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Ricker's campaign

Basic information – the lay of the land…

Basic information – A rough glossary / geography or the initial area where play began

 

Foundation is a generic fantasy kingdom.  It is ruled by King Tymeran, affectionately known as “King Tim”.  The city of Foundation itself is protected by a sturdy wall, set at even points with watchtowers.  The surrounding countryside is dotted with many small villages and hamlets, all of which pay fair taxes in order for protection via regular patrols.  The city is a large one, with peoples of many races and skills.  Adventuring around the city and its outlying reaches can be boring, because the area is so well patrolled. 

 

Elven States – A collection of city-states separated from the rest of Tyll by “the maze”.  The elves of the states are High Elves, and they are a xenophobic lot.  They keep to themselves.  The coastline along the Elven States is rocky, and impossible to land on.  Each city has its own rulership, and although they are independent, they work together for mutual security.

 

The Maze – An enormous enchanted forest raised by the elves to separate themselves from the outer world.  It is impossible to navigate.  The mazekeepers (also called tree-walkers) constantly patrol the maze.  Only liscensed guides and their customers are allowed to pass.

 

Sydd – A large human city, a protectorate of foundation.  It is surrounded by a 10’ stone wall that has come under disrepair in recent years.  Its primary export is boats designed for shipping on the Big Green River.  Has its own troops, and its surrounding areas are constantly patrolled.

 

Bligden’s Crossing -  a ferry used to cross the Big Green River at its calmest point.  Operated by agents of Foundation.  There is a 1 sp/per passenger rate for crossing, with other fees based on cargo. 

 

David’s Wood – A small patch of woodlands known to be the residence of the ranger David. 

 

Marahill – a small village that subsists mostly on its farming and lumber industry.  The forest to the south of Marahill contains a rare sub-species of ironwood that is reknowned for its strength and flexibility.  Spears, bows, and arrows made of this wood are exceptional.  If a masterwork wooden item is purchased in Foundation, chances are that its crafted from Marahill ironwood.  The community itself is a band of escaped slaves from the Shabbat Desert.

            Marahill Keep – An old fortification left over from the period of unrest during the last royal family’s transition to the throne.  It was crafted by the human residents of the village, with assistance from the gnomes of the western hills and the dwarves of the lesser western mountains.  When the transition went smoothly, the Keep went into disrepair, and was largely forgotten by the residents of Marahill. 

 

The Witch Woods – A patch of thick, overgrown wilderness largely avoided by the Foundation patrols.  Almost inaccessible (except to rangers and druids).  Rumored to be haunted by the spirits of a long-dead sisterhood of witches.  In actuality, the Witch Wood is the only “true wilderness adventuring” area in the Foundation Lands.  The few parties that attempted to explore it never returned.

 

The Giant’s Game – A series of low, rocky, grass cover hills.  The hills are rumored to be the graves of giants who fell in wars long ago.  There’s a small outcropping of rock and stone near the eastern edge of the giant’s game, and it appears to be some sort of door.  To what remains entirely unclear.  This area is generally avoided by travelers.

 

Humans – By far, humans dominate the planet



Racial histories for character creation purposes



Humans – By far, humans dominate the planet.  They are the major power players on every continent, and in the vast majority of civilized nations.  Basically, if you want to a play a human of any ethnicity I’ll be able to tell you what part of the planet you’re from.

 

Dwarves – On Tyll, most dwarves hail from the Hold of the Rock King, an island nation ruled by “Stonebones,” a godlike being with many strange powers.  In addition, there are dwarven communities in the far north, and just about anywhere where there are mountains.  For those of you who want to dig deeply, we can use virtually any subrace of dwarf you can find.  (for more info on dwarven subraces, try to find the first edition book Dragonlance Adventures).  Dwarves in the campaign will be strong warriors and priests, as a rule. 

 

Elves – Elvish subraces are planted all across the earth.  The most common are High Elves, most of who are descended from the subtropical (read: northern Florida climate) Elven States that cover the southern tip of Tyll.  The elves of this region are notoriously xenophobic and distrustful of others.  Grey Elves rule the peninsula on the western end of Zahn-Shabbat, from their capital of Tel-Dorat.  They are powerful wizards, and run a school of wizardry that is unparalleled in the known world.  Sylvan elves (aka wood elves) live near the Isles of the Apes, in a variety of unrelated communities with no central government.  Drow inhabit the underworld beneath the surface of the world, constantly plotting the overthrow of the surface elves.  Among the rarest of elves are the Grugrach, whose kingdom was thrown into utter ruin during the last flight of dragons.  Their former kingdom is now a vast swamp, inhabited by the dragon brood of Xanoxanxanchitxanoatl the Black.  Other subraces detailed in various sourcebooks (i.e. moon elves, aquatic elves, etc.) all can easily be placed in the campaign for purposes of backstory.

