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An adaptation of one of my favorite stories. This will be a typical module length with possibilities to continue. Early warning, I will sometimes flake on my own games, it's a undpredicable psychological response of sorts and I can only say sorry for any unintended disappointments. That being said, my first game on MW ran for 5 years with three of the original 4 players sticking it out. The world of Drelin is quirky - so have fun. This adventure is split in two and will involve skill challenges to help baronies in addition to encountering possible deadly fights. It will help if you like playing an aristocrat.

rules for PC creation -
7th level w cohort

Religion=polytheistic. Current trend to have a duo or trinity of deities tattooed on wrists.
    Preferred deities ....
Mystra, Dumathoin, Abbathor, {elemental deities- Akadi, Grumbar, Istishia, Kossuth}, Desna, Pelor, Gond, Auril, Talos, Tymora, the Raven Queen (N, Death, Winter, Fate), Malar, Mielikki, Selune, Waukeen, Moradin, Corellon, Hanali, Deneir.

preferred sources -FRCS, DLCS, ECS, Dragon Mag material including Dragon Compendium, UA, Com Adv, CWar, CArc, CDiv, MM I and II, PHB, DMG, ExPsionHB, MoFa, PGtF, RoF, RoS, RoD, RoW, SS.  Most other sources are ok, you don't have to ask.

Full HP 1st Lv. Roll (rerolling 1's) or 1/2 rounded up. 
stats: roll 3d6 8xs dropping lowest two. You can always chose the 34 point buy system.
+Start with typical gold. Fine and regular clothing, dress outfits, is provided as well as a signet ring indicating your station (50gp). In addition, you all have a fine carriage pulled by two horses provided by the Wayne Family.
+Ignore the first 10 lbs of equipment for encumbrance and small folk don't receive encumbrance size penalty. 
+Please list weight (over .5 lbs) and price of all items (above 9 silver) on CRS.

+Everyone full PC gets a bonus 3 ranks in a profession as nobles have jobs and families.

+Full PCs can have the Leadership feat for free at 6th level (so you can take improved cohort at 6th). Your leadership score/requirements can trigger off of char wis or int. Your cohort is a loyal companion that is tied to you and your house; a little brother, a niece, a cousin of lower station, a servant, a squire, a favorite teacher/advisor/priestess, a loyal umber hulk bodyguard, a Kender or tortle servitor, a psychic 'watcher' to monitor your family for the lichking, an undead servant (remember, undead are not necessarily evil in Lichstone... the king is well tolerated and he's a lich.) etc.

+non-humans can negotiate a swap for a feat at first level (example lose gnomish spells for 1st feat).

+magic is restricted in this setting mostly at higher levels (teleport, resurrection, raise dead, most spells over 7th level). Sorcerers are mostly elven, those that aren't are sought after by the Imperium.

+I use a small amount of pathfinder stuff (prices, items, creatures) like the spell Identify and your ability to identify items and the price of amulets of mighty fists. If you have one suggestion involving your character, just ask.

+You can take on one flaw for a feat at first level.

Notes on races (note on the note: you can be most any other race)
Elves - the high desert is dominated with tall elves, oft with air genie bloodlines. The shorter cousins live primarily in the Forever Forest under the strict Elven Imperium. Gnomes and elves swap lifespans.
Humans - every shade but white. The people of the Outlands, high plateau, and mountains are mostly asian in appearance. Those from the desert lands have a middle eastern appearance. Those of the western heartland and Lichstone have light black and tan tones.
Fey - lots of fey in the Forever Forest.
Gnomes - gnomes populations are low and have offspring of every variety (of gnome). Gnomes and elves swap lifespans. Historically they tinker and invent a lot.
Halflings - only Kender exist on Drelin, brought as slaves by orcs over three centuries before. They are a toned down version of the DL race. I have rules if someone is interested in playing one.
Half elves - usually originate in and around Moonglade, largely subjugated by the Imperial Elves. 
Half orcs - prevalent in the Outlands. Ancestors from the orcish invasion of hundreds of years past. There are no full orc left on Drelin. Anyone can use the human stats instead of half orc.
Sea-elves- the spongy coral coast has a healthy population of green and blue shaded sea elves. They trade with New Gotham.
There are no goblins.
Bloodlines are prevalent on Drelin.

 

map of Drelin - New Gotham is not in this map. It would be where the last letter in Merzy River is, the r.

