Wicker

Wicker

Tuesday, November 25, 2014

Session 9

Date: 11/9/2014
Attending: Jake, Justin, Joey, Dave, Aaron, Chris
Absent: none
Start Time: 7:55 p.m.
End Time: 10:10 p.m.
XP awarded: 150
Game time elapsed: 2 days
Enemies Defeated: 2 Ghouls, 3 Traps

Notes:
Having left Woodend the party headed into the rolling hills of Avonhollow. As they journeyed they noticed an unusual number of crows in the sky flying in what they decided was a searching pattern. Concerned but unable to do anything they pressed on and camped for the night.

The crows were still there in the morning, and they kept journeying on. A recent rockslide had taken the face of a hill off revealing the entrance to an ancient stone structure, and the party found it in the midafternoon. Deciding to explore, they tethered the horses and left the familiars behind to guard. They had some initial difficulty prying open the door but succeeded in opening the tomb. The outer arch was covered in runes which Grigor took a charcoal rubbing of. Fyn equipped Raskets with a torch, Frumious summoned his orb, and the party entered.

The architecture was extremely old. As the party progressed Fyn found several traps, one of which on a stair case dropped several party members into a dark pit that held two ghouls. Defeating the ghouls the party took the entirely appropriate length of time to search (1 hour to take 20). Doing so revealed a shortsword in the pit that was still in excellent condition. It was later identified as an Elven made sky metal shortsword +1. About this time Kyros communicated that he was defending the horses but it was not a problem. Continuing on they found the actual burial chamber where corpses of elven warriors lined the walls, and an elven corpse sat on a chair on the far wall with a silver circlet on his head. The party took the circlet, and exploring a partially collapsed side chamber, found 40 gp, 200 sp, and a silver mirror. Neither the circlet or the mirror proved to be magical. The circlet is similar to what a modern minor Elven noble would wear. The party exited. When they came out of the tomb they realized the crows were gone. They camped for the night. 

Fyn had a dream where he heard a voice questioning him about the events in the Dark Necromancer’s tower.  He felt that the voice was connected to the wicker gnome in Session 8. End Session.

Session 8

Date: 11/2/2014
Attending: Jake, Justin, Joey, Dave, Chris
Absent: Aaron – church commitment for his mom
Start Time: 7:15 p.m.
End Time: 10:05 p.m.
XP awarded: 200
Game time elapsed: 3 days

Notes:
Session 8 picks up after the 10 year break, with an explanation of what the party has been doing. Fyn has created a workshop where he has messed with and experimented with mechanical devices. This culminates in him building a dog shaped construct as a “pet”. Additionally, he has taken on the role of unofficial deputy to Sheriff Slignigh using stealth and subterfuge to determine the law-abiding-ness of travelers.

Grigor has built a tower and acquired an apprentice, Osgood, Frumious’ brother (see Session 7.1). He has also picked up a familiar, an arrogant pseudo-dragon named Kyros.

Frumious has become a priest and assists Father Theodore as something of an equal. He too has picked up a familiar – a ferret named Little Baskin.

Bajol and Feydor have opened a simple bar known as the Sleeping Dragon.  They are trained in martial prowess by Bajol’s father.

The party has maintained a strong friendship during these years, meeting weekly at the Sleeping Dragon to hang out. It is during one of these meetings that Nolan blows into town. He lets the party know that Thomas has been accused of treason and is being held for execution by the Marquis Daedalus. Nolan cannot take action himself as he has business in Illmar that he cannot avoid, and hopes the party will take action. He further reveals that the loosing claimant in the war of succession ten years previous, Treyvan, has set up in Goldmeadow and is garnering support but nobody know what for.

Nolan tells the party that Avonhollow is divided into 4 Marques, and Daedalus rules one in the town of Shadowmount (first given as Shadowvale, later corrected to Shadowmount). The party agrees to do what they can to save Thomas.

Knowing that his father is from Avonhollow, Bajol goes home and inquires about traveling there. He learns that the capitol of Avon Hollow, Caer Wynnic, is divided up by military rank 0which can be purchased. Your rank dictates where you can live, shop, etc… Care of the Sleeping Dragon is given over to another of Frumious’ relatives, Porter, and the party decided to head first to Woodend to purchase mounts.

They began traveling through the woods towards Woodend. That night, as they set up camp, a cloaked and hooded gnome (face showing) asked to share their fire. Bajol was immediately put off by the visitor who refused to answer any of his friendly questions. The gnome’s comments let them know that he knew who they were and about the events in the Necromancer’s Tower. He specifically asked about the Book Box and the Scrolls of Epic Legend. Grigor tried to lead the conversation into the gnome revealing who he was, but Bajol drew his sword and threatened the visitor. The gnome slumped over and when touched the cloak fell away revealing that he was a wicker mannequin with a carved wooden face. Fyn kept the face and the rest of the body was kicked into the fire. That night the party heard a steady rhythmic beat in the woods. They discovered manshaped figures made out of sticks dancing around the camp in the woods. Frumious yelled out that they had destroyed the wicker doll in the Nercomancer’s Tower and the figures fell apart and lay still.

They made Woodend the following day, only to discover that every house and every window had a crude wicker doll hanging in it. There were street vendors selling the dolls. Perturbed the party sought out the local woodcarver, a half-orc named Nunchuk, but he was unable to tell them about the carved mask that was the wicker gnome’s face, or the reason for the dolls other than they were protection charms. The Party quickly bought horses and left town. End Session.

Session 7.1

Date: Week of October 27th, 2014
Attending: Jake, Joey & Chris separately
Game time elapsed: Occurs during 10 year lapse

Notes:

I met Joey and Chris each separately for lunch to discuss specific character developments. As one or both has not revealed at this time all details/events discussed, my notes from these meetings remain private.

