Monday 18 April 2016

Military Forces of Thyatis

In ancient times the early Thyatians relied on masses of levy infantry, the Legions, who proved very effective against marauding orc and barbarian hordes, but all too vulnerable to Alphatian magics of air and storm. This was already changing by 959 AC, with increased use of heavy cavalry knights alongside light cavalry and archers.

The annihilation of Emperor Gabrionus V's army and navy and the fall of Thyatis City in the brutal 959-960 AC Alphatian Spike Assault - along with the murder of Gabrionus and almost the entire Imperial Family -  put the final nail in the coffin of the old Thyatian military system, with its masses of unwieldy Cohorts. The adoption of the Fireball spell by the master-mages of the Alphatian military had been long in coming, for Flame was the device of their ancient homeworld rivals, but its widespread use had proved devastating - hundreds of Thyatian ships, and tens of thousands of infantrymen, had perished without ever coming to grips with their enemy.

Following the liberation of Thyatis from the Alphatian invaders led by the gladiator Thincol of Oceansend, the new Emperor Thincol I Torion set about rebuilding Thyatis' shattered forces along modern lines. Nowadays the mounted Knights of the Legion Cavalry and the Feudal Domains are the core of Thyatis' fighting forces, supplemented by light cavalry scouts, foot archers, and a small force of infantry, such as the feared Pike regiments of Hattias.

Today a typical Knight of the Legion Cavalry, such as the all-female Wings of Vanya regiment, is a Fighter of 3rd level equipped with platemail, shield, sword, lance, silver dagger, and shortbow. Legion Knights are typically issued with 5 silver arrows, one or more enchanted +1 arrows for use against mages employing Protection from Missiles magics, and three bags of flour for use against Invisible foes.
Knights of the Noble Levies tend to be similar, usually 2nd-3rd level, with some areas omitting use of the 'unmanly' bow.

Sunday 17 April 2016

Dominions & Rulers of Karameikos

Karameikos Population 1020 AC: ca 650,000

Dominions M6 1021 AC

Noble Dominions
Royal Demesne - Grand Duke Stefan Karameikos Ftr 15, Duchess Olivia (nee Promethean) Ari 9
County of Eastron - Count William Karameikos MU 12, Princess Adriana Ftr 6
Barony of High Reach - Baron Bravery Karameikos Ftr 10, Lady Aleena (nee Halaran) Clr 6
Barony of Castellan - Baron Vadarin the Strong Ftr 12 (spouse Lady Kylene Thf 10, left M5 1021)
Barony of Dmitrov - Baron Lev Dromilov Ftr 6
Barony of Rifflian - Baroness Prestelle Elf 3
Barony of Highforge - Gnome King Dorfus Hilltopper  hd 4
Barony of Vorloi - Baroness Alexandra Vorloi Ftr 9
Barony of Verge - Baron Retamaron Antonic Ftr 9, Lady Halia (nee Vorloi) MU 7
Black Eagle Barony - Baron Ludwig 'Black Eagle' Von Hendriks Ftr 12
Barony of Penhaligon - Baroness Arteris Penhaligon Ftr 9, Sir Reymond Antonic Ftr 8
Barony of Threshold - Baron Sherlane Halaran Clr 14
Barony of Kelvin - Baron Desmond Kelvin II Clr 10
Barony of Sulescu - Baron Zemiros Sulescu Ftr 9

Notable Manorial Estates
Luln (Royal Demesne) - Lady Sascia Ftr 12
Marilenev (Royal Demesne) - Lady Magda Marilenev Ari 3
Rugalov (Eastron) - Lord Vlad Lutescu Clr 6
Thoradan (Castellan) - Lord Gardik Thoradan Dwarf 7
Temple of the White Dame (High Reach) - Dame Roseanna Clr 11

Royal Fortresses & their Captains
Duke's Stronghold, Specularum  -  Seneschal the Lord Alexius Korrigan (Duke's cousin) Ftr 6, Sir Gadarin Cordelius Captain of the Ducal Guard Ftr 12, Elvenguard Captain Davinos Brightflame EW 10.
Duke's Road Keep - Castellan Ftr 8
Riverfork Keep - Castellan Ftr 8
Radlebb Keep - Castellan Ftr 8

Highest Level Known Spellcasters (Level 9+)

Clerics
Oliver Jowett, Patriarch of Specularum Clr 18
Baron Sherlane Halaran, Patriarch of Threshold Clr 14
Alfric Oderbry, Head of the Order of the Griffon Clr 14
Alekseyev Nikelnevich, Patriarch of the Church of Traladara Clr 11
Baron Desmond Kelvin II, Patriarch of Kelvin Clr 10
Dame Roseanna, the White Dame of High Reach Clr 10
Segyev, Patriarch of the Cult of Halav Clr 9

Mages
Teldon, Head of the Magicians' Guild, Advisor to the Duke MU 15
Bargle the Infamous, Court Wizard to the Black Eagle Baron MU 15
Count William Karameikos of Eastron MU 11 (12)

The Court of the Grand Duke Stefan Karameikos

The Royal Family
Duke Stefan Karameikos III Ftr 15 (948-) - 3 children
Duchess Olivia (nee Promethian), Stefan's wife, Ari 9 (959-) - 3 children
Princess Adriana Karameikos, Ftr 6 (980-)
Count William of Eastron, Adriana's husband, MU 11 (980-) - 4 children, 1 grandchild
Prince Justin 'The Turtle' Karameikos, Minister of Trade fr. 1016, Ftr 6 (982-)
Lady Joanna (nee Vorloi), Justin's wife, Ari 3 (986-) - 3 children
Prince Valen Karameikos, Thf 8 (986-)
Lady Esmerelda (nee Penhaligon), Valen's wife, Ari 2 (994-) - 5 children

Court Gossip
Lady Joanna Vorloi's wedding to The Turtle was a political marriage... Prince Justin is not exactly the Prince Charming a young girl might hope for. Joanna mostly concerns herself with her children and court gossip, she is friends with Prince Valen's wife Lady Esmerelda.
Prince Valen's marriage to the Lady Esmerelda Penhaligon is said to be a love match, and has certainly been fruitful, with five healthy children.

Ministers 
Lord Zogrev Yarol, the Minister of State, Ftr 9 (950-)
Admiral Lucius Hyraksos, the Minister of War, Ftr 12 (940-)
Lord Bartran Cordelius, Lord Chamberlain, was Minister of Trade to 1016, Ari 6 (935-)
Lord Valdo Tisza, the Minister of Finance, NM 6 (961-)

Saturday 16 April 2016

Percival Hyraksos

 Age 20:
Backstory:
Percival was born in 1000 and is the oldest grandson of the current Minister of War, Admiral Lucius Hyraksos. From the time he was a child, the Hyraksos family sought great things from their first born child. Percival was put through rigorous training and studies in order to groom him to one day replace his grandfather as the Mister of War, so that Lucius could ultimately retire. During his early years this pressure did not seem to show any kind of negative effect on Percival, for he showed great talent and intelligence when it came to learning the art of war. He would spend whole days in the libraries of Specularum studying old Thyatian battles and tactics in order to further his understanding of this grisly art. The Hyraksos family also spared no expensive getting Percival the best tutors to help train him to be a great soldier and gentlemen in preparation for his future. Lucius himself would even helped tutor Percival when he could spared the time, helping to give him the ins and outs of how the Karameikos military worked. Under this rigorous education the Hyraksos family believed that Percival would blossom into a great leader like his grandfather, and would lead the fledgling nation to further glory. The family where so sure of this that they even approached the Vorloi family with the proposition of arranging a marriage between the young Alexandra and Percival to strengthen the ties between the two families. However, things didn’t exactly go as planned for the Hyraksos family and their golden boy.
As Percival became a teenager, the years of his rigorous studying started to weigh heavily on his mental health. The once bright eyed boy who would find great excitement in studying with his tutors and grandfather turned into a moody slugabed who couldn’t properly deal with the pressure of what his family desired from him. Percival started to ditch his lessons, instead seeking to sneak out with his friends to wander the streets of Specularum engaging in trickery and mischief befitting a boy his age. This caused the Hyraksos family great strife due to the bad reputation that their eldest started to gain within the city. Time and time again they would have to bail Percival out of trouble with the city guard due to some prank he and his friends would play at the Duke’s Place, Bricktop or The Hill. This great strife eventually started to create a rift between Percival and his family, due to the resentment he had towards them. Percival hated the fact that his family had basically planned out his entire life for him. He didn’t want to become the next Minister of War anymore or even to get married to Alexandra Vorloi simply to further his family’s place in society. What Percival desired more than anything was the freedom to create his own path in life, without having his family constantly breathing down his neck and making outlandish demands of him. Percival’s behavior reflected poorly on the Hyraksos reputation in the social circles of Specularum, with many nobles shaking their heads and stating that he was nothing more than a failure not worthy of his family’s name. Percival’s father became furious as the years went on, ultimately leading to an accident when he was sparring with Percival in which his son lost his left eye. The accident only served to worsen Percival’s mood and resentment towards his family, causing him to take up drinking to deal with the mess that was his life.
One night while drinking Percival’s friends dared him to sneak into the great cathedral belonging to the Church of Karameikos in order to disrupt one of the sermons currently in process. The drunk Percival blindly accepted this challenge and handed towards the great church at once. He only managed to make it to the stairs of the great building before he vomited and passed out. A group of novices found him and put the task of looking after the drunk boy in the hands of the youngest and shyest of their group Deirdre. Thought frightened at first, Deirdre took the up this charge and looked after the poor boy until he wake up the next day with a horrible headache. Upon waking up with a bad handover Percival mistook Deidre for an angle to which she smiled and simply replied that she wasn’t. Over the next few months Percival began to spend more and more time with Deirdre, learning more about her faith and life story. She was from a lesser Thyatian noble family who had traveled to Karameikos to make gain mark. Although Deirdre’s family never gained as much wealth as the Vorlois or Kelvins, they had done modestly well for themselves. Deidre was the youngest and had been sent off to become a Priestess of the Church of Karameikos as a result. In time Percival began to develop feelings for Deidre. She was the first person who had made Percival feel truly alive in years. One day, several months after meeting Deirdre, Percival proposed to her out of the blue. While Deirdre was shocked and didn’t know what to say, her family quickly jumped on the offer seeing the Percival was from a wealthy, titled family. Why the Hyraksos family ultimately allowed Percival to marry Deidre to up to speculation. Some say it was because the family show that Percival’s mood seemed to get better when he was around Deidre and nobody else. Others say it was out of a sense of remorse due to the accident that had left Percival with only one eye. Either way Percival and Deirdre where soon married and Percival’s years of stumbling in the dark seemed to finally have ended. However, even with this union Percival still bore so animosity towards his family because their desire for him to become Minister of War had still not changed. Due to this, when he heard that one of Count William’s Entourage, Roseanna, was going to start building a church-fortress in Highreach, he took this opportunity to leave Specularum with his new wife in order to start a new life. Maybe this opportunity could finally give him a chance to figure things out and allow him to start forging his own path in life.