 

You will make a 7th level nobility with attache.

This adventure utilizes the talents of Lichstonian nobles to aid local baronies. You will create your own House of the Olde Monarchy. I have three examples here... Yours will be similar listing= name and briefly describe your barony/dutchy, god/goddess (up to 3), major business, house flag/colors (remember: red is the king's colour and is tightly restricted). First roll a d8+1 and add this to 90 giving your house societal ranking. The 1% mostly live within Lichstone castle its self.

Family : Gellentara (99%) Known for their vampire lineage.

Goddess : Evening Glory

Business : Leadership of New Gotham (the Lord Mayor Duke Davids Gellentara)

Flag and Colors: same as New Gotham or Evening Glory

 

Family : Wayne (92%) Known for immense diverse wealth. Count Bruce Wayne.

Gods : Kord and Dumathoin

Business : Holdings in New Gotham (the Wayne Academy of Youth, Wayne Enterprises, Wayne Bank). Philanthropy, loans and banking.

Flag : Pink W over grey.

 

Family : (93%) Atreides from the Molten Barony Caladan

Gods : Shihalud (Sandworms in the desert lands), Kord (riding a bull), Istishia

Business : Trade partnership with the secretive desert elves and the spice only they produce. The elves also produce and trade in the illicit drug styigia. House Atreides (aasimar) are known for their ruthless psionic academy and loyal house troops. At constant war with neighboring Molten Barony Gedi Prime ruled by the sadistic, demon-worshipping House Harkonnen (tiefling).

Flag : Black bull head on Green.

want to play a psionic Paul Atreides? He is married to a highborn desert elf.

 

other businesses for your family might include :

-other towns and villages behind the mists. examples ; Gotham known for its architecture and Ravenstone known for its kenku witches and oracles. Most of Lichstone countryside is farmland to the coast. The coast is dangerous with lobstrocities raids and dry conditions.

-local baronies.

---Three Dam Baronies. The fortified (flag is a gold hound on black). The middle barony is a swampy valley called Soursout Meadows (flag is a pink paw print on grey). Miremoor is the southern most of the 3 Dam Baronies, it is are verdant canals occupied mostly by Kender, Tortles, rabbit folk and grippli (flag is a blue river otter on green).

---northeast of New Gotham is the 2 Molten Baronies. These heavily fortified villages are the source of many resources including salt, stone quarries, oil fields, coal mines. These baronies create a barrier between Lichstone and both the Elven Imperium and the Wastelands.

-landowner. All nobility owns lands. Your father and/or mother probably rule one of the baronies (you can be as descriptive as you want with your 'home' barony or just use one of the provided). There are 20 baronies behind the mists in Lichstone proper, the above mentioned 5 baronies around New Gotham. In addition, 8 more baronies compose the Kenderlands aka South Central Drelin. The SCD baronies are the least desirable because of the wet conditions and the sometimes infuriating kender.

-the lucrative Mistberry wine. Kender druids from South Central Drelin grow berries and most of it is processed/traded out of New Gotham to the elves.

-coal mines

-ore manufacturing for steel.

-trade/diplomatic relations with elves. Either the xenophobic elves from the Forever Forest or the secretive sea elves. You can play an elf or sea elf whose family conducts trade relations with the Wayne family.

-salt mines. Tough work mostly done by the imprisoned.

-military. Knights of the realm can work the waters on river barges in South Central Drelin protecting kenderlands from the swamplands to the east or on the open oceans working with fishing crews and sea elves defending their homelands. They can be calvary along the northern walls, soldiers in Lichstone the capital city or the newly formed New Gotham. The lichking has a personal guard similar looking to the imperial guard in star wars.

-religion. Many shrines and churches are run by the Lichstone nobility.

-necromancy. Lichstone is the home of necromantic magic on Drelin. They embrace undead and use them for labor and protection. Necromancers are revered in Lichstone.

-waterways. There are canals and sewers in New Gotham and many rivers in the kenderlands. All throughout is the ubiquitous eel trade.

-alchemy, technology. Gnomes ply their trade in New Gotham.

-ship building. Large sea-faring ships are constructed in part in New Gotham and shipped on barges downriver through South Central Drelin to the ocean.

-the dwarves of Lichstone. Cliffside entrances to the isolated dwarves clans. Some ride the waves as fishermen mainly staying to the safe waters of the soft spongy coral coast. The clans are led by the Highcrest family.