Session 7

Date: 10/26/2014
Attending: Jake, Justin, Joey, Dave, Aaron, Chris
Absent: none
Start Time: 7:42 p.m.
End Time: 10:20 p.m.
XP awarded: 400
Game time elapsed: 10 years and change
Enemies Defeated: none

Notes:
In the aftermath of the tower assault, the party rests in camp. A fairly serious conversation occurs regarding what they saw and what should be shared (and what Nolan can sing about). Loot is identified and divided up:
A wand of Acid Fog with 14 charges
Bag of Component Holding
Bag of Hiding
Alerhaus’ Book Box
The Scrolls of Heroic Legend (partial set)

Karl gets word that the war is over (the Seven Vales’ candidate won) and the group begins the long trek home. After arriving home in Halvensprings the group studies the 77 Scrolls of Heroic Legend, with each choosing to study 2:
Fedor – Art of Battle, Celestial Circles
Fyn – Paths of Silence, Mechanics and Engineering
Bajol – Animal Psychology, Bulwark of Faith
Frumious – The Living and the Dead, The Art of Summoning
Grigor – Universal Thought, Weaving Creation

The party is made aware that the game advances ten years. End

Special Note on the 77 Scrolls of Heroic Legend:

They will each only get to pick 3 total “paths”, having picked 2 now.  They will only be able to advance one path beyond the first scroll.

Session 6

Date: 10/19/2014
Attending: Jake, Justin, Joey, Dave, Aaron, Chris
Absent: none
Start Time: 7:20 p.m.
End Time: 10:18 p.m.
XP awarded: 640
Game time elapsed: 3 hours
Enemies Defeated: Vespatius the Dark Necromancer, many zombies, devil creatures

Notes:
After Trevor explodes, Herbian runs to Trevor’s horse and begins collecting his spell books. Grigor follows and Herbian hands him one of Trevor’s spell books.

A quick consultation among army leadership is had and the troops are ordered forward to assault the tower. As they move into the battle field the ground shakes, a massive cauldron rises out of the ground, and zombies begin clawing out of the earth. The cauldron spews a low hanging purple fog that is animating the zombies and the fallen.  Additionally a corpse worm comes out of the tower and begins burrowing through the battle, coming up and swallowing troops.

Grigor goes with the Order of the Bright Spear who are trying to move around the battle to get to the tower. Bajol peels off from the group and charges the corpse worm, sinking his lance into it. The battle rages on and Bajol spurs his horse Zephyr towards the cauldron. He tries to jump Zephyr into the cauldron but the horse balks and falls in instead. Zephyr dissolves in the cauldron which ends the fog. No new zombies are animated after. Bajol jumps free but is confronted by the corpse worm which he manages to slay with a readied action.

Meanwhile Fedor is fighting his way to the tower and Fyn with Frumious is trying to skirt thee battle with the same destination. Fyn loses control of his horse and Frumious is thrown to the ground, severely wounding him. Frumious plays dead. Fyn and Fedor combine forces and make it to the tower. Grigor has split from the Bright Spear to help Fyn and Fedor and arrives with them, Nolan, Justarius, and Bruce in tow. They all enter the tower (several minutes after the Bright Spear).

Frumious receives minor healing from Sarath on the battle field, and then he and Bajol head into the tower. Inside they meet Zack of the Bright Spear, terribly wounded. He tells Grigor that if the Dark Necromancer cannot be destroyed, to try to get out with the partial collection of the 77 Scrolls of Heroic Legend that he too from the Bright Spear. He also passes two healing potions.

The group charges to the top of the tower to see Vespatius working some fell magic involving a gate or portal and the Company of the Bright Spear fighting for their lives against what appear to be devils. Grigor begins searching the cabinets on the walls for the Scrolls, and the rest of the party engages the devils.

At one point a mirror is unveiled in a cabinet the shows Grigor a series of images and feelings that lead him to believe that a silhouette figure made of crows is a threat, a wicker doll is a source of fear (Frumious breaks it), and a gem will help (Frumious turns it on Grigor’s orders and it summons more devils).  Grigor also manages to grab a scroll case, two bags, and a chest.


An explosion happens below (Akkan says Zack did it as a death move) and the tower begins to fall. The Dark Necromancer catches it with telekinesis, but when threatened lets it go. The surviving devils blip out, Herbian leaps out of the tower (presumably to his death), Akkan, Justarius, and Perry are dead, Vespatius is pulled through the gate, something tries to take over Grigor’s mind and fails, and the party gathers on the balcony as the top of the tower explodes. The balcony is thrown free and the party lands in front of Karl and the surviving troops as the tower and a good piece of the surrounding landscape implodes leaving a crater. End

Session 5

Date: 10/12/2014
Attending: Jake, Justin, Joey, Dave, Aaron
Absent: Chris – show opened this weekend and was too exhausted to attend
Start Time: 7:15 p.m.
End Time: 10:15 p.m.
XP awarded: 240
Game time elapsed: 5 days
Enemies Defeated: 5 thugs on horseback (20 xp each)

Notes:
The party is out for two and a half days recovering. Then Fyn rejoins them and they catch up. Fyn tells them that the Marquis is a vampire (instead of giving the specific info from Trevor – see Session 4 notes). While they are talking a soldier enters the camp and tells them that a group wishes to meet with “the Knights of Mist Valley”. The party discovers that while they were recuperating, Nolan wrote and spread a song telling of all their exploits. While the song tells the truth it frames things in such a way to suggests that the party is mightier and their accomplishments greater than they actually are. The troops consequently now hold them all in high regard.

They are introduced to the Company of the Bright Spear, and adventuring party that has been heling Trevor. They are on a quest to defeat the Dark necromancer (whom they name Vespatius). It seems that much of their adventuring casreer has been foiling Vespatius’ plots and minions culminating in this final attempt to defeat him personally (basically the final bad guy in this group’s “campaign”).  The Company of the Bright Spear once had twelve members, but now is just Akkan (wearing breastplate), Perry (wields the Bright Spear), Zack (dressed in leathers), and the wizard Herbian.

In conversation it is discovered that Akkan knew and adventured with Bajol’s dad, and the two of them fought corsairs in the Isles of Mist. After that Bajol’s dad went to Tak Nor Vel, which is when Akkan lost track of him.

Bajol has Bruce sew a battle standard (black Dragon’s head with a sword through it on a grey field) and the party goes to the quartermaster to acquisition horses and lances. The group picks up 3 horses including a huge heavy war horse named Brutus, who is assigned to Feydor by the party.

Karl lets them know they are now known as the Knights of Mist Valley (no longer Black Badger), and that they are under his direct command. Thomas, now with one arm, is assigned to lead rear guard. The Knights of Mist Valley are: Bajol, Feydor, Fyn, Frumious, Grigor, Bruce, Nolan, and Justarius. Karl sends the Knights out to find the holy hermit Sarath, and recruit him to be the expedition’s healer.