Cael Thoradan of Freestead

Cael Thoradan (Dwarven Archer)
Class: Dwarf

Cael has both the burden and privilege of being the first born son of Gardik Thoradan, Chief of the second largest Dwarven Clan in Karameikos. The Mountain Dwarves are a proud people and believe themselves to be of purer blood and truer bearers of traditional culture than their lesser cousins the Hill Dwarves, who currently comprise the largest clan.

Gardik has four children from his two wives and one concubine. His eldest son is Cael, who also has a twin sister Tela, they are the children of his deceased first wife. Cael's brother Rorur is two years younger and the son of Gardik's second wife. The fourth child Niru (also a boy) is still a babe, borne to Gardik's newest concubine.

Gardik rules his people with a will of iron, fearsome and bloodied from many battles, he commands respect from his people. However he deals mainly in Justice and barely ever in mercy. He has entered an alliance with the humans only out of necessity and believes in keeping the Dwarven race pure and unsullied with mixed blood.

Cael has always struggled to fulfil his father's expectations , although intelligent , he always preferred scouting and hunting to lessons. His sister on the other hand was always an attentive student, while Cael snuck out of lessons. Tela was a natural warrior, skilled with an axe and sword, a tactician. Cael preferred the bow as his weapon of choice, much to his father's chagrin.

Cael and his sister were always close and althrough Tela was frequently exasperated with her feckless brother, she loved him dearly. They lost their mother while still babes, a childbed fever carrying her off. It is said that was the only time anyone had ever seen Gardik express emotional weakness, when he buried his beloved. However he did not dwell on grief and soon married again, Rorur was born a year after. Cael and Rorur never saw eye to eye on anything. Rorur was serious, Cael was light-hearted. Cael had the salt to even poke fun at his stoic father (although never within ear shot!) and Rorur worshiped his father. They resented each other. Rorur was always striving for Cael's place as first born and Cael was envious of Rorur's lesser, more easy position in the clan.

As time when on, it became more and more apparent that Cael was never going to be the fierce clan leading warrior that Gardik desired. When he reached his late teens, Cael began sneaking off to the surface to go drinking at human taverns. He would turn up to his classes and his father's clan meeting, tired and his beard unkempt. Gardik began to pressure Cael, taking away privileges and using harsher and harsher words. Then finally the conflict came to a head, Cael came before his father with a human woman!

To Gardik's horror Cael had shaved his beard and proclaimed that he renounced his claim to leading the clan. He had fallen in love with the daughter of a tavern owner from a local village, they had been married secretly some months ago and she was already with child.

Gardik acted quickly and ruthlessly. He imprisoned his first-born in a dank cell for a month. By the time Cael was set free, his father coldly informed him that his 'wife' had been bribed with sufficient gold for her to proclaim that they were never truly married, she had also agreed to drink moon tea to get rid of the babe she was carrying. Cael was offered banishment with nothing but the clothes on his back or to come back to his father's court as a second son with Rorur as the new first born. Cael deeply shaken, agreed to remain on as the second son. His sister Tela had not even been considered to replace him, as she was female and therefore considered not a suitable leader in Dwarven society.

Cael took to wenching, drinking and gambling. Seemingly the happy, joking trickster that he had been previously, however those closer to him, knew that he had changed.

Gardik focused in all his attention on Rorur, grooming him to be the new leader of the clan. Until the issue with the giants arose...

DWARVES & HALF DWARVES

It is said that the Immortal Kagyar Soul-Forger crafted two dwarf males for every female, because females are twice as complicated...

Be that as it may, the shortage of dwarf females results in many liaisons between wandering male dwarfs and human or (sturdy) halfling women, even gnomes on occasion. The progency are called 'half dwarves', and may favour either parent.
Wandering Dwarf males not infrequently come together to found a new Clan under a powerful Dwarf Lord (level 9+), but in almost all cases few if any dwarf females are available. This raises a critical threat to the new settlement, as all offspring of the first generation will be half-dwarven. A few dwarf-wives might be purchased for enormous bride-sums, and occasionally this results in wife-stealing against an established clan, but such is far from easy and can easily result in destruction of the new clan. The typical solution is that half-dwarf males are not permitted to marry (and in some cases suffer infanticide), while the first generation of half-dwarf females will marry pure-blood dwarf males, either from the founding stock or later arrivals. Their offspring are typically to all appearances typical dwarves, other than the occasional sport, and thus both sexes can marry freely. At this point, after a century or so, the new clan is well on the way to being fully established.

Dwarven Society:

Cael is a very peculiar dwarf, by many standards. Light-hearted, a lover of fun and quick to make friendships, he lacks the suspicious nature that is more common of his race. However he shares one of the commonest traits of his kin, a love of beautiful things. In his case, Cael is particularly interested in attractive women. He also has a love for gold and jewellery, he actually would have made a fine craftsman, if he'd ever put his mind to concentrating on his lessons.

From what I've read about dwarves and what Simon has told me...I'd imagine females are closely guarded. One of the marks of a male dwarves success is marriage to a pure-blooded Dwarven woman. Half-Dwarven women are considered a commodity as well, but not highly sought after. For example, Gardik has one wife and one concubine, both pure-blooded. His officers, would have perhaps one pure-blooded wife, in the very high ranks. His second in command has a pure-blooded Dwarven wife and half-blood concubine. Successful merchants and craftsman would likely marry a half-Dwarven female. The poorer classes, would likely never marry, unless a love match was formed.

To marry is a complex and lengthy process. It is also very expensive. The more pure-blooded the female (the longer they can trace back their heritage) the more expensive the bridal price. Dwarven men traditionally give three gifts, one crafted by their own hand (a demonstration of skill), one gained through battle (a demonstration of strength) and one of great value (a demonstration of wealth).

If a female accepts the first gift, she has entered into a pact of courtship and the bond cannot be broken, unless the male Dwarf is outmatched by a rival. It is common for a Dwarven female to be courted by multiple males at once. The penultimate act of courtship, is when the two opposing parties, either two males courting the female (or in the case of only one male, a champion selected by the females family). The two males engage in battle to win the ladies hand. The female can choose to endorse either male by giving her favor but the male who wins the battle is the one who she must marry by law. Historically they have been many acts of foul play in the suitor battle, most commonly bribing the other champion to take the fall.

After marriage the female dwarf is given greater freedoms within the community, as it is a grievous crime to harm or steal another Dwarven males property, wives are left alone, in most cases. In Dwarven society, rape is punishable by death and the perpetrators family is forced to pay the females family a heavy price of gold, as the female will be 'spoiled' and therefore no longer as valuable a financial asset.

Older Dwarven females or 'Dwarrow-dames' are seen as wise and learned within Dwarven society, they have a social rank and oldest of the clan have their own small council, which the clan leader goes to for advice. Dwarrow-dames oversee the females of clan and ensure that there is adequate protection for them. They also officiate marriages and bless newborns. They hold a role similar to that of human priests.

Females are generally strictly controlled by the clan authorities and are usually not allowed to leave the safety of the stronghold. When they do travel outside of the safety of the clan, they travel with a close guard.

