...the dragon scared her off...
Seriously, I tried to set up the whole Greenest (Newtown in the world of Daen Ral) dragon attack so that her characters would help defend the town. They rode out like the devil himself was chasing them. So... I put a troop of goblins in their way to see if that might steer them back... but they engaged the goblins - outnumbered 3 to 1 (though, in fairness, they are all 3rd level)... aaaaand the goblins fell.
So they rode off wildly "West".
So...
Gonna try The Lost Mine of Phandelver (somewhat modified, of course) - if they keep heading West... maybe they finally get home, who knows?
Tyranny of Dragonlance
Thursday, January 19, 2017
Tuesday, March 15, 2016
Just a quick note...
My daughter and I haven't played in far too long. The plan is to set these events in motion as the party was just rescued (they think captured) by a group of Firbolgs. Their goal was just to get home - the giants will send them with a Blood Priest to Newtown, intending to pick up a caravan south to their home...
We'll see how that plays out. But I've got the beginning pretty well planned - or, rather, sandboxed - part of the east I've put together as a sandbox of its own (not done, but getting there).
I'm blogging about it here.
We'll see how that plays out. But I've got the beginning pretty well planned - or, rather, sandboxed - part of the east I've put together as a sandbox of its own (not done, but getting there).
I'm blogging about it here.
Thursday, February 18, 2016
Playing with Weather
I doubt this is at all realistic, and it's probalby too fiddly for most people, but here's a draft of a general weather chart that I'm considering using for the campaign.
Table: Random Weather
|
|||||||
d20
|
Weather
|
Wind
Table
|
Temp
Table
|
Precip
Table
|
Cold
Climate
|
Temperate
Climate
|
Desert
|
1-13
|
Normal
weather
|
1d10
|
1d10
|
1d6-1
|
Cold,
calm
|
Normal
for season
|
Hot,
calm
|
14-15
|
Abnormal
weather
|
2d6
|
2d6
|
2d4
|
Heat
wave (01-30) or
cold snap (31-100),
1d8+12
on Temperature Table
|
Heat
wave (01-50) or
cold snap (51-100)
1d8+12
on Temperature Table
|
Hot,
windy
|
16-17
|
Inclement
weather
|
3d4
|
3d4
|
1d4+6
|
Precipitation
(snow)
|
Precipitation
(normal for season)
|
Hot,
windy
|
18-19
|
Storm
|
1d10+6
|
1d10+6
|
1d6+6
|
Snowstorm
|
Thunderstorm,
snowstorm
|
Duststorm
|
20*
|
Powerful
storm
|
1d10+10
|
1d10+10
|
1d4+8
|
Blizzard
|
Windstorm,
blizzard, hurricane, tornado
|
Downpour
|
* Roll d20 again –
if abnormal weather is indicated (14-19), the storm is a powerful storm as
listed below, if a second 20 is rolled, the storm is a “storm of the century”
table listed below.
|
Wind
Table
|
Temperature
Table***
|
Precipitation
Table****
|
|||
1
|
No Wind 0 mph
|
1
|
10 degree change
|
0
|
Very dry,
cloudless
|
2-3
|
Light Wind 0-10
mph
|
2-3
|
5 degree change
|
1
|
Dry, clouds
|
4-7
|
Moderate Wind
11-20 mph
|
4-7
|
No change
|
2-3
|
Dry, very cloudy
|
8-10
|
Variable Winds**
|
8-9
|
5 degree change
|
4-5
|
Partly cloudy,
brief drizzle
|
11-12
|
High Winds 20-50
mph
|
10
|
10 degree change
|
6
|
Rain, 2d4 hours,
overcast
|
13-14
|
Severe Wind 50-70
mph
|
11-12
|
15 degree change
|
7
|
Heavy Rain, 3d4 hours
|
15-16
|
Dangerous Wind
70-90 mph
|
13-15
|
20 degree change
|
8
|
Soaking Rain, 2d6
hours, overcast
|
17
|
Deadly Wind 90-120
mph
|
16-17
|
25 degree change
|
9
|
Hard Rain, 3d8
hours, thick cloud cover
|
18
|
Hurricane Winds
120-150 mph
|
18
|
30 degree change
|
10
|
Hard Rain, 2d12
hours including 1 hour of hail, sun-blocking clouds
|
19
|
Tornado Winds
150-200 mph
|
19
|
40 degree change
|
11
|
Hard Rain, 6d4
hours, flooding, sun-blocking clouds
|
20
|
Unnatural Winds
200+ mph
|
20
|
50 degree change
|
12
|
Hard rain, 24 hours,
flooding, extreme lightning, sun-blocking clouds
|
** Variable
Winds: Winds blowing from 10-40 (1d4x10) mph with gusts 50-90 mph (1d4+4x10).