On the way to Sarath the Knights encounter 5 human mercs on horseback, resulting in the group’s first mounted combat (which they win – capturing an additional horse).

Sarath proves to be a crusty old man who agrees to help. He knows Father Theodore and thinks highly of him. The Knights and Sarath rejoin the troops, and the whole group marches to the Tower.

Upon reaching the tower they see only 50 goatmen, 50 minotaurs, and about 100 human troops (they were expecting far greater numbers). Karl and Trevor build an observation tower and hail the Dark Necromancer seeking parley. Vespatius comes out on an upper balcony and casts a spell that makes Trevor explode, and then goes back into the tower. End of Session

Session 4

Date: 10/5/2014
Attending: Jake, Justin, Joey, Chris, Aaron
Absent: Dave – grades due Monday and was behind (see special note below)
Start Time: 7:05 p.m.
End Time: 10:00 p.m.
XP awarded: 305 – 330; bring each up to 600 – leveled up at end of session reverts XP to zero
Game time elapsed: 10 days
Enemies Defeated: 3 goat men (50 xp each) in combat; untold number in story (see Notes)

Notes:
Master Shake having gotten away scot free, the party re-groups back at base camp. Thomas volunteers the group for forward scouting duty to put distance between them and Captain Narl among others. Fyn gets ill and spends the duration of this time away from the group.

While scouting they meet a gentleman named Valen dressed in an odd assortment of clothes and travelling with a walking stick. Thomas identified the poncho he wears as being a peasant style in the Kingdom of the Isles of Mist, but the wide brimmed hat as being from another region entirely. Valen chats pleasantly with the group, warns them about goatmen mercenaries up ahead, and demonstrates the magic abilities of his staff (Northern Wanderer’s Staff). He seems unconcerned with both the soldiers and the dragon and merrily continues on his way.

The group reports in, and Bajol purchases a short sword from Green stag member Colm. Striking up a conversation with the stoic Greymoorian (whose name proves to be Bruce), Bajol realizes that Bruce is quite skilled with weapons. Bajol arranges with Thomas to have Bruce and a spellcaster Kellen transferred into Black Badger. Bruce and Kellen begin instructing the party in the ways of combat and sorcery.

On their next foray into scouting they find a wooden cabin on top of a hill, manned by 3 goatmen mercs. The party slays them, and discovered that this is Meditation Shack #3 built by Abaer. There were notes and journals stored in the cabin, but the goatmen had burned them to start the fire, much to Grigor’s dismay. They interrogate and release the surviving goatman, who informs them that there are 600 goatmen mercenaries moving through the hills to join with a merc band at the base of the Dark Necromancer’s Tower.

Heading back Thomas finds a way to report directly to Karl. Karl lets the group know that he had secretly arranged for a column of 1,000 troops to reinforce them by marching through the Dragon Wastes. He sends a runner to have a portion of these troops rush to support for an attack on the goatmen.

Fyn is approached by Karl and sent to the column with orders to give to Trevor, the mage leading the troops. Fyn rides through the hills and crosses the mountains, abandoning his horse along the way, and successfully reports to Trevor. Trevor, impressed, is quite cordial with Fyn. Fyn takes the opportunity to ask Trevor about his father and the Marquis Daedalus. Trevor identifies the elder Sosyl as a “hatchet man for the crown”. As for the Marquis, he tells Fyn that the Marquis is rarely seen at court, is a political and magical power broker, and has been active for generations. He also tells Fyn that his opinion is that the Marquis is not human. (Note that this took place in a short session before Session 5 on 10/12/14 at which point Fyn was awarded xp to put him on par with the group and allow him to level up.)

Meanwhile Karl’s troops travel for days through the hills. The relief troop of 180 (the rest still marching) arrives with Trevor (and Fyn) just as they (Karl’s troops) catch the Goatmen in two adjacent valleys. Black Quad and Green Quad (and thus the party) are sent into one valley and the rest into another (including Fyn). The party’s troops head into the valley to do battle, when a huge storm cloud boils up as if from nowhere, (Bajol sees a large figure riding it – later identified by Trevor as the Dark Necromancer) and the valley fills with dense fog that limits visibility to 5 feet. The battle occurs in the fog, and Black Badger circles up on Thomas’ orders and stays still – slaying any goatmen who approach. Thomas leads a few forays into the fog, first returning with a wound Justarius, then reporting Colin dead, then not returning at all. Kellen breaks away and flees into the fog. Bruce is wounded. Suddenly a horn sounds – Karl’s group have won the day in the other valley and entered this one. The fog is lifted (dispelled by Trevor) and the party realizes (along with all of the other valley’s troops) that only Black Badger is standing on the whole field of battle. They are immediately treated as heroes by all.

Sifting through the dead they find Colin’s body and Thomas still alive but his arm shattered. The party amputates the arm and gets him to a healer. Narl is also found, trapped under bodies and wounded, and a debate occurs on whether or not to quietly kill him. The party decides to let him live and takes him to a medic. After much searching and asking no sign of Kellen is ever found. Session Ends, but party levels up to level 1 – trading in XP per instructions.

Session 3

Date: 9/27/2014
Attending: Jake, Justin, Dave, Joey, Chris, Aaron, Ben as Guest
Absent: None
Start Time: 6:55 p.m.
End Time: 10:03 p.m.
XP awarded: 100, +20 bonus to Dave
Game time elapsed: 4 days
Enemies Defeated: 3 rattle snakes (10 XP each)

Notes:
The battalion camps near the entrance of Lake Pass. Bajol moves around between groups until he is able to find someone to sell him a shortsword.  The hunters Colm and Killian have been conscripted and are in Green Stag group, along with an unnamed Greymoorian. It is revealed that a significant number of troops have irritated the Marquis Daedalus in some fashion, and that this is considered a suicide mission (but a vital one).

On the march into the pass Master Shake, continuing his attempts to escape, notices a cave opening and tries to explore it in an attempt to hide from the battalion. Within the cave (after fighting rattle snakes) the party finds an ancient scroll that appears to be from before. After much discussion and an confrontation with Thomas the group continues through the pass, but the party is divided over Master Shake’s actions.