Cael's sister Tela's fondest dream is to escape her father's clan and go out to adventure in the wider world, however she is bound by her feelings of duty to her father. Tela has been given a very through and extensive education, this is not uncommon for high ranking females as Dwarven society is never wasteful, wives are used not only as a source of children but to help their husbands manage their households. Tela has been trained more extensively in combat than normal for Dwarven females, but then again Gardik hopes to marry Tela to the head of another suitable Dwarven clan and therefore Tela may need one day to defend her family in battle.

Ages for the Thoradan clan.
Cael: 90 Tela: 90. Gardik: 230. Rorur: 75

Roseanna, the White Dame - Forces at Temple

Soldiers
150 Ftr 1

Leaders
Percival Ftr 3
Deidre Clr 4
1 Clr 3
2 Clr 2
2 Clr 1

Roseanna Order of the Griffon Church Militant Soldiers' gear

75 x Plate Mails= 4,500 G
75 x Chain Mail= 3,000 G
150 x Shields= 1,500 G
50 x Normal Swords= 750 G
50 x Bastard Swords= 500 G
100 x Long Bows= 4000 G
50 x Short Bows= 1250 G
25 x Battle Axes= 175 G
500 x Javelins= 500 G
50 x Spears = 150 G
25 x Lances = 250 G
105 War Horses (Saddle + Tack + Saddle Bags Included) plus those of leaders
100 x Silver Arrows = 500 G
3700 x Arrows = 925 G

Session notes to end of April 2016

After Session 11 - Fortress of the Iron Knight
18/1/1020 AC, winter.
Alexandra Vorloi survived her wound. Baron Vadarin knighted Alexandra, and married Lady Kylene after all.
The group returned to Rugalov, where Jakov studied magic under Baron William. Later, Claudia visited Baron Philip Vorloi and revealed her parentage. Philip insisted he was right to disown his daughter, Claudia's mother Elissa Vorloi, but Philip's brother Gabrionus told Claudia she was a Vorloi and promised her support.
.....
31/7-2/8/1020 AC:

Roseanne Courting, Lighthouse with mad ghost, ruined mansion, gnolls, baby dire weasels: 2750 XP each.

At the back of the dire weasel lair a trap door opens onto a stairway leading down.

I took a look at what magic items you guys have:

Bramble Hairyheals, Halfling-6: +1 platemail, +1 short bow, +1 short sword, 6 +1 arrows, 3 healing potions.

Claudia Morrigan, Thief-6: +1 leather, +2 dagger, +1 dagger, 3 healing potions, +2 ring of protection, continual light sapphire.

Alexandra Vorloi, Fighter-6: +1 sword, +2 ring of protection, +1 trident, 1 healing potion, 1 levitation potion.

Roseanne, Cleric-6: +1 platemail, +2 two-handed 'rune maul' warhammer (d8+2), 10 +1 sling bullets, 5 healing potions, scrolls: 2 cure light wounds, 1 bless, 1 raise dead.

3/8/1020 AC
Grog the Ogre charmed, many smugglers killed, two fishmen encountered but escape, Veiled Society involvement confirmed, smuggler leaders Mortimer & Jared captured.

3-10/8/1020 AC
Smuggler leaders Mortimer & Jared taken back to Specularum while Roseanne, Bravery & William defend Fair Haven against Fishman hordes - Frosto blows back the mysterious night-fog then blasts them with frost breath and slays them in droves, William turns into a Griffon and slays the Fiendish Naga with his beak, killing the enemy fish-priestess too as she tries to flee. The defenders are soon victorious with only two militia men slain. However Grog the Ogre is frozen solid in collateral damage, he is buried with honour beside the fallen militia.
Vast loot is taken from the fishmen leaders, including a fiendish water naga; William gains an Ioun Stone +1 caster level, Bravery takes the fish-chief's girdle of giant strength that doubles his damage. Bravery & Roseanne level up. Back in Specularum the trio are acclaimed, William is named Earl (Count) of Eastron with a greatly expanded landholding, while Roseanne gets in well with both the Grand Duke Stefan and with Baron Sherlane Halaran, Baron-Bishop of Threshold and rival of Bishop Alfric Oderby (disliked by Stefan) to succeed Patriarch Oliver Jowett as head of the Church of Karameikos. She also dances with Squire Quintus Vorloi at the Grand Ball celebrating William's elevation as the first Count of Karameikos, and arranges to go on a wild boar hunt with him.
The Grand Duke Stefan declares that his daughter the Princess Adriana Karameikos (William's wife) shall succeed him as ruler of Karameikos, and one of her children after her - Prince Bravery declares he doesn't want the job, so thoughts turn to Princess Hope.
There are also rumours that with this move the Grand Duke may be close to finally declaring Karameikos a Kingdom in its own right. 

The Grand Duke of Karameikos is sending 400 Elvenguard east to Rugalov to clear the Chaotic Caves.

The Smuggler leaders were due to meet with the Veiled Society in two days (12/8/1020).

XP award is 15000 to Roseanne, William & Sir Bravery.

Roseanne C7 xp 60676/100000
William M9(10) 341726/450000
Bravery F7 68767/120000

Not present
Claudia T7 xp 56051/80000
Alexandra F6 XP 35750/64000
Bramble H6 xp 43521/64000

Meanwhile Roseanne is courting young Squire Quintus Vorloi and letting him show off on Boar Hunts. 
The Duke sends 400 Elvenguard east to Rugalov, where they clear out the Chaotic Caves fairly easily; with the death of the Hobgoblin King the enemy are disorganised and fragmented. 
One day Prince Bravery (who flew to Rugalov on his father's white dragon Frosto) returns to Specularum by ship, with several dozen Goblin warriors disgorging down the gangplank after him! After initial panic in the streets, it turns out that apparently Prince Bravery has succeeded in recruiting the Black Fang goblin tribe, after liberating them from cruel hobgoblin overseers, and they have pledged him allegiance. 
A delighted Grand Duke Stefan makes Bravery the first Baron of Highreach, a large dominion covering the highlands north of his father Earl William's domain of Eastron. Baron Bravery pledges to unite the human hill tribes and goblin tribes of the land under his just rule - and exterminate the hobgoblins.

To 15/9/1020 AC

Claudia has the Guard arrest Anton Radu, Duke Stefan lets him off rather than start a civil war. Following a passionate tryst while boar-hunting, Roseanne gets engaged to Quintus Vorloi. Frosto meets his Chimera son. Baron Gabrionus Vorloi blesses the Roseanne/Quintus union and promises to make the wedding arrangements; his wife Lady Aara Vorloi is cooler and keeps 'praising' Roseanne's 'difficult upbringing'. Back in Specularum Grand Duke Stefan indicates that Roseanne is in line to be appointed to the Order of the Griffon, and asks her to handle a delicate matter...
Stefan asks William to investigate the disappearance of his Herald, Sir Jonathan 'Ironbones' Tendoros; Roseanne volunteers to join him, Frosto and Prince Bravery on the mission.

15/9/1020 AC
Soon after awakening in the foyer of the strange mansion they've been seeking, the party are joined by Claudia Morrigan, dispatched on the same mission while Lord Bramble is deep in paperwork in the Royal Library...

New XP
Count William, Earl of Eastron MU9 XP 358,726/450,000
Roseanne Clr 7 XP 75,676/100,000
Claudia Morrigan Thf 7 XP 68,051/80,000
Prince Bravery, Baron of Highreach Ftr 7 XP 86,767/125,000

Polymorphed Sir Jonathan Tendoros & his shapechanged Gold Dragon friend Areelia

Roseanna & Quintus - Artist's Impression
PCs entered Averoigne through the Silver Gate and lodged at the Inn of Bonne Jouissance, only to be sent back through time by coffee laced with potion of time travel by the sinister 'Lord' Jehan Mauvaissoir, to a time before the Inn existed - and it's raining...

Roseanne Clr 8 XP 114,173/200,000
William MU 10(11) XP 488,497/600,000
Bravery Ftr 8 XP 125,264/240,000
Claudia Thf 8 106,548/160,000

To 15/9/1020 AC

Claudia has the Guard arrest Anton Radu, Duke Stefan lets him off rather than start a civil war. Following a passionate tryst while boar-hunting, Roseanne gets engaged to Quintus Vorloi. Frosto meets his Chimera son. Baron Gabrionus Vorloi blesses the Roseanne/Quintus union and promises to make the wedding arrangements; his wife Lady Aara Vorloi is cooler and keeps 'praising' Roseanne's 'difficult upbringing'. Back in Specularum Grand Duke Stefan indicates that Roseanne is in line to be appointed to the Order of the Griffon, and asks her to handle a delicate matter...
Stefan asks William to investigate the disappearance of his Herald, Sir Jonathan 'Ironbones' Tendoros; Roseanne volunteers to join him, Frosto and Prince Bravery on the mission.

15/9/1020 AC
Soon after awakening in the foyer of the strange mansion they've been seeking, the party are joined by Claudia Morrigan, dispatched on the same mission while Lord Bramble is deep in paperwork in the Royal Library...