Check for gusts any time something is attempted that might be adversely
affected by winds
*** Temperature changes
are based on the previous day’s temperatures. Unless otherwise directed, a
50% chance of raising and 50% chance of lowering temperatures.
**** In temperate
climates, use the table as is. In cold climates, consider rain to be snow
unless a heatwave is indicated. In desert climates, use cloud cover only
unless 20, powerful storm has been rolled on the weather table, then include
the rain as well.
|
Storm
of the Century
|
|||
1d8
|
Cold Climate*****
|
Temperate Climate
|
Desert
|
1
|
Temp drop 30
degrees, 6d8 inches of snow lasting 1d4+3 days
|
Hurricane/Tornado
cluster (2d4 tornadoes touch down)3d6+12 inches of rain over 24 hour period,
massive flooding
|
Snow on the Sand – an impossible combination of events occurs, causing 1d4
inches of snow per hour to fall in the region, temperature drops to 30
degrees during the day and -5 degrees at night. Snow falls for 1d4+3 hours
and melts at a rate of 1” per hour once the snow stops. Unprotected creatures
take 1d4 hp damage per turn.
|
2-4
|
Temp drop 30
degrees, 2d12+12 inches of snow lasting 1d6 days
|
1d8+4 inches of
rain falls for 1d12+12 hours, flooding, cluster lightning
|
Downpour – 1d4+4 inches of rain falls in a 6 hour period causing
massive flooding.
|
5-7
|
Temp drop 40
degrees, 4d6 inches of snow lasting 1d4 days
|
Hail the size of
grapefruits falls for 10d6 minutes (each does 1d6 damage), +1d4+8 inches of
rain over 12 hour period, flooding
|
Duststorm and
rain – 100+ mph winds drive a massive dust storm
for 1d4 hours ahead of a huge storm front, which will bring 1d4 inches of
rain in 2 hours.
|
8
|
Temp drop 40
degrees, 2d6+24 inches of snow lasting 1d6+5 days
|
Golf ball sized
hail for 10d4 minutes (1 point of damage each), +12d6 inches of rain over 20
hour period, cluster lightning
|
Black Blizzard – dust storm so thick that it blocks out the sun for 2d12
hours, any living creature caught in a Black Blizzard has a 1d10% cumulative
chance per hour of dying due to exposure
|
***** In a cold
climate storm of the century, creatures left exposed to the elements will
take 1-4hp damage per hour (creatures born/bred in cold climate get a save, half
damage if failed, no damage on successful save)
|
Tuesday, February 9, 2016
Journey to Newtown: Events
Events vs. Encounters
I know that events sometimes get knocked for being "railroady" or whatever. I disagree - mostly because I believe that you need a little story in your sandbox - or a lot of sandbox in your story - or...well, whatever. I play how I enjoy playing.
All that being said, Events are things that the DM places before the party regardless of where they are. Some - like changes in the weather - really don't matter all that much (wouldn't be that much different from rolling it randomly, really) but some are just encounters I want to make sure the PCs have - NPCs I want to make sure they meet (even if they turn down the offer of the NPC) or some other encounter I want to make sure is something more than just random (the Dragonmen below).
