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ADAM'S CONTACT INFO
Welcome to the Tempus vinco vici victum campaign wiki.
This wiki site is a resource for a face-to-face tabletop fantasy role-playing game using Vampire: The Dark Ages. This site is a wiki which is a web page that can be edited by anyone with surfing the web! The goal of this wiki site is to form a repository of information about our game that is easily accessible and editable to the entire game group.

Player Fun Items
TVVV Game Calendar: Here are the working calendars for the game schedule.
TVVV Language Lexicon: Words and phrases taken from latin, greek, french, german and other, more obscure languages.
Bluebooking: an explanation on RPG bluebooking, and how we can use it for the campaign.

The Campaign Connections
Yahoo Group Discussion: This yahoo group is designed to facilitate communication and scheduling for the group, including email and calendars.

It is the time of the long night; Constantinople reamins a bulwark against the east, the holy city of Jerusalem is yet in Christian hands, and across Europa the nights still belong to the Childer of Caine. Nothing is eternal, however, not even the undying masters of night, and threatening shadows move just beyond the horizon; unseen menaces both past and future.

Time conquers all, death cannot be cheated, and the devil must have his due; all else is change.

Only madmen fight time, only fools ignore it, and none escape it.




The Troupe
TVVV: Campaign Log and XP Rewards
TVVV: Roll of Honour
ANDREW STEVE ADAM BILL BILL
[1] Wood Elf Sarcosan Erenlander Erenlander
Seer Naturefriend Speaker Foundling Foundling
DURGAZ ERANON ZAL'KAZZIR KYUAD KYUAD
[2] timeline of the pathwalker story


All the people of [Eredane] know that freedom is a dying word. [The Shadow in the North] is a seemingly unstoppable force. The weak and the mad give in to his dark temptations, while the strong and the wise can only fight, and die. Some say that there is no hope against the dark lord and his [Night Kings].
But the land of Eredane is vast and older than men or elves; throughout the ages, many things have been lost amidst is open plains, its hidden crags, its dark forests, and its cold lakes. Some of those things have been uncovered by accident or design, by the minions of the Shadow or by the forces of light who resist his insane and cruel plans ... these are the secrets of shadow. Daily Life Under the Shadow

Through the ages destiny has searched for those with the will and want to make a difference in the Last Age of Man the Light is cast to two groups thousands of miles seperated by land but standing side by side against the Shadow in the North. One group of [Pathwalkers] begins their journey in the space between [Alvedara] and [Cambrial], while the other find their journey beginning just below [Cale] some distance from [Steel Hill] and the [Veradeen].



ITEMS Given to NPCs by players

This is a page to note any/all items made or given to NPCs. This is just to help track who has "special" charms and things or where things go if removed from a PC.



FRIENDS

  • Shadow-Wall: Sir Walden Mikhail, knight of the Sarcosan realm. Believed to have long life, he fought beside the Witch Queen at the last battle 99 years ago. His eyes were ripped from him by the hand of Jahzir himself. He is of the Seer path. His home in the Sothern Erenland is also called Shadow-Wall.
  • Ivelose: the jungle elf said to be an Eye of Aradil. When encountered outside the Dead Marsh he was on his way to Alvedara on mission from the Witch Queen herself. His revelations were both odd and perceptive and will cause some to consider their direction, actions and whereabouts...
  • Mi'shun: Mi'shun the female Jungle Elf (Danisil) Wildlander Captain of the Arrow unit assigned to Pathwalkers. She is the sister of Valendil's wife.
  • Kess: Kess is the female Jungle Elf (Danisil) that is wife to Valendil. She is Mi'shun's sister.
  • Breoul: (M) Caransil druid, 2nd at the Academy.
  • Suruliam: (F) Danisil leader of the Hamlet, Lady Counsilor to the Queen.
  • Craigth Galeck: (M) Seer.
  • Ebul: (F) Miransil on the Gamarillian Front.
  • Ossion: (M) Danisil Wildlander.
  • Sovaliss: (F) Danisil Spymaster to the Queen, Master of the Eyes.


