At Arrix Tohvash, were led to Aegis barracks by an unimpressed Artificer Koah, and then were re-introduced to Knight-Wizard Suldara Zivek of the Ordo Aegis. Zivek is their final(?) companion for the expedition.

    Zivek requested some help with "a thing" and then proceeded to almost die, along with dire straits for Akeno. It was bad. Turns out NeThuligathi blood'n bits can do more than stain someone's skin a dark red.

    Game 15: The Arrix Morrindae

     Our intrepid adventurers retreated (with the Downes) to the Arrix Morrindae, a floating citadel built and sustained by the magical might of the Ordinatus Scientia.

    They attended an examination of the destroyed MaeNendrith brutes in the company of Wizard Sanureth, Wizard Grey, High Artificer Zaeda, and Inquisitori Emberhorne (and Archivist Berghal). Things that were learned:

  • Akeno is concerned about Arkhounian spies and does NOT trust Wizard Grey, who clearly hails from the Empire
  • The MaeNendrith was covered in magical sigils, some of which are derived from Arkhounian magics
  • The attackers were traced back to a destroyed Arkhounian safehouse in Elektis
  • The MaeNendrith had their very history magically erased; their origins and past remain unknown
  •  Twas also learned that Stone, whilst still having no memory of existence before the mountains near Ostrosa, was still connected to his form's past. A MaeNendrith factory, violence and war, and dropping into the sands of Essard were all observed - with his permission. 

    So many questions, and the Expedition draws closer.

    The Rum Swell: What Is Known

     

    Merchant ship The Rum Swell, contracted to the Tellsher Consortium out of Yento. Captained by Ovaak, a well-mannered orc from Ghul. Has a lot of nonhuman crew, but they’re alright. Goblins in the rigging, Innok on load/unload, some half-orcs, some humans, some hobgoblins. It is a wildly irregular crew that the Captain manages with good grace. They’re somewhat used to more upper-crust ports, and do know how to behave themselves.

    The ship has a figurehead of a curvaceous woman, carved of wood – a representation of the Green Mother. It’s a 3-mast ship, 80’ long and 20’ wide at midships. Flies the Consortium flag over a flag signifying Yento. Lots of little Ghul-centric bits all over the ship. Carries 12 cannon, 6 per side belowdecks. Full complement of capable gunners.

        -------------------------------------------------------

    The Crew:

    Captain Wilkis Ovaak – full orc, well-spoken and polite. Can get intimidating when he needs to.

    1st Mate Augeth Sungan– awkwardly slender goliath, 7.5 ft tall. Almost looks emaciated (for a goliath). Elder brother to Indra Sungan of the Ordo Aegis.

    Quartermaster Velinn – red-skinned hobgoblin w/big beard & topknot. In charge of the helm and navigation.

    Boatswain Sneg – older goblin, with a large crew of other goblins he sends up into the rigging

    Carpenter Lornaal – absolutely massive human woman, muscle mommy territory. A bit more crude than the other crew, but knows her shit.

    Cook – Innok cook. Can only speak simple phrases in emeric. Makes the heartiest of hearty stews. Is fully intelligent, but Innok are not physically equipped to speak proper Emeric. Is also a Witch, and takes the well-being and care of their crew quite seriously.

    Has a companion, a little pine marten named Yan, which of course speaks flawless emeric.

    Sammi the Surgeon – elf, former Apparati Pragmatica thaumaturge. Has several purely functional spells, including several arcane healing spells that everyone hates. But, they keep folks alive.

    Also 60-80 assorted regular crew, many non-human, and many from the northern lands.



    The Crimson Legion: What Is Known

     

    The tightly controlled armies of the Empire, including the Arkhounian mages who are often placed towards the frontlines. Arkhoun has a so-far-limitless supply of Krinatite, so their combat strategy focuses on explosive boosts of power and overwhelming (boosted) force.

    The Empire fields the most powerful and most versatile fighting force in the known world.

    The Aldrha – light infantry. Conscripted commoners, to some extent. Vast legions of these troops.

    The Delmak – heavy shock troops. Conscripted orcs, humans, and tieflings. Occasional ogre. The brutal ones, very good at breaking entire enemy units. Have their own specialized frontliners, addicted to their own formulation of krinatite.

    The Khaansiv – Legion battle mages. Known for their hard use of krinatite – addiction is pretty common.

    The Myeth – the Legion’s artificers. Few in number but incredibly versatile in the field.

    The Ohvaak – assassins, including several changelings who enjoy killing for coin. Usually deployed before battle, infiltrating the enemy’s ranks and taking out key targets.