They discover that their Captain is named Phineas and is easy to manipulate. Captain Narl does so to have the group sent out to investigate the rumors of a dragon in the area. They find an extremely large dragon that is sleeping. They head back where Thomas informs Karl that they had been sent out on such a mission, and advises that the group moves around the dragon location.


The party copies the ancient scroll, now translated to be titled On Noblity (and contain the Nobility Domain and Divine Vengeance feat). They convince Phineas to send them on patrol, and then conspire with Thomas to have master Shake leave the group, presumably to take the scroll to Father Theodore. Icabod and Murph have been reassigned to Green Quad, and Narl hints that he knows they got something out of the cave (having been told by Icabod and/or Murph). End

Session 2

Date: 9/21/2014
Attending: Jake, Justin, Dave, Joey, Chris, Aaron, Ben as Guest
Absent: None
Start Time: 7:20 p.m.
End Time: 9:58 p.m.
XP awarded: 95, +25 bonus to Justin for not meta-gaming
Game time elapsed: 4 days
Enemies Defeated: 3 Lesser Redcaps (15 XP each)

Notes:
Ben was in town, and played a 0 level member of Red Badger group named Master Shake. We started immediately with the redcap fight. Bajol was wounded with a redcap cleaver (failed save), Nolan and Grigor did not fight, and Frumious took charge of the situation. Master Shake and another member of Red Badger named Colin joined Green Badger Group (Red Badger being killed or fled at that point). The group is merged into a new group simply called Badger Group. Nolan and Grigor are looked down upon, but the rest of the party are treated as fellow soldiers.

Upon realizing that the army is moving deeper into the Tainted Wood, Master Shake convinces Thomas to talk Karl into moving quicker. Then as the army moves at a decent clip Master Shake and Grigor try to bolt into the woods. They are stopped and each assigned an escort (Icabod and Murph) to keep them from deserting. Fyn has a disconcerting conversation with Karl, revealing that Karl sees the group as “assets” and not people.

A Captain hears Grigor talking about the Tainted Wood  and the redcaps and assumes that the Party are experts in the area. This leads to Badger Group along with Icabod and Murph being assigned to scouting deep into the Tainted Wood to see if the redcaps are going to attack the column en masse. The party goes deep into the Tainted Woods and finds a gathering of redcaps (about 45) around a bonfire. An altar is brought in and a large dark figure seemingly made of shadow arises over it. A gnome captive, formerly of Red Badger, is brought to the altar and the top of his skull is cut off, turning him into a redcap and revealing the origin of the Tainted Ones. Bajol had tried to shoot him but missed, and the group flees through the wood and rejoins the column.


Eventually the column makes it to Morning Mirror Lake and finds an encampment set up. No sooner had the group arrived then a Captain by the name of Narl shows up and sends them out to investigate a nearby building in the Firnockt. Badger Group heads back out, and finds a cottage on top of a boulder surrounded by wind chimes hung in the trees. The cottage is empty and has a Omnian shrine with in, along with a memorial for Frumious’ deceased brother. He deduces that this is where his mother goes on her retreats. Under a rug they find a floor board with the inscription “Meditation Shack #2 – Albaer” which makes Grigor assume that the cottage was built by his grandfather. 

The group returns to report in and Karl comes and apologizes – the group should never have been sent out so soon, and Narl is probably trying to arrange for Fyn to be killed in action as a way of currying favor with the Avonhollow Marquis Daedalus.  The party also learns that they are going to assault the Tower of the Dark Necromancer. The whole encampment packs up and begins to move towards Lake Pass and into the Hidden Hills. End.

Session 1

Date: 9/14/2014
Attending: Jake, Justin, Dave, Joey, Chris
Absent: Aaron – called away suddenly for work, Skyped in for the whole session
Start Time: 6:56 p.m.
End Time: 9:55 p.m.
XP awarded: 75
Game time elapsed: 2 days

Notes: The session opened with a short storyteller like description of Halvenspring. The party and other boys of the village the same age had been summoned to the Church by Father Theodore. An armored individual was introduced as Lieutenant General Karl and informed them that they had been drafted. Baron Tullimus of Woodspear was also introduced, and gave them some explanation of what was going on:
·         Illmar is in a war of succession
·         The Seven Vales have sided with one claimant
·         Conscripts were being levied and sent to the fight
·         The Baron of Templemount (Fredrick) was already in the field
·         Tullimus didn’t feel that Templemount had had enough troops conscripted and so asked the King  (Albus Wynnic) for permission to recruit more – which was granted
·         That in the current feudal system they were obligated to go

The conscripts were told to go home and pack and say goodbye and then meet back at the Church. Bajol was given a bow by his father, Frumious was given the family piccolo, and Fyn was given a potion.  They regrouped and met the other conscripts from Halvenstomb (and three from Templemount that had been journeying). There were 40 from Halvenstomb and 25 from Halvenspring. Noted conscripts:
·         Bindford Oak
·         Gulverson Cherry
·         Calverson Hawthorne
·         Porter Hawthorne
·         Nolan
·         Arjan
·         Igon
·         Kiric
·         Justarius (from Halvenstomb)

The conscripts were broken into small groups of 7. Tullimus, having learned Fyn’s name (Sosyl) arranged for Fyn’s group to be sent with Karl instead of heading with the larger group (Karl’s group being a special mission that is highly dangerous) presumably in an effort to have Fyn killed. The party along with Nolan and Justarius were then made a group.

The group was assigned the name Green Badger and was placed under the leadership of Sargeant Thomas (along with Red Badger, another group of conscripts).

They learned that the intent is to go through the Firnockt and across Lake Pass into the Hidden Hills. From there they are to assault enemy supporters. Karl came by and asked the group to turn out their pockets, and then cast detect magic on their stuff. Bajol’s bow, Fedor’s locket, and Frumious’ piccolo were all magical (as well as Fyn’s potion).

The group began moving through the Firnockt when they noticed that someone was following, which turned out to be Onsmythe.  The group, which numbers about 200, stopped for the night. Karl came through and let everyone know that troops were missing. Then a redcap attacked. End.

Pre Planning Session

Date: 9/7/2014
Attending: Jake, Justin, Dave, Aaron, Chris
Absent: Joey – stomach flu
Start Time: 6:45 p.m.


