Bandit Camp Battle

Session #5: 24.6.11

Game start: Fireday, 11th of Pharast – quarter moon (waxing), early evening [17:00], 4708 AR

Game end: Toliday, 15th of Pharast - half moon (waxing), late morning [10:00], 4708 AR

  • Rickard and Varith ask Rosey what Bunny is, and Rosey is somewhat at loss to explain what he is, and is a little annoyed by the question. Rickard tells Rosey that he doesn’t trust Bunny entirely, and Varith is also not sure how much he can trust the creature.
  • The Frrs spend a quiet night sleeping, for a change.
  • Starday, 12th of Pharast – They wake up at 6:00, and set out at 7:00. The group sets out east, starting to explore new territory.
  • The Frrs try to figure out better tactics for themselves, since so far they feel like they survived more out of luck than out of talent.
  • At 19:00 they finish exploring the new area, having had an uneventful day, except for finding a copse of strange and unidentified grass, of which Varith took a small sample to  identify or use later.
  • Sunday, 13th of Pharast – wake up at 8:00, leave at 9:00 to a new hex, this time heading southward.
  • The group makes their way to a lightning struck oak, which Varith and Rickard identify precisely. Rickard also notes that the ground on the north side of tree, next to its roots, has been disturbed. Rickard  asks Rosey to get bunny to dig up the area, and meanwhile climbs the tree to see what’s in the area. He sees the forest to the far west, lush plains and a river to the south, and drier planes to the north and to the east.
  • Bunny uncovers a stash, with a heavy leather cloak, masterwork dagger (Varith appraised its worth at 300gp), silver ring (Varith appraised at 75gp), wand of burning hands (4 charges, CL 2 – Rosey and Varith identified), and a spellbook (identified all the spells within, can be sold for 25gp. Varith plans to learn Identify, Reduce Person).
  • Rickard recommends building a light fort on the hill, as it’s a good vantage point.
  • The group finishes exploring the area after an uneventful day. They go to sleep at 19:00
  • Moonday, 14th of Pharast – (half moon – waxing) – the group sets out at 8:00, after another blissfully uneventful night.
  • Enter and start exploring a new grassy and hilly area. At around 17:00, after a day of hilly exploring, Rickard notices a crack in a craggy area at the top of hills, hidden among the undergrowth. Rickard looks in with Light, and sees a 20ft crack, that leads to a 30ft radius cave that Varith notes has a shiny back wall. Varith and Rickard crawl in, and Varith tries and fails to appraise the worth of the mineral in the wall. Rickard notes it in his map, hides the entrance, and the group decides to return once they have a chance of better identifying the mineral, as it is likely a valuable resource, probably worth mining.
  • At 19:00 the group stops for a night rest, after exploring this hilly area. At 20:00 they go to sleep.
  • Varith spends his watch trying to catch fireflies and not at all keeping watch. Luckily for the Frrs nobody takes advantage of that and attacks them at night.
  • Toliday, 15th of Pharast – at 8:00 they wake up, and at 9:00 they leave for the forest. The Frrs barely survive a battle against the bandit leader (a vicious lady), and the eight bandits there, with luck being at the side of Varith, who was kidnapped and almost killed. Bunny, however, wasn’t so lucky, and died in the battle, forcing Rosey to rely on her other furry friends (particularly her super helpful little hawk, which was summoned twice). Rickard worked doubly hard, running from side to side, finishing off groups of bandits and almost killing the bandit leader. The battle ended with the bandit leader and one other bandit taking off with a wagon, and the rest of the bandits dead.

Gorum

Name:Gorum, Our Lord in Iron

General Description: God of strength, battle and weapons

Alignment: CN

Domains: Chaos, Destruction, Glory, Strength, War

Favored Weapon: Greatsword

Centers of Worship: Brevoy, Lastwall, Lands of the Linnorm Kings, Hold of the Mammoth Lords, Nirmathas, Numeria, River Kingdoms

Nationality:  Kellid

Symbol: A greatsword thrust in a mountain of white, grey and green.

Notes:

Followers of Gorum claim that the spirit of Gorum lives in all iron, be it armor or a weapon, and they take great care to polish and maintain the artifacts of war for fear of offending their deity.