    The Shotah – scouts and rangers

    The Volaani – specialized spiritcallers, trained so that their manifested spirits can assume a humanoid form and wield weapons. A skilled group of Volaani can triple their effective numbers at a moment’s notice.

    The Pagovian Institute: What Is Known

     Founded in Year 1253, the Pagovian Institute is an independant organization devoted to recovering the history, art, culture, and knowledge that was lost with Moonfall. Headquartered in western Meskaria, it keeps a large number of both permanent and temporary Chapterhouses and outposts all over the world of Erde. Pagovians try their best to stay on the good side of local rulers and governing bodies, although each individual Chapterhouse's relationships may vary. The Institute has strong ties to a number of royal families across Wylun, and have remained quite well-funded over the last 40-ish years.

    There are several titles within the organization, relating to each agent's role within. Explorator, Observer, Chapterhead, Archivist, Seeker, Scout, Operative, Surveyor, etc. Individual members often draw upon personal connections for favors and information, all in service of reclaiming what was lost.

    Pagovian refers to Pagovius one of the major cultural/academic centers of fallen Naathshara, which was in turn referencing the High Elven scholar of the same name. Pagovius the Scholar was the first known to gather, scribe, and codify magical knowledge from around the world. Of course, the vast majority of his 200 years of work were lost with Moonfall. 

        -------------------------------------------------------
     

    Current head of the Institute is Coordinator Zeven. He has also quite recently and quite publicly revealed himself to be Savoysienne of the Heroes of Old, aka Senn, and also to be over 300 years old.

        -------------------------------------------------------

    The Pagovian Institute (the physical institute):

    A big complex of interconnected buildings, the most noteworthy of which is a 4-story(ish) structure built into a hillside. The 20-ft doors open into the anterooms of the Musea Historica which is itself split into multiple wings. The Museum charges a small fee, except for when they don’t. The entire structure is lit with occasional skylights (which peek through the grass atop the structures) and a truly wild quantity of driftglobes.

    GRAND HALL – center section that connects the other wings, and is the pass-through for the entire complex. Contains some of the biggest, most impressive bits – things like a complete dragon skeleton (of the Great Dragon Sathrakkar, formerly the scourge of the Adharna Chain – only a scale reproduction, unfortunately) and an intact(non-functioning) Transportation Ring from pre-moonfall. A pre-moonfall suit of Naathsharan military plate armor. Also lots of signage directing visitors towards their various destinations.

    Has a huge (20’ diameter?) spiral staircase heading straight up and through the roof, tops out at the Needle – a monument of sorts to High Naathsharan architecture culminating in a large platform some 80’ above ground level. Affords a helluva view of Wellerbee. Has a few dedicated (and protected) optical telescopes as well, all trained to the heavens.

    FALLEN NAATHSHARA WING - Exhibits include more examples of Naathsharan military and ruling class uniforms, some old traditional weaponry, an actual set of robes from the Agraeon Order, a sizeable set of Naathsharan chain and yokes alongside a ton of information on the Naathsharan slave trade(!). Examples of basic average-citizen tools and useful things as well, and several large paintings of the cities of Ophir and Pagovius with their monumental architecture – towers stretched to the sky. A locked and sturdy case holding Naathsharan sensory stones (reproductions only) chronicling moments of joy and sadness.

    ESSARI WING – Exhibits include a recreation of Essari Archmage robes, a few soundstones that recorded snippets of Essari traditional music(!), and significant relics of the MaeNendrith; a complete and intact MaeNendrith husk made of pale grey enameled lumin and black ori, covered in scorch marks. A few MaeNendrith pieces (arm, leg, head, etc.), and diagrams/illustrations of MaeNendrith weapons – strange warstaves with odd protrusions and markings. Small(?) scale model of the Essari cavern city of Othuligathi, recreated from old paintings and writings. Notes about the dragons of the earlier age, and the slave revolts.

    HISTORIC WYLUN – Dedicated to the past of Wylun specifically. The Shield of Reodin, paintings/models of various historic temples to the Old Gods that have since been converted or lost, a few weird artifacts from Lemuria(!), a single half-recovered piece of art from the Ruins of Morriman. An entire wall dedicated to the Heroes of Old – little relics supposedly connected to them all, as well as a listing of their actual historic names. A small display about the Minneus Academy. A truly staggering assortment of traditional crafts from across Wylun, Rakkan, and Therash. Bowls, teacups, woven baskets, dyed fabrics, traditional books and scrolls, fishing gear, 800-year-old daggers and swords. Assembled very much like a modern museum; some exhibits have magical effects included, like a voice that tells one the provenance of the item, or where it’s placed in broader history, or what it was used for.

