AshenKirk

Final Chamber

And so the heroic traitor Namthar fought his brother to a stalemate – wounded he used the last of his energy to drive the elder brother back, and Moros retreated to his vessel. But he had mortally wounded Namthar, and he vowed to return, to reap what he had sowed, and to consume not only Vaul, but this time his brothers Namthar and Kossos too as punishment for their insolence. This would prove to be a most interesting cycle, he would surely grow strong and wise with this harvest.

Moros would bide his time, sow yet more seeds, and let his army grow in the shadows, watch its natural leaders sprout and rise and when the way was prepared, his patience would be rewarded. They would signal to him. His would be the harvest.

And that is why this place is sacred my students, we must defend it, and stop any signal fire being lit. Beyond this path, the guardian stands tall, an avatar of Namthars power, in eternal vigilance over the signal fire.S

The justifiably arrogant Etricht

“Ive won, its over. A plan decades in the making – did you really think you could stop it? There is nothing now to prevent the coming harvest– the elves lie plague-ridden and ruined, the winding path is closed, the men of the north are at war with each other, and the flotilla will slowly starve while porta verde is consumed  from the depths by Nileth. Dwarves are merely slaves now, dragged underground and building empires for their enemies.

I am on the cusp of greatness Alaistair… Moros will reward me, I will take Namthars place and become a scholar like them, ascend to godhood. When we restart this cycle, it will be by my hand the seed is sown, and by my scythe the harvest will be reaped. And I will consume, and learn, and grow, just as they have done and always will… 


#HeraldChat 

To Throkk: Which model are you then? I thought you were decommissioned? Deemed a rather spectular failure – abandoned by your creatators, your church, not even worthy of your own memories. Abandoned even by your family I believe. I wonder what your real name is?

To Gritgoz: Nice speech, have you been preparing it for weeks? Oh, Im impressed by how effective you were in the end– I had my misgivings about using goblins, but you really did turn out to be the perfect vector for spreading that redrot- why, I only had to release a single one to take out most of the elves in the South. To think, we had perfected the plague for so long, and just couldn’t think a suitable way to spread it. Until somebody mentioned there was a young half elf selling goblin slaves and I had an idea…

To Tulip: what an delicious gift you have acquired on your travels young  man – it gave me great pleasure to defeat your vamypre patron, i think ill enjoy carving you up too. I wonder what I will see when I eat your flesh, hmmm? I wonder if your friends know how much you love secrets?

To Alistair:  Ah… the Goblin Slaver, key Thief, betrayer of your father , an outlaw in your own lands – Im surprised to see you here – is it redemption you seek? How quickly you turned your back on your old way of life – Will you do the same again ? Youre hands are every bit as bloodstained as mine young thief…

To Ernodal: Ah the navigator. You took me by surprise last time we meet you know. You look just like your mother… but you reek of elf like your father. And just like her, you have a darkness growing in you, betrayal and cruelty coiled around your heart.. I can see it. I might have loved her once , but after her.. betrayal the die was cast and.. well here we are. There will be something poetic in destroying you like she destroyed me.

Loregasm

The Pilgrimage

What follows is a summary of almost 1 year of IRL lore:

Key background: Religion in Vaul.

While local spirits, deities and forces of natures are worshiped across Vaul, the main continent is dominated by two major deities – the twin brothers Namthar and Kossos. It is from these to the major common language curses (“By the twins”, “Black twin” etc) arises, as does local mythology of the two moons, the seasons, and most of the natural order of the world.

Namthar is the patron deity of Namburg, a glistening city of steps and steeples in the thundra of the north. A highly structured and policed church, it has spawned priests, bishops, the Judges, towering cathedrals and a vast lexicon of rules and regulations that must be followed to the word to save your eternal soul.

Kossos is the patron of Kossos strangely enough, known by most as “Salt in Wounds”. Within the vast sprawling metropolis ( the biggest city in Vaul) a gargantuan behemoth lies chained to the earth by sacred harpoons. Salt in Wounds is divided as to what actually this titan really is – some say a protector left by Kossos to guard the city, others claim it is the hound of Namthar, chained as punishment, others still whisper this is their god himself made flesh. Disagreement forms the basis of religious and political discourse in the city. Regardless , it doesn’t stop all life from revolving around the monster.