CONTACTS

  • the wyrmling: Found beaten and alone in a cage beneath Shadowwall. Apparently coming from Alvedara, it's journey continues as the heroes take it toward destiny with the elves. He is a powerful bread, a dragon born in a time when no dragons have been born in millenia. His scales are still soft, but his breath weapon of acid can eat through metal and his elven songs have uplifting spirits.

the reptilians of the Dead Swamps

Led by a stark white alligator, these Dire creatures' full intentions are as yet unknown. Striking a pact with our heroes they seem to seek only a bit of pleasure from the world that hates them.

DIRE ALLIGATORS
  • the silent one:
    • the broken tooth:
    • the ripped eye:
    • the eager youth:
DIRE TORTOUSES
  • the orange elder:
    • the many others:
DIRE SERPENTS
  • father cobra:
    • the son cobra:
    • the daughter/sister cobra: Turned out to be not a 'real' snake/person but rather referring to the "Sister of Mercy" flail weapon sought by the cobras!
    • "Snakerates":inquisitive green one
    • the rattler:
    • the many others:


  • Dahmir of Weton-Bleh (male human, Sarcosan, Aristocrat, of Sharuun):
  • Zimania Shihkan (female human, Sarcosan, Aristocrat, of Zorgetch)
  • Togumx-Gub (male, hobgoblin, Rogue, of Zorgetch):
  • Garains Farthel (male human, Erenlander, Aristocrat, of Al Kadil):
  • Kanas Kakishi (female human, Sarcosan, Aristocrat, of Erenhead):
  • Abbidga Kirena-Tena (female human, Sarcosan, Aristocrat, Festrun):
  • Spah of the Earthcloaks (male, gnome, Rogue, of Shadowdown along the Eren River):



ENEMIES

"CODEX OF GROUPS"
ORC TRIBES: Dead Mother,
ASTERIX: Neega,


  • Neega: thought to be an asterix that inhabitted a large crow when last he watched the party.
  • Legate Pessiogn: a legate that came up from the Aruun Jungles.
    • the Exocutioner: DECEASED a massive Dorn in the service of the Legate Pessiogn.
    • Skuld: the Oruk in service of the Legate Pessiogn.
      • The Chimera: This beast escaped into the forest near Festrun. Younger and smaller than imagined in myth, it was said that Pessiogn captured this legend. But is it the singular creature of myth we know? (read more at Kyuad's Lorebook)
      • The Aranesil, or Spider-Elf: This beast died at Shadowwall. Begging for it's death while encaged. Know one knew what it was a strange amalgamation... Kyuad and Eranon disected it. (read more at Kyuad's Lorebook)
      • The Megartkorvid, or Running Roc: These three beasts escaped into the forest near Festrun. The strange twisting of crow mixed with bear, so the feathers and fur revealed. Pessiogn claimed creation, Kyuad does not believe he has the power or ability... yet... (read more at Kyuad's Lorebook)
  • the Bog Hag: a malevolent twisted elf that prowled the outlying Dead Marsh. She met her match after commanding her Bog Orc and Spinter Steeds to take down the heroes, all in effort to appease local political manueverings with the Dire Alligators. Durgaz crushed her head into the swamp floor then posted he broken skull on a spire to spoil the return of her spirit for the fell.
    • the Splinter Steed: the sadly insane and twisted unicorn of old, now nothing but shadow-hate tainted by the world of evil. This beast served the hag, perhaps as a pet - all the way to death.
    • the Bog Orcs: emaciated and swamp ridden, these or hailed from the Feral Mother Tribe at one time, but now seemed to serve the swamp and the hag that lived with it.
  •  ??? :  ??