    GRAND LIBRARIUM – a full separate building, connected via a few different tunnels. Multiple levels, and oh-so-many books and scrolls. And a few Aetheniums, although those are kept under tighter scrutiny. Aethenium’s are still rare and expensive. Topics they’re known for include all sorts of world history, and a significant amount of writing about the arts.

    A huge open space, lined on all sides with bookshelves (on 3 levels), with 25’-high ordered shelves on the main floor. Plentiful driftglobes and desks, with an alarming number of scribes plying their trade.

    The Grand Librarium has a separate working entrance, where any who have paid for membership may come and go as they please. Access to the Archive is a lot more expensive, and a lot more restricted.


    The Ordinatus Scientia: What Is Known

      After Moonfall the disparate groups of mages, who had previously closely guarded their methods, formed the Ordinatus Scientia in Year 1011 with the intent that Erde would not suffer another drastic loss of knowledge. The seat of magic was in Ophir; collective centuries of magical knowledge were lost with the fall of Naathshara. Their first and immediate task was to devise a way to deal with the Great Haunting. After a mere 15 years, they succeeded in removing the vast majority of Naathsharan spirits first from Rin, and then the rest of Wylun.

    The largest (and the oldest) of their citadels is the Arrix Morindae, located only a few days travel from the city Elektus in Rin. Others exist in Reolus (the Arrix Tohvash), far to the north in Inalay, and even in southern Rakkan, on the other side of the Arkhounian Empire. Ordinatus wizards also built a citadel to attempt to reclaim Essari magics some 100 years past, unfortunately the Arrix Vithtania was lost to hazards unknown after only a handful of years.

    Pre-Moonfall, magic across Wylun was very individualist. Each practitioner had specific ways of doing things, usually learned from their Master, who learned a version of it from THEIR Master, etc. With the Ordinatus, the teaching of magic has become much more regimented and codified. Everyone still puts their own knowledge and experience into their workings, but they are almost all taught from the exact same baseline. Their magic is reliable, and therefore somewhat rigid. Most of the Ordinatus considers this a feature, not a bug. In the current age the Order has become a powerhouse, training combat mages whilst maintaining high-level magical research. While the Pagovians study art, culture AND magic, the Ordinatus houses the experimental theorists pushing the limits of known magics. As a broad stereotype, Ordinatus mages consider themselves a cut(or several) above other practitioners. Not without reason, mind.

    The Ordinatus has over time tied itself rather tightly to the High Council of the Wylun Alliance, although they try to maintain at least some kind of working relationship with the people surrounding each of their citadels.

    The Ordinatus splits itself into several separate Orders, each focusing on a different style of magical working/area of research.

    Ordo Aedahm - research into the Fae and their magics

    Ordo Aegis - combat arm. All know how to fight, and all know at least some magic.

    Ordo Arsix: Artificers and makers of magical tools and gear

    Ordo Domitus: The pure theory and information-gathering arm. Descendants of the Mineus Academy, though their track record is slightly less impressive.

    Ordo NeThulla: newest division (30-ish years old) dedicated to researching the magical potential of kaiju bits’n pieces. Still in a boom phase, 30 years after the last known NeThuligathi was defeated. An offshoot of the Ordo Arsix.

    Ordo Spiritus: a mere shadow of the Ordo of old, the wizards who ended the Great Haunting. Only a few score proper mages currently representing, all focused on magic dealing with dead spirits.

    Ordo Sudae: bureaucratic division, tasked with maintaining the Arrix’s enchantments, and it’s coffers, and it’s staffing, and it’s cleaning, and...everything. The least sexy of wizarding work.

     

    Auberveil: What Is Known

     

    Auberveil is a bunch of small forests, low mountains, huge grassy plains. Some swamplands. Some dead spaces; dead trees, no grass, stagnant waters. It's a haunted place. Has more than its fair share of Fae. The Ordinatus wasn't welcomed here for a long time; more ghosts per capita than the rest of Wylun, Old decay, old opulence. Still has vibrant spots, to be sure...but it is a nation in decline. Lots of dangerously haunted woods and lakes. Spooky gothic. Large central area of blighted land and dead spaces.

    Ruled by a complicated series of hereditary rulers; the heirarchy is constantly shifting as people and families fall in or out of favor. It's a mess.

