Difference between revisions of "Exploring the Halls of Arden Vul"

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[[File:Arden Vul waterfall.png]]
 
[[File:Arden Vul waterfall.png]]
  
Recruitment | OOC | IC
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'''OSE Advanced game''' (July 2021 - November 2022): [https://forum.rpg.net/index.php?threads/recruitment-semi-open-exploring-the-halls-of-arden-vul-ose-advanced-fantasy-b-x-osr.884290/ Recruitment] | [https://forum.rpg.net/index.php?threads/re-recruitment-exploring-the-halls-of-arden-vul-ose-advanced-fantasy.898259/ Re-Recruitment] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/ OOC] | [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/ IC]
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'''WWN game''' (December 2022 - November 2023): [https://forum.rpg.net/index.php?threads/mostly-closed-recruitment-wwn-conflict-in-the-halls-of-arden-vul.905308/ Recruitment] | [https://forum.rpg.net/index.php?threads/wwn-conflict-in-the-halls-of-arden-vul.906529/ OOC] | [https://forum.rpg.net/index.php?threads/wwn-conflict-in-the-halls-of-arden-vul.906254/ IC]
  
 
=Player Characters=
 
=Player Characters=
*list your character here
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*[[Exploring_the_Halls_of_Arden_Vul:Talia_WWN | WWN Talia]] (Falkus) '''Thorcin Priest of Mitra''' | HP: 18/18, System Strain: 4/7, AC: 14/13, Init: -1, bookbinder, traits: daring, patient, persistent
*list your character here
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*[[Exploring_the_Halls_of_Arden_Vul:Maiandros_WWN | WWN Maiandros Kurkuas]] '''Archontean ex-Legionnaire'''  | HP: 37/37, System Strain: 3/15, AC: 16/15, Init: +1, bowyer/fletcher
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*[[Exploring_the_Halls_of_Arden_Vul:Aelfric the Cheerful_WWN | WWN Aelfric the Cheerful]] (thirdkingdom) '''Thorcin Mage''' | HP: 13/13, System Strain: 2/10, AC: 10, Init: +0, shipwright, traits: honorable yet manipulative
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*[[Exploring_the_Halls_of_Arden_Vul:Eusebia_WWN | WWN Eusebia Tagaris]] (Lysus) '''Half-Wiskin/Half-Archontean Mage''' | HP: 21/21, System Strain: 1/18, AC: 9, Init: -1, vintner, traits: honest, steadfast, deceitful
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*[[Exploring_the_Halls_of_Arden_Vul:_tomas_WWN | WWN Horsa]] (tomas) '''Thorcin Warrior''' | HP: 30/30, System Strain: 2/18, AC: 16/15, Init: +1, secondary skill, traits:
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*[[Exploring_the_Halls_of_Arden_Vul:_Bookbinder | WWN Bookbinder]] (Capellan) '''Imperial Goblin Elementalist/Healer''' | HP: 19/19, System Strain: 0/11, AC: 19, Init: +2, bookbinder, traits: irritable, lewd, disloyal
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*[[Exploring_the_Halls_of_Arden_Vul:_Liberius | WWN Liberius Ypsilanti]] (Random Task) '''Archontean Scholar/Treasure Hunter''' | HP: 15/15, System Strain: 0/9, AC: 14, Init: +2, mapmaker, traits: friendly, manipulative
  
[[Exploring_the_Halls_of_Arden_Vul:_sample-charsheet | Sample Character Sheet]]
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===Character Generation Guidelines===
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*[[Exploring_the_Halls_of_Arden_Vul:_WWN_chargen | WWN Character Generation Guidelines]]
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*[[Exploring_the_Halls_of_Arden_Vul:_Sample_WWN_charsheet | Sample WWN charsheet]]
  
[[Exploring_the_Halls_of_Arden_Vul:_chargen | Character Generation Guidelines]]
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===Lost to the Falls===
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*[[Exploring_the_Halls_of_Arden_Vul:_Lost_to_the_Falls | Lost to the Falls]]
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*[[Exploring_the_Halls_of_Arden_Vul:_chargen | OSE Character Generation Guidelines]]
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*[[Exploring_the_Halls_of_Arden_Vul:_equipment | Expanded OSE Equipment List]]
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*[[Exploring_the_Halls_of_Arden_Vul:_Nico_WWN | WWN Nico]] (sulldawga) '''Archontean Merchant/Treasure Hunter''' | HP: 16/16, System Strain: 1/8, AC: 13, Init: +1, bookbinder, traits: persistent, envious, stubborn
  
=Playing in a game with roots in Colonization=
 
The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. They left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement.
 
  
The 'ruins' we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be of the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures. We will not be stealing cultural artifacts or wealth from the native population.
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===Encumbrance Ape===
  
The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We'll make a conscious effort to conduct our play with intent, avoiding the worst tropes of the genre and seeking to subvert others of its tropes.
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*Talia
 +
**Stowed Gear: 7/9 used
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**Treasure: broken bone with inscription, 10"-tall tough porcelain ankh, orange-yellow topaz
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**Total Stowed: 9/9 used
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**Movement:
  
=The Archontean Empire=
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*Maiandros Kurkuas
The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.
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**Stowed Gear: 6/15 used
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**Treasure: 3x20GP Gems
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**Total Stowed:
 +
**Movement: 30'
  
Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands and lost much of its ancient knowledge. A period of military expansion beginning in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon.
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*Aelfric
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**Stowed Gear: 7/7 used
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**Treasure: Stone vial (light blue powder), alligator teeth, 10 gp, six gemstones
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**Total Stowed: '''9/7 used'''
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**Movement:
  
The year is 2993 AEP (AEP = 'from the pact of Ennius'), five hundred years after the Archontean return to the continent.
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*Eusebia
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**Stowed Gear: 9/9 used
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**Treasure:
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**Total Stowed:
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**Movement:
  
==Peoples seen in Archontean lands==
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*Nico
===Archontean Humans===
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**Stowed Gear: 6/14 used
(Ar-KON-tee-ehns) Properly the term refers to the humans from the city of Archontos, capital of the empire on the island of Mithruin, but it has come to refer to any citizen of the empire, regardless of where they reside. Archonteans are typically medium height (5’4” to 5’7”), with black or dark brown hair and olive-colored skin. Those from Imperial famlies can be arrogant when dealing with others, even while deferring to the myriad social hierarchies that govern diverse Archontean society. That Archontean society is highly ordered, with a strong belief in the ‘city’ as the natural building block of civilization.
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**Treasure: Gold ring set with silver knot (150 gp); 2 lb ingot of platinum (500 gp); belt pouch with gold dust (75gp), scroll, vial of oil; dagger
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**Total Stowed: 11/14 used
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**Movement:
  
