Showing posts with label Campaign Info. Show all posts
Showing posts with label Campaign Info. Show all posts

Monday, January 14, 2013

Averlorn Campaign - Cities and Towns of the Archipelago

The Gleaming City of Cauersetti with her renowned arched bridges lies some seven days west of the Free City of Harbor Reach across the shallow ink-black sea.  Cauersetti is the capital of the Volkyr kingdom of Raegelith which lies on the island of Rhaghaera in the northern reaches of the archipelago. The city can be found along the western coast of the island.  Iron Keep is a fortress in the Falconbridge neighborhood of the city (a nice part of town) where the Brotherhood of the Black Crows are garrisoned (a mercenary Brotherhood of warrior monks who serve the God King).  Grimward is a dangerous vermin infested nasty quarter of the city adjacent to the dock district.  Other notable city quarters include a few rough neighborhoods such as Devil’s ward and Serpents walk, but there are much more well patrolled and peaceful districts such as Falconbridge, Merchant’s Ward and God’s walk among others.  Some of the great arches of the city are decorative in nature but the majority actually serve as bridges that connect the various districts of the city that are separated by the many waterways that wind and weave their way through the great metropolis.

The God King reigns supreme in Caursetti and much of Rhagheara and he alone has the sole power and authority to awaken the Imperial dragons – a special type of dragon given to the god king long ago by the Elves.  It is rumored that the Elves often come to Caursetti when the Imperial Dragons are awakened in order to help the God King’s dragon masters handle them, for they are the most powerful of their kind and the ability to control them is counted amongst the lost knowledge forgotten by most of mankind but that the Elves still yet retain.  It is also rumored that the Elves are desirous of acquiring one of the Imperial Dragons though none can say for sure.  When the Imperial dragons are summoned forth from their caves by the God King during times of war or strife, they fly high into the air above Caursetti to light the great beacons with their blue dragon fire – a magnificent site to behold!

The Free City of Cinnoros a.k.a. Harbor Reach – Harbor Reach is a prosperous protectorate of the Kingdom of Thebos which sits on an arm of land that reaches into the ocean far to the east of Thebos along the coast.  The city is quite young and surrounded by untamed lands but well located to defend itself.  Harbor Reach is a bustling center of trade and commerce and is an important trading port linking Thebos to the busy trade routes up and down the coast with the Archipelago to the west.  The city is a place the three primary human races of Averlorn regularly get together for trade.  Seven days to the West across the shallow sea lies the distant island of Rhaghaera and the gleaming city of Caursetti.  Harbor Reach is not as large or as old as Caursetti and trade frequently occurs between the two cities due to their close proximity.  Cinnoros hosts a large fleet of merchant vessels many of which are owned by its wealthy merchant families and the city boasts quite a large navy and an active fishing fleet as well.

Though it is a protectorate of Thebos, Cinnoros maintains a modicum of independence from the Theban Kingdom owing to its remote location, and people of all sorts seeking independence from the Theban kings or other tyrants often seek refuge here where they are far away and somewhat free from their former rulers or masters.  The result is that is Harbor Reach is considered a free city and boasts a wide variety of different cultures and races of people from many corners of Averlorn, including rogues, sailors, fishermen, refugees, former slaves, traders, mercenaries and adventurers all thrown together into the lively and interesting confines of the city.  It is a sanctuary of sorts for a wide variety of transient travelling folk and those who call it home, and it functions somewhat as its own city state with its own local laws and governance.  The reality is that like the kingdoms of the trench, it is really a remote backwater and is only protected by Thebos because of its importance as a gateway to maritime trade along the coast.  This invariably means that the senate in Grand Oryx rarely troubles themselves with the day to day goings on in the city unless there is a direct threat to its interests concerning trade and mercantile activity including war and the occasional act of piracy. 

The city does have a very large Oryxian guild presence due to the bustling maritime trade that occurs there, and it is sometimes referred to as “Little Grand Oryx” for this reason.  The city is well protected and has a very active and visible city watch, except in some of the rougher neighborhoods on the southern end of town.  The port in the harbor typically moors hundreds of ships at a time and the aerodrome is also very busy and usually hosts thirty or more dragon ships moored there on any given day.

The port city and shipping running in and out of Harbor reach is often plagued by roving bands of pirates which raid up and down the coastline looking to plunder lightly defended maritime shipping targets.  Adventurers, bounty hunters and mercenaries are often hired in the city to hunt down and eliminate these troublesome piratical bands and their leaders who prey upon the merchant vessels that frequent the port city.

Dark Eel Grove – a small town between Orcwall and Caursetti.  There was some trouble here recently Trouble the daughter of a trader’s cousin disappeared.  A party was sent out to find her but a Halfling was the only survivor of search party to return.

Point Chudoc a.k.a. the Devil’s Cape – point Chudoc and the town of the same name and lands nearby are located on the southwestern cape of the Island of Rhaghaera.  Point Chudoc is also called the Devil’s Cape because of the rock shoal and rough seas that cause so many shipwrecks here, and because of the many Sahugin that are known to prowl its waters.  About three miles inland from the beach, one can see a small square Norman style keep which guards the small human village that is nearby and serves as the seat of the Barony.  The town and keep are on the outskirts of the god king’s realm and the keep serves as a border outpost to guard against incursions by the forces of Malithorn.  The keep was was built by a minor noble named Emir Korin who was given the land by the God King and charged with the task of defending his borders from Ravishar’s dark hosts.



Orcwall – a.k.a. the Keep on the Borderlands is situated as a bulwark between the Kingdom of Raegeleth and Mallithorn.  The keep not as well defended as we originally thought – the baron has not been seen in some time and is presumed dead. He has been gone for 9 months or more as of the time of the Black Crowe’s adventure there.

The City of Rav'mheken – The capital of the Kingdom of Malithorn is the city of Rav ‘mheken which lies within a network of smaller islands off the eastern coast of Rhaghaera.  These islands are an extension of the Kingdom of Malithorn, most of which lies on the island of Rhaghaera in the Southeastern portion of the island.  Ravishar the Undying holds court in the tower of Nol Gremmen which overlooks the forbidding sea cliffs perched high above the city.

Tol Alatheon – a sea elf community and trading out post which is often incorrectly referred to as Alatheon, lies in the Northeast of the island of Rhaghaera along the coast. The island of Alatheon itself is to the Northwest – silly elves and their bizarre naming conventions.

Zarathus – an Etrisian coastal city much like Harbor Reach.  Zarathus is also a free city and a bustling center of trade and maritime commerce.  Zarathus is about a one week ship’s ride to the south of Harbor Reach.  Overlooking its busy harbor is a huge statue of Thor.  Despite the fact that the people of Zarathus are primarily of Ardrois stock, they worship a mixture of Greek and Norse gods.  The Crippled Ape Inn is a favorite of travelers and is usually relatively quiet.