    Predominantly humans, with a considerable population of halflings and wood elves. Comparatively few tieflings; almost no native dwarven settlements; a few families in the south, but that's it. Larger-than-normal concentration of Firbolgs, particularly in the low mountains. Auberveil has a very human-centric bias, at least amongst the nobility.

    A few goblin encampments, some traveling hobgoblins. A higher number of undead things than there should be.

     

    CERIVIGO: Southern city along border with Shalrin. Very small amount of trade between the two, weirdly enough. Somehow each side thinks too highly of themselves to compromise on trade in any meaningful way.

     LEOBRIA

    MENERI: western city, outside of the blight. In the Alsanus Vale, where things are still green and lovely.  

    SAVONONE: Capital city, next to the Peaceful Sea. Surrounded by blighted lands. Ruled by the Des Courduannier family and various cronies. 

     SOBRIEL: Eastern city, land connection to Merrick and the rest of Wylun. Far and away the most cosmopolitan spot in Auberveil. Big woodland elf settlements surrounding, along the coast.

     

    The Blighted Lands


    So what is causing this blight? It's a slow corruption. A lot of the commonfolk claim it's a curse, a reaction of the land itself to the decadence of the nobility. Maybe it is. Maybe a Spirit of the land made a deal with something bad?

    Over time, the fields have...changed. Trees lose most of their leaves and begin to sag, foods rot on the vine. Wildlife gets leaner and more dangerous. Wolf packs a very serious concern at the edges of the blighted lands.

    Sometimes corpses get up again. This corruption hits those who use magic a bit harder than the commoners. With more power comes more temptation, right?

     

    Auberveil Royalty:

    Have a convoluted system of intermarriages and naming conventions. When married, one takes the name of the higher-status spouse and loses any legal right or claim to their birth family's money or property. In the event of divorce (a rarity), some will go back to using their birth-family's name in correspondence and in society, but this is recognized as a social convenience only.

    Prefixes indicate royalty; the Couers family is distinct from the De La Couers, although one can become the other. There is no guarantee to royal status, and if a family runs out of money and favor it's not unknown for the entire line to be demoted to commoner. This is the worst fate imaginable to a lot of Auberveil's nobility.


    De La Couers: small-time, blighted lands, accused of devilry and corruption (which is, of course, probably true)


    Des Courduannier: reigning King and Queen. Gross, truly upsetting amount of decadence and entitlement. Extended family is substantial.


    De La Fontaine: a dying line, ancestral lands between Meneri and Savonone, in the dead heart of the blighted lands.


    De Vermandois: a wealthy family, still in mediocre standing with the King & Queen.

    The Arkhounian Empire: What Is Known

     The Arkhounian Empire has historically been a bit of a problem, and an occasional enemy of the nations of Wylun. It encompasses the northern half of Rakkan, and extends to part of the southern region of Therash. It was, until recently, ruled by an aging Emperor, with an extensive group of offspring just waiting to take power. In the last months of Year 1291 the Emperor passed away (or was done away with), and his children have begun the fighting to determine who will succeed him. These are harsh times in the Empire. Arkhoun itself is an uncompromising land full of rocky terrain and deserts, and has produced a tough populace. 

    Around 200 years past, it attempted to invade Wylun but was pushed back. The war only lasted 7 years but casualties were extensive, ended by a peace agreement between the Wylun Alliance and the Empire. Petty border squabbles aside, this peace has lasted through the present day. But there are whispers of looming conflict, and both the Empire and the Alliance have been strengthening their defenses.

    Arkhounian magic (as practiced by the Medeis Circulo and by extension, The Crimson Legion) has a distinct relationship and knowledge of Spirits. They have developed a method of capturing a spirit, containing it indefinitely, and somehow reshaping it into a magical frontline combatant. It's thought to be a perversion of the common practice of a wizard and their familiar. Some 400 years past, the largest known krinatite deposit was discovered in Arkhoun, a deposit that still keeps the Empire wealthy and its wizards fully-powered. 

    It was just discovered that the Empire has already completed an expedition to Dead Essard, with a second en route. Many across Wylun fear they intend to recover and utilize the MaeNendrith as their new weapons of war.

    The Empire currently consists of Arkhoun itself, Sarnath (conquered ~200 years past), Shalrin, Samia, Nyago and Erapis, Coris, and Psamatri

     

    Flag of The Arkhounian Empire


    Thursday, November 14, 2024

    Urthandria: What Is Known

     A coastal nation down at the southern edge of the continent of Therash. Nestled between Essard to the west, and Hamirri to the east.