Archonteans are modeled on the ancient Romans and Byzantines. In antiquity, their names were Latinate, typically with two names (e.g., Priscus Pulcher, Marius Tricotor). About a millennium ago, however, their names have shifted to a more Greek, or Byzantine, style. Hence, the names of the powerful clans Basileus and Ligareus shifted to become Basileon and Ligareon; similarly personal names have ceased to favor names like Priscus, Marius, Julia, and Licinia and instead favor names such as Alexios, Georgios, Marcion, and Theodora.
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*Horsa
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**Stowed Gear: 6/15 used
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**Treasure: 1 silver knot amulet (75 gp)
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**Total Stowed:
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**Movement:
  
Modern Archontean male names typically end in -on, -ion, -os, or -ios, while female names typically end in -a or -is.
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*Bookbinder
*Modern male Archontean names: Alexios, Anaximander, Basil, Belisarios, Hector, Heraclion, Iskander, Kallion, Lukon, Marcion, Melchior, Paullor, Teodor, Uriel, Valerian
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**Stowed Gear: 6/7 used
*Modern female Archontean names: Alexia, Basina, Berenice, Callista, Eudocia, Helena, Megaris, Petronia, Sarabel, Syagria, Theodora
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**Treasure: 15GP coins
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**Total Stowed:
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**Movement:  
  
===Imperial Goblins===
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*Tiberius Ypsilanti
The humans of Archontos enslaved the goblins of Mithruin in antiquity and put them to work as miners and as laborers on the vast imperial latifundia of Mithruin. More than a millennium of exposure to the Archontean empire has created a distinct racial subgroup, culturally distinct from their native origins. Imperial goblins were freed from slavery a thousand years ago.
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**Stowed Gear: 7/10 used
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**Treasure: baboon amulet
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**Total Stowed:
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**Movement:
  
Imperial goblins are short, long-armed, and bandy legged, with yellowish skin and, frequently, yellow eyes. They possess black hair and are comfortable wearing minimal clothing, but possess their own standards for fine dress (these include tall conical caps, colorful vests, and jodhpurs tucked into beautiful leather boots). They reach a maximum of 3'8" in height. Goblins are known for their wiry strength and tough constitutions.
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*Basil
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**Stowed Gear: 8/30 (rations for Talia and Eusebia)
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**Treasure: Stone vial (light blue powder), pouch of chalk (*), 3 slow candles (1#), 2 crystal vials of flame-red liquid, 6 platinum coins (1 item each, 300-400 gp each),
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**Total Stowed: 18/30
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**Movement:
  
Imperial goblin names combine two radicals, and usually describe a profession or task that the goblin (or their ancestors) practiced.
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===Trait Dice===
*Male imperial goblin names: Capdoffer, Lamplighter, Seamfinder, Wicktrimmer.
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I'm adding a meta-currency to the game called Trait Dice. I'll award Trait Dice for roleplaying that puts a spotlight on the Character Traits that your rolled/selected at chargen, with bonus Trait Dice awarded if your character's trait expression puts them in a position that complicates play.
*Female imperial goblin name: Hearthminder, Kettlelifter, Threadspinner, Warplifter.
 
  
===Halflings===
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Trait Dice can be spent to give you Advantage on any d20 or damage roll.
Halflings are uncommon, and largely found in segregated agricultural communities. Most halflings known to the Empire live on the Grain Islands to the east of Archontea, where their agricultural prowess provides important food supplies to Archontos itself.  
 
  
Although most halflings are content with their rural lives, a few end up traveling ‘across the water’ to Archontos. These halflings are seen as rustic, and they tend to suffer some general paternalistic patronizing from Imperial citizens. Imperial officials treat halflings in a genial but patronizing way, and will assume them to be political naïfs.
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* Aelfric - 2
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* Gaius - 2
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* Snagwarder - 0 (3 spent centipede attack)
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* Talia - 2
  
Halflings aren't much larger than 3'6" in height, are brown-skinned, and are generally athletic in build.
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==Dungeoneering==
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Basil is stabled at the Sign of the Broken Head for a month, until the 5th day of 2ndmonth at Arden Vul
  
Halflings have given and family names. Family names are typically derived from botanical or agricultural features. Given names vary widely, but are typically English in origin.
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===Light Sources===
*Male halfling names: Harry Berrymash, Jenks Pipeweed, Phlebotomas Plumthorn, Rosco Barleystalk, Williston Appleroot
 
*Female halfling names: Alice Goldengrain, Gail Winebottom, Livinia Greenthumb, Lucy Rosepetal, Petunia Turnstile
 
  
===Thorcinga Humans===
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====Carried====
(thor-KING-ga) Inhabitants of the western continent of Irthuin, physically the Thorcinga range in size and coloring, a fact that outsiders use to claim that they are a hybrid people.
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* Talia - 2 torches
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* Maiandros - 2 torches, tinder box
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* Eusebia - 6 torches
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* Aelfric - 3 oil flask, tinder box
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* Nico - 3 torches, tinder box
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* Horsa - 2 torches, tinder box
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* Bookbinder -
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* Tiberius - 3 torches, tinder box
  
Although the Thorcinga occupied the old Archontean cities and maintained them as trading depots, the Thorcinga prefer a rural life. A hereditary aristocracy (the thegns) holds title to most of the cultivated land and other rights of wealth; lesser folk living in villages or manors owe taxes (in kind) and service to their local thegn. Since the return of the Archonteans to Irthuin 350 years ago, and the re-establishment of imperial exarchates at Narsileon and Arcturos, many Thorcinga have chafed at the reappearance of imperial law and bureaucracy. A Thorcin Recovery League (TRL) has sprung up, led by a possibly mythical figure known as Eadric Strigona, with the purpose of permanently driving the Archonteans from Irthuin.
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===Rations===
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*Talia: 6 days
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*Maiandros Kurkuas: 6 days
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*Aelfric the Cheerful: 6 days
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*Eusebia Tagaris: 6 days
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*Nico: 6 days
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*Horsa: 6 days
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*Bookbinder: 6 days
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*Tiberius Ypsilanti: 6 days
  
Thorcinga is the collective noun; Thorcin (THOR-kin) is the substantive noun and adjective. Their names are loosely derived from the stock of English names of the Anglo-Saxon period.
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===Marching Order===
*Male Thorcin names: Aelfric, Aethelred, Colmund, Edric, Godric, Horsa, Swithun
 
*Female Thorcin names: Aethelflad, Cyneburga, Eadgithu, Ebbe, Thalia
 
  
===Wiskinga Humans===
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====Double file====
(wis-KING-ga) Inhabitants of Borealios, the Wiskinga are typically tall (5'10" to over 6'), blonde or red-haired, and fair-skinned. Their society is more tribal than that of the Archonteans, being based on small matriarchal kinship groupings clustered around a chieftain’s hall. Wiskin society values physical skills and ability, and reaving is an ancient and well-respected tradition among young Wiskinga. It is also common for young Wiskinga to journey within the Archontean empire, seeking glory, adventure, and wealth before returning to the ancestral steading.
 