Notes: It was raining, and we gathered to play a board game (as a palate cleanser), roll stats, and discuss house rules. The Board game didn’t happen, and we spent much of the night talking about House Rules – which were annotated and then produced as the House Rule sheet. We agreed that the meet time would continue to be 6:00 p.m., but that we would try to start as close to 7:00 p.m. as possible.  The plan for next week is to finish characters and start the game.

Halvenspring - the Party's Hometown

Your character is a resident of Halvenspring – a small village of Mossreach within the Kingdom of the Seven Vales. Halvenspring has a population of around 400 – about 20% children, 20% elderly (50’s and above or equivalent), 60% male, and 70% human. The majority of the residences are on farms or woodland cottages in the surrounding area. Only about 35 homes are in the village proper.

Halvenspring boasts a smithy, an inn, two taverns, a church, and a single general store. Many of the villagers make their living selling hams and sausage, so pig raising is the primary industry of Halvenspring. Those who are not swineherds farm standard subsistence crops or are woodcutters, but in both cases they mainly provide for the village and do not export except to a neighboring village. A small few collect herbs and mushrooms for sale from the woods.

The town proper is nestled just on the northern outskirts of Firnockt Forest, right as it runs up against the West Almeneids and the Broken Hills begin. Though technically not in the Firnockt, large pines, fir, and ash trees tower over the village and most of its farmlands. Running along the edge of the village is Diving Creek a quiet shallow stream that runs with impressive speed before moving underground a mile south in the Firnockt. About three hour’s walk north and slightly east into the Broken Hills is the spring that serves both as the source of the Diving and of the Village’s name.

The buildings are sold two story affairs, where the first floor is stone, and the second floor mostly wood. The roofs are pine shingled and steeply slanted. Most of the buildings in the village, and indeed the surrounding residences, are well over a hundred years old and in some cases even as old as three hundred years. They are passed down from family to family often with multiple generations living in the same home. It is more common for a new farm or wood cottage to be built than a new village structure although it does happen. There are a few abandoned buildings though none in the center of the village.

There are few luxuries but they are not missed. No one in the town is wealthy by any means but no one is homeless or hungry either. Every community has its lay-abouts, and Halvenspring is no exception, but even those known for laziness are willing to put in an honest day’s work (if a short and not terribly productive one).

The community is kept from being stagnant by keeping open ties with two neighboring villages, Templemount, and Halvenstomb. The three villages meet for annual festivals, and young folk are encouraged to look for love out of town, so to speak. Most out of village trade occurs with these two neighbors, and a small isolated economy cycles healthily around. The pork goods and other products intended for export are taken to Carrageen for sale.

Halvenspring is governed by the Grey Circle, an elected group of four men and four women each over the age of 40 (or the equivalent). The Circle adjudicates disputes, sets temporary ordinances, and manages public land and edifices (such as the stone bridge over the Diving or the pave stones in town). Technically the villages are within the Barony of Templemount, but the Baron and his family have a very “don’t-rock-the-boat” ruling style, and have for generations. The Baron does however appoint a Sheriff for each village who works with the Grey Circle and acts as police, protector, and representative. The current Sheriff has been the Sheriff of Halvenspring for forty years and is well loved and respected. His name is Slignigh and is a reserved but friendly half-orc. A separate individual is Jovithe the Tax Collector, a tall lean human whose short beard has long turned to salt inspite of the significant pepper holdout on his head. Jovithe is the sole tax collector for the Baron. He swings through Halvenspring about four times a year. Taxes are only collected annually, but Jovithe is a fair and kind man, and keeps informed on how everyone’s crops and herds are doing so that he can arrange for assistance in making their taxes if need be. He also brings tales of the Kingdom, though it is often little more than weather reports and town gossip, and he is warmly welcomed at least three out of four annual visits.

Beasts occasionally come out of the Firnockt, usually giant boars or ravenous wolf packs, driven to violence by long winters or hot summers. More rarely are raiding parties of red-caps, vicious sadistic creatures known as Tainted Ones among the communities demi-humans. There has not been a raid of red-caps on Halvenspring in your lifetime, though the occasional traveler disappears traveling in the Firnockt and evidence points to the red-caps. The Firnockt also contains bears and other, darker things. Few leave established paths and none venture deep into the Forest for those who do seldom return and come back changed if they do. Because of these threats the villagers of Halvenspring for the most part know their way around simple weapons, and Slignigh is happy to train any who show an aptitude.

While there is a village druid, Onsmythe, most of Halvenspring has converted to the Omnian Church. The Church itself is a converted old watermill which can hold up to three hundred, and is led by the town priest, Father Theodore. Onsmythe and Theodore have an odd friendship and enjoy needling each other on theological grounds. Both have the ability to heal to some degree through prayer, and are quick to help those in need.

The Kingdom of the Seven Vales

The Kingdom of the Seven Vales is really a confederacy of seven kingdoms (Vales) that are all subject to a High King: Avonhollow, Goldmeadow, Boulderrest, Merrioc, Ashvale, Greymoors, and Mossreach. The original intent was for one of the Seven Kings to be chosen to serve as High King until death, ruling both his personal Kingdom as local monarch and the Vales as High King. The Vales are largely independent, with the High King’s authority mainly centering on wartime or state of emergency powers. There is a uniformity of law in the Seven Vales; such things as well as diplomatic issues are handled at the King’s Council with the High King Serving as Chair.
Over the generations many of the seven royal houses have merged through intermarrying and the dying out of direct dynastic descendants, leaving just three actual kings today. In spite of this each of the original seven kingdoms remains a separate entity, with its own bureaucracy, accounting, etc… Nobles of each Kingdom swear fealty to their King only as King of their Vale; for example a Baron of Mossreach would swear fealty only to the King of Mossreach, not the King of Avonhollow even though it is the same person. The three remaining Royal houses are the House of Merrioc, the House of Wynnic, and the House of Lewynn. The seat of the High King, and thus the capital of the Kingdom of the Seven Vales, is traditionally the city of Boarlanding in Merrioc. Because of this the High King is often the Merrioc King.
The population of the Seven Vales is largely rural; even the capitals of the Vales are not much more than fortified towns. Only Boarlanding approaches being a true city. The culture values hard work, small community mindset, courtesy, and an appreciation for the land. Foreigners describe Valesmen as pragmatic, polite, and independent. The demi-human races are liberally scattered throughout the Vales and for the most part do not have separate communities.