 

Gnomes – The gnomish people are most represented underground by the svirfneblin, the deep gnomes who traffic in goods in the underworld.  A few groups have broken off and created communities in and around dwarven and human areas, with the most significant populations on Naress.  Gnomish characters are rare in many parts of the world, although on the continent of Tyll, where the campaign begins, they are merely uncommon.  They are renowned metalsmiths and gemcutters. 

 

Halflings – Halfling populations exist mostly in temperate areas all over the world.  All subraces of Halflings are available for play, even the Kender (of dragonlance fame).  The only exception to that rule is the Green Men of Zahn, whose alien thinking and motivations are impossible to roleplay effectively as a PC.  Halflings in the campaign world vary greatly from locale to locale.  In Tyll’s northern half, they are a stern folk, who viciously defend their lands upon the backs of their war dogs.  In the southern half of Tyll, Halflings more closely resemble their Tolkeinish roots.

 

Half-Orcs - The only half-orcs tolerated in societal mainstream are those who are indistinguishable from normal humans.  If you’d like to play a half-orc, do so under the knowledge that you’ll be unable to openly enter civilized areas without the leave of local government.  Only those who can pass as humans are accepted. 

 

Other Races – If you choose to play some sort of exotic race, please let me know ahead of time, so we can determine if it will be viable.  The sooner you let me know, the sooner we can develop a plan for your advancement.  Playing a “other race” character will require all kinds of adjustments. 

 

 




Locales and origin locations for characters from the continent of Tyll (where play initially takes place)



Blondenstone – an area in the northwestern portion of Tyll

Blondenstone – an area in the northwestern portion of Tyll.  Once ruled by the god-king Ktahn the Silver.  The capital was destroyed almost 20 years ago, when the Cold Queen of Ilch attempted to invade the area in her Golden Pyramid.  Ktahn destroyed her Colossus, shattered her pyramid, and sent her fleeing, in ethereal form, back to her hold in the southern seas.  The explosion that defeated the Cold Queen also killed Ktahn, and sank the area that once contained Blondenstone Keep deep into the sea. 

            The people of Blondenstone are hardy folk, making their living on trade with the wild folk of the northern vast, the dwarves who still delve in the Rock King’s Hold, and the exotic spices and silks from the Tu’tarese plateau.  Characters from Blondenstone may have been warriors, wizards, rogues or otherwise, but they will be strong willed and stubborn.

 

Foundation – an area in the south central part of Tyll.  Ruled by the King Tymerran and his Shield Host, this area is best considered as a generic fantasy kingdom.  The people here represent the widest berth of professions and occupations.  Their meadows raise good horses, and most of the folk are trained in their care.  Most of the population is human, although others are generally tolerated as they follow along within the rule of law, also called the Steel Code.  There is also a population of escaped slaves in the southwestern part of the Foundation Lands, refugees from the blazing sun of Aetix, deep in the Shabbat Desert.

 

Tu’Tar – a large plateau in the northeastern part of Tyll. This area is patterned after the world of Oriental Adventures, will a full complement of classes, races, and creatures.  The special races are virtually unknown outside this area, as are its weapons, gods, and specific classes.  Characters from Tu’Tar must follow the rules of the OA text. 

 

The Elven States – the Elven States make up the southern tip of Tyll, as well as the islands off of its southern coast.  It is made up of a collection of city-states, populated mostly by High Elves (standard d&d elves).  Most of these folk are unconcerned with the affairs of other races, although they do engage in extensive trade.  The entire area is bordered on the north by the magical forest known as the Maze, and is bordered in the southern ocean by a series of reefs that contain the aquatic elf city of Gulblullullulb.  As a rule, the only other race native to the lands communally referred to as the “Elven States” are the Halflings that live in peace beneath the southern edge of the maze, tending to their farms in solitude.

 

Cloakenisle – This island, a 2 day sail off of Tyll’s east coast, is largely uninhabited.  Once the ancient outpost of the Grand Mariners of Nirat, it has been a lair to dragons large and small, and a variety of fell creatures inhabit its heavily wooded hills.  A few druids make their homes here, as well as a few rangers.  Only one city is really extant on Cloakenisle, and that is the city of Ariburg.  Ariburg is entirely self-governed, and protected on all sides by a high stone wall.  The people of Ariburg are widely varied – half-orcs, half-elves, and even the grossly misshapen half-gnomes are tolerated, if not welcomed here.  It is said that many large crime cartels are run from within Ariburg’s walls.  The city itself is ruled by the Veiled Nine, a group of people that agree on issues of law, commerce and mutual protection.  The Nine are led by Jeer, a true neutral venerable brass dragon of great power.