Below are 7 events - three of them could just be background stuff - the wind, the clouds, the army marching - the other four can be put into the Random Encounter list if the DM so chooses - for me, they're encounters I want to place when I think the time is right - which players in my campaigns have been fine with (knowing that's something I do). Three of them are "story" introductions (the staff, the disks, the dragonmen), three are kind of atmospheric events (two literally so) and the raven encounter is for color - and a possible clue for the PCs if they are patient...
Journey
to Newtown
Event 1: Search for the Staff
The underbrush
rustles and a dozen or so dark figures push out onto the path before you. Green
and black goblin faces glare at you. A grossly fat figure on a far-to-small
pony rides behind the humanoids.
The rider
looks at you and yells: “For the queen, get the staff!” and rides off as the
goblins close in on the party…
Fewmaster
Tenede (Goblin Lord). AL LE; MV 12.; hp 16; HD 3; #AT 1; Dmg 1- 6; can leap up
to 30.
13 Goblins AL
LE; MV 9.; hp 2, 3x3, 5, 3x6, 7,9; AC 5; HD 1+1; #AT 1; Dmg 1-8
Tenede has no
interest in engaging the party. He expects his troops to overwhelm the party –
but he also won’t take any chances. He gallops off to the Dragon raider camp.
The Goblins
fight fiercely until they lose 5 or more members after which they check morale
at a -2 penalty. Any Goblins captured only know that the Fewmaster is searching
for a staff with a blue gem head.
(NOTE - I've always loved the title "Fewmaster" - I'll be using it more...)
(NOTE - I've always loved the title "Fewmaster" - I'll be using it more...)
Event 2: Meeting the Seer of Tirathan
Ahead the party
hears chanting in a strange language (an archaic version of the language of the
Holy Empire of the West). If anyone can translate they hear:
“The Light of
Heaven shines in the darkness
And the
darkness flees
And the
darkness cannot rise.
The Light of
Heaven reveals the truth
To all who
will listen
To all who
will hear
Come,
Lightbringer, Come Lightbearer,
Come and shine
upon the world
That all might
see
And all
believe.”
The chanter is
a Grey Monk named Cadifar, who is accompanied by a stoic and watchful Paladin
of the Rose Temple named Gadron. Cadifar is called the Seer of Tirathan.
Cadifar has had a vision of darkness spreading all across the land and has been
praying and questing for He Who Is All Radiance to reveal a way to stop the
spread of darkness and evil. Cadifar, bearing a staff with a blue crystal head,
feels led to find the Disks of the Prophetess. He has no idea where they might
be, though his prayers and meditations have led him to this region (the last
temple where the Prophetess was an oracle was a place called Zatarath, but the
city seems to have disappeared from the world – Cadifar seeks the ruins).
Cadifar will
gladly join the party, if they will aid him in his quest. Gadron will be
reluctant to trust these strangers, but will eventually concede that there is
strength in numbers. If Cadifar joins the party, but they are unwilling (or
unable) to help him in his quest, he will not hesitate to leave them and search
for the Discs of the Prophetess himself.
Event 3: Cold North Winds
One morning,
chosen at random, the north wind turns very cold. Rangers, druids and anyone
with a special sense of the weather will note that storms are coming soon.
Event 4: Thurnderclouds
The two days
after the wind turns cold, black and roiling thunderclouds roll in from the
west, covering the whole land.
Event 5: The Dragonmen
About 300 feet
ahead, dark forms crowd the road or path or clearing. They wear heavy cloaks which hide their faces
and forms. One of the figures points in the direction of the PCs and the troop
of hooded figures moves quickly toward the party.
These are 8 Dragonmen
who are unaware of the party (unless the party has made themselves obvious),
but are moving in their direction nevertheless. They will fight the PCs to the death
if engaged.