  
Wiskinga is the collective noun, Wiskin (WIS-kin) is the sub-stantive noun and adjective. Their names are loosely based on Old Norse naming conventions.
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<nowiki>   
*Male Wiskin names: Bjorn, Hjalti, Njal, Olaf, Thorvald
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Maiandros  Horsa
*Female Wiskin names: Birte, Freya, Gudrun, Gunhild, Hallgerd
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  Talia    Nico
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  Eusebia  Aelfric</nowiki>
  
===People of Stone===
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Aelfric makes sure we don't get surprised from behind, and also acting as bodyguard for Eusebia.
The society of the People of Stone is two-tiered. The upper tier is composed of the established clans, most named after a type of rock or similar substance (e.g. Malachite); members of these clans are the elites, and enjoy special privileges within stoneholds. It is said that members of a clan will go to any end to rescue a clansperson, or at least to recover their body and life-stone. The lower tier of Stone-person society is composed of the clanless. Some of the clanless were born that way, others were exiled from their clans for misdeeds, while still others are survivors of clans that imploded or were eliminated in factional politics.
 
  
The clanless do much of the mining and shaping, usually under the supervision of a Stone-person from an established clan. When Stone People die, they are said to ‘take to the stone’; whether this is literal or figurative is an open question among human sages, for Stone People are particularly tight-lipped about such intensely intimate practices.
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====Single file====
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<nowiki>
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Maiandros
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Horsa*
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Nico*
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Talia*
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Aelfric
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Basil
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Eusebia
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</nowiki>
  
The Archonteans know of only two Stone People settlements, although its sages suspect that other holds exist on Irthuin and in the southern jungles. One known settlement is Durildor, or Deephold to humans; this small settlement is set in the mountains of Mithruin. The Children of Durildor are technically citizens of the Archontean Empire, although they are quite reclusive. It is said that ancient Emperors swore oaths of support to persuade the Stone People to come to Archontea, and that the price of their arrival was near immunity from imperial rule and law.
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Aelfric takes the rear guard. * indicates carrying a light source.
  
The other known settlement is Kazildor (Stonehome to humans), a major hold lying beneath the mountains north and west of Narsileon. The Stone People of Kazildor have refused all requests on the part of the empire to exchange ambassadors, so little is known of Kazildor itself. Perhaps to fend off more such requests, the Stone People of Kazildor have recently established a small permanent embassy in Narsileon. In return for certain advice and smithy work, the exarch has allowed them to operate their own trading factor in Narsileon, and has granted them certain monopolies.
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====Open Order====
  
Stone People are generally around 4' tall, are hairless, and decorate their grey skin with intricate scarification patterns. Their society is cooperative and ruled by council, though the clanless are not represented.
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<nowiki>
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        (Snagwarder)
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 +
 +
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        Maiandros
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    Aelfric     
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      Eusebia  Talia
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      Basil  Gaius
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(Snagwarder)        Florian</nowiki>
  
Stone People names are usually derived from types of rock or stone, and/or stone-related crafting, mining or related skills. Given names vary widely, but clan names are relatively few in number, and are of great antiquity.  
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Again, Snagwarder is either out front scouting or supporting with archery from the back. Florian is also in the back, responsible for first response to flanking attacks on Eusebia or Talia. Snagwarder and Florian will move forward to join the main fight if leaving the rear/ sides seem safe (or the situation is super critical).
*People of Stone clan names: Gest, Granite, Jade, Malachite, Obsidian, Tapper
 
*People of Stone male given names: Etsil, Gedric, Grist, Jasper, Scoria, Utor, Zhorak
 
*People of Stone female given names: Bressia, Dunita, Grishia, Hergist, Norita, Sable
 
  
===Sylvari===
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Aelfric moves up to support Maiandros if that's where the fighting is.
The Sylvari are rare in the human-dominated areas of Magae. The largest and best-known sylvari enclave is the realm of Ellagel and Gallador, located deep within the central forests of Irthuin, separated from Archontean territory by a vast mountain range. Those sylvari that travel in human society frequently do so for highly specific, temporary reasons (searching for a specific object or piece of knowledge); on occasion, they reside as advisors in the courts of human lords. Most humans have never seen a Sylvar, and will treat them with fear and caution.
 
  
Sylvari society is broadly collective, with younger sylvari associating themselves with seniors who have established reputations for great deeds, excellent craftsmanship, or particular wisdom. The Sylvari prize core balance in all things. Those who are able to blend their emotions, magical sensibilities, knowledge, and connections with nature are held as paragons. Sylvari are curious and inquisitive, but do not care to reveal themselves before strangers (and especially non-sylvari). Most pursue a highly specific intellectual interest, as well as a specific interest in magic of some sort, whether as a practitioner, theorist, or amateur. Sylvari are particularly attracted by wisdom, by knowledge, by beauty, and by magical lore.
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If the main thrust of an attack comes from a side or the rear, Maiandros will move immediately, with either AC or AB remaining behind to make sure we're not outflanked (unless, of course, it's super clear we can leave our rear/ flank uncovered.
  
Sylvari have two names, their given name followed by the name of their mentor, to whom they are linking their future. Given names vary widely. Only the most venerable and powerful of sylvari dispense with their mentor's name.
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===Watch Order===
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2-hour watches <br>
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1) Eusebia + Aelfric <br>
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2) Maiandros + Bookbinder <br>
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3) Nico + Tiberius <br>
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4) Horsa <br>
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5) Talia <br>
  
Sylvari are gender-fluid, willowy, and tall (over 6'), and of varying skin tone and hair color.
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==XP Awards==
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foe XP is doubled for PbP play
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*start with 2000 XP, unmodified by class bonuses
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*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24044054 crocodiles and skeletons]
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*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24099167 polished stone of the Stone People]
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*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24178992 +2000 XP milestone award]
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*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 50 XP for giant rats outside the Broken Head (doubled)]
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*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24257536 2475 XP for octagonal platinum coins and silver medallion]
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*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24397965 +4000 Anniversary award]
  
*Sylvari names: Erist Ellagel, Gallador, Gelanchian Gellis, Jiltorin Trillissa, Lellagalon Begels, Nagellor Bellador, Nisdis Jerons, Seldorin Seldors, Aelin Gilleslad, Ellagel, Gilleslad, Noredden Gales, Pelissa Halbest
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As of December 2022, the game has converted to WWN and narrative XP using the Fast Leveling advancement rules (WWN 54).
  