Averlorn Campaign - Lands and Islands in and Around the Archipelago

The Archipelago is a sprawling island chain running north to south which lies across the shallow sea from the eastern coast of Averlorn  and the free cities of Harbor Reach and Zarathus.  The island chain is about the same size of all of the British Isles combined and starts in the warmer southern climate of the Grand Banks and stretches all the way to the north off of the coast of Fallen Leutra and the Northern Reaches covering a vast stretch of ocean from north to south.

The Sea Elf Kingdom of Alatheon - the Kingdom of Alatheon lies to the north of the Island of Rhaghaera.  The kingdom maintains a series of trading settlements, outposts of a sort on nearby islands including Rhageara. These are always found near the communities of their Volkyr allies and with names such as Tol Alatheon or Dur Alatheon, their names are the source of some confusion among men.

The Archipelago - The Archipelago is series of islands and island chains that is about the Size of all of the British Isles combined.  On the seas of the Archipelago, the Thugee often find themselves at odds with the sea elf culture and the Volkyr (the predominant and native human culture of the Archipelago). Currently, there is no state of war, but that's primarily because the Thugee are so disorganized and lack a central governing body.  Throw in the occasional pirate ship along with the vicious sea devils and you can see that the seas of the Archipelago are quite lawless.  The Thugee's chief antagonists are the Sea Elves, and occasionally, Mountain Elf raiders (sky wolves) who see themselves as the masters of the sky.

There are a few relatively large and xenophobic Elven communities in the Archipelago.  These realms are feudal and ruled by a monarchy chosen from one of the castes (they have a rotating monarchy not unlike what you see in Brusts' work). In that society, a Sun Elf would be seen as a soldier or perhaps a minor noble.

Big Croc Island - this island is or was a notorious pirate hangout.  The last group of pirates that were there came to a poor end 20-30 years ago.  Their hideout was reputed to be located in a series of caves found on the south side of the island off of the main inlet nearby.

Ertris – This City State is the principle rival of Grand Oryx.  Though considerably smaller in populace than Thebos, the Adroisian city state of Ertris wields surprising military might.  The superior natural resources of Ertris which exists in spite of her relatively small geographical area, allows the Ertrisians to field a formidable fleet of dragonships.  Tensions between the Ertris and Grand Oryx are always high and the occasional conflicts occur typically in the skies over the Scourge.

Fallen Leutra – This land is in the distant Northern Reaches and its primary inhabitants are the Thugee tribes of Leutra, the Northmen of Averlorn.  In the distant past, the Serpent Men Empire in Leutra stretched over much of the known world. Their greatest cities and temples were swallowed up by the vastness of the Scourge long ago but many ruins of their once great empire remain in the region of Leutra along with scattered populations of serpent men and lizard men.

The Island of Farault – this nearly deserted island is north of Caursetti.  Long ago, the Thugee erected rune stones of power here and it is seen by the Thugee as a sacred site.  The Stones of creation, as they are called, are purported to have healing power.  When Grumlor, the leader of the Black Crowes was sick (it was said that he was cursed by the gods) the healers of the Brotherhood needed the magic of stones to heal him and sent an expedition to the island to retrieve rubbings of the stones in order to perform powerful healing magics for their leader.

The Sea Elf Kingdom of Golfyria -  the Kingdom of Golfyria lies to the west of the Island of Rhaghaera.

The Great Banks – These savage Polynesian like jungle islands begin southeast of the Archipelago not far from the mainland.   Sea Elves and humans alike live in small villages scattered in and near the Great Banks.  The Volkyr people, a Polynesian like race of island dwellers, originally migrated to the Archipelago from the grand banks and the aboriginal people still dwell here.

The Island of Ilimus – a Thugee island far to the North of the island of Rhaghaera.  The island is home to one or more of the few scattered Thugee clan holdings in the north of the Archipelago island chain.

The Sea Elf Kingdom of Lothalyn – The Kingdom of Lothalyn is quite distant from Rhagheara, lying in the southwest of the Archipelago far closer in fact to the mainland. It is a single kingdom spread across a vast stretch of islands.

The Kingdom of Malithorn – Malithorn lies in the Southeastern portion of the island of Rhaghaera and is a poor swampy stretch of inhospitable land. A network of smaller islands lying off the coast is also part of the Realm of Malithorn and it is here that Ravishar the Undying holds court. His tower of  Nol Gremmen overlooks a forbidding stretch of sea cliffs perched high above the city of Rav'mheken. Ravishar periodically pits his armies against both the Sea Elf lands and the vast holdings of the God King and his Barons. The Undead Lord, for it is almost certain that he is either a lich or similar unliving monstrosity, shows very little interest in actually conquering the island, only in slowly spreading his influence and wresting away lands for his many nobles to control and rule. Not surprisingly, these borders do not remain settled for very long and frequent raiding from both sides often results in certain swatches of land changing hands with alarming frequency.

Ravishar’s humanoid armies consist primarily of goblins and orcs that bear the distinctive yellow and black Killer Bee symbol painted on their shields.  Evil clerics follow Ravishar but usually worship Orcus or other demon gods.  The Thugee of Fallen Leutra and the Northern reaches hold no love for Ravishar since so many of their kind have fallen under his sway, and it is said he uses their stock to create some of his orc soldiers.  For as long as anyone can remember the God King’s country has been at war with the minions of Malithorn.  The last war was merely three years ago.

The forces of ravisher usually slay their enemies using illusion, guile and deceit to achieve their ends and things are often not as they seem.  They often hire assassins to do these deeds who frequently use poisoned weapons. 

Ravishar is a great ally of the various Thugee tribes and most of the humans who dwell in his domain are of Thugee descent. With these hearty folk he produces a surprisingly potent breed of Orc, creatures that form the bulk of his armies, supplemented by horrendous necromantic constructs. Ravsihar the Undying is an ancient being of unsurpassing evil and malice. His deeds are even known in other lands and he appears to have contacts and minion in many lands. Though a number of his followers are indeed Necromancers, his relationship with the Cult of Orcus is strained and may be the result of a splinter cell born sometime ago within Malithorn.

Nadsul il Alatheon Nadsul il Alatheon is a trading outpost on a small island in the north of the Archipelago not far from the Ardrois city of Harbor Reach and is something akin to a military outpost given the assaults and raids it has endured over the years.