Gorum shows his favor in iron weapons or armor that shed blood and filth when touched. His anger most often manifests in sudden patches of rust, often enoguh to completely ruin an item.


Rickard’s Journal

Day 1:

This wilderness seems rather hostile but it must be an improvement to the so called home I left in the south. Too bad I couldn’t “borrow” more of my father’s belongings, but I guess I will have to make do with what little I have…

After weeks of traveling I finally found a habitable place where one doesn’t have to fear for one’s wallet or one’s head. The man running it refers to himself as Oleg. He seems rather friendly and willing to trade what game you catch for a hot meal and some warm straw in the stables.

This shall do for the time being…

Two weeks later:

Just when I started enjoying the tranquility and peacefulness of the outpost; these newcomers showed up with their polished suits of armor, shiny swords and loud commanding voices; saying something about a bandit attack.

 This place is becoming too crowded for me, I better head back to the wilderness, where none ask you questions and demand to know who you are or why you are here…

The middle of the following night:

The forest seems restless; you can almost feel the tension in the air… I wonder what is causing it.

10 minutes later:

A fire in the distance, hmmm, who would be brave or stupid enough to light such a big fire in the middle of the forest?

Half an hour later:

Sleeping, both of them?! With no one to stand guard and a fire big enough to draw every living thing from miles away, they clearly know nothing about survival in the wilderness, how they have made it so far is indeed a mystery.

I better watch them a while, to make sure they are indeed asleep…

 ץץliving thing from miles away.  big enough to draw every living thing from miles away. ou are or why you are here. a hot meal a

Look at them, so frail and ill equipped… the gnome looks so small and puny, sleeping right next to the fire, where she is to be seen first by any uninvited guest stumbling upon this camp.

And the second one must be an elf, but why would one carry such a stuffed bag, and the smell that comes out of it,  if I had to guess I would say it is some sort of sulfuric substance mixed with the smell of various rotting flesh. This one might be dangerous; I better stay on my guard.

15 minutes later:

I am getting a bad feeling about this place, I better wake them up before something happens to them…

Two long exhausting hours later:

Questions, questions and more questions, One would think that little one might have enough by now, but no… She insists sitting with me all night asking more damn questions…

One would assume that she would trust me more, after I practically saved their lives!

Oh well, I guess I better tell her what she wants to know, maybe it will quiet her for a while…

At least the elf seems more inviting, I guess I could have stumbled on much worse than these two and who knows; we might end up becoming friends and companions… Weirder things have happened in the world…

The following day:

It seems they trust me enough to allow me to lead them through the wilderness, not that they have many other options, but still, it’s a start I guess. Too bad they have NO experience in these regions and seem to lack common sense as well. No wonder our elven companion was almost eaten alive by a Tatzelwyrm, Luckily that being the gnome calls “Bunny” was able to shred it to pieces before he ended up in the creature’s stomach.

That being is deceptively powerful; I better keep my eye on it. One might never tell when such a bizarre being will decide to stop accepting orders from the gnome and decide to make us its breakfast, lunch and dinner…

A day later:

We finally reached Oleg’s camp. I can’t say I missed it much but getting rid of all this gear is essential. If we continue to crawl at our current pace I will go mad…

The guards didn’t even allow us to enter the camp at night, saying something or other about bandits; it was a good thing I left when they just arrived. The less I have to spend in their company, the better.

We better equip ourselves a bit better, especially that little one who wanders around practically naked… I think I need to have a word with Oleg about that…

The next two days:

Finally back in the wilderness, what a relief…

Hmmm, I don’t remember seeing these bones around here, and so many of them, I wonder what happened here…

Again, Varith leaves himself exposed to the attacks of the wild creatures and a spider no less, he really needs to pay more attention to his surroundings and find a way to resist their venom, which seems to be a repeating theme in these areas… I think I should find a solution for that as well, for where there is one spider, one might expect to find many more and I don’t think Varith would survive another attack.

That “Bunny” surprises me more with every encounter, despite its docile appearance its quite ferocious, I am almost afraid to image what power it might gain if left alive long enough…

I must speak with Varith about that…

I better keep my eyes peeled and make sure these two survive the journey, for they seem nice enough, once Rosey stops talking that is, and besides, it is such a pain to make new friends all over again….