At Night Kings' Command

  • King Jazir Kammil, the SWORD of Shadow. Jazir is the most known of all Night Kings, the absolute ruler of Erenland. His frequent court is in the city of  ???. Early in the winter of  ??? he began a pilgrimage to Erenhead where it's said he would name the generals that would continue leading his armies. The most feared turn of events would be to know who would take over the Kaladrune campaign.
    Jahzir has entrusted the war against the Caransil to the most competent of his generals, Grial the Fey Killer.
    Three orc tribes vie for leadership of the armies:
    • the Bloody Sword:
    • Scaled Mother:
    • Dark Mother:
    • General Grail, the Feykiller: Grial is likely the key Orc in all of Eredane. He is lead General to the Night King Jazir's armies. He has personally lead many battlewaves, and now pushes the front of the war on Erethor with the Burning Line in the South and has issued a decree to form a second Burning Line in the North. Grial has divided the Shadow’s army into four separate commands in an attempt to stretch and weaken the elven defenses.
      • Commander Belark the Blackheart: (Oruk) Along the Gamaril River, the Blackheart commands 40,000 orcs that have tried to secure the river basin and cut off the Caransil villages north of the river.
      • Commander Frag Longtusk: (Orc) In the Green March, Commander Longtusk with his army of 45,000 orcs fights a more mobile war against a scattering of human and elven villages, attempting to bypass the elven defenses.
      • Commander Kiah the Flame Axe: (Oruk) Just south of the March, in the scorching heat and choking smoke along the Burning Line, the Flame Axe (Oruk) leads the largest of the armies, over 90,000 orcs and goblin-kin, against the heart of the elven defenses. *** Commander Jorg Kinslayer: (Orc) In the Darkening Wood, the Kinslayer besieges the elven stronghold of [Three Oaks] and deals with a forest gone insane, although it is rumored among the orc troupe that Kulos has been given command of Cambrial's great host (in definance of Jorg's efforts) to finally break the stalemate in the Darkening Wood.
        • Talûn-karkû, the white worm (Orc Commander) a fearsome Orc with a distinctive mane of white hair.
          • Dafrum-Dâgalûr: the battle group led by the White Worm. Durgaz’s old regiment, consisting of somewhere between 400 and 500 Orcs at any given time. Consists of members from approximately a dozen families, all of whom are constantly jockeying for position within the regiment (whose leaders are, of course, doing the same within the army of which the regiment is part.) Durgaz’s treachery is not tremendously well-known within the regiment, as open discussion of the incident tends to rouse Talûn-karkû’s anger. Among those that do know, not much is known beyond the fact that Durgaz went mad, killed two fellow soldiers and fled. It is assumed that he is dead.
            • Radagug, the dog: (Orc, Wildlander) Durgaz’s older brother, by about twenty minutes. Although most orcs have numerous half-siblings, only those born at the same time can be sure they they have both parents in common. Competition was fierce between the brothers, due primarily to Durgaz's superior strength and skill with arms, and matters did not improve when Durgaz was made an officer with the Dafrum-Dâgalûr, leaving Radagug in a demeaning position as the head of a company of goblins. Radagug is known derisively as "the dog" by his fellows due to the goblin association. Radagug is slightly smaller than normal orcs, he was a runt amoung his siblings and rather than fight with them for survival he sought to route with the dogs and goblins for survival in adolescence. He now harbors all that hate and focuses it in a pin-point needle directed at his traitor brother, whom he has vowed to behead. Radagug is of the Dark Mother Tribe (Tribal Lands: Bastion region, Warlord: Agnum, Head Mother: Raarn). The battle group they were attached to is the "Dafrum-Dâgalûr" led by Talûn-karkû, the white worm. They fall under the dominion of: "Jorg Kinslayer" an orc commander under "Grial the Fey Killer" who is Jahzir's lead general.
              • the Goblin Dogs: Goblin, Wildlanders & Fighters. This band of Goblins is the misbegotten horde assembled and lorded over by Radagug. More like the Orc's entrourage than a squad, they cheer and jeer on their Commander with sinister glee. These goblins are part of a larger colony bread for landspeed and blitz attacking. Yet under Radagug's care they've slipped in their tactics and enjoy torturing victims they find along their scout trip travels.
              • FORC: Goblin, Sniffer/Rogue. Forc is the the unapologeticly devious keymaster of the manacles weilded by the Goblin Dogs, which he displays proudly on a bandolier denoting that he's a "Captain". He rides a Dire Rat named Grockel. He was given his name for two reasons. The obvious actually can post nickname - when he began using a modified fork and dinner knife as his means of backstabbing and tormenting victims. The less known but even more appt reason is he tends to mimic the Orcs to get an air of power which comes off slightly rediculous at times and resulted in the nickname shortened from "False-Orc" down to simply "Forc". Though some speculate that the "F" more likely stands for a more obscene word...
                • Forc's Brigade: Sadly after Forc's run-in with the heroes of Shadowwall his escape would grant him a special duty... He was put in charge of a band of Sniffers that would follow the bands of orc and mercenary army up and down the Shadow's Highway, cleaning the road clear of dung and manure...
            • the Traitors of Festrun: there are a small contingent of known villagers in the Hamlet of Festrun that apparently pay to watch the orc Radagug behead prisoners. It is not known how or why they have this strange contract...