Avonhollow
                Avonhollow is the northern most Vale. Its capital is Caer Wynnic, and it is ruled by the Wynnic family. The terrain is mostly hills cut through and veined by creeks and streams. A smattering of oak, cedar, and mesquite loosely forests the area. It is known for its cider and wine production as well as finely wrought instruments and furniture. It boasts the largest elven population of the Vales.

Goldmeadow
                Goldmeadow is a Vale made up of large flat flowing fields scattered with groves of oak trees and shallow ponds. Its capital is Dol Bradur and it is ruled by the Lewynn King from Ashvale. Goldmeadow is known for its wheat, bakeries, beer, and cattle.

Boulderrest
                Boulderrest is a rocky mountainous area with a significant dwarven population.  Its capital is the fortress city of Far Carnedd, and it is ruled by the Lewynn King from Ashvale. It is known for Dwarven wrought metal, mines, ale, and stone.

Merrioc
                Merrioc’s capital is Boarlanding, where the High King resides and the King’s Council meets. Merrioc is a marshy place, covered in fens and swamps. Large areas of swamp have been drained for agricultural purposes, and the resulting fertile ground yields large crops most prominent of which are rice and sugar cane. Boarlanding itself is a port town and is the chief avenue for exports and imports. Merrioc is known for its vegetables, rice, fish, ships, and sugar.

Ashvale
                Ashvale is the centermost Vale, made up of gently rolling hills and glens covered by Ash and Elm forests. Its capital is Caer Lewynn, and it is ruled by the Lewynn family. Ashvale is bordered by two major rivers, and a significant part of its economy revolves around river transport and trade. Men from Ashvale are often called Rivermen instead of Ashvalians.  Ashvale is known for its orchards, river transport, carpentry, and shrewdness in bargaining.

Greymoors
                Greymoors runs along the coast between Merrioc and Boulderrest. It is a bleak, drab land of rain swept hills and low grasslands. The whole of the Vale seems to be covered in rocks and stones. It’s capital is Marshend, and it is ruled by the Merrioc family. The men of Greymoors have a reputation of being a silent and grim faced people who value solitude. Greymoors is known for its sheep and wool and cheese.

Mossreach
                Mossreach is the westernmost Vale and is the least civilized. Most of it is dense old growth forest, liberally covered with the moss from which the Vale takes its name. Much of Mossreach’s forests remain unexplored, and it is occasionally the source of raiders and fell beasts that threaten the Vales. Mossreach does a thriving trade in herbs, dried mushrooms, berries, jams, sausage, and ham. It is ruled by the Wynnic family from Avonhollow. Mossreach communities tend to fringe the deeper woods, although there are a few within.  Its capital is Carrageen. The demi-human population of the Vale is heavily weighted towards gnomes.

Common understanding of the Cosmos

The concept of other planes is not known to the common folk, and thus your character. What is known is there is no heaven or hell as understood at large. The spirits of the dead are taken down under the depths of the sea to the Halls of the Silent Lady. There is no real focus on punishment or redemption in the afterlife. The Omnian Church has long maintained a doctrine of salvation, but at a future time. Basically they believe that Omnos will at the end of the age gather his faithful from the Silent Lady’s Halls and carry them into paradise.

It is commonly held that the Sun and Caulderon, the subterranean sea of lava and fire, are the source of all natural heat in the world. The further north you get the colder the environment, but this is because in the north is a place called Eternal Ice which is the source of winter, cold winds, and much of the nastier weather and not because of an understanding of a real world solar model involving rotation around the sun, etc…

Even though your characters would not have this knowledge, I’ll give you a couple little planar nuggets which will help you frame the mindset of your characters for future encounters. First, the Fey do not have another realm or plane as is typical in my previous games. They exist wholly in the prime material plane as “natives.” Second, there are no elemental planes. Elementals are native to the Prime Material plane, and are created by playing directly with the material of existence (usually by the Chronosi). That is all I will say here, and you are free to ponder, extrapolate, and role play in game based off of it in regards to the planar make up of this universe.

Common Understanding of Magic

Magic is not uncommon. In most villages there are a handful of individuals who can perform simple cantrips or minor spells. The Church of Omnos sees it as a tool, and thus does not condemn magic but may condemn how it is used. In spite of its acceptance and common presence, wizards and sorcerers of notable strength are few and far between – wizardry in particular being viewed as a lost art. In addition to the traditional magical practices, there are the Secrets – the ability to work magic through mundane tasks, if you know the trick.

In some areas magic use is regulated. Some countries boast schools and academies, others employ special police to monitor and respond to magic use of a certain power or type. It is not unknown however for a magical item to be for sale in a typical shop – and be known for what it is by the shopkeeper.

In short, at least in the cultures you are familiar with a barman using an unseen servant spell is unusual and worthy of mild note, but not a source of superstition or persecution. Anything more powerful than a first level non-offensive spell could be cause for alarm. A shepherd who uses a sleep spell to calm his flock will be gossiped about as being more magical than most. If the same shepherd throws a web spell on some wolves however, the gossip will take a more cautious tone and the local sheriff will probably stop by regularly “just to check in on things.”

General Religion Overview

The Chonosi
The Chronosi, while mighty beings that seem to be eternal, are not gods. They do not grant spells, and are not worshipped in a traditional sense. The people of Andara do offer rituals, rites, and prayers to the Chronosi, but these are more about appeasement than any sense of spiritual devotion. A sailor might make an offering to the Lightning Lord before a voyage, in hopes of good weather, or a miner might give thanks to the Stone King for a particularly good vein of ore found. But none expect aid or protection from them, and the common understanding is that the Chronosi view the mortal races of Andara as a farmer might view insects – potentially harmful, potentially helpful, but far beneath him regardless.

Nature Worship
Druidism has long been the standard religious option in Andara. The druids worship nature itself as a concept, but do not view it as a deity per say. Nature is not seen as having an identity or personality, merely being a force – albeit one that ultimately champions life and balance. The Church of Omnos is fast surplanting druidism as the religion of the common people, but at this time it is still more common to encounter a Druid in a village or as a spiritual advisor to a local lord rather than an Omnian Priest.