A note on the Lichking and the nobility.

The nobility is stable, ensuring lineages through marriages and business partnerships. They exist, however, entirely at whim of the rarely seen Lichking. They can only guess as to what he wants unless they receive orders from his imperial highness usually through a kenku inquisitor. In general the king wants Lichstone to remain strong and independent. Peace and contentment on his lands are a must, this seems to include protecting the kenderlands and fostering a good relationship with the elves. A house that can't keep it's affairs in order runs the risk of total annihilation, agents literally come in the night and entire families are exterminated, never to be spoken of again. A true dictatorship.


 

Show this Frost Mage

new class (either gnome or taught by gnomish master)

Gnomes traveled north and up mountains seeking the coldest depths to supplement arcane experiments eventually mastering the frozen arts. The modern frost mage doesn't have to suffer for his powers, in fact, they are known for getting paid well for an easy life of mostly utility spellcasters. Having gained in popularity, power and wealth in the female ruled nation-state of Basilica, gnomish frost mages are now spreading far and wide. They are most desirable amongst the elite of Sas in the desert lands and in every pub and noble-mans estate in cosmopolitan New Gotham. They fill a roll of utility, protection and a bit of blasting and healing.

Frost Mage

-d6 hp ; bad ref

skills 2+int: appraise, concentrate, know(arcana)/(nobility)/(the planes)/(nature), spellcraft, craft, profession, use magic device.

- Loss of 11th level of spell progression.

- At 1st level frost mages gain access to 0 level spells (regular spell progression resumes). frost mages max out at four 0 lv spells rather than 3. learns spells as a wizard (Int) but only spells on frost mage list.

-wiz spell progression from frost mage spell list. Spell triggered off of int.

1st level = receive Tome Of Frost from mentor. This tome contains all 1st and 2nd level frost mage spells. Mages of high enough level can scribe any spell on their list as if they had a scroll.

Cryo Spellsmith : every spell with a named damage can be changed to cold damage.

Cryo Damager : all cold spell dam is increased by 1 per spell per round.

Cryo Healer : your touch can heal. All d8 heal spells do d6 instead.

2nd level = lite armor and lite shields.

3rd level = Brew Potion or craft feat. Cold resist 5.

4th level = Cryo Spellsmith and Cryo Damager apply to all scrolls, wands, natural and special abilities with cold damage.

6th level = Icy skin : +2 natural armor (stacks).

7th level = you can deliver a touch attack to ally with any heal spell that restores hp or ability drain or removes a condition.

8th level = your spell durations double that use cold.

9th level = +3 hp. It takes a tough gnome to suffer while mastering the cold

10th level =medium armor.

11th level = Cold Tough : +2 on saves against cold dam or effects.

13th level = Better Cryo Damager : +2 damage/spell/rd for cold.

15th level = cold resist 10.

19th level = cold resist 15.

20th level = Split any cold damaging spell for free 1x/day.

Spells

new 0 level spell -

chill air : close. chill air in 10x10x10/cl area by up to clx5 degrees cooler (max 40 degrees). lasting an hour x cl.

1st level spell -

Create Ice Sculpture - create a statue composed of ice. lasting 1hour/cl before melting naturally. size is 1 foot squared / caster level. So, a 12th level frost mage can create a 11x11x11 ice sculpture.

Ice Box : close. cover area 5x5x5/cl with ice, including just the floor in areas without walls. creates slippery area lasting rd/cl. lasts 2 hours per caster level magically, then melts normally. However, water leaving the spells designated area disappears.

2nd level spell -

Better Ice Box : lasts 2 days x caster level before naturally melting.

3rd lv spell -

Best Ice Box : lasts 2 months x caster level.

 

Frost Mage Spell List (In addition to the spells listed here, the frost mage spell list includes all wiz/sorc spells from frostburn and the conjure ice beast spells.)