  • Sunulael, the Priest of Shadow: Though little is known of the Priest, all know it is he that has the potential of being the dominant of the Night Kings. His mechinations worm as tenticles through all Shadow units. He is supreme priest of the Order of Shadow and rules the Legates through fear and promise. His court waivers between the city of Cambrial to the South and within the halls of Theros Obsidia in Highwall (??). Early in the Winter of ?? he has begun feuling Jahzir's armies with an undead host emenating from Cambrial.
    • General Kuros, the Exonerated: (Sarcosan) An outspoken supporter of Sunulael and enemy of his critics, his command of the armies of Cambrial came with orders to raze the forests of Erethor. The Priest of Shadow entrusted this Priest of Shadow mission to Kuros not because he felt the man was a great leader, but instead because of his fanaticism. In his years of service, Kuros has personally led many forays against those who oppose the Priest’s rule in the south, even orcs and other legates. However, in so doing Kuros has made many enemies in Theros Obsidia; to maintain the careful balance of politics, Sunulael believed it was best to remove him from the center of intrigue lest he lose him to a Cabal knife.
      The masters leading the Priest of Shadow's directive have sent three generals to command the forces that are to prove Jahzir and his generals are inferior by taking the Erethor... By the time of the great arc of Obares, the fey resistance in the Darkening Wood will either be crushed or Kulos will be sacrificed to his god.
      • "the Hanged Man": (human?, General)
      • "the Hunter": (a North man, General)
      • General Jaran, the Reaver (Caransil?).
    • Vrolk the Vile: a known legate in direct service to the Night King Sunulael. He is said to hold sway over the "Cadaverous Eye", some relic of the power of death. His lair lies within the Obsidian Spire amoung the Dead Marsh, where he devides his time between his master's labs at Cambrial.
      • the Undead Wyvern: a strange concoction and pet to Vrolk. Made with the "spying eye" in it's gut to fly the area in search of his masters command. The beast crashed to the ground in a crater of it's own carcass. The spying eye crushed following it's hold on both Kyuad and Durgaz.
      • the lost at Satan Rock: strange spirits trapped forever at this ancient prayer rock, perhaps one of the oldest to the dark god in the north. These souls linger still protecting those that worship and poaching those that blasphemy with their lingering chill... Thorton's encoutner at the rock led to his death shortly after.
      • Krell Azam'han (male human, Sarcosan, soldier legate, merc leader) had recently conscripted dozens of the "Dafrum-Dâgalûr" and other army groups seemingly with the permission of Jahzir, although the orcs didn't appreciate the "transfer"... Not a typical soldier legate, his frail physique would indicate he was never fought a battle in his life. Stringy black hair, greasy from weeks without washing, hangs like rotting cords on a gibbet’s arm. Bulbous eyes protrude from beneath his thick drow and crooked yellow teeth add ugliness to his vicious grin. A scrupulously groomed goatee is Krell’s only concession to personal hygience and recently the soldier legate has developed a hacking cough that, more often than not, leaves a bloodly residue upon his lips. He blames the swamps with bitter angst.
        • Zad-el-Rakib: ("Gift to the Rider") the Grey Speckled Arabian horse, believed to be an Asterix assigned to Krell. Hailing from a breed of horse with a reputation for intelligence, high spirit, and outstanding stamina. With a distinctively chiseled head and high tail carriage, it is one of the most easily recognizable horse breeds in the world. One of the oldest horse breeds in the world. Prized by the nomadic Sarcosan people, often being brought inside the family tent for shelter and protection. This close relationship with humans created a horse breed with a good disposition, quick to learn, and willing to please. But it also developed the high spirit and alertness needed in a horse used for raiding and war. This combination of willingness and sensitivity requires the horse's owners to handle their horses with competence and respect. Reference Material
        • Krell's Merc Units: Typically his units consist of a dozen or so leather clad mercs armed with short recurved bows and cedeku all on proud war horses of their family stables.