Key background: The century war

Almost 1000 years ago, a catastrophic war raged between the twin brothers , known as “the century war”. Every race splintered and took sides , families and clans were sundered by the division. The cause of the war is speculative at best, each religion claiming casius belli and that they fought for moral and spiritual justice. A holy war of just and excellent cause. Subdivisions of the subdivisions of religions have legions of scholars ready to present their thesis on why Holy Namthar needed to purge the blasphemers from Vaul, or why Kossos purified the very land by spilling the black blood of the Namtharites, but the wisest shrug and admit, that for such a cataclysmic war that took generations to recover from, worryingly little is known.

Key background: The Herald/St. Etricht.

The gang became aware of the Herald a few weeks into their adventure, as a man responsible for much of the discord and chaos they were encountering. They have been pursuing him since, as he seems responsible for much of the party’s woes.

Etricht was once a campaigner with an adventuring group known as the “lightbringers” much like sub Optima. Perhaps more optimal. Actually, almost certainly more optimal. Other members are known to include Conan the librarian, and at least 2 others. ( Its interesting to note that Conan is a decrepit old man, whereas Etricht when the gang encountered him looked middle aged at best). They famously captured Beausang, a notorious Elder vampire, and disbanded after a number of successful and suitably heroic adventures, citing artistic differences ( although Conan hinted there was quite some discord within the group once ). Etricht became quite religious and joined the church.

Etricht quickly excelled in his campaigning duties and became a hero within the Church of Namthar, was ordained a saint, and founded the Judges leading them on multiple expeditions and crusades.

A number of decades ago, the pious Etricht set off on a pilgrimage to Ashenkirk, a place which was thought to be either inaccessible at best, or a legend at worst. He returned a changed man, and became withdrawn, sullen and confrontational. He fell out with most of the hierarchy of the church, and began secretive expeditions without approval, and surreptitious meetings in the shadows of the great statue of Namthar in the captial. He quickly fell from grace and after escalating theological conflicts with the archbishop he was eventually excommunicated under classified circumstances.

He has since been made an apostate.

Key known offenses include:

Engineering the redrot which has decimated the elves, and involved goblins as a result

Inviting the Nileth beneath Porta Verde to incapacitate the orcs ( and resulting in Celeste’s Death)

Manipulating the red dragon into immolating a major elven city

Awakening the dream-eater to terrorise Vicetina

Installing Maggie in the ivory tower, thus preventing the elves accessing the winding path

Was involved in Walpurgis night, wherein he attempted to close the winding path by force with a small force of judges, but resulted in a large scale demonic ravaging of the elves. He seems to have a very personal distaste for elves.

Potential roles hinted at include:

The fall of the dwarves, who now are enslaved underground by Night elves in the sunless sea. Alawyn is the last dwarf left above. ( currently in porta verde)

Ongoing conflict between the 2 major human kingdoms.

Involvement with the necrophage project, which caused dead to reanimate and terrorise the northwest

His involvement with other events, such as Ernies personal summoning catastrophe etc are unknown.

The pilgrimage

Descending the stairs into the buried temple, the gang follow the Heralds footsteps, and walk the ancient and long forgotten pilgrimage route, learning the forgotten history of the world, perhaps they are the only living souls to learn such things aside from their quarry…

Chamber 1:

And so the scholars came, to reap what they had sown, to learn by consuming, to restart the process, and the planet waited to be reborn.

But this cycle was different – they met resistance. Men, Orcs and Elves had united, formed great armies to oppose their creators.

If it is the dream of the drop to join the river, these drops would rather remain a puddle. The scholars were taken aback, this rarely happened when the time came to gather the harvest. These peoples had been forewarned of their coming. They suspected a traitor in their midst… one of the scholars would have to die.

The collapsing roof and too few coffins, The room calls for the death of one, as the scholars had done.

Namthar couldn’t not abide by the bloodshed, to spill the blood of a fellow scholar. Instead Namthar convinced his Elder brother to bind the youngest –  Kossos and to chain the traitor to the rock and leave him to suffer for all eternity while the planet rose and fell around him with each harvest. As the remaining two would grow wiser and more powerful, Kossos would grow hungry and bestial

Chamber 2:

And so war began… The peoples of Vaul realised they were strong as one, yet even separated, and opposed to each other, the scholars proved formidable, for they had encountered resistance before, they were always prepared. The 3 brothers fought, two against one. United the people stood, yet divided the scholars stood even taller

The cobalt dias, requiring the party to divide as the scholars had to proceed

Chamber 3

Who would have guessed, after millennia of experimenting, consuming, growing, that one of the scholars would begin to ask the wrong questions?

To wonder whether they were but the harvest for something yet larger, for a greater mind still.