0lv: create water, chill air, detect magic, mage hand, ray of frost, read magic, prestidigitation, purify food and drink, resistance, virtue,

1st: magic missile, burning hands, chill touch, cure lite wounds, endure elements, feather fall, handfire (only cold), ice box, ice dagger, identify, lesser cold orb, obscuring mist, shield, tenser's floating disc, wieldskill

2nd: better ice box, chill metal, cloudburst, endurance, false life, fog cloud, ice knife, resist elements, snilloc's snowball swarm, spectral hand,

3rd: best ice box, cure moderate wounds, dispel magic, healing sting?, healing touch, fire shield (only cold), gaseous form, greater mage hand, ice burst, protection from elements, sleet storm, vampiric touch, water walk, weather eye

4th: air walk, cold orb, cure serious wounds, ice storm, improved endurance, leomund's secure shelter, Mordenkainen's force missiles, quench, solid fog, wall of ice

5th: blinding winds, cloudkill, cone of cold, control wind, cure critical wounds, energy buffer, healing circle, heroes feast, ice storm, Mordenkainen's private sanctum, permanency, slay living

6th: otiluke's freezing sphere, trollish fortitude, control water, control weather, energy transformation field

7th: elemental body, energy immunity, finger of death, limited wish, modenkainen's magnificent mansion, persistence, spell turning, storm tower, symbol's synostodweomer, wind walk, zajimarn's ice claw prison

8th: polar ray, protection from spells, stormrage, Zajimarn's field of icy razors

9th: elemental swarm, energy drain, Mordenkainen's disjunction, symbol's spell trigger, temporal stasis, time stop, wish, zajimarn's avalache

 

Show this

Drelin : geography and history

map of Drelin

https://postimg.cc/DJYsbXZb

Timeline= 
... y1 humans appear on Drelin
... y3001-3006 orcish invasion
... y3007-3307 Dragon-Gods Reign
... y3308 Dragon Plague hits
... y3308-3459 Dark Times
... y3460 Age of the Hero begins 

... y3666 New Castle founded
... y3777 current yearBrief History as of year 3460
 The giant-kin, dwarves, gnomes and elves evolved on the floating continent known as Drelin. Humans came millennia afterward to Drelin, most believe from across the vast oceans that dominate the planet while others think they arrived on an enormous crashed spaceship. Boarder skirmishes were common, factions established long ago (think illuminati/masonic organization strengthened with Genie, Elemental, Devil, Demon, Celestial bloodlines) ensured no one 'warlord', king or army would take over the continent as a whole. 
     Life prospered, true gods were worshiped, art and literature flourished, as did technological advances. Gnomish inventors created wondrous contraptions relying on steam, oil, magic, mechanical and chemical powers. Then the orcs came.
    The viking-style orcs arrived in fleets of oar powered long boats. Besides ranks of well trained orcs, they brought servants in the way of kender slaves and rothe, their favorite food source. The continents' defenses proved inadequate and many cities fell creating massive refugee numbers. The elves, whose power is concentrated in the Forever Forrest (center of the island), refused the droves of refugees. Out in the open thousands were slaughtered or locked in slave irons. For two long years the orcish invasion commenced as the inhabitance started losing hope... till the dragon-gods came.
     A fleet of various dragons descended upon Drelin, they spoke with heads of countries, high-priest, archmagi and the like. Their proposal 'We will help defeat your enemy and restore your land. In return we wish to rule as gods.' Although most dragons didn't outright ban the worship of the true gods, the practice all but disappeared for nearly 3 centuries. True to their word, the dragons destroyed the bulk of the orcs and destroyed their massive, magically enhanced boats. Years of rebuilding and intergrading (dragons and kender) occurred, followed by centuries of prosperity dispite the dragons mistrust of the truegods and technology. The Age of the Dragon-gods came to an abrupt end due to he Fungal Plague. A disease in the form of fungal spores began covering the bodies of the dragons eventually asphyxiating them. The entire body becomes consumed and converted into spores, spreading the disease with every breeze. Spores began falling like snow, creating respiratory problems and killing plants.  
    A dark period followed the death of the dragon-gods. Without leadership (dragons or religious) the continent fractured. A new age dawned, the Age of the Hero. The old cities rebuilt, truegods returned as a new sense of enterprise and hope took over.  We find ourselves hundreds of years later in the year 3777.

"Notes on the undead and slavery on Drelin"
Slavery - some factions favor slavery in one form or another. Most human based societies reject slavery, desert city Sas and the wastelands are notable exceptions. (Ex. Dwarves enslave ogres, maiming them to keep control; as ogres eat dwarves whenever possible. The breadbasket kingdoms of Drelmore and Tendron don’t tolerate slavery within its boundaries.)