15-30/10/1020 AC
The adventurers have been missing for a month when a sad Lord Bramble returns from the Five Shires, having attended the funeral of his dearly departed wife. Having little to live for, Bramble determines to investigate the disappearances linked to the Ghostly Mansion of Sulescu.
After days of searching on the road, one chill autumnal evening he lays his head down by the roadside and wakens to late spring sunshine in a forested glade, to be met by his companions and a strange lady...

Session XP
Moriamis, Inn, horses: 1000
Colossus of Vyones, gain mirror: 60,000(!)
8 Werewolves killed or driven off: 8000
The Beast of Perigon, gain the Eibon Ring: 30,000
Travel & exploration: 1000
Total: 100,000/11 = 9090 to Ironbones, 18,181 per PC.

Lord Bramble levels up to Halfling-7, getting +2 to attacks, +1 damage, and +3 to saves (the final Halfling save array - saves vs Death Ray/Poison on a 2+!). Due to roll d6+1 for additional hp.

XP
Lord Bramble H7 XP 67,568/128,000
Count William MU10(11) XP 506,678/600,000
Roseanne C8 XP XP 132,354/200,000
Claudia T8 XP 124,729/160,000
Baron Bravery F8 XP 143,445/240,000 

The group are joined in Vyons by Moriamis and a young wizard, Ilya, a Traldaran from their homeworld. Lord Bramble has sunk into a fugue state, possibly part of him trapped between worlds. Moriamis hands over the promised Potion of Time Travel. The group travel south by boat to the enchanted land of Sylare, where they defeat the renegade werewolf-mage Malachi and his minions; the Chatelaine of Sylare grants them the Sword, with which they perform the ritual that summons Stephen Amber's tomb from beyond space and time...

Many final tests await in the Tomb, and Roseanne nearly meets her end smothered by a mud golem (emerging EXTREMELY muddy), but at last they reach the crypt and free Prince Stephen Amber from his spell of death. They are returned to their own world; Frosto and his gold dragon girlfriend emerge from the collapsing ruins of Castle Amber as Stephen handsomely rewards the heroes who freed him, before departing.

The group return to Specularum to find much time has passed, it's 7/12/1020 and Bravery has missed his birthday but is just in time to witness the birth of his firstborn son, Zach Karameikos!

XP
Lord Bramble H7 XP 67,568/128,000
Count William MU10(11) XP 506,678+35000=541,678/600,000
Roseanne C8 XP XP 132,354+35000=167354/200,000
Claudia T8>T9 XP 124,729+35000+X=160,000/160,000
Baron Bravery F8 XP 143,445+35000=178445/240,000 
Ilya MU5>MU6 XP 20,000+35000=55000/80,000 

10/12/1020 AC - Drolem arrives from Fire Island
21/12/1020 AC - Princess Corina of Ierendi missing, the Grand Duke asks his heroes to help find her.
28/12/1020 AC - Princess Corina located in a Triton undersea city.

XP

Count William MU10(11) XP 20000+541,678=561,678/600,000
Roseanne C8 XP XP 20000+167354=187354/200,000
Claudia T9 XP 20000+160,000=180,000/280,000
Baron Bravery F8 XP 20000+178445=198,445/240,000

Alexandra F6 5000+35750=40750
Ilya MU6 XP 55000/80,000
Lord Bramble H7 XP 67,568/128,000

28/12/1020 AC The Drolem arrives with Alexandra & Bramble; Battle in the Triton city; Bravery orders it to wipe out the Triton adults which it proceeds to do. Struck by remorse the others help the survivors evacuate. Group return with Koom the storm giant & rescued Princess Corina to his castle (29/12).
6/1/1021 AC After resting a week at the storm giant's castle the group travel to the ruined undersea city of Colhador to find and destroy Hadric, apparent source of the evil plaguing these lands.

7/1/1021 AC
The PCs fight their way through the depths of Colhador (+20,000 XP)

Alexandra Ftr 7 XP 84,000/120,000
William MU 11(12) XP 603,678/750,000
Bravery Ftr 9 XP 240,445/360,000
Roseanna Clr 9 229,354/300,000 XP
Claudia Thf 9

Cohorts
Alexander C7 XP 50,000/100,000
Areelia Gold Dragon HD 8

The group abandon the attack on Colhador and return Princess Corina to Specularum with Koom the storm giant. The Grand Duke congratulates them and gives them all medals. Claudia is pronounced a free woman, Bravery William & Roseanna will have their fortresses funded by the State.

Roseanna's wedding to Quintus Vorloi is set for midsummer's day (21/6/1021), a traditionally propitious time.
Claudia establishes her Thieves' Den under Specularum. She is taking advantage of one of her followers. Extensive advantage...

Construction of the fortresses begins. 150 Church fanatics come to serve Roseanna while 60 crossbowmen and two knights come to serve Sir Bravery.
The mages of the Guild enchant leather armour for Claudia, while the Smith-Priests of the Order of the Griffon at Alfric Oderbry's instruction enchant shining enchanted plate armour for Roseanne; the winged motif on the shoulder guards giving her an angelic appearance.
Rumours from the east are that Thyatis is at war with Master-ruled Ylaruam. Ylaruam has invaded Thyatis' east coast (with its large ethnic-Alasiyan population) with huge wheeled battle-golems and other powerful magic, killing thousands. The Retebius Air Fleet and Knights of the Air are seeking the Master's hidden sanctuary.

15/4/1021 AC, morning
Bravery, William, Claudia & Roseanna are consulting with Teldon & the Grand Duke about the magic weapons believed hidden beneath White Plume Mountain, a volcanic peak on the edge of the Nameless Moor. They are said to have been stolen 70 years ago by a sinister force - Wave, the Trident of Ierendi. Whelm, the Warhammer of the Rockhome Dwarves. Blackrazor, the soul-sucking black sword of Thyatis. Teldon believes they could help protect Karameikos, but none who have ventured to White Plume Mountain have ever returned...

Suddenly a messenger arrives from the north, the young knight Sir Giff in service to Sir Bravery. Scouts report that an army of giants and ogres is marching on Highreach! The heroes leave immediately, flying 105 miles north on Frosto, Drolem and Areelia. That evening they reach Highreach and see the flames of Raladeb, a destroyed Traldaran hill village, and the giant force moving south along the west bank of the still semi-frozen Highreach (Volaga) river. The dragons & riders attack; 11 ogres & 6 hill giants are swiftly slain, one giant, Gulug, is captured, and agrees to serve Claudia. He tells them of an alliance of Hill, Frost and Fire Giants serving the Master... Yellow Snake goblins arrive mounted on wolves; Bravery commands them to go to Castle Highreach and aid the defences there.
The party rest overnight at Vlad's Stead to the south of the battlefield; revelation of Claudia's identity causes some tension with the local Traldarans and she sleeps outside with Areelia.

Meanwhile in Specularum, old Anton Radu is preparing for bed when he is attacked by an invisible monster, ripped apart before his guards can save him.

16/4/1021 AC
Next morning they fly north-east (the Drolem carrying Gulug) some 30 miles to the steading of the hill giant chief, nestled in thick woods at the foot of the mountains. With no sign of having been spotted, most of the group hide in a clearing nearby while Claudia scouts into the steading, killing three drunken, sleeping sentries, and returns with news of a large gathering of giants feasting in the steading's central hall.

16/4/1021

Party are joined by the knights. The Drolem is sent into the giant lair. It does not return. Attacking the giant lair the PCs see the Drolem captured, surrounded by dead giants. The party panic their own side with the Drums of Panic and flee in confusion, Alexander saving a panicked Alexandra.

The party reunite and retreat to Bravery's part-built castle & rest.

17/4/1021
The party return to the giant steading on dragonback. Areelia flames the bonds holding the Drolem, it rises into the air. No sign of giants.

17/4/1021 Party attack and defeat the hill giants despite sabotaged drolem, then explore the steading dungeons before returning to Roseanna's Temple Fortress, where Claudia conducts a panty raid on Roseanna's chamber.

18/4/1021 After breakfast Claudia heads south on her broom towards Vorloi.

19/4/1021 Camping in the woods, Claudia is woken by the green dragon Chloridia, who speaks of revenge, and the power of the Master. Claudia reaches Vorloi castle that night, sneaks in and kills Baron Gabrionus Vorloi and his wife Aara, escaping as the alert is raised.

20/4/1021 Claudia returns to Specularum, her Thieves' Den, and the arms of her loyal henchman. 

18/4/1021 While Roseanna heads on to Specularum, William Bravery Valerios & Alexandra return to the giant steading, they find enemy campaign plans, some orc ex-servants - who William persuades should join his side in return for keeping their lair in the Steading dungeon - and the giants' secret treasure room being looted by some swiftly dispatched ogres and giants. Among the vast piles of treasure they find a map of frost giant holdings in the Altan Tepes, and a chilly black chain with instructions to teleport up to six creatures to one of the giant holds.