==Exarchate of Arcturos==
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=Maps=
Arcturos is a city-seat of an imperial exarchate on Irthuin, formed in 303 AEP, abandoned in 1818 AEP, and reoccupied in 2639 AEP after a long absence. Population 30,000.
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*[https://docs.google.com/spreadsheets/d/1knk84_i1F8x325wdrXLPdAn6QCEIMjvlHpgw35Hip9M/edit#gid=1428478617 Spot map]
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*[https://wiki.rpg.net/index.php/File:Azure_Keep_%26_Gosterwick_map.PNG map of Gosterwick/Vetucaster]
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*[https://wiki.rpg.net/index.php/File:Map_of_Burdocks_Valley_02.png map of Burdock's Valley]
  
==Exarchate of the Grain Islands==
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=Playing in a game with roots in Colonialism=
A chain of large islands to the east of Mithruin, perfectly suited for agriculture. The majority of halflings living within the Archontean Empire reside here. Conquered by Archontos in 417 AEP.
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The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. That empire collapsed and left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement.  
  
==Exarchate of Narsileon==
+
The 'ruins' we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be directed at the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures (though they now make this place their home). We will not be stealing cultural artifacts or wealth from the native population.
An Archontean exarchate and city in Irthuin, formed in 276 AEP. After the retreat of the empire from Irthuin in 1818 AEP, Narsileon was populated by Thorcins for eight hundred years. When the Archonteans returned to the western continent in 2639 AEP, they subjugated Narsileon and expelled many of its leading Thorcin citizens to accommodate an Archontean ruling class of lords, merchants, and soldiers. Order is kept by the several legions quartered in its cantonments. Population: 40,000.
 
  
===Burdock's Valley===
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The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We will make a conscious effort to conduct our play with intent to dismantle the worst of that. To that effect, I have made some alterations to the module, and am open to your ideas of other alterations that we should employ.
[https://wiki.rpg.net/index.php/File:Map_of_Burdocks_Valley_02.png map of Burdock's Valley]
 
  
====Towns====
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=The Archontean Empire=
=====Newmarket (Noviomagus)=====
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The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized lands east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.
Founded by new Archontean settlers in 2718 AEP, 275 years ago. The largest community in Burdock’s Valley, Newmarket lies on the Swift River. It is a free town, exempt from the lordship of Lord Burdock and governed by a mayor and council of aldermen. The local villages sell their surplus in Newmarket, and merchants from Newmarket trade downriver to Narsileon.  
 
  
Population: 4,000
+
Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands, losing much of its ancient knowledge in the process. A period of military expansion in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon.
  
=====Gosterwick (Vetucaster)=====
+
The year is now 2993 AEP (AEP = 'from the pact of Ennius'), 350 years after the Archontean return to the continent.
The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc.  
 
  
Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins, although there are a few elves and dwarves]).
+
===Greater Detail===
 +
====[[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]]====
 +
====[[Exploring_the_Halls_of_Arden_Vul:_Institutions | Institutions and Organizations]]====
 +
====[[Exploring_the_Halls_of_Arden_Vul:_Exarchates | Exarchates of the Empire]]====
 +
====[[Exploring_the_Halls_of_Arden_Vul:_Titles | Hierarchies & Titles]]====
 +
====[[Exploring_the_Halls_of_Arden_Vul:_Deities | Deities]]====
 +
====[[Exploring_the_Halls_of_Arden_Vul:_Writing | Languages & Writing systems]]====
  
====Villages====
+
==Burdock's Valley==
=====Castleton=====
+
[[Exploring_the_Halls_of_Arden_Vul:_Burdocks_Valley | the Geography of Burdock's Valley]]
A small village lying at the foot of Castle Burdock. The few services not devoted to the needs of the local farmers are bureaucratic in nature, serving Lord Burdock’s growing need for soldiers, lawyers, and money. Population: 600
 
  
=====Deepton=====
+
===Gosterwick (Vetucaster)===
A mining village located in the foothills west of the New Forest. Half the villagers work the local iron mine under the supervision of some of Lord Burdock’s men. The other half of the villagers grow wheat, legumes, and barley. Population: 900
+
The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc.
  
=====Bilsham=====
+
Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins]).
A farming village east of Newmarket lying on the Bilstream. The villagers specialize in wheat and buckwheat, selling most of their surplus in Newmarket through the Farm Cooperative. Population: 790
 
  
=====Beretun=====
+
[[Exploring_the_Halls_of_Arden_Vul:_Gosterwick | Gosterwick map and key]]
A farming village north of Newmarket along the old Imperial Road, close by the New Forest. The villagers specialize in legumes, but also grow barley and hops. Population: 650
 