Citizens of Drelin generally think of undead as they do gods and dragons. They know they exist(ed) but have little impact on their lives. For instance, in the mountainous northern town of Wyvern's Bluff the town's people are quit accustomed to skeletons often wandering around the graveyard at night without incident. Likewise, the owners of 'the Haunted Tavern' outside of New Gotham love their ghost kender residence who provides nightlight for patrons needing the loo at nite.
Lichstone the center of undead activity on Drelin with their Lichking, and; since outsiders rarely travels within the olde kingdom's boarders, no one has much opinion other than "Undead is all Lichstone stuff. Isn't then? They got the mists and all." Not many have heard of a vampire or banshee except maybe folktales. The point is that folk generally don't fear the undead on Drelin like in most campaign settings, they think of them as 'strange things coming out of that weird isolated place'. Undead are often like grey-men; "it is fashionable to take pity on those afflicted with such maladies".

 

Geography
Ales' Dale- Northern most of the logging settlements, also the largest dale.
 
Atland (Ruins of)- Thought to be overrun by "greys", otherwise known as slow men or grey men. Greys are humanoid individuals afflicted by a plague. Everyone knows someone who has a relative afflicted with the greying of the skin, dulling of the senses and lowering of mental function. Pity is shown to these often violent people as they are typically relocated to the ruins of the old capital city of Atland, on the northwestern coast.


Basillica- City of Women. Birthplace of theater. This polytheistic city lies on the north eastern edge of the desert, just south of the Valley of Mists. Second only to Sas in terms of size and importance for desert cities. Water is popular here, worshiped in many forms. Women hold most positions of power in and around Basilica. Powerful matriarchal houses vie for power and influence. Men are little more than property here, it is women who choose to update any number of annual marriage contracts. Basilica has a holy lake which boasts a population of Marids - water genies. 
The Festival of Masks is a week long celebration every autumn.

Drelmore- Monarchy with fiefdoms, complete with knights on horseback and a peasant class. 

Forever Forrest- Known as 'fey wood' or 'fey forest' by some. The forest is broken up into various overlapping territories, the largest of which is home to the Imperial Elven Nation. Other major powers include the faeries, the treants, the forest giants, the centaurs and satyrs. All factions have strict non-aggression agreement called the fey-pact established after the Dragon Plague decimated populations.

Lichstone- The 'olde monarchy'. Ruled by the same family for thousands of years. Twisting cobblestone streets with tightly packed similarly colored buildings line a mountainside of this ancient capital-city. Olive trees, dates, citrus orchards and wine vines fills Lichstone's countryside. Held within high mountains, the unforgiving oceanside cliffs on one side making Lichstone safe from invaders.(7-8 o'clock orientation~Drelin is a circular continent)
     A mixture of ravenloft and Rome. The capital city (also called Lichstone) sits atop south facing seaside cliffs and is crowned by a grand gothic castle. "The Olde Monarchy" has been ruled by the same family for thousands of years. Cobblestone streets twist around tightly packed monotone buildings that line a mountainside of this ancient capital-city. Villas with olive trees, dates, grapes, and citrus orchards fills Lichstone's countryside. Old structures fill the city as old traditions rule the land. The 'true gods' have never left favor here as they did for most of Drelin during the Time of the Dragon Gods, and a thoroughly polytheistic society has developed. The many temples and shrines in Lichstone are dedicated to a multitude of gods and it's people are suspicious as well as superstitious. Unlike on most parts of Drelin, undead are abundant within Lichstone, making a populace dependent on the Legion and nobles. Graveyards and mausoleums are as common as barns on Lichstonian farmland. Always a step ahead of menacing mists that plague the area, gypsies roam the countryside in small caravans selling their bizarre style of magical protection and entertainment.
A crumbling wall marks most of it's northern and eastern boarder, most outsiders don't pass this boarder. East Lichstone is orchard land sloping downward to the kenderlands; wetlands and flooded lowlands that support isolated fishing villages. West Lichstone is dry and sparsely populated, the broken lands lie beyond. The northern boarder is shared with Tendron, the southern of two western Drelin kingdoms. Tendron shares a large lake with rival Drelmore west of the Forever Forrest. West of those kingdoms is the broken lands till the shore. The land is dry and doesn't take to seed all the way to the coast. In the far north of the broken lands, in the shadow of the Krendes mountains is the old capital city of Atland and its neighbor Lud.
     Lichstone's banner is a grey skull with gold crown and red eyes on a field of pink. Grey-pink-grey. The darker the pink/red the higher the position. The lichking is adorned crown to boney toe in blood red and crimsons, where a page might sport a bubblegum kerchief.