 

The Hold of the Rock King – The Rock King, a strange elemental creature who has existed since the first creatures left the steaming waters, makes his home on a series of incredibly rocky islands off of Tyll’s western coast.  The strange creature called “the Rock King” is known by many names: Old Stonebones, Skoraeus, Grome, and Hlyrg the Earth-Cleaver.  His kingdom is populated by dwarves and gnomes, mostly, who mine deep within the black depths beneath the mountains.  Characters who hail from the Hold are hearty folk, seemingly carved from the grey stone itself.  The area is also home to the Academy of War, an adventuring company who makes their home in an enormous citadel built on the southern edge of the Gromesblade range.  Their fighters are some of the best trained in all the world.

 

Toelen – the northern most portion of Tyll is referred to by the same name as its largest city.  The city of Toelen is a large one, considered by some to be the “Star of the North”.  Its peoples are strong willed, often with the characteristic blue eyes and blonde hair of northern folk.  The area north of Toelen is a wild space, populated with a variety of barbarian tribes, as well as a few small hordes of goblinoids.  The Ice Peaks have almost no civilized settlements at all, being home to numerous families of white dragons, as well as ferocious Rhemoraz.  Wizards are rare in the far north, with the rigors of such life not being suited to study.  As to the wild folk, rangers and druids make their homes among the Forgotten Woods to the city’s west.

 

The Sea PeaksThis chain of volcanic islands, set alone in the seas south of the Hold of the Rock King, is a home to no formal human settlements.  Pirates and smugglers stick to the peaks’ narrow beaches, as terrible predators lurk among the mists of their higher slopes. 

 

The Sar-Kilben Sea – The vast body of water that stretches across the southern hemisphere, from Zahn-Shabbat to the Isles of the Apes is known as the Sar-Kilben Sea.  Virtually unexplored due to its dangers, the areas nearest to major bodies of land often are skirted by merchants and pirates.  The depths of the Sea are home to the Sar-Kilben, an enormous tentacled horror worshipped as gods by a variety of marine humanoids.

 

Other human settlements are available. I wanted to give you some materials to help scope your characters background.




What has come to pass (the campaign thus far)



What has come to pass…

What has come to pass…

           

A few travelers stopped in for the evening at the Sleeping Bitch Inn and Tavern, in the rural community of Caswell, south of the City Sydd in the kingdom of Foundation.  As night fell, strange orcs appeared from the outskirts of town, and attempted to slaughter all of the town’s inhabitants.  The travelers, who happened to be seasoned warriors, combined with the townsfolk to repel the attack.  In the morning, the remaining townsfolk explained that the town should have been protected by Midder Meerell, a wizard who lived on the outskirts of town.

 

The travelers and townies walked the short road to Meerell’s house, and found that Meerell had died while trying to complete the process to become a lich.  A quick examination of his strange house revealed that Meerell was a powerful wizard indeed, skilled in the summoning and binding of outerplanar creatures, as well as a variety of other magical research interests.  His spell book revealed that his primary research was the ancient kingdom of Ydd.  He had acquired a number of Yddian artifacts, including a strangely shaped sword, a robotic mithril eagle, and a piece of vellum that depicted a line of warriors engaging a line of giants.  The book also made vague references to the Tomb of Rhyggen Ydd, evidently an archeological site of some importance.  Meerell noted that he believes that the Tomb is “within walking distance of the City-on-the-Water”.

 

After leaving Meerell’s home, the group decided to go north and seek rest and healing in the City Sydd.  Upon their approach, they saw the City in flames, and orcs patrolling the walls.  A small band of human soldiers, fleeing the city in disguise, told the travelers that the City had fallen, and that they too should flee.             

 

The travelers agreed, and fled south, past Caswell, to the ironwood groves of Marahill.  As they closed, they saw that Marahill too had been sacked, but that a few survivors were holing up in an old stone fortress just outside town.  The travelers, tired from battle and journey, entered and waited behind the locked gates. 

 

They were met by Fareed Abdullah Alhrezhed, Lord Constable of Marahill.  He claimed that the orcs had come to Marahill on the same night they had come to Caswell, and struck with the same brutality.  He gathered his survivors and brought them to the keep.  After a night of fitful sleep, the orcs attacked the keep the next day, using flaming rock-worms to destroy the Keep’s main gate.  An orcish wizard killed Alhrezhed with crackling bolts of negative energy, before he himself was felled.  When the dust settled, the orcs had again been defeated.

 

A quick search of the compound revealed a secret door at the bottom of the well which contained a teleportation device.  Feeling they had few other options, the travelers used the device, and appeared in a long abandoned farmhouse in the wheat fields known as Saren’s Pelt. 