Traitor Princes & Legates of Note

  • Governor/Prince Ahvazi Abbas: (male, Sarcoson) The most influential of these collaborators is Governor Abbas, cousin to Jahzir and Prince of Alvedara. As governor of Jahzir’s seat of power, his ambition is tempered by his fear of the king. His kinship with the Night King gives him more leeway than others, but does nothing to reduce his terror.
  • Legate Shantelus Ereach: (male, Sarcosan) The Greater Legate of Cambrial is Shantelus Ereach. The control of the grand mirrors in Cambrial and Sharuun by greater legates outside the Keepers of Obsidian is a source of concern for the Five, particularly as these high priests are of the Devout.


BEASTS


GAZETEER

Maps

Eredane's Political Map of Districts
the Druid's Swamp


Locations


HISTORY

Through the AGES

The Calendar Year

Sarcosan Sahi Calendar

Each day on Aryth is about 26 hours long and each year is approximately 337 days.
Adjusting for the vagaries of Sarcosan religious portent, each Great Arc is therefore about 34 days long. Each arc is further divided into lesser helias that vary in length between two and 17 days. Because of their inconsistency, and because only Sarcosan priests seem able to keep track of them all, the lesser helias are seldom used to mark time. There is one day during each helia, however, that is often used to measure time and it is called the helial zenith. The zenith is the midpoint of each arc and marks the day on which the ascending arc transitions to the descending one.
For ease of comparison to known constants, note that because of the longer day length in Aryth, a character who has lived a given number of the shorter Aryth years is still just as old in actual time as a character that has lived the same number of years in the real world.

Great Arcs of the Sorshef

Each arc is named after the god-rider that is believed to hold the most power within that region of the stellar Sorshef. There are sections of the Book of the Sahi that tell of times in the ancient past when the god-kalifs of given arcs changed and were therefore given new names, but this has not happened since before the Sarcosans came to Eredane.

  • Months of the Year: better known as "ARCS" to folk of Aryth.
    • SHAREEL (1)
      "the Arc of the Sisters", the first thaws in the central plains usually come by the end of Shareel and the wild boro begin their migration north.
    • DOSHRAM (2)
      "Planting", This arc is when young horses are broken. Sarcosan weddings are also thought most favored during Doshram.
    • SAHAAD (3)
      "Spring's End", this arc is the favored time for birthing foals. Traditionally this is also the time when nomadic Sarcosans left their winter camps. If born on the zenith of Sahaad, a Sarcosan child is thought to be destined for greatness.
    • SENNEACH (4)
      "the Arc of Battle", this is the traditional time of hunts, conquest, and trade caravans.
    • HALAIL (5)
      "High Summer", in Eredane and the hottest time of the year across most of the continent. Children of age often attempt their soba, or “breaking ceremony,” during Halail.
    • ZIMRA (6)
      "Harvest", this arc is dry and windy across most of the lands. It is considered bad luck to be born in Zimra and in times not so ancient, children born on the zenith of Zimra were often drowned.
    • OBARES (7)
      "the Arc of AUTUMN", and time for the last preparations before winter comes. Nomadic tribes returned to winter camps and settled in for the long winter by the zenith of Obares, also known as "the Day of Rests".
    • HANUD (8)
      "the Arc of the Dead", this a traditional time to honor the memory of lost relatives and the only time of the year when it is wise to ask favors of the Sorshef. The Dorns, long influenced by the Sarcosan calendar, hold their most solemn ancestor ceremony on the zenith of Hanud. They call the ceremony "the Calling of Honors".
    • HISHA (9)
      "the Arc of WINTER", this time marks the heart of the winter season. The zenith of Hisha coincides with the winter solstice and is called "the Day of the Sun".
    • SUTARA (10)
      "Long Winter", this is still a time of bleak cold before the spring. Since the end of the Third Age, the long winters often seem to cling to the lands, a dread portent many attribute to the foul ways of Izrador.