Logging Communities- Human and halfelven villages on the outskirts of the Forever Forrest. Loosely aligned forest communities including mountainous Ales' Dale in the north, Glisten Vale in the south, Darken Dale in the East (bordering the Outlands) and Twin Peaks in the west sending logs down the Velth River.

Lud- Large, long-abandoned city on the northwestern coast just below the Krendes Mountain range. Old train tracks lead out from Lud down the coast to Lichstone and south west to Tendron. The entire area was decimated by a fungal plague and never recovered, it is used to 'store' grey men that have been infected with the plague.

Moonglade- The only large elven settlement close to humans. The elves here tolerate some merchant demihumans such as humans and halfelves to maintain permanent residence within the cities' perimeter. Nearly all large scale elven trading goes through Moonglade. It boasts a small population of unicorn.

New Gotham- A metropolitan, gothic settlement with gnomepunk overtones. The TMNT live in the Underworks of New Gotham having a patent on pizza, a tortle must own and animorphs must work at all establishments that serve tomato based sauce served on dough with cheese. Bruce Wayne, formerly from Lichstone, resides in New Gotham. New Gotham is Lichstone's second biggest city besides the capital.
    Over two centuries ago the Gellentara family (known for it's vampiric bloodline) was granted a dismal task of leaving Lichstone proper to construct and then fill a penitentiary with trouble makers heading in from the Outlands and Wastelands, and with the thieves and beggars from the kingdoms of the Western Heartlands. The new castle and penitentiary was built with the help those 'criminals' who the Gellentara rounded up offering a new life in the surrounding lands tending orchards and mining coal. Mistberries flourished in the volcanic rich soil and with help abundant, the 'incarceration castle' took on new shape. Gnomish refugees settled New Gotham as did the curious kender in South-Central Drelin. Pleased with the progress, the lich king provided a second round of funding which added temples and fortifications with many more Lichstonian families to work as soldiers and clergy. 
    A lucrative trade partnership began between the dark city and elves. First, the elves of the Forever Forest trade for the mistberry wine, partly with their servitor race - anamorphic animals. The creatures would work off their 'payment' and then they would be free. This eventually led to an uprising which freed the animorphs (tortles, raven folk,  rabbit folk, salamander people and rat folk) from elven oppression. Many animorphs never left and now reside in New Gotham.  Later, a trade route is established with the pearl rich sea elves who love the citrus and mistberry wine New Gotham has become famous for.
    The bustling metropolis is constructed of blackstone, wood and metals. An entrance to Lichstone, New Gotham is situated at the very end of the infamous and crumbling 'Lichstonian wall', where unpredictable mists play havoc on travelers. It rains a fair amount and the dark city is usually blanketed in fog. It is generally warm and muggy. To the immediate north are lava fields, then, the forests begin before reaching an enormous volcano surrounded by fey and elven forests… aka the Forever Forest. A clockwork bridge spans the River Merzy, which splits the city in two, then, flows south into orchards and wetlands below. These vast wetlands are inhabited mostly by kender under the protection of Lichstone.  The swamplands are situated ominously southeast of New Gotham, an extensive wetland with rivers and mangroves dominated by warring tribes of bullywog and opportunistic troll bands. 

New Gotham's banner is light pink over dark gray. Its flag is a pink background with dark gray bridge over river.

City Sections : Penitentiary quarter with Arkum Asylum, the canals, riverside with clockwork bridge, temple district, the high district, "New Castle" and mausoleums, the underworks.

Lichstone utilizes undead workers. This has allowed the wealthy to maintain their status while simultaneously lessening the hardships of the lower class. No one in Lichstone goes hungry. Being a farmer in Lichstone is a lot more comfortable than being an indentured farmer from the Western Heartland (to the north of Lichstone).

The mists of Lichstone are nearly constant fogs that creep over the stonewall that runs along the northern border ending at New Gotham. The fog can appear greenish when thick and seems to confuse those wondering through at best and at worst the mists can disappear people without a trace. It is said that just as some creatures walk into the mists and don't return, some do return with having aged many years. The stonewall and accompanying mists have worked historically as immigration deterrence.