The Northern Reaches – The ancestral lands of the Thugee who make up for their primitive ships and barbarous ways through shear numbers and tenacity.  The Thugee are raiders, not invaders and often move on rather than moving in when seeking new targets once an area has been plundered. Their dragonships are not as advanced as those of the other races, though their naval power is quite potent, but not focused in any groups larger than a clan squadron.  There are other inhabitants in the Northern reaches besides the Thugee tribes including other human and demi human settlements.

The Kingdom of Raegleth – the Kingdom of Raegeleth lies in the north of the Archipelago along the western coast of the island of Rhaghaera.  The God King Reigns supreme in the golden domed three arched city of Caursetti and has the sole power and authority to awaken the Imperial dragons during times of strife and war.  His generals control vast armies and fleets all sworn to serve him unto death making Raegleth one of the most powerful Kingdoms found in all of the Archipelago.  Caursetti is located on the northeast coast and the lands to the south are farm more unsettled and controlled by a number of small baronies which guard the ever changing border with Malithorn.

The Island of RhaghaeraRhaghaera, the largest and principle island of the Archipelago, lies in the northern reaches of the island chain. The island is broken into three separate kingdoms; Raegeleth in the north and along the western coast, the Sea Elf holdings of Alatheon along the northeast coast, and the cruel kingdom of Mallithorn in the south.

The Kingdom of Thebos – Ancient Thebos is the country that sits on the volcanic plateau that rises above the scourge that includes the great City State of Grand Oryx and the surrounding areas of Lykaedia (the Anvil) and the planes of the Pangaeus to the north of Grand Oryx.  It is far inland and to the east of the free city of Harbor Reach.

Saturday, September 1, 2012

Averlorn Campaign: Predominant Races of the Archipelago


The predominant human races found in the archipelago are the Thugee and the Volkyr peoples who are also two of the three primary human races found in the World of Averlorn.  The Volkyr resemble the people of Egypt in both appearance and culture while the Thugee are a warlike race that bears some similarities to Norse Vikings found in Europe during the middle ages.  Amongst the islands of the Archipelago can be found yet a third major race – that of the Sea Elves.  Living amongst the Sea Elves are Elves of other castes typically found in Elven society.

The third primary human race in Averlorn sometimes found in the islands consists of the men of Ardrois stock such as those found in Thebos and similar civilizations such as Chalcyx, Ertris and Manthinea.  The Ardrois dwell primarily on the mainland and in coastal areas and cities such as Harbor Reach and Zarathus, and further inland.  They are modeled after the ancient Greeks and Romans and even Germanic peoples in both appearance and culture.

The Volkyr – In the Archipelago beyond the Shallow Sea the dominant culture is that of the Volkyr and their stalwart allies the Sea Elves. These two communities have lived in peace since the earliest days of man's recorded history, a situation unique among the various tribes of humanity and demi-humans alike. They share technologies, many customs and to the casual visitor it appears that the Volkyr (folk of the sea) have modeled many aspects of their culture after those found among the sea elves.  The Volkyr aren't ancient Egyptians so much as they are a fantasy culture which posits Egyptian-esque culture in a medieval setting.  They style themselves as the most civilized of the human cultures concentrating more on trade then on warfare.  The Volkyr are a Polynesian like people who originally migrated to the Archipelago from the southern islands of the Great Banks among others.

The Volkyr place a great value on learning and the arts. They consider their society to be a model of civilization and take great pride in the relative cleanliness of their cities, in considerable contrast to the squalor that can be found in the Theban cities of Harbor Reach and distant Grand Oryx. Personal appearance is of considerable importance to most Volkyr and they are fastidiously concerned with personal hygiene, bathing often and keeping their facial hair neatly trimmed. Men folk wear their hair in very short, practical styles, often displaying rather ornate goatees or smartly trimmed moustaches. Some Volkyr warriors go so far as to shave their heads and faces, thus denying enemy combatants anything to grab onto during battle. Both men and women use scents and makeup, eyeliner in particular is common. Volkyr warriors often paint fierce-looking designs on their face which adds to their reputation for being savage opponents in battle.

Physically, the Volkyr are a dark-skinned race of humans with black hair and piercing dark eyes. They are on average a bit smaller than the Ardrois folk and not as muscular as the average Thugee. They are exceptional seamen and ply the waters the Shallow Sea in their sleek triple-lateen ships. Volkyr weaponry is finely made and shows a distinct Elven influence. They favor the longer Elven spear style, the subtle curve of the Elven Sword, and the Sea Bow.

The Volkyr are a pious religious people who worship their great leader the God King along with a dizzying array of Egyptian gods – Anubis, Ra, Set, Osiris, Horus, Isis, Bast (the Cat God), Sobek (the crocodile got) among others.  The Volkyr hold a patronizing view of the Thugee people – they say the Sons of Loki are three times cursed though they are tolerated in Volkry society as many Thugee dwell amongst them in their settlements.  Blue dragons are sacred among the Volkry people, which is a long standing tradition.  Wizards often seek out blue dragons in order to learn from them the ancient Forgotten Lore spells of antiquity lost through the sands of time.  Players seeking out Blue Dragons for such knowledge may use any charisma bonus they may have while speaking with them to help determine how cooperative the ancient wyrms may be about such queries.

The Sea Elves - the other predominant race found in the Archipelago is that of the demi human Sea Elves.  The Sea elves generally live along the coast, are a nautical trading race, and are quite hardy for elves.  They usually live in small coastal villages near the Great Banks and in small kingdoms scattered about the Archipelago.  The Sea elves are far more organized than the elves found in Thebos and other areas inland and trade regularly with the Volkyr.

To the Sea Elves, the Archipelago is considered their ancestral homeland though part of it is currently under the guardianship of the Volkyr.  There exist several small Sea Elf kingdoms and holdings scattered about the Archipelago on some of the smaller islands.

The Sea Elf Kingdoms of the Archipelago - The Sea Elf King or Archmagi holds dominion over three principle realms, holding court according to an ancient schedule understood only by the elves themselves. The exact nature of governance employed by the sea elves is quite mysterious and appears to also be part of some long standing tradition of rotating kings. Within each realm lies one of three magnificent Elven Sea Towers which is the local seat of authority for each realm perched ever watchful on the cliffs above the endless waves.

The Kingdom of Alatheon is actually an island which lies to the north of the island of Rhaghaera, while the Kingdom of Golfyria lies to the west.  Lothalyn is quite distant, lying in the southwest of the Archipelago far closer in fact to the mainland. It is a single kingdom spread across a vast stretch of islands. In spite of the vast distances and their relatively slight population, the sea elves are actually the dominant political power in the Archipelago. This is due largely to the unusual number of dragons found in the islands and their deference if not outright servitude to the sea elves. The Sea Elf Court and all of their kith and kin enjoy the favor of both Io and his son Bahamut due to ancient pacts and favors from times lost to the remembrance of other sentient races.  Naturally, the preponderance of dragons in the area has resulted in far fewer Dragonships in the skies of the islands than might be found elsewhere in Averlorn.

