Loudwater

Loudwater

Saturday 17 December 2011

Gray Vale





See NPCs Page.
Beneath the mysterious Star Mounts, at the southern edge of the ancient High Forest, the Gray Vale straddles the river Delimbiyr in the North. A prosperous region thanks to river traffic, merchant caravans from distant lands, and other travelers looking for treasure amid the wreckage of lost kingdoms, Gray Vale is a land ripe for adventure.
Common Knowledge
Gray Vale has grown into a trade center in the North in large part due to the success of Loudwater. This small town has an advantageous location at the confluence of the Delimbiyr and Grayflow rivers. Rich and arable farmland enables the community to thrive. Most merchants in the vicinity use the river to transport goods, making Loudwater an ideal nexus for nearly all commerce in this part of the world.
Although Loudwater and other small settlements enjoy some prosperity, the threat of danger checks their growth. Displaced savages from beyond the High Forest are a constant peril. Goblins infest the Southwood, snatching cattle, supplies, and the occasional child before retreating to the dim shelter of their foreboding forest. Whispers of Najaran serpentfolk fill the taprooms as locals peer suspiciously at strangers, ever watchful for these sinister infiltrators. All of these dangers and more cast a pall of fear and mistrust over Gray Vale.
Regional Features 
Gray Vale’s borders are soft, shifting with the ambitions of prospectors and settlers, but all who live in this rich valley regard the Star Mounts as its northern boundary, the rugged Graypeak Mountains as the eastern border, and the High Moor as its southern perimeter. The Vale stretches west, following the Grayflow out to the Sword Coast, though the influence of the area thins as one draws closer to the Western Heartlands.

Dominions of the Gray Vale (1481 DR)
Western Gray Vale
Barony of Secomber - allied with Loudwater - Lord Boris
Urshani Hobgoblins of the High Moor
Graywood Elves - King Cirallon Swancloak


Central Gray Vale
Tigerclaw Uthgardt of the Dire Wood - Prince Konn
Korzzbad Goblins - vassal to Queen Esmerelda of Llorkh
Lordship of Loudwater - Lady Eclara Moonfire
Loudwater vassal manors
Northwood - Lady Lirael Widdershins-Sirocco
Brownstone - Sir Joran Amainas, regent for Sir Halvard Brooke
Virdan - Sir Cottel Jameson
Sunstone - Sir Rory Amainas
Malt - Sir Otto Falthis
Alwyck - Lady Thaya Rensard
Jelt - Dame Lisania Vanegold
Oakbank - Sir Harvarr Quortath
Hartsfont - Sir Brandini Covere
Barony deTrevani - Lady Amara deTrevani (inc Fiery Spire, Greentree, Trevan, Castle deTrevani)

To North: Heartblood River Halflings of Upwater and Downwater Shire.

Eastern Gray Vale
Adakmi - town council
Kingdom of Orlbar - Queen Valeris (inc Malwych, Redar, Brightwater, Graystone)
Vassal to Orlbar: Erstlin - Sir Dolf Dragonheart 
Realm of the Mountain King - King Oro Loroth (inc Loagrann, Hali, Ogremouth) - allied with Llorkh
Kingdom of Llorkh - Queen Esmerelda 
Vassal to Llorkh:
Irondawn - town council
Timbervale - Lord Tirios Sevrym
Korzzbad Goblins of Southwood - Warlord Delderosh

To South: Glintshield Dwarves of Citadel Yaunaroth and the Vale of Naurogloth - allied with Llorkh
To East: Shadovar Empire of Netheril
To North: Frost Giants of the Graypeak Mountains
The whole Gray Vale region had been under pressure in the century since the Spellplague due to the change in magic, climate etc - initially cold, famine and disease, more recently orc, goblin, Uthgardt and other raiders, no longer easily dealt with through powerful spells. Many villages and some larger towns have been abandoned. Some people died; others fled west to the Sword Coast. A century ago Loudwater itself was a sprawling unwalled garden city of around 8,000; by 1479 it's a much smaller fortified township of 2,000.