1 Champion Ba’al
Dragonman
10 Ba’al
Dragonmen
Event 6: Raven
The party
encounters a raven who eyes them warily for just a moment and then begins
cawing loudly, watching the party intently. If the party does not shoo away the
raven, there is a 50% chance per PC that the cawing will begin to sound like
words. Someone will hear “seek” then someone else “dark one” then the word “bright”
and finally the word “cave.” The raven will then fly off toward the Crystalline
Cave
Event 7: The Invasion of the Dragonarmies
This event
begins when Newtown is attacked and continues throughout the campaign. The
dragonarmies are centered on the Dragoncamp (see area). Every hour, an
adjoining hex is occupied by the dragonarmy. If the hex is an encounter area
which might resist the occupation, roll d12, re-rolling and adding to any 12s
rolled – thus, if a twelve is rolled, roll again and add that number, if that
is also a twelve, re-roll and add that number – if a 12 and 6 are rolled, the number
is 18, if a 12 then a 12 then a 4 is rolled, the number is 28. The number
rolled is the number of hours it takes for the Dragonarmy to subdue the hex
(assuming no counter action by the PCs). Cities and larger towns will roll 3d12
for their resistance time, with the same technique used (except Newtown, which
is the focus of the initial invasion). Use logic in the direction of the
dragonarmies, as well as which encounter areas might or might not resist.
Generally, the
dragonarmy will be pushing toward Briarwood and the Great Elk Swamp, but will
also kind of push the party (as general divination magic will reveal to the
Dragonarmy leadership what general direction the Blue Crystal Staff is found,
though not its exact location).
Any time the
party is in an already captured/occupied area, they will see the Dragonarmy
moving through the area and witness firsthand the depredations of the
Draconians, Goblins and Mercenaries employed by the Cult of the Dragon.
A few areas
will not be invaded: Briarwood is extremely treacherous so the dragonarmy will
choose to go around this region for the time being. In addition, the Heartwood
is slowly being corrupted by an agent of the Cult of the Dragon, so the armies
will not enter that region, either.
When the
Dragonarmies reach the borders of the Petty Kingdoms of the Highlands, they
will stop (for the time being), claiming victory.
Saturday, February 6, 2016
Sandboxing
Found this image online (ebay auction, I think) I have all of these (the first 50+, actually) that I'll draw from... |
Dungeon Magazine provides a pretty decent opportunity to piece together mini dungeons, villages, npcs... Lots of chaff, of course, but there's enough raw material there to build out an interesting setting by "filing the serial numbers off."
I've got tons of classic and non-classic modules that I can find some locations for as well... Filling out a whole world (or several corners of a world...)
The first "episodes" of what might be the Tyranny of Dragonlance Campaign is 60 pages including the maps of Newtown and the raider camp. Most of those pages are filled with events and random encounters beginning with the party's entrance to the city ("The Festival of Lucor") to the attack on the city - with the missions from Hoard available over the first 12 hours or so of the attack and fire - with "Hot Day at L'Trel" events and encounters used in the day or two after the attack (and during, as appropriate).
One of the options for the party is joining the Newtown Militia. If they do so, they can more readily be sent on missions but I won't force it. If they want to derail the "story" so be it. There's plenty to do...
The dragonarmies (adapted from the DL series) will be marching on the Highlands, so the party will have plenty of opportunities to interact with the Cult of the Dragon and uncover their plans. They might not care about what the Cult is up to... but their machinations are going on in the background.
NEED:
Sketch out a timeline for the Cult's activities if the party doesn't intervene - this will allow some intersection points as the party decides what they want to do... Obviously, the actions of the party will change things (as it should be) but this will give me a general timeline...
Friday, February 5, 2016
Greenest In Flames and the Inn of the Last Home and...
Because of the nature of the campaign, the PCs begin in the small city of Newtown. Grennest in Flames from the Hoard of the Dragon Queen is combined with the Dungeon Magazine adventure "A Hot Day in L'Trel".
The map for Newtown is L'Trel, changed to in inland city on a river, rather than a coastal city.
Keep much of the background of L'Trel, but twist it to fit the new scenario.The wizard with the alchemical liquid in a storage tank explodes when the attacking dragonarmy ignites it, creating an explosion of far greater magnitude than the invaders expected - but still contributing to the chaos of the attack which is designed to gain treasure for the queen and to kidnap Leosin Erlanthar (this kidnapping may or may not happen off stage).