Varith’s Personal Journal

Day 1:
Came to Oleg’s outpost.
It looks shabby, but he claims he’s managing a life here.
I wonder if this is the kind of homes the adventuring types usually have.
Well, at least in here there are no maids to ruin all of my experiments. Just to think of all the wasted time I spent on trying to make them understand that mold is not something to be cleaned, but to be used.
There’s even a rumor going on that it can be healthy.
Note: Should experiment with using mold to treat injuries, disease, fatigue.
Oleg and his wife seem like good people. They don’t have the luxury of home, and they are in constant danger from bandits, but they seem happy here.
Perhaps I’ll give them the mold cure when I finish it…

Day 2:
Our first journey into the uncharted wild!
I’ve never been in a forest before. At least not a real one. Damn that family and their fear of their own shadows!
I feel that I’ve missed so much in all those decades! Stuck with them in that repetitive life when I could have been in a place like this..
I should collect samples from the plants, to test later when we make camp. I hope the fresh materials will be easier to work with then the preserved ones the family kept.

Day 2 – night:
OK, so I guess there was some truth to what the family said… We were ambushed today. I took an arrow in the stomach and would probably have died if not for Rosey.
Rosey took the hardest hit though, taking three arrows and falling unconscious.
Fijit thinks she’s dead… I hope she’s wrong and that she’s just hurt. I’ve tried to heal her in every way I could think of. I even pushed some mold down her throat.
We’re taking her to Oleg now, hopefully he’ll have some cure for her.
If worst comes to worst and she really is dead, perhaps we’ll manage to bring her back to life somehow.. I know that there are spells that do it. Perhaps I’ll contact the family to send us the scroll, or some money for it.
Oh I hope it doesn’t come to it….

Day 3:
I’ve been thinking.
In our fight, I used the exploding substance I created back home to scare the bigger kids. That’s probably the reason I used it, it’s more instinctive then the bow or the sword.
But unlike before, now that I was in mortal danger, it felt different. As if I put more effort into each vial. More of myself.
I know that I’m not imagining this because the effects were different! The flash bombs hurt the bandits. Badly. I think some of them actually died because of these bombs.
I should be a bit more careful with them. If they can do this much damage, I wouldn’t want one exploding while still in my backpack.

I wonder if there are any other formulas I can concoct this way.
I’ve been thinking about making a substance that would make me more durable in combat, seeing as we will probably encounter more of these.
Maybe I could use the basics of the Endurance booster, but instead of the bull hair, use fox hair, and maybe add a crushed purple worm scale for extra protection.

Day 5:
We got to Oleg’s post with Rosey’s body.
There was a cleric there who agreed to cast a Raise Dead spell on her. Now we owe him 5,000 and we promised to find his lost temple that’s guarded by some wild bear or something.
At least I didn’t have to call the family for a favor. I wonder if they’d even agree to it. Not that hey lack the money, but I’m not sure they’d want to give it to me, considering their distaste for my experiments.

Rosey summoned a dog today. I used the opportunity to test my body enhancer.
Upon intake, the dog disappeared. Rosey said she dismissed him when she saw me administer the potion, but from what I remember, these spells also end when the creature dies. So perhaps I should recheck my formula.
That’s the good thing about testing on summoned creatures – They’re not really alive, so they don’t really die.
It could be that the purple worm doesn’t react well with the centipede venom. I’ll add some Violet Fungus extract. It’s poison should neutralize the venom.
Hmm.. Purple worm and violet fungus. Wonder if the colors will have any effect on the resulting potion. It would be nice if I could easily distinguish it.

Day 6:
A Worg attacked us today.
Once again I was reminded of the truth in what my family said about the wild.
And once again, Rosey saved me from death by handing me one of my cure potions (I Finally got the mold to work!).
With nothing to lose, I tried my body enhancer on myself. It wasn’t the best of circumstances, but I had to try what I could.
It worked perfectly!! Well, except that it turned me purple, which is understandable considering the ingredients. My arms and fingers grew longer, my skin became harder. I felt faster, nimbler. I felt invincible!
In retrospect, I think that it also might have clouded my judgment a little. I should keep that in mind the next time I use it. Also, should find a way to remove the purple skin.
I think I understand the creation of the bombs now. They really do take something out of me. Not something tangible, nor something I think I’ll miss, but there’s definitely something there. I wonder if that’s what young master Sedrick talked about when he described casting spells…
Anyway, I’ve decided to change their name from Flash Bombs, to just Bombs. I think it’s fitting, considering their new usage.
I should experiment further, to see if I can enhance them even more.