 

When they went outside, they noticed a band of Elven Griffon-Knights flying high overhead.  Using the robotic Eagle, they flagged down a knight who explained that the orcs had erected an earthen wall around the entire kingdom of Foundation.  Inside the wall, teams of orcs were digging hundreds of holes in the ground, particularly around the Rivers Green.  Gifts were exchanged, and the Knight left.

 

Our heroes continued north, and came upon a team digging a hole.  Two orcs were digging, four others kept watch, and another was apparently casting spells over the hole.  The heroes decided to engage them, and the commotion of battle drew the attention of a Truly Horrible Umber Hulk, who had been nesting beneath the hill.  Battle raged, and the orcs, and the beast, were felled.  The explosion of the beast from the earth revealed a stone-lined passage beneath the hill.

 

Exploration revealed that the area beneath the hill was an ancient tomb (although, apparently, not the Tomb of Rhyggen Ydd) of Nirati origin.  After some further exploration, they discovered that the Umber Hulk had laid its eggs in the main burial chamber of the tomb.   This area was cleared, and the party was left with many choices facing them.

 

The next night, as the group camped in a patch of woodland, they overheard a commotion.  Some scout work revealed a group of orcs surrounding a carriage, stealthily moving in for the kill.  A brief conversation was overheard from inside the carriage, and a matronly woman emerged.  She spoke a few words, and the orcs all died in spectacular ways.  The back of the carriage opened, and a beholder floated out, all the while conversing with the woman.

 

Jacques recognized the woman as Royal Ivey, head of his father’s thieves’ guild in Foundation.  She somehow discerned that she and her multi-eyed friend were being observed, and that she knew Jacques from his father’s work.  They spoke briefly, and she explained that she was actually not in charge of the guild at all.  The true head of the guild was the enormous beholder, Ooriss, known only as the Eyes of Foundation.

 

Mumakembaker questioned her then, asking if she knew of one called the Jack of Knives.  She explained that he had also once worked for Ooriss, but then betrayed him, taking a band of thieves and holing up inside the Grand Temple of Torin, in the old town section of Foundation.  This was significant because it’s cellar held the magical entrance to Ooriss’ vault, hidden in the bowels of Uzkurr Deep, the haunted prison beneath the city.   Ooriss also explained that the Jack of Knives had been contracted to acquire an arcane item of indeterminate power, an ash-grey sash, by a wealthy party.  After the sash had been acquired, Ooriss had it stored in the vault.  Before the sash could be delivered to the buyer, the assault on Foundation had occurred, and the city fell.

 

Mumakembakar then revealed that the sash had been stolen from his dojo, and he had been sent on a pilgrimage to recover it.  Ooriss then offered the entire contents of his vault, if the party agreed to kill the Jack of Knives.  His assistant, the matronly wizard Royal Ivey, handed over a tiny stone icon, which she explained would open the door to the vault.

 

Using Jacques’ insider knowledge of the city, the party made their way through the upper levels of the sewer system to the temple.  They exited the sewers in stealth, and entered through the bell tower.

           

As they descended through the levels of the temple, they cam across a bevy of thieves and rogues, most of which Jacques recognized as being particularly brutal members of the Foundation underworld.  Each was killed, and as the party dropped down to the main floor, the Jack of Knives struck.  A brutal blow from an enchanted dagger felled a member of the party, and a battle raged.  The Jack was defeated, and the party managed to resuscitate their comrade.  They soon found their way into the cellar, and entered the vault.  Equipping themselves with the items they found inside (including the sash), they then returned to the temple.

 

They were greeted by a thunderous noise from above, as if someone were trying to break down the doors to the temple.  Searching the cellar, they found an ancient grate that opened to the almost prehistoric sub-sewers that separate the city from the dungeons of Uzkurr Deep below.  Hearing the thundering footsteps of Stone Golems above, the group entered the sewers.  Jacques remembered that there was an exit from the undersewers to a maintenance area in the city’s northwest corner. 

 

Without a map or sense of direction, the party fled through the filthy sewers.  Pursued by a pair of drow sorcerers, several stone golems, orc archers, and a powerful orc wizard riding an demonic spider, the chase blazed through the tunnels.  Finally, due to a variety of clever maneuvers and spellcasting, the party managed to find the ladder leading to the maintenance hatch.  At that point, however, the orc wizard caught up with the group.  Mumakembakar, wearing the sash from the vault, harnessed its power to hold the wizard completely motionless.  Helpless, he was slain by the other party members. 

 

The spider-demon soon caught up, and a battle raged.  The party was victorious, climbed the ladder, and counted themselves lucky.  The ladder led to a small chamber, which in turn led to a stone-lined passage.  The passage ended in a portcullis, beyond which lay the fields northwest of the city.  The portcullis was opened, and a quick peek revealed that the opening was a scant hundred yards from the city walls, which even now were crawling with orc crossbowmen. 