Mistberry Wine - a pink wine made from pink berries that grow with little sunlight and abundant fog (rumors say kender druids are responsible for the ability of the mistberries to thrive in a clouded area). The sweet wine is "lighter" than ubiquitous elven reds, and can be processed into a sparkling wine or a potent ice wine. There are private gardens within the city, volcanic rich fields north of New Gotham make the finest vintage and 'orchard lands' supply the bulk. These hilly parts of South-Central Drelin are occupied and worked by kender under the protection of Lichstone. Mistberry processing occurs in factories within the darkstone walls of New Gotham. The majority of mist berry wine is exported to the elves both from the fey forest and the sea.

Images of New Gotham
Town center where the temple and high districts meet. https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Finnsdawhwmr81.jpg&rdt=46877

Penitentiary quarter with Arkum Asylum in the background https://i.pinimg.com/originals/c8/df/0d/c8df0d28db61cafd0dfafc6b0aab4e63.jpg

Outlands- Plains dominating the northeast with warring tribes of barbarians, halforc, wemic and centar. Outlaws of many kind find themselves in the rolling hills of the outlands including sorcerers, bloodlined, religious practitioners, those kicked out of Drelmore or Tendron, or those fleeing the Obsidian Order or the Elven Imperium.

Poison Forrest- Part of the 'Lost Valley', just north of the Valley of Mist. This is a temperate rain forest.

Sas- Pronounced 'sha-sh'. (Think 15th century Marrakesh run by Ferengi-like humans) The dominant desert city. Run by warring sultans. The wars are usually politically themed involving trading deals and character deformation rather than armies meeting in open combat. This strictly patriarchal society has great granite and sandstone structures honoring their leaders and gods of old and new, the Dragon-Gods, Tymora, Talos, gods of commerce. Gladiatorial battles draw big crowds once a month. Tribes of desert elves and bandits vie for control of Drelin's desert lands.

South-central Drelin- Under the authority and protection of Lichstone, SCD is dominated by New Gotham and the 'orchard lands' in the north. Many fishing villages (Innsmouth) thrive amongst mangroves, swamps, and marshes. Further south, floodplains give way to the salt marshes. Kenders are commonplace throughout the southland, whereas the secretive sea elves inhabit the spongy, soft coral coast. The western portion of SCD is dangerous swamplands.

Spineret- Small desert city dominated by large psionic spiders. Like Sas, this city has many thin towers and minarets, but here they are covered with webbing. Formians, Thri-kreen and other bug-like creatures inhabit the once human settlement.

Tendron- Human monarchy. Drelmore's great rival, both situated on opposite shores of a deep fresh water lake surrounded by fertile grasslands with stone forts and castle amid farmland and villages. 

Valley of Mist- "The Lost Valley". Land of wild elves and dinosaurs. Terrible legends prevent all but the bravest or foolhardy from entering the savage jungle which is surrounded by 10,000 foot eroding peaks.

Wastelands- Lands southeast of the Forever Forest that never recovered from the Fungal Plague. Dry and largely desolate, the only permanent establishment is a mysterious city called Krashen. This land has oil fields, geysers of toxic liquid, canyons, chasms. Most avoid the wastelands.

The "Dark Tower" resides in the wastelands. Five obsidian spikes surround the dark tower like a black glass claw emerging from the dry earth. The Dark Tower proper rises stigmata-like from the center of the palm to heights over 200 feet. The isolated stronghold is a focal point for the Obsidian Order. This is the place the Order carries out it's interrogations, trains its members and conducts eugenics programs honing psionics, sorceric and powerful bloodlines. The Order keeps these clandestine actions far away from it's public front as the Obsidian Bank, the primary financial institution on Drelin. The financial infrastructure provides funding and the need for it's agents to occupy most every corner of civilized Drelin. https://i.pinimg.com/originals/f2/79/37/f279377d1a272aee2615bb55a6b16093.jpg

Western Heartland- Breadbasket of Drelin. Wheat, corn, greens of all kinds. Farming fiefdoms and kingdoms all working for the lords of Tendron and Drelmore. Mostly human populations.