The Sea Elves maintain a series of trading settlements, outposts of a sort. These are always found near the communities of their Volkyr allies and with names such as Tol Alatheon or Dur Alatheon, they are the source of some confusion among men. Nadsul il Alatheon is a trading outpost on a small island not far from the Ardrois city of Harbor Reach and is something akin to a military outpost given the assaults and raids it has endured over the years. The Sea Elves are quite fond of the Volkyr, but view Thugee as little better than Orcs and the Ardrois of the City States with great suspicion.

The Sea Elves are often at odds with the Thugee and there exists racial enmity between their two peoples as the Thugee seem intent on raiding their holdings and generally causing them harm when given the chance.  The enmity that exists between elves and the Thugee (the Northmen of Averlorn) is long standing and encounters are usually a “no quarters asked, none given” sort of affair.  In matters of warfare and defense, the Sea Elves favor the Elven Longsword, the Sea Bow, and the Elven Dragon Spear.  More info about the Sea Elves, the Elven cast system and Elven culture in Averlorn can be found here:


The Thugee – the Thugee are a Viking-inspired race of sub-humans, strong of limb, but dim of wit, possessing brutal features and slightly pronounced canine teeth.  They are the Norse raiders of the Middle Ages raiding the coastline and islands in their sleek and sturdy long ships and striking terror into the heart of their victims.  They can be found in the Archipelago living alongside the primary native human race of the area - the Volkyr, and in a few scattered clan holdings in the north of the island chain. 

Though the Thugee often raid in the Archipelago and are viewed as savage barbarians by most civilized cultures, quite a few have actually settled in the area.  Although they are not the native or predominant race of humans, their numbers are on the rise due to continued raiding and settlement activity, not unlike the Vikings that settled in England, Russia and other places they raided in our world - in the end they were just looking for a better life than the harsh cold north.  Their ancestral homeland can be found in the distant Northern Reaches of the mainland along the coast and in a region called fallen Leutra where the ancient reptile races once held sway.

The Thugee are fantastic sailors, navigators, ship builders and explorers who ply the coasts in their long boats in search of plunder and better lands.  Their weapons of choice include the bearded Thugee Axe (hand axe – also useful as a throwing axe), the Battle Axe, the Great Sword, the Broadsword, the Spear, and the Short Bow while they typically wear chainmail, Norse helms and carry large round wooden hide covered embossed shields.

The Thugee in the Archipelago are scattered among the islands like the pebbles along the beach. They have a few permanent communities in the islands immediately off the coast of Fallen Leutra at what one might call the edge of the Northern Reaches. They are not given to city building and rarely dwell in communities larger than a few hundred families. They view any non-Thugee as inferior and a source of goods, slaves, wives, etc. A considerable number of Thugee have fallen under the sway of Ravishar resulting in a daunting presence of Northmen residing in Malithorn. Still others have found their way to Caeursetti and environs and now live in relative peace as subjects of the God King.

Wednesday, March 7, 2012

Averlorn Campaign: Notable NPCs and Guild Members in Lykaedia and Thebos

Captain Atros Grimglory – Captain of the Deft Heron a river going Merchant Vessel
Atros Grimglory is the captain of a merchant ship that regularly runs the river trade routes between Limus Towne, Zademis and Medea’s Gate.  The ship is owned by the Sorinus family and the good captain is their employee.

Argus discovers the sword Hope Blighter
Prefect Ahmet – A prefect of the Surgeons of Hecate.
Ahmet is a lean undertaker-looking fellow who was in charge of guild operations in Medea's Gate for a time.

Argus Norviadras – A guildsman of the Hoplites of Athena.
Argus is also the proprietor of the Emporium Inn in Ptoleph.  Argus is the third son of Severed Norviadras and he sometimes sells magic items found during his adventuring days.  He sold Lucias the Sword “Hope Blighter” which he said was found in a crypt south of Demeteros.

Cori the Hosteller – Horse Trainer and leader of Ophidian Hand in Medea’s Gate.
She runs the Ophidian Hand which is the local thieves’ guild in Medea’s Gate.  She also trains horses (probably a front for Thieves’ Guild) and controls the north side market district of town where the open ground and stables are located.

Dominus – A brother of the Fraternal Order of Hecate.
He often travels by caravan while representing the interests of the Order of Hecate.

Ebru – A sorceress in Medea’s Gate.
Ebru can identify magic items for a fee.

Eldrid – Eldrid is a cleric of the Monastic Order of the Three.
He is a lower level cleric of the Order in Ptoleph who is in charge of selling healing potions and clerical scrolls.

Helaku – Helaku runs the money lenders operation of the Black Cloister in Limus Town.  He is erudite and well read.

Herik Ranjera – High Priestess of Poseidon.
Herik is the High Priestess and a cleric of Poseidon in Limus Town.

Lykaos – A very talented twelve year old boy wizard and member of the Dominion.
He can identify magic items for a fee and presides over sales of magic items in the guild hall in Ptoleph.

Maeve the Enlightened – She is a member of the Promethean House in Ptoleph.
She plays violin and has a very smug and aloof demeanor.  She is a sage and specializes in topics such as the physical universe, geology, mineralogy, physics, demi humans and giants and her rate is 200 g.p. for a day’s work.

Marut – A master surgeon and guild master of the Fraternal Order of Hecate.
He is Sybilla and Wilfred’s boss and is rumored to be a vampire.  He wears a surgeon’s mask in public scented with herbs and often travels at night.  He is greatly feared and has an aloof attitude and a dark sense of humor.

Miligro Conje’ – A Courtesan in Limus Town.
Miligro is a high dollar courtesan in Limus Town who is popular with the nobility.  She is sometimes referred to as “the strumpet of Limus Town”.  She is also a singer and entertains with a “troupe” of musicians at one of the local clubs called Mosaics.  She is rumored to be a Gatherer and is sometimes seen wearing their symbol of a black onyx goat around her neck.

Ornaskar the Intrepid – A sage and wizard in Demeteros.
Ornaskar is said to be a very knowledgeable sage and a powerful wizard of named level.  He is rumored to be one of the most capable wizards in all of Lykaedia.  His research is focused on knowledge, history and issues of a planar nature including the known planes of existence and anything concerning the demonic or diabolic in particular.  He is a friend and former adventuring partner of Obberon Remik and he has a tower in the town of Demeteros, one day to the north of Medea’s Gate. 