    A place of low grasslands, arid deserts, and flourishing coastlines. Temperatures are warm(ish) and relatively mild. In the far west terrain shifts more towards Essard – dark grey rock formations, significantly more barren soil - and colder. To the north is the Ash Sea, poisoned waters that lead to acrid pools surrounding long-dead forests. It’s a bad place, yo.

    Ancestral home to Humans, Elves, Goblins, Earth and Water Genasi, Drow, fae creatures of various types, halflings. Very few native dwarves, orcs, gnomes, almost no tieflings born here.

    There is a strong propensity for Urthandrians to be born with the gift of Sight - many otherwise non-magically-active people can perceive and otherwise interact with the world of Spirit.

    Not as many Spiritcallers as one would expect, but they do exist. Significantly more Witches. Lots of sorcerers and warlocks, thanks to the cultures' ancient ties to the spirits.

       -------------------------------------------------------

    The nation was built by a coalition of goblin tribes, circa Year 250. Have endured several outbreaks of some near-mythical soul-devouring monstrosities. Were invaded by Essard some 10 years before Moonfall; lost nearly a quarter of their lands as the Ash Sea flowed in. The Urthandrians learned their own methods of managing The Great Haunting, completely separate from the Ordinatus. As what remained of Therash recovered and rebuilt, Urthandria became a very important trade link between southern Wylun and Rakkan, and Avisuma to the northwest.

    Urthandrian culture is based in reverence for the spirits, both ancestors and nature spirits. Influential families have their own private Cenotaphs; resting places for the spirits of their ancestors. Buildings and larger structures are made with consultation of the local spirits of nature – literal consultation. Most Urthandrians wouldn’t even think of constructing something in opposition to their local spirits. The basis of so much of their worldview is rooted in trying to be in harmony with the spirits. A core tenet of the Urthandrians is hospitality. Perhaps unsurprisingly, they love them some Baoshin.

    The flip side of Urthandrian reverence for spirit is what many could consider their disdain for the body.  A huge business exists for using animated corpses as labor, and there exists an entire guild for managing these necromantic practices; the Mendophari. They operate as a regionally-specific part of the Apparati Pragmatica, essentially.

       -------------------------------------------------------

    Urthandrian buildings are typically sun-baked bricks and similarly tiled rooftops. Buildings normally coated in a light-color paint, with interiors of tan through pale brown bricks of local materials. As such, bricks become darker and greyer the further west or north one travels.

    Larger urban areas known for their large, domed buildings. Often painted or gilded

    Urthandrian ornament is big on interlocking patterns, delicate geometric shapes. People dress very colorfully, in layers of robes and lots of head-wraps.

    Local languages are Urthandrian (obviously), Naathsharan, Essari, and Sumari (the common language of Avisuma). Merchants and traders often also speak Emeric.

       -------------------------------------------------------

    Major cities: Ankasta, Bayuul, Damalagar, Dalya, Levanya, Senuana, Zerij


    Game 14: A Fire In The Night

     While our heroes rested, an unknown villain attacked. Not one but FOUR hulking MaeNendrith attacked. The entire Downe entourage came to the defense and defeated the immediate threat. The Wizard Trevaas transported all present to the safety of Arrix Morrindae.

    Game 13: My Girlfriend Blew Up And All I Got Was Eternal Life

     

    Our intrepid heroes are sent to Elektis, to provide testimony to the High Council of Wylun regarding the MaeNendrith threat. They did a great job of convincing the fence-sitting councilmembers of the importance of this expedition. To seal the deal, Zeven gave testimony, whereupon it was learned that:

    • Zeven was one of The Heroes of Old, and is more than 300 years of age
    • He is not from Erde, but long ago made it his home.
    • The god Silvus hates this guy, and tried repeatedly to kill him. Actually, DID kill him. Repeatedly.
    • The god Kobal is finding all of this bickering too, too funny.
    • The Wizard Sanureth looked sad as Zeven stood to speak, as if knew what was about to come.
    A post-destruction beverage was called for. Our heroes left Z in the company of a newly-reappeared Mordin, and went to dine at the local estate of the Downes.

    Game 12: Your Favorite Aunt

     

    Wherein Florian was waylaid by his favorite aunt, the Lady Yvaline De Vermandois. It was an illuminating conversation, over a friendly meal and some light murder.

    Florian and Lady De Vermandois parted on quite good terms.