I Collected some Worg saliva for future usage. I’m sure I could find some Penecca leaves somewhere in this forest and create a crackling paste.
I’ve also taken some of the partially digested meat it had in it. If I could test it to extract the stomach acids of the Worg, perhaps I could neutralize and duplicate it’s affects.

Day 7:
We fought some kobolds today.
They seemed to be willing to fight to the death to protect the moon radishes.
Unlike the previous fights, this time I came prepared with the body enhancer and the bombs. The fight was easily won.
And the family thought I couldn’t handle the outdoors!
The kobolds left a lot of equipment we could sell to Oleg. The problem is, it’s way too heavy for us to take.
Maybe I could find some way to allow us to carry heavier weight. Some “Ant extract”…

I’m going to twink the body enhancer a little, maybe add the bull hair again to see what happens.
I’m also changing it’s name. It does much more then just enhance. It mutates the body. I’ll just call it a Mutagen.

The Fey in the forest were playing tricks on us for several days now. I’ve left them a bottle of wine in the hopes that they leave us alone.
I also left them some of my Alchemists’ Kindness, to show that there are no hard feelings. After all, elves supposed to get along with the fey creatures, aren’t they?

Day 8:
Fijit left us today.
Now, I’m no expert in these matters, but from what I understand about these outdoor journeys, camping in the middle of the forest without a watch is very dangerous.
So her leaving could just as well have cost us our lives.
Rosey said that she had to do something or other with Desna, and that’s why she needed to go. Personally, I don’t get it, and I certainly don’t appreciate her leaving us like that.
She also said that Bunny was awake and watching, but apparently he dosed off because a Ranger or Druid or some other kind of forest dweller, name Rickard showed up and found us all sleeping.
He joined our group, replacing Fijit as the Survivalist.

I dismissed the idea of putting the bull hair in the mutagen. It doesn’t work and just causes me to be angry whenever I see red.
Instead, I think I’ll combine it with a red ant and some rock salt to try creating that Ant extract.

Day 9:
A Tatzelwyrm attacked us today.
It jumped on me before I could reach to my mutagen. It was too close for me to use the bombs, and to top it all, it breathed poison!
After the first intake, I realized I couldn’t do anything so I just held my breath, readied a cure potion, and hoped the other group members would help.
It was an unfortunate occurrence because I still wasn’t sure we could trust Rickard, but he turned out to be very helpful, fighting with as much fervor as Rosey and Bunny.
After the wyrm was dead, I managed to shake the poison off.
I collected some of the poison from the wyrm for later study.

I’ve given Bunny the Ant extract I created. It seemed to work, and it even lasted longer then I anticipated.
A bit too long actually… I should test again to see if it really did affect him.
I know it works because I’ve tested in on myself. But perhaps it only works on me, or only on elves, or only on humanoids.
Or perhaps it just doesn’t work on… What the hell is Bunny, anyway? I Should ask Rosey sometime…

Day 10:
Reached Oleg’s outpost and sold the equipment we took from the kobolds.
I’ve asked him to order several formulas for me. That should save me some research time.

We’re starting to amass the money we need to pay for Rosy’s Raise Dead spell.
I think I’ll call it the “Save The Roses” fund. It has a nice ring to it.

Day 12:
We came to an enormous bone graveyard. Apparently there’s a nest of giant spiders somewhere in the area.
One of them surprised us and attacked me. Poisoning me. Again!
I should really find a way to make myself less vulnerable to these things. That way I’ll also have an easier time testing my extracts.
Anyway, once again I didn’t have time for the mutagen, and the fight was too close for the bombs.
We need to rethink our battle strategy.