22/4/1021 Resting up at Castle Bravery, the Herald Sir Jonathan Tendoros arrives with terrible news - Baron Gabrionus Vorloi and his wife Baroness Aaara have been murdered! A Speak With Dead from the Bishop of Vorloi Town indicates the killer is Claudia Morrigan.

23/4/1021 Group fly south to Specularum, arriving after nightfall. Alexandra consults with Grand Duke Stefan, Trenton the Wizard, and consoles a tearful Quintus, who swears vengeance on the slayer of his parents.

24-26/4/1021 Alexandra begins her enquiries...

26/4/1021 Near midnight - Alexandra meets with Flameflicker, the King of Thieves (actually a woman), who agrees to help her against Claudia.

27/4/1021 Pre-Dawn - Alexandra & co attack Claudia's lair. Quintus Vorloi kills Samson, one of Claudia's men. One of the Thief Princes is ripped apart by a Vrock, the other energy drained by Claudia's succubus friend, before Alexander's Dispel turns the tide.
Most of Claudia's band are killed or captured (including her lieutenant Ezekiel), but Claudia escapes into catacombs beneath Specularum and escapes the city, joining with the green dragon Chloridia and flying north to Ylaruam and the court of the Master, on whom she has romantic designs.

Current PCs
Count William Karameikos MU 11 (12)
Baron Bravery Karameikos Ftr 9
Roseanna Clr 9
Alexandra Vorloi Ftr 8
Valerios Ftr 8

Fled: Claudia Morrigan Thf 10

3/6/1021: A badly gassed Cael Thoradan is brought to the Temple of the White Dame in Highreach. Meets Roseanna & Alexandra. Tells of a lost tomb and a green dragon that wiped out his party.
4/6/1021: Roseanna, Cael, Alexandra & Alexander enter the woods of Trollwood Hill, encounter the green dragon Moldenarthan before the tomb of the ancient Traldar hero-king Karsma Megalos, and kill her in a hard-fought battle. Return home to heal. (Bravery & Frosto attack Hobs' Watch fort - kill 14 hobs & 3 bugbears).
5/6/1021: Group returns to the Tomb and enters, when Alexandra enters a chamber minotaur statues animate and attack. Group kills them in another fierce fight. (Bravery leads raid on the Black Wolf hobgoblins lair - kills 27 hobgoblins, loses 1 Billman. Night raid by hobgoblins on Highreach town is defeated by bravery, with the loss of 5 men; hobgoblins routed).
6/6/1021: Frosto tracks down dragon lair; party kill two young male green dragons and loot a large stash of platinum.
21/6/1021: Quintus Vorloi marries Roseanna at the Vorloi Town cathedral. Bravery's wife Lady Aleena is stunning in 15,000gp of jewelry, rather overshadowing the bride - causing much gossip. Old Ironbones brings word to the Grand Duke, the Thyatian emissary is here in Specularum seeking an audience.
25/6/1021: At the Duke's Palace in Specularum, Thyatian Emissary Sir Cornel Osteric addresses the Grand Duke & the assembled lords of Karameikos; the Thyatian emperor wants Karameikos to launch an attack on western Ylaruam in support of a planned Thyatian offensive in the east on the Tel Akbir front. The Grand Duke consults and agrees, however first Roseanna & co will seek the mystic weapons of White Plume Mountain, & do battle with the frost giants that menace Castellan Keep. Duke Stefan recognises Cael as emissary of the Thoradan dwarves. William speaks with Baron Ludwig Von Hendriks, who promises a thousand elite troops against the Master.
26/6-1/7/1021: The party equip for the expedition to White Plume Mountain.
Seeking a spy, Alexandra the Baroness Vorloi seeks to make contact with the Kingdom of Thieves.
2/7/1021 Flameflicker agrees to help Alexandra by spying on Black Eagle Barony.
2/7-9/7: Cael meets and befriends Flameflicker the Thief 'king' - who turns out to be a Traldar fortuneteller called Alya.
10/7: Group travels to Highreach.
11/7/1021 - first expedition into White Plume Mountain. Wave recovered.
12/7/1021: second expedition to White Plume Mountain.

Alexandra Vorloi, Baroness Vorloi

Father: Sir Gabrionus Vorloi (955-1021). Joined his elder brother the Baron Philip in Karameikos in 975, 5 years after the establishment of the Grand Duchy. Killed by Claudia Morrigan.

Mother: Aara (966-1021) married Gabrionus 985. Killed by Claudia Morrigan.

Elder Sister: Joanna (986-) is married (1010) to Prince Justin 'The Turtle' Karameikos (982-), Minister of Trade. They have 2 daughters & 1 son.

Elder Brother: Sir Thincol (989-1012), fell battling frost giants in the Castellan Mountains. His body was lost in a deep crevasse.

Elder Brother: Sir Eusebius (994-), also an accomplished warrior. Now a Captain in the Karameikan Navy, has had success hunting pirates in the Gulf of Halag. Eusebius has little interest in rulership.

Younger Brother: Quintus (1003-), squire to Prince Justin Karameikos. Married 21/6/1021 to Roseanna, the White Dame.

Treasury 1021 AC:
80,000gp. Surplus +3d6,000 gp/year.
Quintus' wedding -3000gp
________________________

Alexandra 1019 AC:
She looks tall, strong, and very athletic, that's why people never guessed that Alexandra actually was a sickly kid. When she was younger she spend more time on bed resting than playing outside like her siblings. However she was still really close to her brother Thincol whom she idolise the most. She was always the happiest when her brother come back from his adventures and shared his stories on being hero and slaying monsters with her. That motivates her to get better and stronger, so one day she can go on adventure with him.

However the dream shattered once she heard the news about her beloved brother's death in the hand of the frost giants. It hits her hard and since then she direct her grief and anger towards her training as warrior. She wants to be the strongest, the toughest, and the bravest so one day she can avenge her brother. Thincol’s death also makes her to be impatient and often reckless because she developed a fear for loss, she often rushed things than to missed it entirely. (She also still keep tiny hope deep down that somehow Thincol still alive, since they never recovered his body at all.)

Alexandra is not really close with her sister Joanna because of their age gap and different interests but they get along just fine. She has difficult relationship with Eusebius though, because he disapprove her desire to be a warrior and adventurer. It’s not that he doesn’t think that Alexandra is a good fighter, but after Thincol’s death he become overprotective towards his siblings. He’d rather not lose another one and Alexandra’s recklessness makes him worried most of the time. She doesn’t take this too well however, and become even more stubborn to prove to Eusebius that she is more than capable to take care of herself. Her younger brother Quintus is her favourite after Thincol though, they get along really well and she’s really proud of him being the squire of Prince Justin Karameikos. They often train together back then and Alexandra passed the story and admiration towards Thincol down to Quintus.

Her relationship with her parents currently not the best since Alexandra defy their wish to marry her off to another family for political purposes and wished to go on adventure instead. She simply has no interest in romance as she thinks of it as a mundane thing that get in the way of her training as a fighter. Sir Gabrionus Vorloi was really angry at her and almost cut her off the family if her mother didn’t interfere. Aara managed to convinced her husband that Alexandra only need to see the harshness of real world to make her turned back and choose the comfort of arranged marriage. So they gave her permission to go, with one condition: she have to become a Knight of the Griffon within the year. Otherwise, she'll have to come back to do as her parents wished.

When Sir Thincol fell in 1012 AC he was with his friend and mentor Sir Vadarin the Strong, 'The Iron Knight'. The knights of Karameikos under Vadarin won the battle against the invading frost giants with the aid of their mountain dwarf allies, saving Castellan Keep and the Freestead Valley. Grand Duke Stefan subsequently appointed Vadarin as the first Baron of Castellan.