    Game 11: My Silversmith Is A Werewolf

     

    Battle continued, as Stone demonstrated his ability to repel the undead with the help of his diety. The Angry Spirit proved trickier than all had hoped, as it possessed in turn both Akeno and then Florian. The Wizard Clevis and allies eventually weakened the Angry Spirit enough to be contained within an Esranite Sphere, the hallmark of the Ordo Spiritus.

    A closer exploration ensued, and our heroes found a decades-old body, wearing a small silver locket with a green gemstone and faded portrait. Raine dug up a small stuffed cat toy, perhaps centuries old and presumably Lemurian in origin.

    After reporting in to Zeven, Stone guarded the entrance, while after handing the locket to a local silversmith, our heroes watched him turn into an unexpected werewolf. They kept him contained and as calm as possible until help arrived from the Institute.

    Zeven and his team of Examiners descended to the ruins, where our crew noticed some things:

    • Zeven was overcome with emotion at confirming Lemurian origins, but trying to downplay it
    • He also is a little too familiar with the functioning of MaeNendrith
    • The Examiner Katsahnna verified that the chambers were over 2000 years old, older than the known history of Erde

    Game 10: A Reprieve, And An Emergency

     

    Our heroes, with Akeno Kurshahn in tow, have a calm few weeks at the Pagovian Institute. Things that were learned:

    • Libraries and Florian do not necessarily get along.
    • The previously hinted at DeLaFontaine is named The Viscountess Lady de Vermandois, which means absolutely nothing to our crew.
    • The MaeNendrith Stone is becoming a public figure in Wellerbee, known for kind deeds
    Coordinator Zeven sent our heroes, along with the Wizard Clevis, to assist with the aftermath of a mine collapse in the south of Meskaria. Reportedly, after the collapse an angry spirit attacked and an ancient ruin was uncovered.

    Arriving in the mining town of Altheta, the companions went straight into the mine. Inside and 80 feet down were several unfamiliar chambers. The team explored a series of subterranean canals of unknown origin; following smears of blood, they arrived in a lower canal tunnel and were attacked by skeletons and zombies and the Angry Spirit.

    Battle was begun!

    Game 9: Pagovians, Museums, And Wellerbee

     

    Our Intrepid Adventurers make it to Wellerbee, and to the Pagovian Institute. They perused the Pagovian Museum but skipped the Library(?!), and then met for an appointment with Coordinator Zeven, the overall head of the Institute. Much discussion was had, including:

    • A moment of shock at seeing Stones MaeNendrith form
    • An offer of refuge made to Akeno.
    • A direct threat made to Lord DeLaFontaine
    • An invitation to a future expedition to Dead Essard, to seek out the source of these reforged MaeNendrith
    • A decision to go public with Stone, the idea being that if people already know about him, there will be less need for the unknown villains to kill to maintain secrecy. Hopefully.
    The Wizard Trevaas Downe, eldest brother to Lady Raine Downe, made an appearance with a warning about family history. And some paranoia. Explorator Mordin was dispatched to Corndicia to attempt to clean up Lord Berris Drells political mess.

    Our heroes are surrounded by newly met allies, but are now without their mentor. What's the worst that could happen?

    Game 8: Not THIS Guy Again

     

    Our Intrepid Adventurers discretely boarded a commercial riverboat headed to Dimzhera, The Swift Rahk. They successfully kept their heads down and their noses clean, until:

    • The sudden discovery that a fellow passenger was in truth Akeno Kurshahn, currently a refugee from the Arkhounian Empire and an emotional wreck.
    • Sudden nighttime attack by the Bellator, criminals for hire out of the nation of Kadir. A whole bunch of them, including an assassin aimed directly at Stone.
    • Our heroes fought valiantly against quite a few enemies, but things looked dire for most of the battle. High Stakes! Danger! Sudden Reversals! All the things that make combat exciting!
    • The boats on fire. THE BOATS ON FIRE!
    • The Villain Of A Dozen Faces is still quite an asshole. He got hit hard and vanished...until Lady Downe spotted him wearing yet another face, preparing to strike.
    • Lord DeLaFontaine fulfilled a promise made in the streets of Indrebor.
    The fires were contained, but The Swift Rahk had to put in at the next available dock. Our crew, now accompanied by Akeno and her spirit companion Sneep, bought a wagon and some horses with gold recovered from That Bastard. Proceeded onward to Wellerbee and the Pagovian HQ, as quietly and discretely as possible.