The Ancestor Worship of the Orcs
The orcs of Andara practice a form of ancestor worship. The believe that their ancestors watch over them, and empower them in their time of need. There is substance to these beliefs as they do have a form of clerical magic, and the more specific their lineage the more powerful this magic proves to be. No other race seems to have this particular form of religion.

The Church of Omnos
“Valnar the sorcerer was being hunted through the Kadic Wastes by a band of particularly vicious Reavers.  Out of spells and grievously wounded he slipped into a ravine.  Recognizing that his wounds were mortal and his hiding place obvious he lay down at the bottom and resigned himself to his fate. While waiting for death from Reavers or blood loss his eye chanced upon a book half buried in sand. As he opened the ancient yet still sturdy tome the strange writing swam before his eyes and became legible. Finding it to be a religious text, he fervently read out the prayer he found within and was healed.  Overcome with sudden emotion, he pledged his life to the strange God of the book. The sky darkened and a strong wind picked up, tearing through the Wastes, and building into a sudden storm. Just as quickly as it began it disappeared, and so too had the Reavers.” – from The Lives of the New Saints, by Lucratian

The book Valnar found was titled Basic Prayer and Ritual of the Priesthood, Volume 3. Volumes 1, 4, and 5 have since been found. The combined texts are referred to as the Libram, and are the center of the Faith of Omnos. The Libram is obviously a relic of an ancient and forgotten Church, and while it tells us much it is far from comprehensive in its theology and liturgy. References are made to other books and materials which have not been found and indeed maybe lost to the fog of time. The Church refers to the original lost Church as the Mystery.

It has been over two hundred years since Valnar was miraculously saved in the Kadic Wastes. He came out of that experience a changed man who devoted the rest of his life to spreading the faith of Omnos. The new religion quickly spread, and now roughly a third of the population of the continent is Omnian. Four other individuals heard the teachings of Valnar and became powerful evangelists in their own right. These five proclaimers (including Valnar) were known as the New Saints, new because the Libram names and suggests the existence of Saints from the time of Mystery. Their writings have established most of what is held as theological truth today, but acknowledge the derivative and secondary nature of their works. The collected canonical writings of the New Saints are referred to as the Key of Omnos; further writings once canonized are collected as the Lesser Key of Omnos.

The Church of Omnos is divided into five regions based on geography (originally) and political entities (more recently). Each region is led by an Archbishop who presides over a council of Bishops who in turn serve above Priests and Clerics. The various monk orders are led by an Abbott who reports to an Archimandrite who is for all intents a Bishop and serves on the Bishops Council as an equal. The ultimate (temporal) authority of the Church is the Archbishops Summit, which convenes annually.

The Faith of Omnos is broad, being focused around six central tenants: 1) that there is one God, Omnos, and 2) he created the world, 3) that the world is corrupted and flawed contrary to Omnos’ plan, 4) that Omnos has no body but is represented by light (and thus light is sacred), 5) that music is a reflection of the voice and action of Omnos, and 6) that Omnos wishes and seeks to bestow joy and love. These tenants leave much room for interpretation and variety most commonly exhibited by the leadership of the various Bishops and Archimandrites.  For example, some see pacifism as the best way to honor and worship Omnos; others feel protection and justice to be more important; still others view outreach to the poor and downtrodden to be the highest calling.

There are also Martial Orders dedicated to the Worship of Omnos, some of which contain Clerics in their ranks. These organizations are independent of Church Hierarchy, but willingly submit to the Archbishops Summit. Indeed many of them are in fact seen as Monastic in nature and are in turn led by an ordained Abbott.

The Church accepts all races, but seems to have hit a particular chord within humanity. Most Omnians are human, and where there has been political or religious persecution of the Church of Omnos it has been human culture that instigated it. From a evangelizing stand point the Church has by and large adopted an attitude of patience. There has never been an attempt to covert by the sword; instead the Church quietly sends a priest into an area or community. That priest builds a church and becomes active as a healer and source of charity, and waits for the community to come around to belief when they are ready.

Demon Worship

There are demons in Andara. They are not common, more folklore and whispered tales than verified and encountered fact, but they are out there. No one knows from where they came or how they came to be, but they are worshiped by the vilest of beings and summoned by the foulest conjurers. (Meta info: powerful demons can and do grant cleric spells to their worshipers. Records of demons go all the way back to the Kinslayer War, but angels were unknown until Valnar started the Church of Omnos).

Races of Andara

The main races of Andara are divided into three groups: the Firstborn, the Awakened, and the Shard Peoples. Some monsters also fall into these divisions, depending on their origin, as do some animals. Domestic dogs for example are not native to Andara and arrived with Humans. A good portion of animals and beasts are not classified in the above three groups and are assumed to have been created by the Laughing Maid before the Firstborn, as described in the above creation myth.

The Firstborn
The Firstborn are divided into the Skyborn, Mountainborn, Forestborn, and Fieldborn. Technically the four tribes of Tainted Ones are also Firstborn, as they appeared around the same time. “Real” Firstborn find this notion offensive however, and to suggest one is related to or in any way connected to the Tainted Ones is a huge insult, ex. “Your mother lifts her skirts for Tainted dick”. In the below descriptions, what happens to each of the Firstborns’ remains on death is described. It is worth noting that none of the Firstborn have funeral rites or a culture that venerates the dead. The dead are remembered but their bodies (such as they are, when there is one) are not held in any particular regard.

The Skyborn
The Skyborn are analogous to PHB elves. All book stats are as such, and for rules purposes they are elves in every way. The main difference is their typical lifespan maxes out at 250 years, and they mature at the same rate humans do. Also of note is when the Skyborn die, the body dissolves into mist and dissipates.

The Mountainborn
The Mountainborn are analogous to PHB dwarves. All book stats are as such, and for rules purposes they are dwarves in every way. The main difference is their typical lifespan maxes out at 400 years, and they mature at about 1/2 the rate humans do (a 40 year old Mountainborn is socially treated as a 20 year Human is). Also of note is when the Mountainborn die, the body turns to stone.

The Forestborn
The Forestborn are analogous to PHB gnomes. All book stats are as such, and for rules purposes they are gnomes in every way. The main difference is their typical lifespan maxes out at 150 years, and they mature at the same rate humans do. Also of note is when the Forestborn die, the body turns into a wooden stump that is anchored by roots into the spot where they fell. The roots are shallow and can be fairly easily dislodged. If a Forestborn dies midair, on solid rock, etc., then the stump is not anchored.