Claudia Morrigan, the Kinslayer

1019 AC Background

Claudia Morrigan
Alignment: Chaotic neutral
Age: 23-24 (Not entirely sure of her actual age)
Background:
Where Claudia was born is unimportant to her, it is more than likely that she came into the world on a cheap, rickety bed in a low rate tavern or even worse in a back alley of a Specularum street.
Claudia spent most of her childhood on the streets of Specularum. Her mother, Elissa, moved between Taverns taking various menial jobs and on occasion other more unsavoury practices to earn coin when need be. However no matter where they went, they never settled for long. Claudia was always struck by how different her mother seemed to other women, she was small, slight and well-spoken, a poor combination for the life of a tavern wench. Other people unfortunately seemed to notice this as well and they were robbed or swindled numerous times during their travels.
Elissa Vorloi, as Claudia can remember her, was a good mother for all her lack of physical strength. Despite their sporadic lifestyle, Elissa made sure to that she taught Claudia to read and write at a young age.
As she grew older Claudia began to notice that the other families in the slum district had numerous relatives, whereas she only had her mother. Confused by this, she asked her mother where the rest of her family was. Elissa told her that her grandparents were dead; she refused point blank to speak of Claudia’s father. Elissa made Claudia swear never to speak of the subject again.
So they lived as best as could for few more years. Claudia was received more education on and off from charitable institutions. Most of her practical skills however she learnt from the other street urchins. By the time she was 10 years old, Claudia had grown into lint, wiry girl who could climb almost anything. She learnt to fight from scraps with kids who thought her they could take advantage of her naturally delicate features and skinny frame. She learnt in short, to fight dirty and to use traps and tricks rather than end up with her face in the dirt. It wasn’t a bad life, as life in the slums went. Claudia had a hot meal some nights and even occasionally a bed.
However all things must come to an end. Claudia’s childhood ended abruptly when a fever swept through the slums. Elissa’s delicate health was already weak and the fever took her life in less than twelve hours. Claudia thought that her mother was repeating a name in a feverish whisper during her final moments, but she couldn’t recognize it.
The owner of the Tavern in which they were lodging was ruthless; Elissa’s body was barely cold before her daughter was out on the street. Claudia was left alone outside the tavern, clutching the scant bag of possessions that had been her mother’s worldly goods. The bag contained a locket and several letters in written in a high flung language a child could not comprehend.
Over the next few years Claudia lived as well as she could on her wits. She fell in with a gang of other orphaned children and together they began to commit petty acts of crime to survive. Claudia began to learn in earnest the skills of a thief. At first it was out of bare necessity, then she began to challenge herself and found she excelled. She grew from a thin, scrawny child into a tall, wiry woman with hidden strength which she could use to her advantage. Although not pretty, she was well-spoken and with her mother’s delicate features could readily deceive more upper class members of society.
As her schemes became more and more elaborate and gave higher returns, she began to attract attention. One night she was approached by a robed man who offered her, what seemed her at the time, a very large sum of money to perform a robbery. Claudia, despite her misgivings accepted and performed the job, retrieving the item that the man had described. She performed several more jobs for the man, until he offered a deal. He revealed he was a member of a secret thieving society, ‘The veiled society’ and that they had been observing her for some time. She was offered membership on the condition that she was to repay the society a set fee for entry. Claudia tired of scrapping by on the streets accepted. She was then initiated into the society and officially branded with the mark of the veil.
Claudia quickly adjusted to her new life as a lower member of the veiled society. At first things seemed idyllic, she had a hot meal every night and a warm bed. Then she began to notice that all her income was being steadily garnished by the society, in reality she had no more to her name than when she had lived on the streets. She also noticed that the society’s vendetta against the major trading families was always teetering on the edge of violence. However another more personal revelation was to finally turn her feelings towards the society into hate…
At twenty, Claudia decided it was time to look over her mother’s possessions, which she had jealously guarded for the last ten years. The locket was easily pried open and revealed a formally dressed man and woman and the family coat of arms for the house of Vorloi. Claudia’s confusion intensified as she realized that the man and woman looked very like her mother. The letters were even more shocking, they revealed that her mother Elissa had been the youngest daughter of the house of Vorloi, however she had been cast out of the family after she become pregnant out of wedlock. One of the letters was a brutal missive from Claudia’s grandfather telling Elissa in no uncertain terms that if she did not give up the child, she would be disowned her family and receive no help or quarter from them. Some of the other letters, written in faded ink, were love letters from a man named Darius Morrigan to her mother. The last letter however was addressed to Elissa’s father from Darius. The letter revealed the entire affair, including the knowledge that Darius was a member of the veiled society; the wording suggested Darius had deliberately seduced Elissa to cause embarrassment to the Vorloi family.
Claudia realized that she was a member of the very society that had destroyed her mother’s life.

Armed with this new knowledge, Claudia's chief goal changed from making coin to plotting her revenge.

Unfortunately however a junior thief such as herself lacked both the influence and the skill to infiltrate the societies upper ranks by conventional means. Therefore Claudia made the dangerous decision to try to break into one of the societies secret vaults to access their membership records. She hoped to find knowledge of her father's position and whereabouts within the society.

Not surprisingly she was caught red-handed inside the vault and thrown before the leaders of the veiled society to be judged. Although she had committed a grievous error, due to her youth and talent, she was not executed and was instead fined a ridiculous amount of coin as punishment. Instead of being a lower level thief with garnished wages, Claudia essentially became an indebted slave. Claudia was left with the option of paying off her debt through coin or the more unconventional means of completing perilous missions for the society.

Still smarting from her defeat, Claudia set off into the wider world to try to find a way of redeeming herself to the veiled society.

Claudia's thieving guild... Destroyed M4 1021 AC

The Curse of the lost maiden (dramatic and overblown but I feel that Claudia has never had much subtlety)

Level 5 Thief: Vorloi double Agent

Ezekiel (25-26). Ezekiel was recognized by Claudia immediately when they rendezvoused in the newly carved out sewer lair. They had been inducted into the veiled society at around the same time. She remembered him as a cocky, brash young man. Handsome in a devilish sort of way and very well aware of it himself. Ezekiel had tried to 'charm' Claudia upon meeting her and had ended up flipped over onto his arse in five seconds flat. Of that they hadn't spoken much, originally recruited from two rival street gangs, they had a lot to dislike about each other. Claudia in her early teens had thwarted a large heist by Red Caps (Ezekiel's gang) and lost them alot of gold and pride. They'd steered clear of each other for the next few years, Ezekiel attempting sarcastic charm at every opportunity, much to Claudia's chagrin. By the time she left to clear her debt with the society, Ezekiel was moving up in the ranks, be was successful with a girl on each arm and a comfortable amount of gold in the bank. However the Ezekiel who crept out of the shadows to meet Claudia was a different sort of man to the one she had known. It takes alot to shock or disturb Claudia, but the scarred visage of the formerly handsome young man took her aback. His face looked as if a particularly unskilled butcher, posing as a surgeon had taken a knife to it. Long red scars ran in a network across his face, his nose was twisted out of alignment. Ezekiel could never again be called handsome...

Ezekiel revealed through halted speech that he had attempted to undercut the society in a deal, to garnish a little of the profits, only 1-2%. The society had found out and had publically 'punished' him, taking his own dagger to Ezekiel's face.

Soon afterwards he was offered to cut a deal with the Vorloi. He had jumped at the chance for revenge...

Yakov Dmitrov, the Donkey-Headed Cheese-Ravaging Were-Beast of Specularum

1019 AC Background
An old friend of the Dmitrov family, the Master Wizard Admonar the Great and Powerful sent word across the land that he would take apprentices to train in his tower in Specularum. Relatively young for a Master Wizard, Admonar achieved such mastery travelling the world and seeking out knowledge from all magic users he came into contact with. He hopes to instill this approach into all his students. Admonar values loyalty, trust and the importance of coin. Tall with an intimidating face, he gives the air of a powerful patrician and is welcomed into the nobility by the Dmitrov family.

Yakov is a weak looking thing by comparison. Average height but underweight, he would have been bullied if he grew up on the streets. A constant disappointment to his father for not growing up to be a mighty cleric, Yakov preferred to keep out of the training courtyard and instead kept his nose in books in the vast Dmitrov library. Despite his tireless work ethic for book learning, he is not a gifted scholar and manages to get by more on innate luck and natural charisma. Being not blessed with good looks, Yakov developed more of a silver tongue to survive the rigours of magic training.

Yakov knew he had to find his own way in the world feeling ostracised by his family and unlikely to inherit any land from the Dmitrov holdings. As the youngest son of an offshoot of the Dmitrov line, Yakov is very far down the line of succession. Usually this would mean he would become a Fighter or Cleric and make the family proud but he always shied away from combat as a child. Yakov has three older brothers (Ivan - tall strong Fighter deserving of his father's name, Savu - broad-shouldered Cleric always looking for a bar wench to warm his bed, Vlad - Fighter dumb as a bag of doorknobs), all strapping young men off making Ivan the first, their father, proud. Each brother is creating tales of valour in other adventuring parties across the land. Yakov didn't spend much time with his brothers growing up and always thought of them as dumb brutes constantly fighting and praying, praying and fighting.

Yakov does not know this but his father pulled a large number of strings to get him the apprenticeship under Admonar. He thinks that all he has done has been achieved by himself and might not have accepted the position if he knew its origin, due to his fraught relationship with his father.

Yakov had an equally difficult relationship with his mother Elena who, despite loving him very much, always seemed to take his father's side in disagreements. Kind, compassionate yet timid, Elena always tried to make peace between Yakov and Ivan but never quite managed it before Yakov left. Always afraid of upsetting her husband, Elena is from a minor house in Karameikos, married off to further that houses' aims of trade agreements.

Yakov grew up following the tenets of law and order, going to the family's altar daily to pray. However, Yakov found a different way in the books in Admonar's library and in his teachings. Tales of societies in forests living in harmony with nature and villages thriving without noble rule made Yakov yearn for more change to the system. The teachings that had helped Yakov understand the world growing up were now more of a prison of the mind helping to keep the status quo (hence why he is more Neutral than Lawful). Yakov's long term desire is to achieve great power so that he can bring about this change with his own holding in Karameikos.