    Game 7: Welcome To Indrebor

     

    Our Intrepid Adventurers departed The Rum Swell in the canal city of Indrebor, and were promptly accosted by Augustus, chief assistant to The Lady Piper Downe, Master of Coin for Indrebor and older sister to The Lady Raine Downe. Augustus led the quartet into an ambush and revealed themselves to be a scurrilous villain.

    Things that were demonstrated:

    • Lady Downe is a formidable sorceress, dispatching a handle of thugs in a single move
    • Stone is fully a cleric of Baoshin, casting divine magics in battle
    • Lord DeLaFontaine is growing increasingly tricksy in a fight
    • False Augustus is quite an asshole. And is skilled at escaping at the last moment.
    Upon questioning the thugs, our heroes learned that they were hired by a talking raven, presumably connected to this villain. Lady Downe pulled rank and demanded an escort to see her sister. They were greeted by Augustus, the real one, and there was a surprisingly civil meeting between the sisters. Guest accomodations and passage to the family home in Dimzhera were provided.

    Our intrepid heroes, of course, chose another route.

    Game 6: The Rum Swell

     

    Our Intrepid Adventurers gained entry to Fort Kinri, and found a port frantic with activity as multiple ships tried to make it to open waters ahead of an incoming storm.

    Saw a familiar face, as Aegis 2nd Lt. Indra Sungan, who they had met (and defeated) in the Aegis Trials. She managed to get them some gear, and even found a cargo ship for them to travel on, The Rum Swell. Things that were learned:

    • Lady Downe made a positive impression on the ship's witch. Arguably Less so on its First Mate.
    • Stone does not like how lying makes him feel, and apologized to Lord Florian
    • Lady Raine Downe is, in a word, horny.
    After a days stop in Whitecliffe, The Rum Swell and co. sailed on to the northern coast of Meskaria.

    Game 5: Troubles in Millhollow

     

    Our Intrepid Adventurers experienced a teachable moment with Mordin on the ride back to Ostrosa, Yn was abruptly called away, and they convinced Stone to accompany them to Fort Kinri.

    After extending warnings of future trouble to their Ostrosan contacts:

    • Gathered supplies and set out upon the road North
    • Came upon the town of Millhollow, recently burned by a band of gnolls.
    • They helped as best they could. Stone may or may not have spoken to a god.
    • Our heroes caught an overwhelmed Stone telling a lie.
    The adventurers were attacked a band of gnolls on the road. Mordin was immediately rendered useless, Stone was nearly downed, but the day was saved by Lord Florian rogue-ing harder than he had ever rogued before. Also of note - sorcerers are cool.

    Our crew arrived at the gates of Fort Kinri, with hopes to garner passage to Meskaria and (hopeful) safety.

    Game 4: I Don't Know How To Stop It

     

    Our Intrepid Adventurers reported to the Ostrosa Keep with the guards, and met Captain Svatomir of the Ostrosan Guard. They were sent to collect Stone, in hope of finding some answers. On their way back, observed the Wizard Clevis of the Ordo Spiritus, and recruited him to help investigate.

    Back at the Keep, things took a disturbing turn:

    • The unnamed blue MaeNendrith had awakened, and refused to respond to questions or stimulus.
    • Stone attempted to communicate with his unknown relation, only to be grabbed through the bars and held immobile.
    • Whilst Lady Downe and Lord DeLaFontaine tried to free Stone, Yn, Cpt. Svatomir, and the Wizard Clevis focused on stopping the blue MaeNendrith
    • These efforts were of questionable efficacy, although Stone was freed after considerable effort.
    • The Wizard Clevis deactivated a control enchantment on the blue one, as an unknown magical effect began to spin up.
    • The Blue One uttered a single line before being forcefully deactivated by Yns hammer
    • This detonated the effect - Lord DeLaFontaine was severely injured

    Archivist Berghal claimed the remains, and made plans to return with them to a secure Pagovian location.

    Our intrepid adventurers followed the trail of the blue one into the mountains, and discovered marks of two separate magical teleportations, presumably corresponding to Stone and Paavens arrival.

    Game 3: The Empty Soldier

     

    Our Intrepid Adventurers bought some cold-weather gear in the coastal town of Eastrock, and hired an airship named 'The Brine Barrel' to transport them to Ostrosa. Led by Capt. Yeveldah Kharn, they had a peaceful 2-day voyage over the Somnak Mountains to Ostrosa. Along the way:

    • Explorator Mordin von Tellrik handed out two Aetheneum, crystalline shards functioning as portable libraries.
    • Yn received a copy of the Pagovian Institute's Architectural and Artwork Identification Handbook
    • There's an ogre aboard the Brine Barrel who's a nice and friendly lad.
    All arrived safely at Ostrosa and reported in to the Pagovian outpost. No one had warned those stationed here that they would have guests. An angry spirit got Lady Downe's attention, insisting that someone 'deal with' the unnatural thing currenty at the mines. Once at the mines, Lord DeLaFontaine distracted the handsome foreman whilst his compatriots located the target of their investigation. Over that evening they learned:
    • The MaeNendrith in question has taken the name Stone.
    • He enjoys stonecarving, and does not enjoy violence.
    • He awoke in the mountains 29 days prior, and after a lot of wandering found the city.