 

Cleverness ensued, and the party fled the service tunnel into the light woods to the west of the city.  While in there, the party was stricken with a variety of visions, visions of a distant world under siege, and its eventual destruction.

 

The party then made a leap of faith, and discovered that the “City-on-the-Water” alluded to in Meerell’s manuscripts was not Foundation, but rather Sydd.  The party headed northwest, into the deepening forest.  As the closed to the center of the forest, Mumakembakar, aided by the powers of the mysterious sash, saw signs of a settlement ahead.  The others simply saw more trees.  He led them onward however, and discovered a small house occupied by an old man.  The old man told them the following tale:

 

The Legend of the Oleri

 

Ydd was the name given to the lands of the High Elves on Tyll during the first age.  It was essentially destroyed during the Wars of Orcs and Elves.  Ydd was a wide kingdom rather than a stronghold.  Magic was widely practiced, as were poetry and song.  The high elves retreated from their meadows and forests and raised the maze in response to the Wars of Orcs and Elves, in time out of mind.  After abandoning the northern lands, they built citadels along the maze’s northern side (i.e. Keep of the Three Darks) as guard posts.  Eventually, the invading orcs destroyed the capital, Dreallyn-on-the-Water. 

 

Outsiders came to Ydd in time out of mind.  A few beings, elvish in features and speech, came through the Steel Portal, which remains broken and hidden beneath the Giant’s Game near Caswell.  Led by Rhyggen, these strange beings made contact with the elves of Ydd, and befriended them.  They proved themselves to be gallant fighters and powerful wizards – this combination endeared them to the elvish peoples of Ydd.  Following a great plague in the Year of Ink-Skies, when the royal line of Ydd perished, the people of Ydd chose Rhyggen to lead them.  In the years that followed, the orcs of the western mountains multiplied and united under the banner of Harchgorril Giantking, an insane monarch of the mountain’s giants.

 

Harchgorril amassed an enormous army, soldiered with orcs, trolls, ogres, and fell beasts of war, and marched on the kingdom of Ydd.  It is still unknown what he meant to accomplish with this feat – but he was determined to destroy the elves of Ydd.  After sacking the towns in the western plains and forests, Harchgorril came at last to the City-on-the-Water, where Rhyggen made his stand.  He called Harchgorril out into single combat, and drew his weapon.  The sword he bore was strange in shape and demeanor – his armies, other than his outsider colleagues, could not stand the sight of it, and turned away.  Harchgorril met Rhyggen at the City’s edge (in this time, the city knew no outer wall) by the temple of Torin.  With six blows, Rhyggen felled each of Harchgorril’s heralds, each a powerful armored warrior in his own right.  Finally, Harchgorril stood alone, bearing his enormous bardiche, which had been a gift from a drow royal house.  Rhyggen cried out, and clove out towards the Giantking.  With a single blow, he split the bardiche asunder, and felled Harchgorril, splitting him in twain. 

 

The outsiders, who had come through the Steel Portal with Rhyggen, and who were his servants, were the only ones who saw the blow that felled the Giantking.  They then rushed forward, and Rhyggen collapsed, and dropped the blade from his shaking hands.  When they carried his body back to the City, they revealed the Rhyggen had been given a vision.  He had been told that “Whosoever lay blade to the Giantking would whither and pass”, and he chose to take that pain upon himself.  The hordes that had closed upon the city then fled back to the western mountains to regroup.  The people held a great funeral for Rhyggen, and gave him the name Rhyggen Ydd.  The outsiders took him from the City and buried him in secret that he may rest in peace until the end of the world. 

 

The goblin-hordes soon regrouped, and in their second assault killed almost all the remaining outsiders, who fought valiantly before falling before the City.  Two remained, and took with them the rest of the surviving Ydd elves.  They fled to the southern part of the continent, whose shores were surrounded by impassable reefs and cliffs.  There they used their mighty magic to raise the Maze, protecting them finally from the onslaught.

 

After the fall of Ydd, its meadows and forests became wild.  The orcs had suffered too heavily to maintain their control over the region, and eventually returned to the mountains and hills.  The name Ydd passed out of use, and the elves who had lived there began referring to themselves only as “the people”.  Eventually, mariners from Nirat set ashore upon the east coast of Tyll, and made a small village there.  These men eventually colonized all the way west, to the foot of the mountains.  There, the dwarves had driven the giants north and the orcs deep into the ground.  These humans, descended from the Nirati sea-empire, soon seceded and began their own kingdom, under their own rule.  This eventually grew into the kingdom of Foundation, early in the third age.  They built the city of Sydd upon the ruins of the City-on-the-Water, and ringed it with a high stone wall.