  
=====Ulfham=====
+
=Summary of Events=
A farming village east of Newmarket, known for its vineyards. Also participates in the Newmarket Farm Cooperative. Population: 520
+
*'''Day One:''' ''overcast'' | travel to and up the Falls, nighttime torches moving up the valley to the base of the Falls across the river
 +
*'''Day Two:''' ''overcast'' | travel up the Falls, People of Stone corpse + treasure, arrival at the city ruins, exploration of gate towers, obelisk, lake, crocodile attack, overnight stay in hidey-hole, Snagwarder
 +
*'''Day Three:''' ''overcast with mild rain all day'' | boulevard, tower, pyramid, ibis-headed god, survey of the ruined city, encounter with north gate tower guards, first night at the Sign of the Broken Head, trader with metal forearm, Prosperity Factor, another adventuring party (Hrothgar)
 +
*'''Day Four:''' ''overcast'' | enter the pyramid, Rosco Winterleaf, entry chamber, Phlebotomas Plumthorn + halfling communism, eastern plaza, giant arm + hand, basin collapse, exploration of underground crevice, Sign of the Broken Head: trader with metal forearm is gone, merchant Gratian Zonaras + priest of Deballaton, selling the stone of the People of Stone (financed by the merchant)
 +
*'''Day Five:''' ''overcast'' | white-furred baboons attacking men in robes other side of river before dawn, exploring the collapsed basin crevice - found chimney, eastern gate towers (northern) - staging point, spy party of cestus-bearing Narsileon Archonteans, mention of troll lords, mountain lion!, back at Sign of the Broken Head mention of Darlton's Darlings adventuring group, excitement as Gratian Zonaras' party returns with injured men, Snagwarder reunited with Gaius (observed Gratian Zonaras watching something to the west in the city)
 +
*'''Day Six:''' ''overcast'' | stabling Basil for a month, giant rat swarm on the path from the tavern, tense conversation with adventurers exiting from the pyramid, ruined neighborhood exploration + discoveries, mountain lion friendship, exploring east gate towers (southern) - rare coins + potions + discovery, Sign of the Broken Head is full with Gratian Zonaras party and Palladius Ducas' Five Fingers of Destiny (and Mitran priest) adventuring party, some celebration for the success of the Five Fingers, much discussion about Plumthorn, Gratian Zonaras reveals himself and tries to hire the party
 +
*'''Day Seven:''' ''overcast'' | exploration of towers to the NE of the ruined city, exploring the ruined villa, encounter with smelly giant wolverine - blinding of Celonar, washing in the river using the Broken Head water path, sighting of beastmen at the river gate tower
 +
*'''Day Eight:''' ''overcast, rainstorm'' | exploring the river gate tower and surveying the west side of the ruined city, discovering a poisoned stash of gear in river gate tower, traveling through ruined neighborhoods, getting shouted at by north gate tower guards before you crossed a bridge to an island in river, visiting the north gate tower and learning about stone guardians, return to Sign of the Broken Head in heavy rainfall, discover everyone but Prosperity Factor and Estelle are sick, heading to the river for water in middle of storm, discovering dead bodies, Snagwarder almost drowns retrieving a pot from river, splitting up -- back again for water + warning the north gate tower, collecting water and bodies, very late and very wet night
 +
*'''Day Nine:''' ''overcast'' | Late start to the day, miraculously tracking the beastmen from the river gate tower through brush to the opening in the northern wall and the ruins beyond. Travel through ruins and some discoveries and treasure. Talking to north gate guards about beastmen movement. Meeting the Wiskin trader at the pyramid. Florian Lucaenus joins the party. The party splits, Snagwarder going in search of the old hideyhole and fighting for his life against a swarm of giant centipedes; the rest of the party fighting spiders on their way to the rest area inside the eastern gate tower.
 +
*'''Day Ten:''' ''overcast'' | the party heads underground through the crack in the wall in the rest area of the Cestus Fist Archinteans. Fight with fire beetles, harvesting their light sacs. Rattling sarcophagus room. "Old One. Do not open." Giant stone chair room on edge of massive underground fissure. Large stela with image of large horned biped and inscrutable runes. Aelfric 'travels' in the chair. Encounter with (intelligent ?) giant rats. No secret doors found. return to surface to moderate rainfall and two giant lizards playing in the rain. They sleep, then wander off when confronted. From the pyramid, a number of potential entry points to the underground city are observed. The party scouts the closest one, then returns to the Sign of the Broken Head. New arrivals: Hjalti Green-eye -- Wiskin trader -- and his crew Skiptracer, Candlemelter, and Colmund. Hjalti has a plan to trade with and talk to the beastmen on the night of the Eleventh day and has invited any two of the party to accompany him.
 +
*'''Day Eleven:''' ''overcast'' | two bears attack the compound and are defeated by the party's magic. They are unhealthy and have infected wounds from strange ritualistic scarring on their flesh, under matted fur. [https://forum.rpg.net/index.php?threads/wwn-conflict-in-the-halls-of-arden-vul.906254/post-24720004 Estelle is able to divine more about it.] The party descends into the entry into the ruins they found the day before, killing a nest of giant centipedes, three animated monkey-sculpturee, and a giant albino constrictor snake in a room with some evil, person-possessing entity. They meet Lankios.
  
=====Thorham=====
+
=Important NPCs=
A farming village lying on the old Imperial Road well to the north of Newmarket and close by the Paw and the Fenn. The villagers specialize in wheat, barley, and hops. Population: 475
+
====The Sign of the Broken Head====
 +
*Proprietors
 +
**Kronos Kettle-Belly, Thorcin
 +
**Estelle, Archontean priestess of Tychias (goddess of luck, faith, and wealth)
 +
*Factors
 +
**Archontean Wisdom factor
 +
**Archontean Prosperity factor, former mercenary from Archontos, studied art history in Narsileon after tiring of that life
 +
**Thorcin Golden Band factor
 +
*Merchants
 +
**Archontean merchant with precise, angular mustache and beard and a metal forearm
 +
***Wiskin woman with eyepatch
 +
***Archontean man with a milky eye
 +
**Gratian Zonaras, green-cloaked merchant
 +
***Archontean priest of Deballaton
 +
***Pock-marked, insouciant Archontean
 +
***Thorcin with an unnaturally large right arm and headgear covering his eyes
  
 +
=====Items=====
 +
*Food
 +
**Breakfast features the evening's soup with freshly baked bread, goat cheese, and honey (2 silver). Eggs come with the merchant's meal (5 silver). The rich meal includes eggs and salted fish and bacon (2 gold).
 +
**Supper is basic fare of soup and bread (2 silver), merchant's meal of soup, bread, and some meat (5 silver), rich meal that is mostly meat and vegetables, with soup and bread (2 gold).
 +
**Drinks are 2 silver
 +
**(By comparison, the Yellow Cloak Inn in Gosterwick charges 1-2 silver per meal, 1 silver for a bunk in the dormitories, and 1 gold/head for a private room. Stables for 5 silver/night.)
 +
*Lodging
 +
**Common room beds are ten silver a night or five gold for the week
 +
**Private room three gold a night or twenty for the week
 +
*Supplies
 +
**Iron rations are available for sale at 3x the standard price, or 45 gold.
 +
**Slab of raw meat: 2 gold
 +
**Purchased from Gratian Zonaras: 6 gp per 50' length of rope, 6 gp for a spade, 15 gp for a sledgehammer; 5 gp each for a pick, saw, and 12 iron spikes.
 +
**Prices in Gosterwick: 1 gp per 50' length rope, 2 gp spade, 5 gp sledgehammer; 1 gp each for a saw and 12 iron spikes; 2 gp for a pick.
  
====Fortifications====
+
===Neutral===
=====Castle Burdock=====
+
===Allies===
An imposing fortress built on a ridge at the southwest corner of the valley, overlooking Castleton. The castle is the seat of Lord Burdock, a title currently held by Iskander Basileon, who is a favorite of the exarch in Narsileon. His title is contested by his half-sister, Alexia. Lord Burdock employs a large force of men-at-arms as well as a force of better-trained ex-legionaries.
+
===Enemies===
  
=====The Azure Keep=====
+
=Rumors and Leads=
Until recently a ruined fortress lying close to the Swift River at the foot of the cliff of Arden Vul, it has been repaired by a sept of knights from the Order of the Azure Shield. This sept is unusual for being politically active, as it is acting in concert with Lady Alexia Basileon, who contests lordship over Burdock’s Valley with her half-brother, Iskander. The Keep’s roof is tiled with sky-blue tiles and it sits atop a low ridge; the growing town of Gosterwick lies below it.
+
*
 +
*
  
====Watercourses====
+
=Lore=
*'''The Swift River:''' This river lives up to its name, as it runs swiftly and strongly from the waterfall at the cliff of Arden Vul through the center of Burdock’s Valley. The old Imperial Road runs alongside it through much of the valley. South of Newmarket the river is navigable to trading barges.
+
[[Exploring_the_Halls_of_Arden_Vul:_Lore | Lore of the valley and Arden Vul]]
*'''Bilstream:''' This minor watercourse waters the rich agricultural lands east of Newmarket.
 