Loudwater: Easily the largest settlement in Gray Vale, Loudwater is encircled by a wall of timber and stone more than 20 feet high. The fortifications and the determined but personable people living here make Loudwater an attractive stop for travelers of all kinds. The High Lords of Loudwater claim a demesne that traditionally begins around twenty miles west of town, four miles east of now-ruined Zelbross, and extends east from Loudwater twenty-four miles or so to the borders of Orlbar territory. The High Forest marks the northern border, the South Wood the south. Currently the village of Oakbank, 24 miles east of Loudwater between the Delimbiyr and Grayflow, is the easternmost settlement that owes allegiance to the High Lord, Lady Moonfire. Several families of petty nobles are still vassal to the Moonfire clan, such as the Kiris-deTrevani, Kiris Alkirk & his daughter the Baroness Amara deTrevani, the Covere of Hartsfont, the Amainas of Sunstone,  and the Brookes of Brownstone, but their numbers have been in decline since the Spellplague. See Loudwater NPCs

Manorial Rents
Resources: (2) Timber, Arable (Loudwater: Docks, Market).
Rural Manors Typical Net Cash Rents: 2gp/person (20% High Lord, 20% Reeve, 60% Lord of the Manor). Cash Rents are received M1.

Manors & Tributary Villages (12) - population - Liege (below the High Lord)
There are currently 11 manors and thus 11 landed families in the Dominion of Loudwater. The Kiris manor is considered extinct since the loss of Kiris Dahn.
1) Moonfire Manor pop. 2040 (urban) - Steady, +2%
Loudwater - 2040 - Lady Moonfire, the High Lord of the Vale
2) North (Tavys) Manor pop. 800 - Healthy, +4%
Area 40 sq miles of farmland and waste, pop. 800, of which 200 in 30 farmsteads, 600 in villages. Cash rent to lord avg 960gp/yr). Jorah Blackthorn is Steward of the Manor.
Tavysburg - 350 - Lady Lirael (PC), formerly Lady Eclara Travys (kidnapped M6? 1479 DR, recovered M3 1480).  Dame Aryn Blackthorn is Reeve in Tavysburg, her adult sons Sirs Jorah, Michael & Arren are knights.
Elfstree - 250 - mostly half-elves & some elves. Home village of Lirael Widdershins.
3) Brooke/West Manor (area 30 sq miles, pop. 760) - Average, +0%
Brownstone - 570 - Sir Halvard Brooke, elder daughter Amanda, runaway daughter Kathy at Fisher's Friend in Loudwater from M11 1479 DR. Halvard was killed by Zhents M2 1480, raised by Halvath the Green Regent.
4) Jameson Manor (pop. 500) - Average, +0%
Virdan - 350 - Sir Cottel Jameson, new wife Lana (fr 1479-, killed by Zhents 2/180, raised by Green Regent), old maid Sylvia
5) Amainas Manor (pop. 561) - Steady, +2%
Sunstone - 561 - Sir Rory Amainas, son Sir Joran
6) Covere Manor (pop. 714) - Steady, +2%
Hartsfont - 500 - Sir Brandini Covere, his daughter Carlia is Lady Moonfire's Lady-in-Waiting
7) deTrevani Barony (pop. 1400) - Healthy, +4%
Trevan - 300 - (from M2 1480 DR): The Baroness Amara deTrevani, daughter of Lord Kiris Alkirk, at Castle deTrevani, aided by the the genasi fire wizard Ashara, Head of the Fiery Spire school of pyromancy.
Greentree - 800 (from M4 1480 DR): mostly half-elves & some elves
8) Falthis Manor (pop. 306) - Steady, +2%
Malt - 250 - Sir Otto Falthis the Half-Dwarf
9) Vanegold Manor (pop. 800) - Average, +0%
Jelt - 700 - Lady Lisania Vanegold
10) Quortath Manor (pop. 950) - Average, +0%
Oakbank - 800 - formerly inc. Temple of Oghma - Sir Harvarr Quortath
11) Rensard Manor (pop. 700) - Average, +0%
Alwyck - 550 - Lady Jaela Rensard

Urban population: 2,000 in Loudwater
Village population: 6,000
Total domain population: 9,531 (M4 1480 DR est.), levy forces ca 950.