Owen the Collector – Owen has curios shop in Ptoleph and is a master sage.
He specializes in studies and records of humankind, philosophy, politics, genealogy and flora.  He often buys works of literature or other historical records and antique curious to sell in his store.  He doesn’t charge too much and will often accept curios goods in trade for his services and is generally a very friendly fellow.

Obberon Remik – A renowned warrior and demon fighter in Medea’s Gate.
Obberon runs a school of martial training with an excellent reputation in Medea’s Gate.  He is friends with Ornaskar the Intrepid, a wizard and sage that lives nearby in the town of Demeteros.  Obberon once searched for the Maw of Torment and another ruin north of Winterholm but never found either of the fabled dungeons.

Quillan Ardmirth – An Elf Mage of the Dominion.
Quillan runs the Dominion’s shop in Medea’s gate where one can often purchase or trade magic items.  It is laid out more like a library or center of research than a shop and items are brought out upon request rather than displayed.

Quinn – the Boatman of the Hill
Quinn is a fisherman in Limus town and will ferry passengers to the far shore at the Hill or beyond in his boat for a fee.  He will also pick up passengers from the far shore as well if he sees smoke signals on the shoreline.

Rosalinda and Rosabella – They are called the Grey Ladies of the Hill of Limus Town.
They live in an enchanted house on the hill that is rumored to move from time to time and are undoubtedly spellcasters of some sort though the common rumor is that they are witches.

The Sorinus Family – A well-respected mercantile group
This prominent family of merchants has vast holdings throughout Thebos and beyond and owns an impressive fleet of merchant vessels.

Sybilla – A cleric of the Fraternal Order of Hecate
Sybilla is the order’s prefect for the City of Ptoleph.  She is a cleric and also represents the Order’s interests in the nearby small mining town of Silverton.  She usually travels with one of the “reborn” as a bodyguard and Argus is her assistant.

Torian Demeri – A Paladin Prophet of the Sun.
Torian is a zealous Paladin and Prophet of the Sun of the noble Demeri Family whose family has a statue in Medea’s Gate.

Wilfred – A brother of the Fraternal Order of Hecate.  He is a promising young prefect of the Order and was recently promoted to the position of Prefect of the City of Medea’s Gate.


Saturday, March 26, 2011

Averlorn Campaign: Cities and Towns of Thebos

The country of Thebos is home to numerous cities and towns varying in size from large urban centers like Grand Oryx, Ptoleph and Medea's Gate down to the the many smaller cities and towns and even smaller hamlets.  The cities and towns described below are primarily located in the anvil but a few are on the outer fringes of the region.

Chapoi – This is a town south of Ptoleph on the main trade road which is near the Forger’s Runnel River.  To the west of Chapoi, a two days hike, the Wild Moon tribe of goblins hold sway.

Demeteros – A small village south of Ptoleph on the main trade road. Demeteros is one day to the north of Medea’s Gate.  It is also where one of the most powerful known wizards in all of the Anvil resides in his wizard’s tower outside of town – Ornaskar the Intrepid.

Herarii – This small town between Medea’s Gate and Limus Town is where one of the Oracles to the Theban gods is located.  It is near the pass at Hell’s Peak and the giant statue of Hephaestus is visible off in the distance from the town.  Hera is the patron goddess of Herarii and an ornate tower at the top of a hill at the edge of town is the location of the venerated Oracle of Herarii and is a site which is regularly visited by pilgrims seeking the wisdom of the Oracle. The Feral Daughter is the local Inn which is noted for its wild game dishes.  People regularly make the trip to Herarii in order to consult the Oracle and dine at this fine establishment.

Grand Oryx – Soot darkened Grand Oryx, the City of the Gods is the Capital of the City State of Thebos and the largest city to be found on the volcanic plateau.  Its inhabitants live under the dour countenance of its colossal image of Hephaestus, the smith god and patron of this the most advanced city in all the lands of Averlorn.  This is the Victorian London of the setting. She has public transport, indoor plumbing (especially baths), and several districts of town that have a local flair related to the race that dwells there. As grand as it sounds, it's actually a nasty place with filthy air, massive poverty, and other dystopian elements. A nice place to visit as they say and an even nicer place to have your purse lifted. You will never find a place more inundated with "scum and villainy." The senate is working hard though to clean the place up.

There are ten guilds in Grand Oryx which have over the years, proven themselves to be committed to the betterment of the Theban way of life and the common good. Thus, they have been given charters granting them considerable political power. They are very competitive with one another and vie for control over the eight boroughs of the great city. Since no guild may control more than one borough and there are only eight available, two guilds are left without a territory and will typically form a loose alliance.  The Oryxian guilds have over the years constructed massive sprawling fortified complexes containing their guild halls and living quarters within each borough under their control. Most of the Guild boroughs in Grand Oryx are well run, safe and very accommodating.

The City of Grand Oryx takes pride in its military prowess and has managed to conquer the surrounding regions and bring them into the fold of the kindom of Thebos.  The true military power of Grand Oryx arose with the invention of the Dragonship.  This technological development meant that they could deploy and supply an expeditionary force that could by dint of numbers, crumble the mighty hoplite formations of Thebos and even subjugate the far away lesser kingdoms of the trench, the Pangaeus and other realms within their empire. 

The Theban military makes good use of the condemned supplied to them by the Surgeons of Hecate.  These plate-wearing monsters are automatons of superior construction and are powerful, remorseless combatants.  They are used in the Grand Oryx navy as foot soldiers and as elite shock troops.  Most of the Oryxian Dragonships also have a pair of them and a handler, to work around the cooker in heat that would kill most mortals.  The cavalry of Grand Oryx is reputed to be the best in the land, drawing upon the horsemen and superb riding skills of the plainsmen of the Pangaus for the bulk of their numbers. They are not truly knights in the European sense though and are more akin to light cavalry armed with spears, shields, and their excellent short composite bows.

The Long Walk: Most criminals in Thebos receive the unthinkably cruel punishment of eternal servitude to the empire via the institution of The Reborn, a specialized sort of undead created by the Surgeons of Hecate. In the distant past, before the practice was perfected by the Guild, criminals would be gathered in Medea's Gate and there they would have a cross chained across their shoulders. Forced to make The Long Walk to Grand Oryx, those who collapsed beside the road where crucified where they fell. Today, the cross is much lighter, ceremonial even and there is far less whipping involved. The criminals are even given a degree of celebration and ceremony along The Grand Oryx Way as it is seen as a way of ensuring the favor of the Gods for their families and loved ones. Even so it is a powerful deterrent and crime is mostly well-controlled except in the more lawless regions such as the Gorgon's Trench and elsewhere.