Fijiit and Rickard

Session #4: 3.6.11

Game start: Toliday, 8th of Pharast  – new moon, early evening [18:00], 4708 AR

Game end: Fireday, 11th of Pharast – quarter moon (waxing), early evening [17:00], 4708 AR

  • Fijiit decided that she’s had enough of the “taint”, and left the group in the middle of the night, leaving a little note behind. Apparently washing her hands compulsively wasn’t enough. :)
  • Rickard joined the group, after stumbling upon their unguarded camp in the middle of the night. The frrrs had a hard time accepting him (no “you seem trustworthy” here), with Rosey convinced that he did something to Fijiit, but finally they were convinced that he’d be a good guide, and that he may be able to track Fijiit, if she went in their direction.
  • Rickard and Rosey sit up and talk all night. Rosey had only 4 hours sleep, and thus doesn’t gain spells for the day, but Rickard’s stories about his past, his sword and his family are worth it.
  • Wealday, 9th of Pharast – the group starts out at 5:00, setting out towards Oleg’s Output. Rosey tells Varith what Rickard’s story. At 17:00 they stopped. First Watch – Rosey and Varith until 18:00-7:00, Second Watch 7:00 – 15:00
  • At 3:00 – a Tatzlwyrm attacks the Frrrs, and almost kills Varith, yet Bunny and Rickard saved the day. Rickard severed the creature’s head and took it with them, looking to get the reward Oleg told him there was for a good head of such a rare beast. Varith looted the dragon, finding a silver pendant shaped like a moon and stars, set with rock crystals. Assessed it at 40gp.
  • 23:00 – arrive at Oleg’s Outpost. The guards won’t let the Frrs in, even though they claim to be allies.
  • Oathday, 10th of Pharast – 7:00 enter the outpost, return two quests – Tatzlwyrm, and Moon Radishes (woot!)
  • Rosey tried to talk Kesten Garess to let the Frrrs in at night, should they arrive again. Kesten calmly yet firmly explained that the safety of the outpost is first and foremost, and so he cannot and will not let them in after curfew. Rosey was annoyed, but resigned to leaving things as they are.
  • Rickard bought a chain shirt for Rosey, to keep her safe.
  • 1052 gp credit in Oleg’s Outpost (for the quests, minus 100 for chain shirt for Rosey, and what the group sold – loot-wise) – see updated Oleg’s Outpost
  • Svetla invites the Frrrs to taste some of her famous Moon Radish Soup, and Varith really wants to taste it, but Rickard convinces him that they need to go.
  • At 9:00 they leave the outpost to explore the more safer area around it (at Rickard’s suggestion).
  • 16:00 the Frrs encounter a herd of 7 wild horses. Rickard takes note of the horses as a potential resource. The group promises themselves horses, just as soon as they have time to catch a train a few, or buy some.
  • 17:00 the group enters the grass plains they planned to explore. They explore it until 19:00. To save time, Rosey rides bunny, allowing the group to move much faster, and map out the area quicker. It is decided that this will likely be a good area for a road between a future settlement and Oleg’s Outpost.
  • Fireday, 11th of Pharast  8:00 – they set out to thoroughly explore the area they are in. At 10:00 they start seeing bones, bones, bones – a field of bones of every kind and shape imaginable, peeking, bleached white, between the waving wisps of tall grass.
  • At 10:30 they are attacked by a Giant Spider, which attacks Varith and Bunny, poisoning them and sapping their strength. Bunny eventually kills the creature, and the group continues exploring and mapping.
  • At 12:00 the group finds a few sun bleached papers strewn on the ground, and an old steel ring embedded in the dirt, with the emblem etched on it (which Varith didn’t recognize). The papers have deteriorated so they can’t be read, but Varith saves them anyway, just in case.
  • 17:00 – the group calls it a day, after finishing the survey of yet another area, and start to make camp for a well earned night’s sleep.

Kobolds and Worgs

Session #3: 31.12.10 [last session of 2010!]