Finally, I added the three families from Specularum in "The Veiled Society" (B6), the Radu family and the Veiled Society being members of the Dragon Cult.
From Hoard:
Keep the first section pretty much intact - add the keep to the L'Trel Map - governor Nighthill - change to Petty King Drummond ard Gallien (called "The False King" by his detractors).
Missions: the "keep oriented" missions (Old Tunnel, Sally Port, Dragon Attack, Prisoners) can be more or less used as is. The "Save the Mill" motivation needs to be changed (since the whole city is on fire at this point) - maybe a peek at a Draconian and they are sent to investigate what this new creature is... or prisoners are being tormented or executed in a square in front of the mill - regardless, the desire is to lure the PCs to the mill - and the location must be close to the Keep.
"Sanctuary" can be at any of the temples (which are changed in this campaign to temples which venerate saints).
From L'Trel:
Use the events in "Confusion and Catastrophe" as random encounters, keep most of the locations. Add locations from Hoard. Add "Inn of the Last Home" from DL1.
From DL1:
Begin with the events (up to the march of the dragonarmies, perahps). Introduce Goldmoon (name change) as an NPC. Side quest to the ruins of Xak Tsaroth to retrieve the Discs of Mishakal, a "book" that gives information about dragons and immortals in the realms. Use some of the locations to fill out the wilderness area. Don't introduce Draconians until after they are sprung on the PCs in the city somehow - though the Fewmaster Toede encounter can be inserted even on the PCs journey toward Newtown.
Add:
Dwarven mine/outpost which is the source of the oily substance (Dwarves of Warka, Dungeon #16 - remove the electrum dragons and replace with a pool of earthsblood - a tie in with I12, Egg of the Phoenix if desired- I'll be placing Empyrea - with a different name - to the West of the Highlands - there's a potential link to the slavers in I12, too - though it's more of a red herring).
Long Term Possibilities:
Slavers begin plying their trade in Newtown within days. Can tie in a thread to the Slavers series (A0-4), with the slavers kindapping people to deliver to the dragonarmies.
One of the possible results from the attack and fire is plague. Could adapt "Goblin Fever" from Dungeon 46 for this.
Random Encounters:
In Newtown - merge Hoard and L'Trel
Wilderness - merge Hoard and DL1 and B10, Night's Dark Terror
The map for Newtown is L'Trel, changed to in inland city on a river, rather than a coastal city.
Keep much of the background of L'Trel, but twist it to fit the new scenario.The wizard with the alchemical liquid in a storage tank explodes when the attacking dragonarmy ignites it, creating an explosion of far greater magnitude than the invaders expected - but still contributing to the chaos of the attack which is designed to gain treasure for the queen and to kidnap Leosin Erlanthar (this kidnapping may or may not happen off stage).
Finally, I added the three families from Specularum in "The Veiled Society" (B6), the Radu family and the Veiled Society being members of the Dragon Cult.
From Hoard:
Keep the first section pretty much intact - add the keep to the L'Trel Map - governor Nighthill - change to Petty King Drummond ard Gallien (called "The False King" by his detractors).
Missions: the "keep oriented" missions (Old Tunnel, Sally Port, Dragon Attack, Prisoners) can be more or less used as is. The "Save the Mill" motivation needs to be changed (since the whole city is on fire at this point) - maybe a peek at a Draconian and they are sent to investigate what this new creature is... or prisoners are being tormented or executed in a square in front of the mill - regardless, the desire is to lure the PCs to the mill - and the location must be close to the Keep.
"Sanctuary" can be at any of the temples (which are changed in this campaign to temples which venerate saints).
From L'Trel:
Use the events in "Confusion and Catastrophe" as random encounters, keep most of the locations. Add locations from Hoard. Add "Inn of the Last Home" from DL1.