The Meadowborn
The Meadowborn are analogous to PHB halflings. All book stats are as such, and for rules purposes they are halflings in every way. The main difference is their typical lifespan maxes out at 150 years, and they mature at the same rate humans do. When the Meadowborn die, their body dissolves into soil and falls loosely.

The Awakened
The Awakened are remnant races and creatures from the First World, Ardtus. Stories obviously speak of them as being many and varied, but the only creatures that would have been identified to you as Awakened (and then only in tales) are the great wyrms and the giants. The great wyrms are for the most part gone, having degenerated into the dragons of the Dragon Wastes. The giants now live in small bands and as isolated individuals.

The Beastfolk
The Beastfolk are a collection of tribes that were created when the giants warped common beasts. There are six main tribes – the Goatmen, the Elephants, the Gnolls, the Lizardmen, the Snakemen, and the Minotaurs. Depending on the band the Beastfolk might be savages, or might be peaceful philosophers. Common cultural wisdom and stereotypes refer to the Goatmen as traders and barterers, the Elephants as wise and mystical, the Gnolls as viscous and sadistic, the Lizardmen as barbaric, the Snakemen as untrustworthy and alien, and the Minotaurs as brutal and violent. It is known that the bodies of deceased Beastfolk decay rapidly, often withering away within several hours.

The People of the Shard
The people of the shard are those races that legend holds were not created on Andara, instead coming to the world as refugees and settlers. The three main races are the Humans, the Orcs, and the Fey.

Humans
Humankind has the most variety of all the races. Very different cultures and cosmetic physical attributes exist. Humans are also by far the most populous and widespread of all the races. One interesting fact is that humans seem to have a natural inclination to rise from death as undead, unless certain precautions and rituals are undertaken.

Orcs
The orcs are a warlike shamanistic people who worship their ancestors. They are not city builders and tend to not be organized; where there is a cultural group or organized band it is usually a nomadic community that avoids civilized lands. This being said it is not uncommon to see orcs in cities, especially human ones, and they are valued as trackers and mercenaries. While orcs can rise from the dead like humans do, it is much rarer as their cultural ancestor worship preserves the skulls or ashes of their fallen.

Fey

The Fey, or Fairies, are a strange alien race that dwells in the hidden places of the world. There are too many types of fairies to document, but all seem to be of one culture regardless of how far apart their communities lie. They do not think they way other races do, nor do they seem to value the same things. It is commonly held that they should be avoided whenever possible. Other than this and folklore, not much is known about these enigmatic creatures.

History – Creation of Andara the Second World

This world was old, dead, and forgotten. For ages it lay still, its final peoples dormant and sleeping a dreamless sleep of oblivion. But the world itself remembered and after eons its memories were made manifest. The Chronosi awoke. No one knows if they have always been or never were before, but they awoke. They are four in number: The Silent Lady, The Laughing Maid, The Lightning Lord, and the Stone King. They are immense, powerful, and alien. Together they looked over the earth and mourned for what was, and decided between them what would be. The world began anew.

First they rekindled the sun, and the four moons were visible once more. Deep in the bowels of the earth the Stone King ignited Caulderon, the Lava Sea, and the mountains awoke. The Lightning Lord blew and the wind moved. Clouds appeared and the Sun spun through the void – and there was day, and there was night. And weather matched his moods. The Silent Lady watched and did not move. Her sister, the Laughing Maid, danced and sang. Where her feet struck sprang springs. Where her gown dragged ran creeks and streams. Where she passed was earth, good fertile soil. Where her voice fell grew grass, trees, and all that grows up from the soil.  The Silent Lady walked into the sea, down into the darkest depths, and was still.

The Laughing Maid paused in her dancing and saw that she was alone. The Lightning Lord was high above, leaping through clouds. The Stone King was deep below, crafting fire and moving stone. The Silent Lady was deeper still, cold and silent. The Laughing Maid reached down, grabbed handfuls of soil, and made the beasts of the fields so that she would not be alone. She made birds in the sky, fish in the waters, and those that dig so that the other Chronosi would not forget her. And when her creations had lived their part in her great dance, to the soil they returned.

So it came to be that the Firstborn appeared. The Skyborn were woven of air, the Stoneborn crafted from stone, The Earthborn and Woodborn from the Laughing Maid’s dancing. And they loved, and they built, and they lived. And then they returned to that which they were made of. But in the awakening of the Firstborn, so too did the Tainted Ones appear, and fought, and killed, and made war upon the Firstborn. And in the greatest war, the Kindred War, a mighty magic was unleashed. So mighty that it shook even the Silent Lady on her cold throne of darkness. And the Awakened woke from their eons old slumber.

The Awakened were from the First World, those final beings long at rest. The world they woke into was no longer their own, and weight of the long ages asleep bore down heavy on their mind. Most were consumed with madness. All rose and fought against the Firstborn and Tainted Ones alike. The mightiest sought out the Chronosi themselves, and attempted to destroy those that had changed the world. The Chronosi destroyed them utterly, and only a few survived to lick their wounds in the dark places of the world. Other Awakened sought to subjugate the Firstborn and rebuild their long past empires. Some Awakened tried to teach and learn from the new world and its peoples. With their aid the Firstborn drove back the Tainted Ones and turned their attention on the Giantkind, the imperial Awakened.

The Giants were severely out numbered. In desperation their warlocks tapped into the very nature of the world, the primal force that gave existence to the Chronosi, and used it to warp common beasts of the field into new creatures for the Giant armies. Nature however, does not appreciate her plans and designs being changed. Much to the Giants chagrin, the new creatures, the Beastfolk, were not the mindless automations intended but instead had free will and individuality. They turned on their creators and the Giants were crushed, their peoples scattered and their lore and culture lost.

For a time there was relative peace. Then the Shard Peoples arrived. They came through different means, but all spoke of a cataclysmic event that affected multiple worlds.  Each claimed to be a remnant, a shard from their shattered worlds, and each arrived here seeking solace.

First, beyond the Sands of Night at the edge of the world, from across the void in great arks came humans and orcs. They crossed the seas and settled. Then from a vast rift in reality came the fey, who ghosted into the wild places and were hidden.

And thus came the world to be.