 

The Oleri are the race of the outsiders who came to Ydd in time out of mind.  Native to an alternate prime material plane, their statistics closely resemble elves of our world.  The Oleri who destroyed the steel portal are the only remaining members of their race – the rest were destroyed when the Kledyv of Rhyggen Ydd was used to strike down the slag-witch Mahuural, tearing their plane’s fabric of being to shreds.  Knowing what harm the Kledyv could do, they decided to take it to another plane, and hide it amongst simple folk, where those who could harness its power rarely trod.

 

The slag-witches are the lost remnants of a long-dead race.  They are immortal (only able to die from unnatural casues), and make their homes throughout various planes of existence.  They should be considered at least the equivalents of demigods in stature.  They appear, in their natural form, as tall human women, strong of build.  Their complexions vary, although most have shapely faces and features. 

Mahuural, one of the ancient Matriarch slag-witches, was slain by the Grand Oleri Klandrerhg with the Kledyv of Rhyggen Ydd.  Mahuural had been working on a powerful magic to take complete control of an alternate prime material plane, and the Oleri had uncovered her plans.  The blow that felled her also tore the very planar fabric in two, destroying the entire plane of existence.  Ten Oleri escaped, bearing the Kledyv of Rhyggen Ydd with them.  Rhyggen used his considerable power to seek out an available door to another world, and chanced upon the steel portal.  To prevent other forces from coming through the same door, Rhyggen destroyed the portal.

            Froste, the Cold Queen, is detailed elsewhere.  She is the only Slag-Witch who makes her home on the prime material plane.

            Sorrini the Terrible, also known as the Gatekeeper of Hell, is one of the few Slag-Witches who makes no use of known magic.  She stalks the area around Tiamat’s caverns, naked, wielding her axe, known to mortals as the Riot.  There are rumors that she has been consort to Baal and Asmodeus, but vassal to neither.  Sorrini is a fierce combatant, reveling in the bloodlust of war.   She often throws herself into whatever battles she can find, and doesn’t rest until both sides lay dead at her feet.  She is utterly insane, able to barely contain her ruthless urges.  The axe she wields is legendary and brutal, crafted for her by dark powers that have since been forgotten.

Chyrlegrim is known to many as Eldest Bitch, or the Forger.  She makes her home in the astral plane, on a floating island of steel.  Her servants include many fiendish elementals, as well as many slaves that have come to her as pilgrims.  Among the Slag-Witches, she remains one of the few who still communicate with lesser (read: native prime material) beings.  Always seeking obscure magics and arcane ingredients, she often can be approached for trade through her Handmaiden, Per-Shallas.  Per-Shallas is often sent on missions for Chyrlegrim across the multiverse, and is a powerful spell-weaver in her own right.

            Aolcsh is the least of the witches.  She wanders across the planes in her enchanted diligence, pulled by two enormous nightmares.  Her laughter, which is poisonous to mortal creatures, can often be heard echoing from inside.  Aolcsh’s desires are not known.  Her path often brings her to visit her sister Froste, at Ilch Keep.  She usually does not entertain challengers personally, relying usually on summoned minions for her defense.  In the year of Ink Skies, however, a band of Paladin-Knights surrounded her diligence, and used magic to anchor it to the prime material plane.  She emerged from the cabin clad in sable and darkness, wielding a broad-bladed spear.  They attacked her en masse, crying out for divine help.  As she struck them down, she mocked their prayers.  Each one struck by the unnatural polearm fell back, shriveled, and died.  Their corpses littered the ground at her feet, as she continued her battle-dance.  Soon, the corpses rose, and escorted her back to their home temple, where they murdered all the priests and parishioners.  Aolsch rewarded them by devouring their souls. 

Thus ends the legend…

 

When the old man had finished speaking, he revealed that he himself was the last of the Oleri, and that he alone had been charged with protecting the Tomb of Rhyggen Ydd from the dark powers of the world, in particular the strange coven of the Slag-Witches.  He explained that the Mumakebakar’s sash was indeed the companion piece to the Kledyv of Rhyggen Ydd, enchanted with powers of stability and control to offset the Kledyv’s powers of pure destruction.  He also explained that the tomb had been sealed such that only the wearer of the sash could unlock its enchanted door.

 

He then explained that the blade and sash were weapons given to the Oleri by a group of strange powers known only as the Faceless, who had approached them for weapons that could assist them against the power-mad Slag-Witches, who traveled from plane to plane, enslaving and destroying all who opposed them.  The Kledyv and Sash were effective but too dangerous, being born from powers outside the knowledge of all but the most wise of oracles. 

 

The old man then explained that he had been waiting for over a thousand years for the sash to be recovered, so that the tomb could be open, and the strange weapons returned to their strange makers.  He explained that Rhyggen Ydd’s body had been carried to the most remote place on the planet, the sandy wastes of the Deep Shabbat Desert.  There, a tiny group of worshippers had built a temple to the Faceless, although they called them by a different name.  Under the sands, separate from the rest of the world, the surviving Oleri used their magics to create a tomb, and sealed it with a lock composed of pure chaos.  Such a lock could only be opened by one bearing the Sash of the Grand Oleri and harnessing its power. 