Game start: Starday, 5th of Pharast, late afternoon [early spring, almost no moon], 4708 AR

Game end: Toliday, 8th of Pharast, early evening (18:00) [early spring, new moon], 4708 AR

  • The group starts out at Oleg’s outpost
  • Just before they leave several things happen:
    • Jhod takes Varith aside and explains to him that he will not be able to perform the Raise Dead ceremony again for quite a while. He requires the resources of his order to do so, and he and his order have gone to separate ways for a while: at least until he completes his quest [see NPC entry for more details]
    • Fijit and Rosey keep pestering Varith with various catrips they know. He ignores them.
    • Fijit asks Varith why he decided to try his hand at filling the charter. Varith says that he wanted to be his own master, and experience some freedom in the wild. This seemed like the best way to do so. He didn’t elaborate much, but he appears to have been jaded by his exposure to beings with shorter lifespans that himself.
    • Kesten Garess calls you all aside before you leave and warns you not to delve to deeply into the forest so soon. You make fun of him and ignore his advice. He patiently reminds you that your charter is not one you need to fulfill within days, but one that will take week, months, even years to fulfill. The point of the exploration is colonization, he says, and once the Swordlords determine that the Greenbelt is safe enough to be settled, they will issue new charters, this time for settlements. The exploration of the Greenbelt will then continue in parallel to its settlement. Finally, he grants you a quest: to find and bring back a mercenary turned traitor, Falgrim Sneeg. He prefers Falgrim alive, but is willing to pay a reduced price for his dead body. He also says that Jhod heard of his lost temple through a dream, and says that he doesn’t believe it exists. He knows that Jhod had some fallout with his order, but is not sure why.
  • The Frrs cross the plains on their way to the forest area they were mapping just before Rosey died. They camp at “night” [from midnight to about four in the afternoon], and take turns keeping watch – first eight hours go to Fijit, the next eight go to Varith and Rosey. They spend an uneventful night.
  • On Sunday the 6th of Pharast at around six in the evening the group enters the forest. They return to their charting, making slow progress across the small clearings and smaller tracks in the dense woods. Three hours later, by the light of Rosey’s torch, the Frrs are attacked by a Worg – black, hungry and dangerous. He takes Varith by surprise and drops him with a bite (luckily Varith stabilizes immediately afterwards).Rosey summons a Firebeetle that attacks the Worg, until a few seconds later the Worg kills it. She then summons a Viper that unsuccessfully tries to poison the Worg, and the Worg kills it too. Finally, she heals Varith with one of his potions, and he joins the fight fully enraged, tossing a bomb on the Worg that deals significant damage. Fijit and Rosey scream at him to be careful not to set the forest on fire! Fijit (likely shaken by Varith’s fall), misses the Worg quite a few times, before finally dealing the killing blow. Varith then proceeds to open the beast’s belly and finds a sextant, a compass (both engraved with the initials L.M.), a set of two loaded dice of average quality, a bunch of small coins, and several pieces of half digested meat and cloth.
  • The group continue to map the forest until midnight, whereupon they make camp and rest until 16:00 the next day (same watch turns). When Varith wakes up to guard, Rosey asks him if he’s a fake elf. He asks why and she hands him a mirror and a handkerchief. He looks at himself and sees the word FELF written on his forehead in Common. He sighs, wipes it off, destroys Rosey’s handkerchief while trying to clean it, and sets out an offering of alcohol and Alchemist’s Kindness (anti-hangover cure) for the mischievous Fey.
  • On Moonday, 7th of Pharast (no moon), the Frrs set out to complete their last day of exploring this patch of forest, and Fijit wakes up to discover her robes are painted all over with blue butterflies. She’s overjoyed and thanks the fey for their gift. At 22:00 the Frrs stumble upon the moon radish patch Svetlana asked them to find, only to discover that a group of four kobolds see it at their own. Strangely these otherwise cowardly folk choose to fight to the death, despite being sick to the stomach from eating too many radishes, and despite Varith’s attempts to negotiate for their surrender. The Frrs very quickly kill them all, with Bunny killing one, Rosey tripping two to the ground with grease she threw up (and then cleaned), Varith killing the two Rosey dropped and Fijit finishing the last one. Varith then scanned the clearing and kobolds for valuables, finding 4 sets of small leather armor, 4 small spears, 4 small slings and 37 bullets, 8 baskets (one which you filled with radishes to take to Svetlana for her reward), 2 waterskins filled with water, and four sets of masterwork artisan tools used for trapmaking. The Frrs feel very pleased with themselves, and hiding everything they found and want to take later, they continue surveying the area. They then make camp and spend an uneventful night of well earned rest.
  • On Toliday, 8th of Pharast (new moon) the group wakes up to discover that no Fey have played pranks on them during the night. They then spend the next two hours, until 18:00, finishing to survey and explore the forest area they are in.