Limus Town – A medium sized river mining town located to the south of Zademis and to the east of Herrari and Medea’s Gate on the outskirts of civilization.  The city sits astride the Kuoros River and the old trade road that runs east to west.    The largest corbitumite mines in all of Thebos are located near the Lykaedian backwater towns of Limus Town and Zedemis along with other vast deposits of other mineral wealth. As a result, Limus Town and Zedemis are becoming subtle nests of devious plots and espionage though only to those who go looking for it.

Poseidon is the Patron Deity of Limus Town due to its location on the Kuoros River and there is a temple to the deity in the temple district.  One can charter a boat from Media’s Gate to Limus Town on the river and Dormant Lady Lake due to the abundance of river traffic resulting from all of the commerce generated by the mining operations. The area across the river is called “The Hill” and is reputed to be the home of two powerful witches and a tribe of Hobgoblins.  It is about a two day hike from the town once across the river.  The old trade road continues to the east of Limus town accross the river into the lands of the Gorgon’s Trench but was built in better times and has long since been abandoned.

The worst part of town is the Tanner’s District which has a cemetery of the poor near it.  There are six competing groups of organized criminals in this bustling river mining town full of wickedness and sin.  As a result its a favorite location for carousing and revelry of all types having somewhat of a wild party atmosphere (think Mardi Gras).  The Lion’s Den is a prominent local tavern that is a favorite with travelers, adventurers and locals alike.  Mosaics is a club in Limus Town were one can find strong drink, escorts and even musical entertainment.  Bards and musical troupes often perform here.

Medea’s Gate – This is a city in the hill region south of Ptoleph on the main trade road and is one of the two largest cities in Thebos.  It is a large lakeside town with the Dormant Lady lake on the east side (the Dock District) and the Market District on the north side of town where the open ground and horse stables are located.  The city of Medea’s Gate is a low lying, sprawling affair where the buildings are typically not as tall as the temples.  It is a little larger than Ptoleph but has no major guild presence aside from a few local guilds and representatives of the larger guild houses of Grand Oryx.  

The Oryxian guilds here tend to keep a low profile due to competition from the local guilds and there are no guild house fortresses in evidence like the ones found in Ptoleph and Grand Oryx.  Instead, the guilds here have small shops instead of the sprawling fortified complexes found elsewhere.  There are also numerous monuments in the city’s squares dedicated to its heroes and noble families including the one dedicated to the Hero Landishar Demiri of the noteworthy Demeri Family, a once prominent but fallen family of nobles.

The Chessman Inn provides free room and board to anyone who can beat the proprietor in chess and is a reputable establishment.  The Scepter and the Rose is the finest eating establishment in Medea’s Gate.  Medea’s Gate had a royal charter once long ago and this establishment is a remnant of those better times for the city.

There are many elements of organized crime in the city which control different areas of town.  The Ophidian Hand is a thieves' guild that controls the Market District and there is another one that controls the dock district.  The Iron Urn Inn appears to be a nice establishment at a glance and is also a gambling hall as well as an inn and a tavern.  This place is notorious for its card sharks and con artists that prey on patrons that gamble here that aren’t among the “in” crowd.  It is frequented by people who are involved in the seedy underbelly of organized crime in Medea’s Gate and is rumored to be a front for one of the local thieves’ guilds.

Ptoleph – The City of Ptoleph is nestled among a rough stretch of hills in the northernmost portion of the Kurous Valley. The Kurous river flows through the city in a southeasterly direction to the lower lands below. The city sits astride the intersection of the great river and the Grand Oryx Way making it a prominent center of trade and commerce.  Grand Oryx lies to the north, about 150 miles through the hills and to the south of the great city is an area of dense woodlands. Traveling to Grand Oryx by dragon ship is a far easier affair and takes little more than a day and a half with good winds.

Most of the major Oryxian Guilds have a presence in Ptoleph due to its proximity to Grand Oryx and have constructed guild halls and quarters within elaborate sprawling fortified complexes, similar to those found in Grand Oryx but on a smaller scale.  Five of the great guild houses are actually fortified and crenelated.  The Emporium is an Inn in Ptoleph run by the retired adventurer Argus Norviadras.  He displays trophies from his adventuring days here, some of which are for sale.  The Stone Mason’s Inn is another fine local establishment located in Ptoleph.

Spirythol – A small town that is the capital of the Kingdom of Cephasos in the Gorgon’s trench.  This is the location of the dreaded Gravemoor swamp and can be reached by traveling overland from the old abandoned trade road across the river from Limus Town.  The area recently suffered a devastating civil war and the population has been thinned out considerably.  The Surgeon’s of Hechate have a small presence here and have local interests.  The Fallen Star Inn is a tavern run by the Surgeons of Hecate’s representative in Spirythol.

New Artemia – This is the village where the tomb of the burning priest is located.  It is located south of Ptoleph on the main trade road and east of Old Artemia which is now abandoned after it was determined that the temple and tomb below were haunted.

Silverton – This is a small hamlet beyond Shepoi where three silver mines are located.
The korbidimite was mined out here years ago but there is still silver to be found in the mines.  Hurin Oralease was a great warlord who held sway here three generations ago.  He was reputed to have been poisoned by the guilds on his stance over the reborn.  The ruins of his castle are located south of Silverton.

SlagfordA small Hamlet which sits in the shadow of the giant statue of Hephaestus on the Limus Town side of Hell’s Peak pass.  It is only a few hours hike to the ruins below the giant statue.  The Deer’s Perch Inn is the only Inn in this small farming community.

Winterholm – This small town is west of Medea’s gate and nestled in the Mountains. The town is the location of the venerated Oracle of Winterholm which is regularly visited by pilgrims seeking the wisdom of the Oracle.  There is also a ruin of some kind that is rumored to be located nearby.

Zedemis – This is a large mining town along the Kouros river.  It is larger than nearby Limus Town and is a large trading center due to its location at the confluence of the Forger’s Runnel and Kouros Rivers.  The largest corbitumite mines in all of Thebos are located near the Lykaedian backwater towns of Limus Town and Zedemis along with vast deposits of other mineral wealth. As a result, Limus Town and Zedemis are becoming subtle nests of devious plots and espionage though only to those who go looking for it.

The Lands of Averlorn

Most major kingdoms found in the world of Averlorn sit on top of volcanic plateaus that rise above the level of the scourge which surrounds them.  The scourge was once a vast inland sea that was turned into a great lifeless and uninhabitable wasteland long ago during the wars between the gods and the titans much to the dismay of Poseidon.  This lifeless and barren land consists of vast salt flats that surround the lands of Thebos, Chalcyx, Manthinea, Ertris, and fallen Leutra in the distant Northern Reaches.