 

Soon after the tomb had been completed, a terrible sandstorm, powered by infernal powers still trapped in the Hills of the Horned to the north, roared down on the city.  It buried the people alive, and transformed them into hideous undead things.   When the Oleri returned to find the city gone, they threw up another powerful magic of misdirection, surrounding it with an impenetrable field.  The daemon and his salt-mummy slaves were trapped within, and the world was trapped without.  They made the city accessible only by a teleportation device hidden in the woods near Sydd, where the last of the Oleri still remained.

 

The party then took his challenge to recover the Kledyv, and for the good of all worlds, return it to the Faceless who had forged it.  The mithril eagle was used as a key to open the portal, and the group entered.

 

The found themselves in another part of the world, where the sun had yet to rise.  The pre-dawn air was still warm, but the sky was the darkest of blues and lit with the pinpoints of hundreds of thousands of stars.  They found themselves alone in a vast desert of rolling dunes and hills, where the only break in the vista was a obelisk of black basalt.  It was covered in Yddian hieroglyphs and sigils.  Mumakembakar placed his hand on the obelisk, and spoke the name Rhyggen Ydd.  The ground soon shook, and the entire city rose from the sand, shaking off centuries of entombment.  Also freed were the former residents, whose dessicating powers soon were turned on the interlopers.  The demodand, a Shaator from the fell wastes of Gehenna, also attacked in his infernal glory.  The party sustained grievous wounds, including Lanks Hrothlanks, who fell entirely.   The sky turned the color of fresh blood as the sun began to peek over the edge of the eastern horizon.

The found themselves in another part of the world, where the sun had yet to rise.  The pre-dawn air was still warm, but the sky was the darkest of blues and lit with the pinpoints of hundreds of thousands of stars.  They found themselves alone in a vast desert of rolling dunes and hills, where the only break in the vista was a obelisk of black basalt.  It was covered in Yddian hieroglyphs and sigils.  Mumakembakar placed his hand on the obelisk, and spoke the name Rhyggen Ydd.  The ground soon shook, and the entire city rose from the sand, shaking off centuries of entombment.  Also freed were the former residents, whose dessicating powers soon were turned on the interlopers.  The demodand, a Shaator from the fell wastes of Gehenna, also attacked in his infernal glory.  The party sustained grievous wounds, including Lanks Hrothlanks, who fell entirely.   The sky turned the color of fresh blood as the sun began to peek over the edge of the eastern horizon.

Through the mystic powers of the Sash, the party quickly found the entrance to the tomb of Rhyggen Ydd, and entered.  Inside, the eventually found the ruined body of the former hero, and in a pile of dust in the room’s northern corner, they discovered the Kledyv itself.  After a thorough search, they left the tomb behind and returned to the surface. 

 

The horizon was obscured by a huge sandstorm, which was being barely outpaced by a group of wagons pulled by several large lizards.  The party concealed itself, and watched the oncoming group take shelter in some of the abandoned buildings at the city’s edge.  The party deduced from their appearance (and by the fact that they were transporting slaves) that the group were indeed slavers.  The party decided to confront them directly, and the interlopers explained that the slaves were actually convicted criminals, sentenced to slavery for their crimes.  Their contracts had been purchased, the group explained, by a man named Illus the Artificer, a mage of no small repute who made his home in the southern Shabbat ridge.  Seeking a way to return the sword to the plane of the Faceless, the party agreed to join the group on their trek across the desert.

 

Typical travel danger ensued.  A dragon attacked in the night, killing several party members before they finally escaped the deep desert and emerged into the rolling scrub that proceeded the Hills of the Horned, a devil-infested waste avoided by virtually all civilized creatures.  After entering the mountains along the Road of Light (a little-used path that leads to Illus’ tower), the party soon found themselves meandering along a narrow path along steep precipices.  They were attacked by a band of ogre magi led by a Horned Devil, and all the slavers and their cargo were killed.  As the battle turned against the heroes, Helm (Dan’s character) attempted to wield the Kledyv against the Devil.  He struck out a blow, and it seemed like part of Helm was drawn out into the blade, where it was converted into destructive energy.  It struck a grievous blow, but the effort left Helm unable to stand.  Seeing the weapon as a final solution, Mukamembakar lept, took the blade from Helm’s hands, and struck out at the creature as well.  Through the power of the Oleric sash, Mukamembakar was able to determine exactly how much force the strike should use.  He chose an incredibly powerful strike, turning much of his own potential energy into destructive force.  With a sound unlike metal fatigue, the blade lanced out into the air and struck the devil, who’s body (along with much of the surrounding rock) was split roughly in twain.  Mukamembakar fell to his knees, also spent. 