    Researcher Vladicsek and Nevuhn had little of use to add, although our heroes gained the name of a contact specializing in odd writings in the hopes they could translate Stone's peculiar wall-scratchings.


    Explorator Mordin received an emergency communique that another MaeNendrith was speeding towards the city, and our heroes rode out to meet it on the road. Arrived as the second creation was killing Ostrosan Guard. Lady Downe attempted to calm it, but had no luck. This blue MaeNendrith was taken down...but not out.

    Game 2: We Made Some Friends

     

    In the immediate aftermath of the Aegis Trials, our Nobles eavesdropped on the Aegis kids. Learned a little more about them. Lady Downe took the very bold step of approaching the Kurshahn Twins directly. Discovered that they were pretty normal kids, a friendly duo. All went out drinking at the Hazy Spoon. It was discovered that:

    • Lord DeLaFontaine speaks fluent Arkhoun, and joined Goren Kurshahn for a rousing Arkhounian drinking song.
    • Lady Raine Downe can not only sing, but can also dance.
    • She cannot hold her liquor, unfortunately
    • The Twins were of unusual parentage, their dad being a tiefling (and a monk?) while their mother is an academic of a species known as Yuan-Ti. Which somehow is meant to explain their slightly forked tongues, yellow snake eyes, and ability to spit out a poison cloud.
    • Yn, unfortunately, was still recovering from the melee through all this.
    The Nobles returned to the Lookout, and when joined by Mordin pestered him with questions, whereby they learned:
    • Pagovian gig is to investigate an ambulatory Empty Soldier (MaeNendrith) in the city of Ostrosa.
    • This MaeNendrith is, reportedly, not currently causing any problems.
    • Someone or some-ones is gunning for Lady Downe, or for Mordin, or for all Pagovians...or for all of the above.


    Upon laying down to rest, our intrepid heroes were assaulted by scurrilous blackguards with ill intent. Two were dispatched by the Nobles, and tough guy Yn recovered in the nick of time, viciously dispatching a third villain and inflicting unknown trauma upon his compatriots. (see 'Viscera Wall')


    Explorator Mordin, taking his responsibilty to train and protect quite seriously, Called In A Favor. The crew were transported by magic to the coastal town of Eastrock in Osmen, with the plan of hiring a ship to take them closer to Ostrosa.

    Game 1 - The Aegis Trials

     

    We met our young and intrepid heroes just outside the city of Corndicia, in the nation of Rin.

    • Lord Florian DeLaFontaine of Auberveil, a Very Fancy and Frilly Human Man. Has a long-standing family obligation to the Pagovian Institute. Rumored to be the last of the DeLaFontaines. 

    Lord Florian DeLaFontaine

    • Lady Raine Downe, a dark elf with a draconic bloodline; sorceress. Her family has a well-established relationship with the Pagovians, and she has reported to the Institute for training.

    Lady Raine Downe

     


    • Yn, no last name given. One of the Fey, small in stature with a very large hammer and a fondness for good boots. Officially hired as a bodyguard to the two nobles whilst they engage in Pagovian Institute business.
    These three adventurers were met by Explorator Mordin Von Tellrik of the Pagovian Institute, a well-dressed and older goblin. Things that happened:

    • Chapterhead Emon was discovered to have died in his sleep, leaving Lord Baris Drell as the new local head.
    • Lord Drell is kind of a dick
    • Our adventurers were forced to engage in the Aegis Trials, part of the Ordo Aegis.
    • Emissary Tellis Kurshahn of the Arkhounian Empire was in attendance, and entered his twins (Akeno & Goren) into the Trials
    • The Twins can breathe poison?   Also, Yn is a brutal combatant.
    • the Hazy Spoon is a legit really good tavern/eatery in the Five Brooks neighborhood of Corndicia.

    Akeno Kurshahn

    Goren Kurshahn


    Explorator Mordin von Tellrick

     
    Archivist Lord Berris Drell