Newtown - modified map of L'Trel |
Begin with the events (up to the march of the dragonarmies, perahps). Introduce Goldmoon (name change) as an NPC. Side quest to the ruins of Xak Tsaroth to retrieve the Discs of Mishakal, a "book" that gives information about dragons and immortals in the realms. Use some of the locations to fill out the wilderness area. Don't introduce Draconians until after they are sprung on the PCs in the city somehow - though the Fewmaster Toede encounter can be inserted even on the PCs journey toward Newtown.
Add:
Dwarven mine/outpost which is the source of the oily substance (Dwarves of Warka, Dungeon #16 - remove the electrum dragons and replace with a pool of earthsblood - a tie in with I12, Egg of the Phoenix if desired- I'll be placing Empyrea - with a different name - to the West of the Highlands - there's a potential link to the slavers in I12, too - though it's more of a red herring).
Long Term Possibilities:
Slavers begin plying their trade in Newtown within days. Can tie in a thread to the Slavers series (A0-4), with the slavers kindapping people to deliver to the dragonarmies.
One of the possible results from the attack and fire is plague. Could adapt "Goblin Fever" from Dungeon 46 for this.
Random Encounters:
In Newtown - merge Hoard and L'Trel
Wilderness - merge Hoard and DL1 and B10, Night's Dark Terror
Wednesday, February 3, 2016
Background
Background
The Cult of the Dragon has been around for centuries, proclaiming that one day the Dragons would return to Daen Ral. For much of this time, the Cult has focused on gathering what dragon bones they could find, using necromantic magic, fabricating undead dragons. Mephista, dean of the School of Nekros (Dungeon #27), is a Red Cult member working in this region. Recently, the Cult has changed their tactics from raising up undead dragons to bringing the dragons back from their millenium long exile.
The Immortal being, the great five-headed dragon known in Daen Ral as Asharath, has been communicating through dreams with the head of the Cult, an Adabi Warrior Sorcerer named Severus Sufjan. Sufjan has been recording his dreams for years, divining out the mysteries of the dragon exile. As such, he believes he has pinpointed the locations of the Five Masks of Asharath. Each of these masks is a different color, each color representative of the five elements (dragons in Daen Ral are tied to elements, and their color designations indicate which element: earth, green; fire, red; air, blue; water, white, darkness, black - dragons tied to such elements have shades of the colors in their scales, but the primary link is in their breath weapons). Individually, the masks will allow the wearer to communicate with dragons of each element and, if a will check is successful, control one or more dragons of said color (though this is a dangerous proposition, see descripton of the Masks of Asharath for more information). When all five masks are brought together, they form the Helm of Asharath or the Helm of Dragons. Asharath has been subtling hinting that the Helm will give Sufjan control over all dragons. And that is true...to an extent (again, fully described in the item section).
Sufjan has acquired the Red Mask of Asharath and has become the first of the Dragonspeakers. He has not used the mask to more than communicate (through the veil of the exile) with red dragons. Asharath has revealed another secret to Sufjan: some great stones found in the Endless Mountains are Draconic Cysts - eggs, of a type, which, if hatched properly, bring forth Dragonmen (Draconians). Sufjan has had agents scouring the mountains for more than a decade, and has been hatching a dragonarmy, which he will put on the march soon.
Through the power of the mask, and by virtue of his position within the Cult, Sufjan has forged a number of alliances and is beginning to put the Cult on the offensive, gathering resources (treasure, slaves, etc) for Her Majesty, the Great Queen, Asharath. As such, besides the cult (with such members as Mephista of the School of Nekros), Sufjan has forged an alliance with the King Under the Water (one of the Goblin Kings in the region) and a heritcal splinter group from the Holy Empire of the West known as the Red Monks. The Cult employs many mercenaries to act out its plans.
The Cult is organized in cells, ranging from a few members to very large groups, each with their own agendas and plans. Leaders in the Cult are known as the Indigo Brotherhood fot the shade of purple they are known to wear. While Cult members may wear special regalia denoting their position when enacting ceremonies and rituals, generally they are indistinguishable from the general public (though leaders are still likely to wear some item of indigo colored clothing).