 

The party took their wounded up the path, and came upon a squat tower, topped by what appeared to be an enormous telescope, constructed of hundreds of lenses and gears.  The tower’s gate opened, and they were welcomed inside.

 

The time spent within the Tower of Light (home of Illus the Artificer) is finally a time of peace and rest for the heroes.   Each hero was given a separate room, and a staff of servants attended to their needs.  Although magical healing could not avail those who poured their energy in the Kledyv, time could.   Eventually, they were brought to a great hall beneath the yellow stone of the hillside, and were introduced to Illus himself.  He came professionally dressed, sat at the head of the long marble meeting table, and the heroes joined him.

 

He explained that his research was often dangerous, and therefore he had secluded himself from large population centers.   He claimed that the enormous, telescope-like structure atop his tower was among his finest creations – it acted as a lens that converted light into pure destructive energy, and could fell giants, dragons, and devils with ease.   His staff operate it 24-hours per day, and a night a team of mages with their minds full of light spells stood by.

 

He then questioned how the heroes had come to him, and heard their long tale. 

 

When the topic of conversation came to the last of the Oleri, and the task that he had appointed to the heroes, his interest grew.   He listened intently regarding the Sash and Kledyv, and appeared impressed when they were presented upon the table.  He explained that an additional reason he had chosen this location was its proximity to the City-Under-The-Sand, which had been the last known location of a group that worshipped the Faceless.   He had been interested in their strange magics, and often received unusual emanations from that area. 

 

He then clapped his hands, and the table immediately transformed from white marble to glass, and within was an enormous map of what appeared to be the entire world.   He drew a slender wand, and the map began to close in on an enormous island – a roughly round shape, the bottom half a barren desert, the top half a lush jungle.   A mountain range split the two.  Further still the image in the table drew closer, going towards the southern part of the mountain range.  For a moment, the view was completely blocked by an enormous flying beast, but after it passed from view, a tiny speck of a building was visible.  As it closed further, the heroes could make it out as the Tower of Light itself, set into the hillside in the spine of Shabbat.  He then spoke.

 

"You have been asked to return the Kledyv and the Sash to the Faceless, who exist only within the Great Without.   It is beyond my abilities to send you there."  He waved his wand slightly, and the view in the table shifted suddenly, whisking across bright blue oceans, islands, and finally falling upon an continent before running northward across an impossibly huge forest (where, if careful, one could actually see the tiny forms of elves walking on pathways amongst the treetops).   Immediately, Jaques recognized the forest as the Maze, on the southern border of Foundation.  Directly to its north, huge lines of elven warriors were mobilizing.   The view sped northward, to a huge earthen rampart topped by orc warriors.   Still, further northward the view sped, until it at last came upon a series of huge boulders and low hills.   It was familiar to all the party as an area known as "The Giant's Game", which was located on the road between Caswell (where they met at an inn one ill-fated night) and Marahill (where they had taken shelter in an abandoned keep).   Here the view rested.  He pointed to the rocks.

 

"I can, however, send you here.  In a cave, beneath these stones, are the remains of the Steel Portal.   It was used by the ancient Ydd elves to ease the movement between the planes, and is the way that the Oleri came through in the first place.  If we can repair the portal, we may be able to open the gateway to the Great Without (aka the Palace of the Infinite, the Columnned Beyond, etc.).   My Tower is protected against all magical transportation, so we'll need to first travel beyond my land's borders.  Then, we'll teleport to the Giant's Game, and attempt to find the secret doorway leading to the Cave of the Portal."

 

At this point, a disembodied head appeared in a flash of flame in the center of the room.  It spoke as if out of breath.   "Master."

 

Illus replied "Yes, Steven?"

 

"I think we need you on the tower".

 

"For what?"

 

"I've never seen anything like it, sir.  Not since I've been here".

 

"Well," Illus continued, "what is it?"

 

Here, the head of Steven struggled.  "It's snowing, Master".

 

Illus stood, and the table returned to its previous opaque-marble state.  He snapped his fingers, and the head disappeared.

 

"The Old Bitch knows you're here.  She knows you've got something her sister wants.   We'd better get upstairs."

 

The group was led through a series of tunnels, up a circular staircase, and eventually out on to the flat space on the tower's top.   A slate-gray sky filled out as far as the eye could see, and a fine mist of snow was falling steadily.  Already it had begun to whip around the top of the tower.   Visibility was quickly getting worse, but it seemed that at the edge  of Illus' land, where a stone pylon marked his border, vague shapes moved slowly through the snow.  

 

"Prepare yourselves for battle.  We may not last the night, if She's here."

 

This is where our tale will begin this weekend…

 

 

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