The World of Averlorn Map by Scadgrad - Work in Progress

Lykaedia - The Anvil of the GodsThe Anvil of the Gods is the higher plateau that sits upon the lower plateau of Thebos.  It includes mountains, hills, a valley and its largest cities are Ptoleph and Medea’s Gate.  There is rumored to be a mysterious tribe of xenophobic barbarian dwarves who live in the mountains west of Ptoleph but not much is know about them. 

The Archipelago - On the seas of the Archipelago, the Thugee often find themselves at odds with the sea elf culture and the Volkyr (human culture of the Archipelago). Currently, there is no state of war, but that's primarily because the Thugee are so disorganized and lack a central governing body.  Throw in the occasional pirate ship along with the vicious sea devils and you can see that the seas of the Archipelago are quite lawless.  The Thugee's chief antagonists are the sea elves, and occasionally, mountain elf raiders (sky wolves) who see themselves as the masters of the sky.

There are a few relatively large and xenophobic Elven communities in the Archipelago.  These realms are feudal and ruled by a monarchy chosen from one of the castes (they have a rotating monarchy not unlike what you see in Brusts' work). In that society, a Sun Elf would be seen as a soldier or perhaps a minor noble.

Chalcyx – The lands of this distant kingdom are surrounded by the Scourge.

Ertris – This City State is the principle rival of Grand Oryx.  Though considerably smaller in populace than Thebos, the Adroisian city state of Ertris wields surprising military might.  The superior natural resources of Ertris which exists in spite of her relatively small geographical area, allows the Ertrisians to field a formidable fleet of dragonships.  Tensions between the Ertris and Grand Oryx are always high and the occasional conflicts occur typically in the skies over the Scourge.

Fallen Leutra – This land is in the distant Northern Reaches and its primary inhabitants are the Thugee tribes of Leutra, the Northmen of Averlorn.  In the distant past, the Serpent Men Empire in Leutra stretched over much of the known world. Their greatest cities and temples were swallowed up by the vastness of the Scourge long ago but many ruins of their once great empire remain in the region of Leutra along with scattered populations of serpent men and lizard men.

Kingdom of Erythros in the Trench
The Gorgon’s Trench – The Trench is a low area of rough scrubby hills to the south of the settled lands of Thebos (off the campaign map to the south).  It is populated by the men of the trench or trenchmen (a small but hardy breed of humans), dwarves, some elves and many tribes of humandoids.

The Gorgon's Trench is roughly defined as that land that lies below the Anvil and Pangaeus, so not necessarily to the South. It is decidedly lower in altitude. The four ridges that run in a southwardly fashion and fall away into the Scourge are what most would consider the Trench. In the ancient past, it was divided into 3 kingdoms and those boundaries yet remain. Cephasos is a large landmass established by the Kuoros River to the west and the Maiden's Crossing in the North. There is an active king there now as you've seen, but it's not much of a kingdom really. The remaining two realms are Enea and Thonaxos neither of which have an acknowledged King as the Dukes in those regions are quite hostile to one another. Kephi lies in the realm known as Enea and the Duke is actually the Duke of Erythros, not The King of Enea as he claims to be, not yet anyways. 

The land around the rivers at the level of the Scourge is a series of deep canyons with terrain much like what we see in the American Southwest. There is life there, but no communities. The Scourge is all but lifeless as far as civilized life, or at least that is a commonly held belief. There are no doubt strange life forms that exist there. Think Death Valley.

The Great Banks – These savage jungle islands start east of the Archipelago.

ManthineaThis distant kingdom lies far to the west and borders on the Scourge.

The Pangaeus – The City of Grand Oryx lies on the southern fringes of what is known as the Pangaeus.  This region is far more civilized than the lands of the Anvil but possesses less quality land being mostly flat and open plains and grasslands but it is well suited for herding and agricultural pursuits.  The plainsmen of the Pangaeus were originally tribal nomadic people before their current civilizations arose and are noted for their equestrian traditions including riding and horse breeding.  The warriors of the plains of the Pangaeus are known for their light cavalry armed with spears, shields and their excellent short composite bows.  These warriors are the source and inspiration for the fine light cavalry fielded by Grand Oryx and Thebos and are reputed to be the best horse warriors in the land.

The Northern Reaches – The ancestral lands of the Thugee raiders who make up for their primitive ships through shear numbers and tenacity.  The Thugee (norse-like culture) are raiders, not invaders (which assumes that they make a camp and stay in a land grab a la the late vikings of our world). Their dragonships are not as advanced as the other races, though their naval power is quite potent, though not focused in any groups larger than a clan squadron.  There are other inhabitants in the Northern reaches besides the Thugee tribes including other humans and demi humans.

Thebos – Ancient Thebos is the country that sits on the volcanic plateau that rises above the scourge.  The Theban plateau includes the great City State of Grand Oryx and the planes of the Pangaeus to the north, and Lykaedia (the Anvil) and and the Gorgon's Trench to the south.


Wednesday, March 9, 2011

Guilds, Religious Orders and other Nefarious Organizations in Thebos

THE ORYXIAN GUILDS
Anywhere there is a city in Thebos you will find the presence of Oryxian guilds. They are an important aspect of the setting and players are more likely to curry favor with guilds rather than join them. Most guilds do not permit the wayfaring lifestyle of the typical adventurer with a few exceptions.  For more information on the Oryxian Guilds see the article entitled Ten Things About Lykaedia and the Anvil.  Six of the ten principle Oryxian Guild Houses that the player character are most likely to interact with in the Anvil are described below.

The Devoted Brothers of the White Caduceus – A priestly Order of Clerics
They are money lenders, couriers, and financiers. They do offer some clerical assistance (they worship Hermes), but of a limited scope.  They also offer some banking services but only in the larger cities of Thebos.  They may be able to help adventurers by casting high level clerical spells like Raise Dead or others but often require some service or quest to be completed in return in addition to appropriate compensation.

The Dominion – A Powerful Wizards Guild
The Dominion actively recruits PC and NPC arcane spell casters, but it is very competitive. Becoming a Mage of this group grants no small degree of power and prestige, but it is a path that is fraught with peril.  Due to the amount of competition within the wizards of this guild, there is often in-fighting which sometimes results in their members killing one another due to the serious nature of the rivalries.