The Known World




The Known World
Karameikos claims the Isle of Dread in the Thanegioth Archipelago, primarily to deter rival nations from colonising it, and has had trading contact with the natives of the southern peninsula, for about 16 years (1003 AC-), with a small trade port & marine garrison there at Tanaroa.
Newly discovered Monkey Isle lies some 100 miles south-west of the southern tip of the Isle of Dread. It is reported to be a large island just under 40 miles north-south. So far only the western coast has been explored, earlier this year (1019 AC) by the Silverlake under Captain Anastasia & Baron William of Rugalov. They returned (minus most of William's knights) with much treasure and tales of lost temples, strange monsters, friendly natives and savage cannibals. There were rumours of ancient wizard lairs on the northern coast, and intelligent apes living on the eastern shore.

The Empires of Thyatis and Alphatia 
Both claim vast swathes of sparsely populated territory (even much of the Island of Alphatia is still wilderness after 2000 years) - Alphatia's vast magical power means they can generally enforce these claims when necessary, though Alphatian rulership is often erratic at best. Thyatis' hold on her territories often varies from tenuous to nominal, except in areas of high priority - either as sources of valuable resources or because they face off against Alphatia, it being a point of national pride not to be seen as weak in the face of the rival empire.

Captain Anastasia

Captain Anastasia, master of the Elven Ship Silverlake.

Elf Magic

ELF MAGIC
Elf Magic ranges up to the 5th Rank (Spell Level), the 6th Rank of Magic being termed ‘human magic’, often in contemptuous terms. In Elven tales it is often associated with doom and disaster, such as the petrification of Adar, last Elf King of the Calarii, by the Thyatian Wizard Bargle, later called 'The Infamous' for his many crimes. Legends of still higher Ranks of Magic are regarded as mere humanist propaganda.
Elves who can employ 5th Rank magic are termed Wizard Lords. Currently there are none such among the Calarii, but records of several such spells are maintained in the ancient tomes of the Gray Elves, the former Kings of the Calarii.
All Elves avoid large-scale destructive magics, which can have devastating effects on their forest home. The Elves protect their secrets. They will not learn or teach such magic, nor will they teach their own magic either to human wizards not accounted ‘elf friends’, or to ‘humanised’ elves who employ destructive sorcery. Elves or human Mages who employ destructive magics find themselves unable to use the Druidic spells listed here - this is called the Curse of Ilsundal. The Clerical and other spells listed are still potentially useable.
Not all these spells are known by every Elf clan. The Calarii Elves know much Clerical magic, while the Vyalia are known for their ancient Druidic abilities.

* Spells marked with an asterisk (*) may be reversed.
(T) These spells are only available to Elven Treekeepers following the Way of Ilsundal, including acolytes.

First Level Elf Spells 1. Analyze 2. Charm Person 3. Detect Magic 4. Faerie Fire 5. Faerie Lights 6. Fellowship 7. Light* 8. Locate 9. Longstride 10. Magic Missile 11. Precipitation 12. Protection from Evil 13. Read Languages 14. Read Magic 15. Resist Cold 16. Sleep 17. Ventriloquism 18. Watcher

First Level Spells

Analyze Range: 0 (touch only) Duration: 1 round Effect: Analyzes magic on one item An elf using this spell can handle one item and learn the enchantment on it. Helms must be put on, swords held in hand, bracelets put on wrists, etc. Any consequences of this action fall upon the elf, as usual, though he or she gets the usual saving throws. The elf may determine one characteristic of the item, or whether the item has no magic at all.
Analyze may also be used on a person (with their consent) to determine whether an individual is a spellcaster, what sort of caster, and whether an Elf Mage or human Magic-User employs destructive magic, sometimes called Chaos Magic. Chaos Magicians are not to be taught Elven spells.

Faerie Fire Range: 60' Duration: 1 round per level of character Effect: Illuminates creatures or objects This spell is identical to the Druid spell of the same name.

Fairie Lights Range: 40' plus 10' per level Duration: 2 rounds per level Effect: illuminates an area This spell creates from 1 to 4 lights which resemble either torches or lanterns and cast up to the same amount of light. The actual intensity of the light can be varied by the caster at any time he spends a round concentrating. The caster must create the lights where he can see them; he can then move the lights anywhere within his range, even if they pass out of his vision (such as around a corner). He cannot move them through solid objects. This spell is frequently used by elves to mislead parties of humans who travel the elf forests at night.

Fellowship Range: 0 (elf only) Duration: 1 round per level Effect: Increases charisma. This spell causes the elf to gain a temporary increase of 2-8 points in charisma. This spell has no effect on creatures of animal intelligence or lower. The use of this spell has probably saved more elf lives than the accuracy of their arrows.

Locate Range: 0 (elf only) Duration 6 turns (1 hour) Effect: Detects one animal or plant within 120'. This spell is identical to the druid spell of the same name.

Longstride Range: 0 (touch) Duration: 5-8 hours Effect: Doubles normal movement speed The longstride spell enables the elf or the other recipient of the spell to move at twice normal ground speed (walking) for ld4+4 hours without tiring or running normally for the same amount of time without tiring. However, after this the recipient must spend the same amount of time resting, as well as drinking plenty of liquids and eating heartily. If he does not rest, he loses 2-8 Constitution points (recovered by rest at the rate of ld4 days per point, and only recovers them after he has spent the time above resting and drinking and eating. Only bipedal humans and demi-humans are affected by this spell.

Precipitation Range: 10' per level Duration: 1 round per level Effect: Creates light rain in 30' + 10' per level diameter This spell takes all the water vapor in the area of effect and turns it into a light rain. Note that a low level elf is caught within the effect of his own spell. Except when used by high level elves, the principal effect of this spell is to dampen clothing, film solid rock floors with water (making footing uncertain), water plants, and snuff out fires. The rain turns into obscuring fog of double its normal area when it hits fire magic (such as wall of fire). If the weather is below freezing, the rain turns into sleet (between 31 and 33 degrees F) or snow (30 degrees F and below). Magical cold (such as ice storm) applied to the result of the precipitation turns it into ice.

Resist Cold Range: 0' Duration: 6 turns Effect: All creatures within 30' This spell is identical to the clerical spell of the same name.

Watcher Range: 10' Duration: 2-8 turns plus 1 turn per level Effect: Plants or animals give warning. When the watcher spell is cast, the elf causes a specific plant or local animal to react to the presence of any living creature bigger than a rat, i.e. anything larger than about one-half cubic foot in volume or than about 3 pounds in weight. As soon as any living creature steps past the plant or animal, touches it, or otherwise disturbs it, the plant or animal emits a loud keening sound which can be clearly heard within a 60' radius (subtract 10' for interposing doors, 20' for thick walls). The sound lasts for 1 round, then subsides. Undead do not cause the spell to function, but invisible creatures do. Flying and levitating creatures attempting to pass over the watcher within the radius are also discovered.
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You don't necessarily have to level up to get additional spells; you can potentially learn them from a tutor, from a magic scroll, or from a spell book (typically the spell book owner is deceased). Learning from a tutor or spell book takes 1 week and a successful INT check per spell. Among the Elves a gift of 100gp per spell level is expected. Human Wizards tend to charge considerably more.
Learning from a scroll is automatic, the magic of the scroll imprints the spell on your mind. Also when you level up you can learn 1 spell from a master tutor of Level 7+ without needing to make an INT check, this also takes 1 week. Currently you know of two such among the Calarii, the ancient Lorekeeper Valus Oakshield (E7) who trained Ace in the ways of magic, and Prince Randrin Bronzeleaf (aka R'and'rin Calarii), Leader of the Calarii (E8). Randrin's daughter the fair Princess Autumn Bronzeleaf (aka Nyathalia Calarii) is also on her way to master mage status (E6).

Around 40% of the Calarii population of ca 7500 are classed characters (so ca 3000), of whom around 95% (2850) are Warrior, 5% (150) Warrior-Mage, around 80% (ca 120) of the warrior-magi being 1st level, with the bulk of the remainder (ca 30) being 2nd-4th level. 14 of those 30 serve as Magists in the Duke's Elvenguard, the most elite fighting force in Karameikos (though the fearsome Black Eagle Guard of the Baron Ludwig Von Hendriks would beg to differ).

BTW the Calarii and some other Elves know a version of the Cure Light Wounds spell as a 3rd level spell, so useable by Elf Mages of level 5+.

Ruyven Kishida (aka Ace Plz)


D and D character by Franktaichou
Ace with Grackle the Orc, 1019 AC

Known as Ace to the people outside his home, Ruyven was not raised with much humans around. He's on a mission to own a pet dragon like the Baron. Since at a young age, he had heard many dragon tales but have never came face to face with one.
First time setting out into the world so is quite fascinated with anything and everything he comes across but also quite cautious. Having said this he has experience with dealing with any threats back at home ( eg goblin raids), where he learnt how to wield a sword and shoot an arrow. Before he left home to set off on his new profound adventure, his village chief handed him a magically sealed box.

Ace & Yakov Dmitrov - double magic missile!