Dragons
Dragons are the Children of the Firstfallen, powerful, nearly immortal creatures who were used as weapons in the Famine Wars, to the great devastation of the Midlands. After the Wars, the dragons were sent into exile - the "good" dragons went voluntarily, to the Veil Lands, the "evil" dragons were forced into exile in the Outer Darkness. In addition, the instigators of the Famine Wars, Asharath, the Wrath Queen and Alhamuen, the Light King, have been exiled as well. The Light King rests in eternal slumber in the Veil Lands while Asharath seethes in rage in the Outer Darkness, scheming a way to gain her revenge. All that is known to the peoples of Daen Ral is that dragons may have once existed, but they are no longer to be found.
The Cult of the Dragon has been around for centuries, proclaiming that one day the Dragons would return to Daen Ral. For much of this time, the Cult has focused on gathering what dragon bones they could find, using necromantic magic, fabricating undead dragons. Mephista, dean of the School of Nekros (Dungeon #27), is a Red Cult member working in this region. Recently, the Cult has changed their tactics from raising up undead dragons to bringing the dragons back from their millenium long exile.
The Immortal being, the great five-headed dragon known in Daen Ral as Asharath, has been communicating through dreams with the head of the Cult, an Adabi Warrior Sorcerer named Severus Sufjan. Sufjan has been recording his dreams for years, divining out the mysteries of the dragon exile. As such, he believes he has pinpointed the locations of the Five Masks of Asharath. Each of these masks is a different color, each color representative of the five elements (dragons in Daen Ral are tied to elements, and their color designations indicate which element: earth, green; fire, red; air, blue; water, white, darkness, black - dragons tied to such elements have shades of the colors in their scales, but the primary link is in their breath weapons). Individually, the masks will allow the wearer to communicate with dragons of each element and, if a will check is successful, control one or more dragons of said color (though this is a dangerous proposition, see descripton of the Masks of Asharath for more information). When all five masks are brought together, they form the Helm of Asharath or the Helm of Dragons. Asharath has been subtling hinting that the Helm will give Sufjan control over all dragons. And that is true...to an extent (again, fully described in the item section).
Sufjan has acquired the Red Mask of Asharath and has become the first of the Dragonspeakers. He has not used the mask to more than communicate (through the veil of the exile) with red dragons. Asharath has revealed another secret to Sufjan: some great stones found in the Endless Mountains are Draconic Cysts - eggs, of a type, which, if hatched properly, bring forth Dragonmen (Draconians). Sufjan has had agents scouring the mountains for more than a decade, and has been hatching a dragonarmy, which he will put on the march soon.
Through the power of the mask, and by virtue of his position within the Cult, Sufjan has forged a number of alliances and is beginning to put the Cult on the offensive, gathering resources (treasure, slaves, etc) for Her Majesty, the Great Queen, Asharath. As such, besides the cult (with such members as Mephista of the School of Nekros), Sufjan has forged an alliance with the King Under the Water (one of the Goblin Kings in the region) and a heritcal splinter group from the Holy Empire of the West known as the Red Monks. The Cult employs many mercenaries to act out its plans.
The Cult is organized in cells, ranging from a few members to very large groups, each with their own agendas and plans. Leaders in the Cult are known as the Indigo Brotherhood fot the shade of purple they are known to wear. While Cult members may wear special regalia denoting their position when enacting ceremonies and rituals, generally they are indistinguishable from the general public (though leaders are still likely to wear some item of indigo colored clothing).
Dragons
Dragons are the Children of the Firstfallen, powerful, nearly immortal creatures who were used as weapons in the Famine Wars, to the great devastation of the Midlands. After the Wars, the dragons were sent into exile - the "good" dragons went voluntarily, to the Veil Lands, the "evil" dragons were forced into exile in the Outer Darkness. In addition, the instigators of the Famine Wars, Asharath, the Wrath Queen and Alhamuen, the Light King, have been exiled as well. The Light King rests in eternal slumber in the Veil Lands while Asharath seethes in rage in the Outer Darkness, scheming a way to gain her revenge. All that is known to the peoples of Daen Ral is that dragons may have once existed, but they are no longer to be found.
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