*'''The Muddy River:''' Pouring down from the mountains to the west of Burdock’s Valley, this river gets lost in the Valtos Marshes before joining the Swift River at the mouth of the valley.
 
*'''Gold River:''' This river gets its name from the flakes and small nuggets of gold sometimes found along its course within the New River. All assume the ore to have been swept down from the mountains near Deepton, where gold was mined in antiquity.
 
*'''The Long Run:''' This vigorous stream runs east from the mountains to join the Swift River near the Azure Keep.
 
  
 +
=Protocol=
 +
*''''Checking out a tower' requires an hour of concerted effort.''' After the party spends an hour at a location they'll either find something at the location, discover that the location is empty of treasure or information, or find evidence that more time spent searching/investigating will turn something of interest up. The same general principle applies to searching neighborhood ruins. Generally, if you travel for an hour through a ruined neighborhood, I've been giving you an opportunity to find stuff as you go.
  
====Woods====
+
=Notable Posts=
*'''Old Forest:''' This old growth forest was never settled in antiquity, and is thus still home to giant hornbeams, beaches, elms, and other deciduous specimens. The western borders are home to bold human settlements of charcoal-burners and woodcutters. These groups are frequent targets of attacks by humanoid tribes living further in the forest. A circle of druids is said to make its home within the forest; it is not clear whether the druids support the humans or the humanoids.
+
If you are posting links to specific posts, please first [https://forum.rpg.net/index.php?threads/how-does-one-link-to-a-specific-post.843174/ read this thread on linking to posts in the new forum software]. Because every poster may have different posts/page settings, not using this system will result in your links to notable posts not navigating consistently to that post for everyone.
*'''New Forest:''' Although more than 800 years old and substantial in its own right, this forest land is considered ‘new’ because in antiquity it was mostly farmland. The retraction of the Archontean Empire 1,200 years ago led to prolonged and successful reforestation. Spiders, humanoids, and monsters are said to dwell there.
 
 
 
 
 
====Named Hills, Ridges, and Rock Projections====
 
*'''The Paw:''' A tall hill shaped like a giant cat’s-paw, lying at the north end of the New Forest and looking over the old Imperial Road. It is said that the ancient Thorcinga delved vertical tombs into the rock of the Paw.
 
*'''The Fingers:''' An odd rock formation of four slender ridges of stone rising 200’ into the air, and thus appearing as fingers of a hand. Most give the Fingers a wide berth, as they are a notorious nesting spot for gargoyles. Careful observers have reported several openings in the rock high up the side of the Fingers; a few of these appear to be worked, not natural.
 
*'''Rocky Ledges:''' A long system of forested hills and ridges lying at the center of the New Forest. The terrain is jagged and difficult to negotiate.
 
*'''The Spire:''' A steep hill located at the southern mouth of the valley, taking its name from the unusual spire of rock that extends another 75’ above the summit of the hill.
 
*'''Bald Hill:''' An imposing, steep hill north of Newmarket. The hill rises 200’ above the plain. Strangely, the normal coniferous forest ends 50’ from the summit (hence the name).
 
*'''Table Rock:''' A large, gently sloping formation at the southern end of the valley. Its summit is both long (6 miles) and remarkably flat. The ruins of several watchtowers stud the mesa.
 
 
 
 
 
====Marches and Swamps====
 
*'''The Fenn:''' A low-lying area between the Fingers and Thorham, through which the Swift River moves more slowly than usual. The Fenn is home to several ruins, including a decrepit Moat House. Old-timers claim that in their ‘great-great-grandmother’s day’ the area was prime farmland and that some vast catastrophe turned it into swamp.
 
*'''Valtos Marshes:''' Extensive marshland lying along the Muddy River just south of Castleton. Although serving as an effective barrier to attacks on Castle Burdock from the south, the marshes have also ensured the relatively stagnant economic status of the region around Castleton.
 
 
 
 
 
====Ruins====
 
*'''Arden Vul:''' The Archontean heroes Arden the Defender and Vul the Sorcerer arrived in the area in 829 AEP at the vanguard of Archontean colonizers. The city of Arden Vul was founded by imperial decree in 893 AEP. The city was sacked by renegade Sortians during the civil war of Sortians and Theosophs in 1783 AEP, and the city was abandoned twenty years later. A seventeen-year attempt to recolonize the city, after the Archontean return to the continent nearly a thousand years later, ended in military failure in 2759 AEP.
 
 
 
=Important NPCs=
 
==Neutral==
 
==Allies==
 
==Enemies==
 
 
 
  
=Rumors and Leads=
+
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23983058 The Twelve Labours of Arden]
*
+
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-23997245 The Obelisk]
*
+
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24015771 The Top of the Pyramid]
 +
* [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24026420 Arriving at the Broken Head]
  
=Notable Posts=
+
* OOC: [https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-23997217 Thorcin as a starting language]
*
+
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884517/post-24236950 animal friendship spell and mountain lion]
 +
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24426766 movement rates in the city above]
 +
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24239012 maze of destruction in the neighborhoods]
 +
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24242594 exploration of ruins]
 +
*[https://www.theatlantic.com/technology/archive/2017/08/the-lost-origins-of-playing-card-symbols/537786/ playing card symbols]
 +
*[https://forum.rpg.net/index.php?threads/ose-advanced-fantasy-exploring-the-halls-of-arden-vul.884458/post-24524614 Thief abilities for all PCs]
 +
*[https://forum.rpg.net/index.php?threads/wwn-conflict-in-the-halls-of-arden-vul.906529/post-24939530 WWN game: resource depletion and equipment]

Latest revision as of 12:52, 10 February 2024

Arden Vul waterfall.png

OSE Advanced game (July 2021 - November 2022): Recruitment | Re-Recruitment | OOC | IC

WWN game (December 2022 - November 2023): Recruitment | OOC | IC

Player Characters[edit]

  • WWN Talia (Falkus) Thorcin Priest of Mitra | HP: 18/18, System Strain: 4/7, AC: 14/13, Init: -1, bookbinder, traits: daring, patient, persistent
  • WWN Maiandros Kurkuas Archontean ex-Legionnaire | HP: 37/37, System Strain: 3/15, AC: 16/15, Init: +1, bowyer/fletcher
  • WWN Aelfric the Cheerful (thirdkingdom) Thorcin Mage | HP: 13/13, System Strain: 2/10, AC: 10, Init: +0, shipwright, traits: honorable yet manipulative
  • WWN Eusebia Tagaris (Lysus) Half-Wiskin/Half-Archontean Mage | HP: 21/21, System Strain: 1/18, AC: 9, Init: -1, vintner, traits: honest, steadfast, deceitful
  • WWN Horsa (tomas) Thorcin Warrior | HP: 30/30, System Strain: 2/18, AC: 16/15, Init: +1, secondary skill, traits:
  • WWN Bookbinder (Capellan) Imperial Goblin Elementalist/Healer | HP: 19/19, System Strain: 0/11, AC: 19, Init: +2, bookbinder, traits: irritable, lewd, disloyal
  • WWN Liberius Ypsilanti (Random Task) Archontean Scholar/Treasure Hunter | HP: 15/15, System Strain: 0/9, AC: 14, Init: +2, mapmaker, traits: friendly, manipulative