The Fraternal Order of the Surgeons of Hecate – A Surgeons and Healers Guild
The Surgeons of Hecate are only rarely found away from Grand Oryx and are very skilled at all forms of healing. One would presume that the application of leaches is a favorite past time. Consider these fellows to be the healers of choice for those who don't want any messy questions or background checks. They also administers the after life punishment ordained by the state to create "the reborn" from condemned prisoners at “The Factory”. The reborn are some combination of zombie and simulacrum or golem.  Despite their power and high status within the state (or maybe because of it) people from the Anvil and in particular around Medea's Gate, Limus Town, Zedemis and the surrounding towns and mountains, simply hate the Surgeons of Hecate and generally view them as necromancers.  The appearance of the Surgeons of Hecate often takes on a gaunt and sickly visage, sometimes including open sores.  Their skin is usually pale, their facial features are usually drawn and they are seriously creepy in the way that only an undertaker is creepy.  They often hire Bleaker Goblins as assistants which does little to improve their image.

They run a borough in Grand Oryx that is well run, safe and very accommodating.  You'll never find a more peaceful, well-behaved and law-abiding citizenry than those poor wretches who live and toil in Ghoultowne. The borough is near the Northern edge of the city on a series of small hills and is dominated by three very disturbing temples to Hecate and of course, The Factory. That massive edifice perches on one of the hills and overlooks the rest of the borough. There are no beggars in the street, no hucksters, no whores, no street urchins. At night, when the Reborn come out to roam, patrolling the streets with the Skullguard, most that don't live there beat a hasty retreat to other more accommodating locales.

Following is an eye witness account described in detail by someone who has undertaken nefarious work there on occasion:  “Though most think it only a rumor, the Masters really do wander the inky black streets, inns and taverns of the borough after the sun has set. I'm not convinced that they're vampires as the simple folk insist, but they're certainly creepy as Hell, and unlikely to be human. Maybe they once were, I don't know. I do know that taxes are very low there, at least "monetary taxes". The rumors of the blood tax are true though, for I've seen it with my own eyes. I've done some work there and it's a creepy damn place, but this stuff about zombies and skeletons everywhere, I don't know, maybe in the temples, but not on the streets. Honestly, we try to avoid the buggers and I was a bit taken aback to find out how chummy you fellows are with them. That's your business though.”

The Grand Oryx Mining Guild – A Guild of Miners in the areas around Grand Oryx
The Grand Oryx Mining Guild has a presence in most mining towns in Thebos in order to manage their mining operations and holdings.  They control most of the mining operations of Thebos that are run by humans and compete primarily with local mining operations and those controlled by demi human earth dwellers such as dwarves and gnomes.  The largest corbitumite mines in all of Thebos are actually located near the Lykaedian backwater towns of Limus Town and Zedemis along with vast deposits of other mineral wealth and the guild has a large presence in both towns.  They also have a presence in many other smaller mining towns in the region such as Silverton among others.

The Monastic Order of the Three – A religious Order of Hospitallers
This religious order of monastic hospitallers is a well-respected organization and a fine group to associate oneself with.  They hold virtue and the rule of Law above all else.  From time to time, healing potions and clerical scrolls can be purchased here.  Also, they may be able to help adventurers by casting high level clerical spells but will often require some service or quest to be completed in return in addition to appropriate compensation.

The Promethean House – A very select Wizards Guild
Although very few of them are actually nobles, they simply see themselves as vastly superior to the great unwashed general population, largely due to their wealth, holdings and power. This is a frustrating group to be sure, but not one to trifle with.

OTHER RELIGIOUS ORDERS, GUILDS AND ORGANIZATIONS

The Confessors GuildA Holy Order that seeks to determine the truth in all matters
The Confessors of the Gods are a holy order of Confessors and Oracles (consisting of NPCs) that seek to determine the truth in all criminal matters.  They are both judge and jury but leave the executions to the law enforcement community of the state and locale.  The confessors venerate all gods in the primary Greek pantheon and are an integral part of the network of Oracles throughout the land like those found in Winterholm and Herrari.

Secret:  Long ago, the guild didn’t have such a lofty station as they do now and were known to deal in wizardry.  Since that time, the guild’s relationship with the republic has been elevated and they have risen above the petty squabbling of the other guilds.

The Fellowship of the Aegis – A Religious Order of Paladins
This religious order of paladins worship Athena and aspire and revere wisdom and skill in arms and battle or martial prowess above all else not unlike the samurai warriors of old.

The Hoplites Guild of AthenaAn Adventurer’s Guild
The Hoplites is a small select adventurer’s guild that is highly thought of on the Anvil.  The guild holds radical beliefs of a rebellious political nature that are not popular in Grand Oryx.  The guild has representatives in most major population centers.

Prophets of the SunA Zealous Order of Paladins
The Prophets of the Sun are a knightly order of Paladins who worship Apollo and aspire to seek out and destroy any and all evil doers and creatures when and where they are found.  The destruction of all that is evil is there reason for being.  They pursue these ideals with a feverish recklessness and single mindedness of purpose even at peril to life and limb for they are following the wishes of their god.

OTHER NEFARIOUS GUILDS AND ORGANIZATIONS

The Black Cloister – A Money Lender’s and Thieves’ Guild
The black Cloister has its tendrils of organized crime throughout Thebos and usually has a presence in most cities and larger towns in the region.  They are a money lenders guild and a good source of information about the more nefarious activities within many urban population centers if payment is forthcoming.  They are also involved in many rackets including protection and gambling.  Their symbol is a block tattoo script on the underside of the forearm.

Gatherers of the One True Text – An Evil Cult of Fanatics
After the Elder Gods were put down by Zeus, their religions were stamped out, persecuted and spread to the four winds.  The worshippers were forced to give up the open practice of their religions but many continued to worship in secret.  During the persecution, their primary religious tomes were destroyed by their enemies whenever they were found.  The surviving worshippers managed to save odd bits and pieces of these tomes although very few intact copies of these works are known to have survived the purge.

The Gatherers are a cult of fanatics who are actively seeking out these bits and pieces of what they call “The One True Text” in order to piece it back together in an attempt to bring back the Elder Gods (a.k.a. the Old Ones).  One of their symbols is a black onyx goat and their religion often involves unspeakable rites and human sacrifice.

Ivan’s 40 – A small criminal gang in Limus Town
Ivan’s Forty are one of about six small criminal enterprises in Limus Town.

The Lamp Lighters – A small criminal gang in Limus Town
The Lamp Lighters are one of about six small criminal enterprises in Limus Town.

The Ophidian Hand – One of the principle Thieves’ Guilds in Medea’s Gate
The Ophidian Hand is one of the two principal local thieves’ guilds in Medea’s Gate.  The group trains horses in the Market District which serves as a front for the Thieves' Guild.  They control the north side Market District of town where the open ground and stables are located.  They frequently buy and sell magic items among other illicit wares.  The competing thieves’ guild is located in the dock district.