Twilight Hours


THINGS

Prophecy & Scripture

  • the Scrolls of Aradil: These scrolls of prophecy penned for over a millenia since the last battles. Recently completed and put in the hands of her most trusted Eyes of Aradil they hope to one day united the Kingdom of Elves, the Dwarven Clans and the survivors of the Dragon Council of the First Age of Aryth.
  • Shadow Wall's Call: A halfling poem of hope...
    Come ride with me,
    Through the veins of fate,
    I will show how you,
    Can find a new path.

    And how lots can change,
    When fools can be kings,
    When slaves can be free,
    When shadow can be light.

    It's not enough just to survive,
    The time has come to meet at Shadow-Wall,
    Come mighty fey and valiant kin,
    You and I must fight for the light.
  • [Verlathis' Note to Steelguard]

Known Covenant Items

Charm's found or rumored of

  • the Sussar's Coin - a minor Charm of Direction: This true charm is a coin of a first age Sarcosan Sussar ensorcelled to allow the user to always sense north when flipped on the ground.

Special Materials


RIDDLES & RHYME OF THE WORLD


ACTIONS & EVENTS OF NOTE


SLANG AND SAYINGS OF THE WORLD

  • "sack-dagger": an Erenlander saying. It's a unique term that's synonymous with "ace up our sleeve" or "trump card". If you have a sack-dagger, you have something that will give you an advantage that other people don't know about. The phrase comes from the idea of holding a dagger in a sack is a pretty good way to ensure that you're going to keep the upper hand.
  • Midnight Symbols & Banners: herein are various possible symbology in the world of Aryth, from legate holy symbols to orc scars and more.


THOSE LOST TO THE WORLD

  • DOCTOR: ...he left us in the night, afraid to take the journey...
  • THORTON: ...we didn't love him enough...
  • SHADAAR: ...in death we loved him...


NAMING CONVENTIONS

a list of naming reference for the different cultures of Ayrth in Midnight. You can get the idea of how to think about the NPC cultures and such, especially the humans

    • Dorns: Celtic and Norse.
    • Sarcosans: Persian and Arabic.
    • Erenlander: Spanish, English and French.
    • Dwarven: Hebrew and the catalogue on the Poetic Edda.
    • Gnomes: Slav and Italian.
    • Wood Elves: Tolkien Elvish and Celtic.
    • Sea elves: Tolkien Elvish and Celtic.
    • Jungle Elves: Central African, Hindi and Sanskrit.
    • Snow Elves: Russian.
    • Orcs: Germanic.
    • Halflings: Irish, Native American and Gypsy.





RULES

House Rules in effect in The Scroll Bearers campaign:

  • No XP penalty for multiclassing. Instead, characters with levels in a preferred class gain a bonus feat at 1st, 5th, and 10th class level.
  • Bonus skill ranks from high intelligence can be used to buy a full rank in non-class skills, not a half-rank.

[These house rules were adopted from d20 Conan by Mongoose.]

  • Beyond the spells granted by Channeler levels and feats, channeling spellcasters can learn a number of spells equal to their casting ability modifier each character level. The total number of spells a character can learn in this manner is cumulative. So, if a character with a 16 (+3 modifier) in her casting ability score were to learn only one new spell at level 1 (beyond the spells granted by Channeler levels and feats), she would be able to learn five new spells at level 2. For the purposes of counting the total number of spells learned by a character, 0-level spells count as half a spell.

Alignments

Spells


RESOURCES

Mighight RPG - RAIDING LARDUN




SPOILERS



Midnight: North & South Portal
Midnight RPG Wiki