Erastil

Name: Erastil, Old Deadeye

General Description: God of Farming, hunting, trade, and family

Alignment: LG

Domains: Animal, Community, Good, Law, Plant

Favored Weapon: Longbow

Centers of Worship: Andoran, Cheliax, Galt, Isger, Lands of the Linnorm Kings, Molthune, Nirmathas, River Kingdoms, Varisia

Nationality: Ulfen

Symbol: A gold-tinged longbow made of elk horn, pointing down,with an arrow knocked in it.

Notes:

Erastil’s faithful are found in most small villages and towns, administering to the people less through sermons and more by deed.

Erastil manifests his approval through bountiful hunts or harvests. At other times he might appear as a magnificent stag and lead a lost hunter back home. Erastil also works through the actions of all manner of hooved mammals, particularly caribou, elk, deer, and moose. He indicates his disfavor through omens such as failed crops and broken arrows.


Desna

Name: Desna, Song of the Spheres

General Description: Goddess of dreams, stars, travelers, and luck

Alignment: CG

Domains: Chaos, Good, Liberation, Luck, Travel

Favored Weapon: Starknife

Centers of Worship: Kyonin, Lands of the Linnorm Kings, Nidal, Numeria, River Kingdoms, Ustalav, Varisia

Nationality: Varisian

Symbol: A butterfly with night-sky colored wings, a stars, the sun and the moon on its wings

Notes:

Wanderers at heart, the faithful of Desna travel the world in search of new experiences, while always trying to live life to its fullest.

Desna often shows her favor through the manifestation of butterflies, particularly bright blue swallowtails. Her priests often make it a point to master the use of her favored weapon, a throwing blade known as a starknife—the weapon has become quite popular among others as well.


Brevoy

In the far northern reaches toward the Crown of the World, the land and its people become harsh and unforgiving. Winters are long and deadly here, forcing common folk to scratch out a sustainable existence from near-frozen soil during an all-too-short spring and summer. All the while, the lords of the land plot in their keeps and strongholds, jealously eyeing their neighbors’ domains. For centuries, the firm and forceful hand of Choral the Conqueror’s lineage has held these nobles in check, but in 4699 ar, the royal house of Brevoy vanished, leaving the kingdom in turmoil. House Surtova took the contested crown, yet not all of Brevoy agreed that the new king had the right to rule. In the decade that followed, noble ambitions burned hotter even than the hearth fires working to drive away the chill of winter, and now all of Brevoy lies on the edge of civil war.

History
The history of Brevoy is actually the history of two lands, Issia and Rostland, united into one by force.
Issia, the northern half of the nation, has been sparsely settled for centuries. Numerous small villages cluster on the southern shore of the Lake of Mists and Veils and in the foothills of the mountains to the east. With the land too rocky and cold elsewhere for proper farming, the people of Issia survived on a combination of fishing and raiding—the most successful tribes even venturing across the great lake to sack settlements along its western or northern shores.
Rostland, south of Lake Reykal and the Gronzi Forest, is quite different than Issia—a vast stretch of rolling hills and grasslands fed by the East Sellen River and its tributaries. Taldan colonists settled this area centuries ago under the leadership of Baron Sirian First, who became Sirian Aldori, first of the Aldori swordlords

For more information roll knowledge(history), knowledge(geography) or knowledge(local)


Jhod Kavken

Race: Human

Friend

Location: Oleg’s Trading Post

Description: This middle-aged and troubled looking man, with his many wrinkled face, receding hair, gray stubble and thick brown mustache is a cleric of Erastil.

Notes: Looking for a lost temple of Erastil in the south. Raised Rosey from the dead. The Frrs owe him 5,000 gp and have promised to find the temple, kill the bear guarding it, and escort Jhod there. In return he’ll provide them with free spellcasting [minus expensive material components] for life.


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