And for the first time since the birth of the stars, a scholar felt pity. And having tricked his brother into trapping Kossos, the traitor -Namthar finally revealed himself to his Elder brother. And so the century war began,  he people of Vaul blinded by faith, fervour and fear choose sides and fought amongst themselves, the rivers of Vaul ran red with the blood of the scholars – blood drawn from the treacherous blade of their own brother.

Strongholds Summary

it aint much, but its yours now

So from tomorrow we can implement Matt Colville’s amazing strongholds and followers rules ( tweaked of course). Its optional, and if you never acquire a single stronghold or follower, thats totally cool with me, this is just a PSA to let you know there is now a robust rules infrastructure behind the scenes in case thats something you fancy – Vaul/the DM are now prepared.

The following is a quick non-copyright infringing summary of the rules just so you have a rough idea of whats on offer. The gory details are all to be discovered as you play through, but hopefully this is enough to help you make some broad, informed decisions over the next few weeks without reading the book and spoiling stuff, ask questions etc

Summary

Strongholds cost money, time to build and upgrade

Taking somebody elses/ fixing a ruined stronghold will cut the time & cost proportionately to the state of the place your overhauling.

Stronghold Types + key effect:

Keep/ barbarian camp/pirate ship: (10k gold to build, time varies on location/workforce)

Raise an army, gain improved battle skills, fuck shit up

Temple: (8k)

Summon powerful ally’s of your patron, dependent on your “concordance” with them

Druids grove: (8k)

Summon ally’s, lose the summon bonus of temple but instead gain ability to imbue grove with powerful permanent spell (free resurrection once per season etc). Needs to be tended.

Establishments (6k)

(Tavern, theatre, laundrette, blacksmith whatever you want) – monthly revenue,gain rumours + intelligence, plot hooks, espionage, shady shit

Mages Tower (8k)

Research new OP spells, become lvl 99 turbo wizard

A Castle can contain some/all these strongholds – add 10% to price and time for extra work combining things into a single structure.

Additional effects:

Your stronghold provides a demesne effect surrounding it

                Awesome Flavour effects informed by you           

                Very substantial Combat bonuses (i.e. your own lair actions)

Your stronghold improves your class features after an extended rest (i.e 1 week)

                e.g. Barbarians gain “Chieftain’s Rage”, Druids “Savage Shape” etc

Your strongholds with attract followers!

                You roll for them – Ranging from rag tag bands of drunken teenagers to legendary allies that might actually help you save this doomed planet (some insane ones tbh)

Your stronghold will upset the balance of the world

                Hard to hide a new keep. Tavern less so. Prepare to upset people and make new friends. It sure it will be grand.

Can install mental permanent items in stronghold, augmenting warfare(below) and normal game skills. unique items, etc

Followers:

Defend your stronghold, project your power.

Includes class specific retainers (aka your pals/lieutenants/VIP). e.g. Reid

Artisans: make you amazing gear and tools. Smiths, farmers, alchemists, spys, you name it.

Warfare:

3-minute way to resolve mass warfare, or slightly more involved mini-game that runs in background to your own party battle.Nothing too messy.

Big Bad World

its a big scary place out there, and navigating around is going to become increasingly important.

Ive updated the world map to now have hexes overlayed.

new sexy hap map

it took a little bit of careful measuring to get all our historical travel times consistent, but this is now all squared away I believe. What Suboptima need to know is as follows…

Hex Travel times

  • On foot: 1 hex = 2 days travel
  • On Horseback: 1 hex = 1 days travel
  • By Ship: (small craft, or incompletely manned large vessel): 2 hexes per day.
  • By Ship: ( very fast, large vessel): 3 hexes per day.
  • By Ship: ( Galleon/ man-o-war/Pirate ship -counts as a “stronghold btw”): 5 hexes per day.
  • By Tower: Instant
  • Other modes of travel will be added as your invent/discover them.

e.g

As discussed at last session, you all have a horse outside the mansion ( well, you did last time you checked a few hours ago) – across the badlands and delta to the swamp is 1 week of travel. Using Throkks half crewed caravel in a box, its 2 hexes/day, so 4/5 days travel depending on where you want to land.if you walk it, 14 days hike.

You can force a march and skip sleep to cover more distance. this gives +1 hexes traveled in that day, but must save vs exhaustion point. this makes sense to me as hiking all day and night will give proportionately good returns, horses will tire and slow down so returns drop, whereas a ship is sailing ahead overnight anyway on a skeleton crew, so keeping the full crew up to squeeze every last drop of efficiency out of the wind is going to have diminishing returns.