Character Generation Guidelines[edit]

Lost to the Falls[edit]


Encumbrance Ape[edit]

  • Talia
    • Stowed Gear: 7/9 used
    • Treasure: broken bone with inscription, 10"-tall tough porcelain ankh, orange-yellow topaz
    • Total Stowed: 9/9 used
    • Movement:
  • Maiandros Kurkuas
    • Stowed Gear: 6/15 used
    • Treasure: 3x20GP Gems
    • Total Stowed:
    • Movement: 30'
  • Aelfric
    • Stowed Gear: 7/7 used
    • Treasure: Stone vial (light blue powder), alligator teeth, 10 gp, six gemstones
    • Total Stowed: 9/7 used
    • Movement:
  • Eusebia
    • Stowed Gear: 9/9 used
    • Treasure:
    • Total Stowed:
    • Movement:
  • Nico
    • Stowed Gear: 6/14 used
    • Treasure: Gold ring set with silver knot (150 gp); 2 lb ingot of platinum (500 gp); belt pouch with gold dust (75gp), scroll, vial of oil; dagger
    • Total Stowed: 11/14 used
    • Movement:
  • Horsa
    • Stowed Gear: 6/15 used
    • Treasure: 1 silver knot amulet (75 gp)
    • Total Stowed:
    • Movement:
  • Bookbinder
    • Stowed Gear: 6/7 used
    • Treasure: 15GP coins
    • Total Stowed:
    • Movement:
  • Tiberius Ypsilanti
    • Stowed Gear: 7/10 used
    • Treasure: baboon amulet
    • Total Stowed:
    • Movement:
  • Basil
    • Stowed Gear: 8/30 (rations for Talia and Eusebia)
    • Treasure: Stone vial (light blue powder), pouch of chalk (*), 3 slow candles (1#), 2 crystal vials of flame-red liquid, 6 platinum coins (1 item each, 300-400 gp each),
    • Total Stowed: 18/30
    • Movement:

Trait Dice[edit]

I'm adding a meta-currency to the game called Trait Dice. I'll award Trait Dice for roleplaying that puts a spotlight on the Character Traits that your rolled/selected at chargen, with bonus Trait Dice awarded if your character's trait expression puts them in a position that complicates play.

Trait Dice can be spent to give you Advantage on any d20 or damage roll.

  • Aelfric - 2
  • Gaius - 2
  • Snagwarder - 0 (3 spent centipede attack)
  • Talia - 2

Dungeoneering[edit]

Basil is stabled at the Sign of the Broken Head for a month, until the 5th day of 2ndmonth at Arden Vul

Light Sources[edit]

Carried[edit]

  • Talia - 2 torches
  • Maiandros - 2 torches, tinder box
  • Eusebia - 6 torches
  • Aelfric - 3 oil flask, tinder box
  • Nico - 3 torches, tinder box
  • Horsa - 2 torches, tinder box
  • Bookbinder -
  • Tiberius - 3 torches, tinder box

Rations[edit]

  • Talia: 6 days
  • Maiandros Kurkuas: 6 days
  • Aelfric the Cheerful: 6 days
  • Eusebia Tagaris: 6 days
  • Nico: 6 days
  • Horsa: 6 days
  • Bookbinder: 6 days
  • Tiberius Ypsilanti: 6 days

Marching Order[edit]

Double file[edit]

     
Maiandros   Horsa
   Talia    Nico
  Eusebia   Aelfric

Aelfric makes sure we don't get surprised from behind, and also acting as bodyguard for Eusebia.

Single file[edit]

 
 Maiandros
 Horsa*
 Nico* 
 Talia*
 Aelfric
 Basil
 Eusebia

Aelfric takes the rear guard. * indicates carrying a light source.

Open Order[edit]

         (Snagwarder)
 
 
 
         Maiandros
    Aelfric       
      Eusebia  Talia
       Basil  Gaius
(Snagwarder)        Florian

Again, Snagwarder is either out front scouting or supporting with archery from the back. Florian is also in the back, responsible for first response to flanking attacks on Eusebia or Talia. Snagwarder and Florian will move forward to join the main fight if leaving the rear/ sides seem safe (or the situation is super critical).

Aelfric moves up to support Maiandros if that's where the fighting is.

If the main thrust of an attack comes from a side or the rear, Maiandros will move immediately, with either AC or AB remaining behind to make sure we're not outflanked (unless, of course, it's super clear we can leave our rear/ flank uncovered.

Watch Order[edit]

2-hour watches
1) Eusebia + Aelfric
2) Maiandros + Bookbinder
3) Nico + Tiberius
4) Horsa
5) Talia

XP Awards[edit]

foe XP is doubled for PbP play

As of December 2022, the game has converted to WWN and narrative XP using the Fast Leveling advancement rules (WWN 54).

Maps[edit]

Playing in a game with roots in Colonialism[edit]

The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. That empire collapsed and left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement.

The 'ruins' we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be directed at the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures (though they now make this place their home). We will not be stealing cultural artifacts or wealth from the native population.

The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We will make a conscious effort to conduct our play with intent to dismantle the worst of that. To that effect, I have made some alterations to the module, and am open to your ideas of other alterations that we should employ.

The Archontean Empire[edit]

The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized lands east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.

Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands, losing much of its ancient knowledge in the process. A period of military expansion in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon.

The year is now 2993 AEP (AEP = 'from the pact of Ennius'), 350 years after the Archontean return to the continent.

Greater Detail[edit]

People and Cultures[edit]

Institutions and Organizations[edit]

Exarchates of the Empire[edit]

Hierarchies & Titles[edit]

Deities[edit]

Languages & Writing systems[edit]

Burdock's Valley[edit]

the Geography of Burdock's Valley

Gosterwick (Vetucaster)[edit]

The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc.

Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins]).