Karameikos Pictures - Larry Elmore art


Ellie the Barmaid, Malgo's Inn, County Eastron
Autumn Bronzeleaf, Princess of the Calarii, leads the Men of Karameikos into battle 

House Rules

House rules: You don't need to know any of this to play. :)

Max hit points at level 1, normal roll thereafter.
Unconscious at 0 hp dying at -3 (losing 1 hp/round), dead at -10. If restored to 1 hp can immediately act normally again.
Stats are rolled best 3 of 4d6, default in order, but can assign as desired during roll, eg if your first roll is 18 and you want to put it in DEX you can do so. Or if your first roll is 8 and you'd prefer STR get a high roll you could put it in eg INT instead. Note that Charisma is a very useful stat in my games.
Dwarves may wield a battle axe 1-handed.
Thieves can dual wield sword & dagger, 2 shortswords or 2 hand axes - if primary attack misses, can attack with secondary weapon.
Thief skill uses get a bonus up to +50%.
At level 12+ a Thief may Backstab for x3 damage. x4 at level 24, x5 at level 36.
No xp bonuses for high stats.
D20 attribute checks are made to eg learn new spells (INT) or to cast a spell after taking a wound (CON).
Critical hits: An attack roll of '20' does maximum damage.

Elf Warrior class: D8 hd, no spells, xp as Dwarf, max level 10. Attack Rank progression as Dwarf, but with Elf breath weapon resistance instead of Dwarf spell resistance. The majority of NPC Elves are either Warriors or Normal (N) unclassed characters with d4 hit dice.

Weapon Mastery
Fighters including Dwarves Elves & Halflings at high level get a Damage Bonus, the fruit of constant training:
Level 1-handed/missile. 2-handed weapon
1-3. 0. 0
4-6. +1. +1
7-9. +2. +3
10-12. +3. +4 (Halfling, Dwarf & Elf maximum)
13+. +4. +6 (Fighter maximum)

Weapon Mastery
Cleric, Thieves and Magic-Users above 4th or 5th level, and with STR 9+, who have first trained under a suitable Weapon Master for 6 months can likewise gain a damage bonus by level. A Weapon Master is normally a Fighter or Elf of Level 7+, rarely a character of another class with Damage Bonus +2 or higher.
Clerics & Magic-Users who have attained Weapon Mastery +1 may also gain proficiency in one restricted weapon, excluding the Longbow & Heavy Lance; eg Sword, Polearm, Shortbow.

Cleric/Thief Magic User Damage Bonus
1-4 1-5 0
5-8 6+ +1 (maximum for Magic-Users)
9+ +2/+3 2-h (maximum for Clerics &Thieves)

Per the Companion Set, at Level 9 Fighter Lords may potentially become Paladins (Lawful) or Avengers (Chaotic), and may learn the Smash (-5/+STR), Parry (+4 AC) and Disarm special maneuvers from other Knights, Paladins or Avengers.

Fighter Multi-Attack (including Dwarves, Halflings & Elves)
Level 7-11: You may make 3 attacks per 2 rounds, including with missile weapons (other than regular crossbows).  Haste then gives 3 attacks per round.
Level 12-23: You may make 2 attacks per round, including with missile weapons (other than regular crossbows).
Level 24-35 - 3 attacks/round.
Level 36 - 4 attacks/round (Fighters only).

Multiple Attacks by xp:
2 attacks: Dwarf 660,000, Elf 850,000, Halfling 900,000
3 attacks: Dwarf 2,200,000 Elf 2,600,000 Halfling 3,000,000

Clerics may use any d6 1-handed or d8 2-handed melee weapon, including the maul (2h blunt, d8 dmg, 10gp). Clerics may use light crossbows (d6 dmg, 1 round to reload).
Clerics and MUs may use the hunting bow (d4 dmg, rng 10'/40'/80', 12gp) and darts (d4 dmg rng 10'/20'/40', 1gp each).

Missile Weapons & Strength
Characters with high STR add STR bonus to damage with thrown weapons, and may use specially constructed Mighty longbows that do d8 damage (STR 13-15) or d10 damage (STR 16-18).
Characters with low STR 4-5 deduct their STR penalty to damage with any thrown weapon they can use, can only throw to medium range, and STR 4-5 can only use child's bows that do d2 damage. Characters with STR 3 can only throw to short range, and cannot use bows.

Missile Weapon Modifiers
Short: +0
Medium: Target +2 AC
Long: Target +4 AC
Target has Cover (50%): +2 AC - eg wall corner
Target has Good Cover (75%): +4 AC - eg palisade parapet.
Target has Very Good Cover (90%): +8 AC - eg battlements from below.
Target Invisible: +10 AC (within 10' range or in melee an invisible target has +4 AC).

A target shooting from an arrow slit is typically both invisible (unless illuminated) and has Very Good cover.
NB: If the above modifiers total +10 or more to target AC then a '20' is not an automatic hit.

Surprise Chances
Base chance is 2 in 6.
If everyone unarmoured or in non-metal armour, +1 in 6.
If everyone an Elf or Halfling, +1 in 6.

Ascending AC:
No armour 10 move 40' (dwarf 30'/halfling 30')
Leather 12 move 35' (dwarf 30'/halfling 25')
Chain 14 move 30' (dwarf 25'/halfling 25')
Plate 16 move 25' (dwarf 20'/halfling 20')
Shield +1 AC
Maximum AC is 40. Minimum AC is 0.

Attack Bonus base 0 (Normal Man -1)
Fighter, Dwarf*, Elf*, Halfling*: +2/3 levels (4-6, 7-9, 10-12, etc)
Cleric, Thief: +2/4 Levels (5-8, 9-12, etc)
Magic User: +2/5 Levels (6-10, 11-15, etc)
Monster AB is -1 below 1-1 hd, +0 at 1-1 to 1 hd, then +1/hd to a maximum +30 at 30+ hd. Eg 1+1 hd attacks at +1, 8 hd attacks at +7, 30 hd attacks at +29, 30+1 hd attacks at +30.

*Above maximum level the demi-human races advance by attack rank, Dwarf and Elf from +6 to +16, Halfling from +4 to +14.

Level
Attack Bonus Fighter Cleric/Thief Magic-User
+0 1-3 1-4 1-5
+2 4-6 5-8 6-10
+4 7-9 9-12 11-15
+6 10-12 13-16 16-20
+8 13-15 17-20 21-25
+10 16-18 21-24 26-30
+12 19-21 25-28 31-35
+14 22-24 29-32 36
+16 25-27 33-36
+18 28-30
+20 31-33
+22 34-36

Maximum magic weapon bonus is +5, maximum attribute bonus is +3 (for an '18'), so typically the maximum attack bonus is +30.

At level 9 Thieves may make an off-hand dagger attack at -4 to hit in addition to a 1-handed weapon attack.

Ability Increases
At level 4 and every 4 levels (or 8 Attack Ranks for high level demi-humans), you may add +1 to an attribute of your choice (STR INT WIS CON DEX CHA), each to a maximum of 18.

Attribute modifiers:
3: -3
4-5: -2
6-8: -1
9-12: +0
13-15: +1
16-17: +2
18: +3

So it is good to get 12 to 13, 15 to 16, and 17 to 18.

New/Replacement PC Start XP Tiers
This goes up based on current PC XP tallies, GM's whim etc:

0 (start)
5,000 (MU3)
10,000 (MU4)
20,000 (MU5)
40,000 (MU6)
80,000 (MU7), with d% magic item rolls.
100,000  
150,000 (MU8)
300,000 (MU9), "Name Level".
+100,000/tier.

Magic Item Crafting
+1 gear: MU 11 with tower, MU 12 without, Cleric 12
+2 gear: MU 13 with tower, MU 15 without, Cleric 15
+3 gear: MU 15 with tower, MU 18 without, Cleric 18
+4 gear: MU 18 with tower, MU 21 without, Cleric 21
+5 gear: MU 21 with tower, MU 27 without, Cleric 27
Further: MU 33 with tower & Wish, Cleric 36 with Wish

Normal Start Age (Young Adult), & Maximum Age by Race.
Potions of longevity can extend Maximum Age by +10 years/potion, maximum +50. Further potions create the appearance of youth, but not the actuality.
Human: 16, 95+2d12.
Halfling: 32, 190+2d20
Dwarf: 50, 375+d100
Elf: 125, 750+2d100

Magic-Users tend to be somewhat older by the time they complete their initial studies, typically aged 18-21, though some precocious youth do reach the rank of Medium (1st level) at 16. Some powerful Mages in their 15th decade refuse to accept their impending demise, and begin casting around for unnatural ways to extend their lifespan. For the greatest Archmagi, Lichdom beckons...

Monday 11 April 2016

1st Post


Picture shows: Princess Autumn Bronzeleaf of the Calarii Elves, a female Black Eagle Guard mercenary Fighter of Black Eagle Barony, a mounted Knight of Karameikos.

Karameikos - Land of Adventure... 
M10 1019 AC. For decades the land has thrived under the protection of Grand Duke Stefan Karameikos. But the Duke grows old, and evil things that creep in the shadows once more threaten the Realm of Man...

The story so far: http://www.meetup.com/London-DnD/messages/boards/thread/48852155