Wyvern Bluff- A growing town deep in the towering Krendes Mountains. The Infrastructure included many adobe style buildings, a massive 30' wall surrounding the town, a network of shallow tunnels dotting the local mountainside (now occupied by dwarves) and two temples. 
Most of WB's population is devoted to Pelor; worshippers of the sun. They are largely LG and NG and most consider Chautea an important diety. They gather often at the impressive temple of radiant light {[URL="http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg"]http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg[/URL]}. In the past 10 years the town hierarchy has encouraged newcomers. The rothe, brought by the orcs centuries earlier, do well if shepherded in the steep, rugged terrain.

Gathering of the Nobles

As a noble child, your PC met 10 year old Bruce Wayne. His parents were viciously murdered and you and your parents went to pay respects at Wayne Manor in New Gotham. You spent 10 days with Bruce in his early grief, exploring the expansive manor grounds and making childhood promises. 20 years later you receive a letter reminding you that you pledged on the old gods and the new to come to Bruce's aid should he ever need it. Feeling obligated, and wanting a good relationship with the wealthy Wayne family, you call for your horse, say goodbye to your family and barony for the dark city... New Gotham.

At the luxurious Wayne Manor, you are welcomed by a stressed butler named Alfred. Once inside you are reunited with your childhood companions (aka the other PCs) relaxing in a plush fainting room. Alfred leaves to fetch Count Bruce, not returning for an hour. He begins "This is intended to be a private conversation. Unfortunately, the Count is predisposed this evening and we will have to begin without him." He seems annoyed. "I have become aware of your pledge to master Bruce. I am afraid, as his power of attorney I am alarmed by recent spending and as his friend I'm concerned with his recent choices." The proper man, impeccably dressed in black and white goes on to explain that Bruce Wayne has extended himself into dangerous places, spending wildly on nights out with known criminals, trading expensive arts, making strange donations, and most concerning... private expenditures. This spending is impacting Wayne Enterprises, Wayne Bank and the Wayne Academy of Youth and worse, his social ranking amongst the nobles. "I have the immediate spending under control, under threat of quitting, however, there is a matter which is beyond my reach, here in the city. The barony of Soursoot Meadows is a Wayne property given to the family by the Lichking himself for Thomas Wayne's surgical mastery and charitable contrabutions. Soursoot Meadows is the middle of the three dam baronies, currently under the leadership of Bruce's uncle Dr. Victor Fry. Opening Bruce's mail, I was away at the capital city for a few months, I found concerning letters from the Meadows. Taxes are overdue and Dr Fry is not responding to my inquires. This is enough to release him from title of Baron and install any of you who have even a modest claim to the meadows, master Wayne can transfer power but his uncle might not want to vacate the position. There is an adventuring party that settled in Soursoot, they are overdue for help constructing a schoolhouse, barn and temple to Bast, Kord and Dumathion. There is concerns about the main bridge over the Merzy river that connects Soursoot to New Gotham. There has been no repairs to the roads or the center of town in years, people have been leaving the area, the soldiers manning the dam are waiting for overdue pay. An expert in dunguneering and engineering will accompany you for the first month, that is all we can afford him for. A top engineer, a Mr. Doku Compasser (k local 15=Doku is the 2nd most sought after engineer in all of Lichstone, behind only his legendary father who is rumored to have a personal relationship with the lichking himself) will accompany you to assess damages to the bridge and oversee construction of the barn, schoolhouse and trinity shrine.

The Manor house is unoccupied by Bruce's uncle, I hear he stays at the castle by the dam. Soursoot Manor will be your home as you find out what Dr Fry up to and try to sort this barony out. One of you have a claim to the barony as your family ruled before the Wayne Family was gifted it 30 years ago. You will want to find out what needs to be done first and where to spend what little money I can muster. The goal is take control of the barony and make it a productive asset. Your pledges will be fulfilled if you can do this for Bruce, he is going through a tough time and needs your help. Be careful with Victor Fry, the doctor seems to defying the will of his highness the king. Anyone willing to do this is either foolhardy or he knows something we don't. Speaking of the wrath of the lichking, if we can't turn this around for Bruce... Good luck. Do well and we can talk about you inheriting Soursoot Manor at Whitewell. Any questions?" K local 20= the Whitestone well is a pilgrimage site for many Lichstonians because it was here before the original survivors of the generation ship crash landed on Drelin and founded Lichstone. K religion 20 the Whitestone well has fey runes and symbols for the lord of cats-bast.

 

 

 

 

 

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