Gosterwick map and key

Summary of Events[edit]

  • Day One: overcast | travel to and up the Falls, nighttime torches moving up the valley to the base of the Falls across the river
  • Day Two: overcast | travel up the Falls, People of Stone corpse + treasure, arrival at the city ruins, exploration of gate towers, obelisk, lake, crocodile attack, overnight stay in hidey-hole, Snagwarder
  • Day Three: overcast with mild rain all day | boulevard, tower, pyramid, ibis-headed god, survey of the ruined city, encounter with north gate tower guards, first night at the Sign of the Broken Head, trader with metal forearm, Prosperity Factor, another adventuring party (Hrothgar)
  • Day Four: overcast | enter the pyramid, Rosco Winterleaf, entry chamber, Phlebotomas Plumthorn + halfling communism, eastern plaza, giant arm + hand, basin collapse, exploration of underground crevice, Sign of the Broken Head: trader with metal forearm is gone, merchant Gratian Zonaras + priest of Deballaton, selling the stone of the People of Stone (financed by the merchant)
  • Day Five: overcast | white-furred baboons attacking men in robes other side of river before dawn, exploring the collapsed basin crevice - found chimney, eastern gate towers (northern) - staging point, spy party of cestus-bearing Narsileon Archonteans, mention of troll lords, mountain lion!, back at Sign of the Broken Head mention of Darlton's Darlings adventuring group, excitement as Gratian Zonaras' party returns with injured men, Snagwarder reunited with Gaius (observed Gratian Zonaras watching something to the west in the city)
  • Day Six: overcast | stabling Basil for a month, giant rat swarm on the path from the tavern, tense conversation with adventurers exiting from the pyramid, ruined neighborhood exploration + discoveries, mountain lion friendship, exploring east gate towers (southern) - rare coins + potions + discovery, Sign of the Broken Head is full with Gratian Zonaras party and Palladius Ducas' Five Fingers of Destiny (and Mitran priest) adventuring party, some celebration for the success of the Five Fingers, much discussion about Plumthorn, Gratian Zonaras reveals himself and tries to hire the party
  • Day Seven: overcast | exploration of towers to the NE of the ruined city, exploring the ruined villa, encounter with smelly giant wolverine - blinding of Celonar, washing in the river using the Broken Head water path, sighting of beastmen at the river gate tower
  • Day Eight: overcast, rainstorm | exploring the river gate tower and surveying the west side of the ruined city, discovering a poisoned stash of gear in river gate tower, traveling through ruined neighborhoods, getting shouted at by north gate tower guards before you crossed a bridge to an island in river, visiting the north gate tower and learning about stone guardians, return to Sign of the Broken Head in heavy rainfall, discover everyone but Prosperity Factor and Estelle are sick, heading to the river for water in middle of storm, discovering dead bodies, Snagwarder almost drowns retrieving a pot from river, splitting up -- back again for water + warning the north gate tower, collecting water and bodies, very late and very wet night
  • Day Nine: overcast | Late start to the day, miraculously tracking the beastmen from the river gate tower through brush to the opening in the northern wall and the ruins beyond. Travel through ruins and some discoveries and treasure. Talking to north gate guards about beastmen movement. Meeting the Wiskin trader at the pyramid. Florian Lucaenus joins the party. The party splits, Snagwarder going in search of the old hideyhole and fighting for his life against a swarm of giant centipedes; the rest of the party fighting spiders on their way to the rest area inside the eastern gate tower.
  • Day Ten: overcast | the party heads underground through the crack in the wall in the rest area of the Cestus Fist Archinteans. Fight with fire beetles, harvesting their light sacs. Rattling sarcophagus room. "Old One. Do not open." Giant stone chair room on edge of massive underground fissure. Large stela with image of large horned biped and inscrutable runes. Aelfric 'travels' in the chair. Encounter with (intelligent ?) giant rats. No secret doors found. return to surface to moderate rainfall and two giant lizards playing in the rain. They sleep, then wander off when confronted. From the pyramid, a number of potential entry points to the underground city are observed. The party scouts the closest one, then returns to the Sign of the Broken Head. New arrivals: Hjalti Green-eye -- Wiskin trader -- and his crew Skiptracer, Candlemelter, and Colmund. Hjalti has a plan to trade with and talk to the beastmen on the night of the Eleventh day and has invited any two of the party to accompany him.
  • Day Eleven: overcast | two bears attack the compound and are defeated by the party's magic. They are unhealthy and have infected wounds from strange ritualistic scarring on their flesh, under matted fur. Estelle is able to divine more about it. The party descends into the entry into the ruins they found the day before, killing a nest of giant centipedes, three animated monkey-sculpturee, and a giant albino constrictor snake in a room with some evil, person-possessing entity. They meet Lankios.

Important NPCs[edit]

The Sign of the Broken Head[edit]

  • Proprietors
    • Kronos Kettle-Belly, Thorcin
    • Estelle, Archontean priestess of Tychias (goddess of luck, faith, and wealth)
  • Factors
    • Archontean Wisdom factor
    • Archontean Prosperity factor, former mercenary from Archontos, studied art history in Narsileon after tiring of that life
    • Thorcin Golden Band factor
  • Merchants
    • Archontean merchant with precise, angular mustache and beard and a metal forearm
      • Wiskin woman with eyepatch
      • Archontean man with a milky eye
    • Gratian Zonaras, green-cloaked merchant
      • Archontean priest of Deballaton
      • Pock-marked, insouciant Archontean
      • Thorcin with an unnaturally large right arm and headgear covering his eyes
Items[edit]
  • Food
    • Breakfast features the evening's soup with freshly baked bread, goat cheese, and honey (2 silver). Eggs come with the merchant's meal (5 silver). The rich meal includes eggs and salted fish and bacon (2 gold).
    • Supper is basic fare of soup and bread (2 silver), merchant's meal of soup, bread, and some meat (5 silver), rich meal that is mostly meat and vegetables, with soup and bread (2 gold).
    • Drinks are 2 silver
    • (By comparison, the Yellow Cloak Inn in Gosterwick charges 1-2 silver per meal, 1 silver for a bunk in the dormitories, and 1 gold/head for a private room. Stables for 5 silver/night.)
  • Lodging
    • Common room beds are ten silver a night or five gold for the week
    • Private room three gold a night or twenty for the week
  • Supplies
    • Iron rations are available for sale at 3x the standard price, or 45 gold.
    • Slab of raw meat: 2 gold
    • Purchased from Gratian Zonaras: 6 gp per 50' length of rope, 6 gp for a spade, 15 gp for a sledgehammer; 5 gp each for a pick, saw, and 12 iron spikes.
    • Prices in Gosterwick: 1 gp per 50' length rope, 2 gp spade, 5 gp sledgehammer; 1 gp each for a saw and 12 iron spikes; 2 gp for a pick.

Neutral[edit]

Allies[edit]

Enemies[edit]

Rumors and Leads[edit]

Lore[edit]

Lore of the valley and Arden Vul

Protocol[edit]

  • 'Checking out a tower' requires an hour of concerted effort. After the party spends an hour at a location they'll either find something at the location, discover that the location is empty of treasure or information, or find evidence that more time spent searching/investigating will turn something of interest up. The same general principle applies to searching neighborhood ruins. Generally, if you travel for an hour through a ruined neighborhood, I've been giving you an opportunity to find stuff as you go.

Notable Posts[edit]

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