Loudwater Demesne Standing Forces, ca 225* (1480 DR)
Loudwater Town
50 Loudwater Patrol min-7
20 Loudwater Wall Guard min-9
20 Moonfire Personal Guard min-11
Rural
9+ Knights min-13
6+ Knights min-15
100 Nobles' House Guard min-8 to min-11, Travys Manor min-13
+ca 20 Miscellaneous - Rangers, other nobles, etc
*Up from 200 in 1479: +13 Travys Manor House Guard, +12 deTrevani House Guard.
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The Green Regent - Halvath Cormarrin (PC) (M2+ 1480 DR)
In late winter 1480 DR, Halvath Cormarrin of Brownstone received a vision from Mielikki and became the first Green Regent since the Spellplague, the first in a hundred years. Whereever the green-bearded Regent walks, life flourishes...
M4-5 1480: Havlath works on establishing lasting symbols and pathways for the people to remember and engage with the Lady of the Forest. This includes practicing and refining Floragami - directing Green Regent quick growth of vegetation into symbols and shapes. Halvath works on, for example, growing a blade of grass into the rough shape of a Unicorn as he reaches to take it up and present it as part of a blessing to supplicants, or topiary forms for establishing, marking, or adorning sacred places in the forest. Halvath particularly tasks promising individuals to tend and establish sacred places in the forest, and to spread the work of Mielikki. In his travels, the Green Regent also begins to mobilize and seek appropriate recruits, Lady willing, for the Forestarms (spiritual followers), Needles (rangers), and Shadoweirs (woodland knights) of Mielikki; seeking to strengthen and bring the protectors of the vale into a more unified force against the darkness ahead.
 M4-5 1480 DR: With word of the Green Regent (Halvath Cormarrin) spreading throughout the Vale, Halvath's shrine at Brownstone becomes a place of pilgrimage and the centre of the Regent's growing faith. Amanda Brooke asks to become a Forestarm and tend the Shrine, and is accepted. 21/6/1480: With the Regent's blessing at the Summer Ball, Amanda is engaged to marry Sir Joran Amainas, Shadoweir of the Green Regent. Amanda can employ 1st level Religious/Healing/Nature rituals.

Forestarms
1. Shera the Priestess  (Ritual level 6), Secomber
2. Amanda Brooke (Ritual level 1), Priestess of the Shrine, Brownstone

Shadoweirs 
1. Boris, Lord of Secomber
2. Sir Joran Amainas, Guardian of the Shrine, Brownstone
3. Sir Rory Amainas, lord of Sunstone
4. Sir Cottel Jameson, lord of Virdan
5. Diora Falthis of Malt, Guardian of the Shrine, Brownstone 

Needles
1. Trapper John, Chief of Needles, Brownstone (from M6 1480)
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The River Pirates
The River Pirates were linked to the Zelbross slavers, but not the same people the Burning Hand eliminated at Zelbross, although there may have been some overlap. They were raiding along the Greyflow during the first 6 months of 1479 DR, selling captives to Humungus' Zelbross slavers, who also bought captives from the Lady of Shadows and from Zark the half-dwarf, then transported them on to Najara as serpent-brides. The pirates are believed to have kidnapped Amara deTrevani and other women individually, but they also launched two major raids, the sacking of the Temple of Oghma near Oakbank, and the sacking of Travys Manor. Their slave raids ceased after the Burning Hand wiped out their customers the Zelbross slavers.

Llorkh: Ever an unsavory place, Llorkh had sharply declined in recent years. A string of incompetent rulers drove off most of the honest residents, and the ruined city served as a haven for a self-styled bandit king and his lackeys.
The Star Mounts: This ancient range of mountains marks the southern boundary of the High Forest and takes its name from the queer lights that shine from its heights. Legends claim that these mysterious mountains are home to dragons, elves, strange birdfolk, and more. Perhaps the most unusual story is that in the upper reaches, great crystal towers grow out of the rock. It is uncertain just who or what lives inside these towers (if they even exist), because clouds blanket the peaks year round and few have the courage to ascend the heights.
The High Forest: From the northern slopes of the Star Mounts and stretching for miles to the north is the High Forest, an ancient wood notoriously haunted by fey creatures, gnolls, and drow. Infrequently, wood elves of the forest trade with the people of Loudwater, but they are tight-lipped about what goes on in their sylvan homeland.
The Graypeak Mountains: Sheltering the people of Gray Vale from the distant doom of Netheril is a range of old, rugged mountains known as the Graypeaks. Barren and capped in ice and snow, these mountains are said to be home to giants and vicious wild and unnatural creatures. Adventurers who have braved the peaks report ancient dwarven ruins buried beneath the stone, and their claims are supported by old dwarven coins, weaponry, and other antiquities that have been recovered.
Southwood: This young forest separates a portion of Gray Vale from the Highstar Lake and the serpent people of the High Moor. Local woodcutters occasionally take timber from this forest but do so at great risk, for a large tribe of goblins has staked its claim here.
People of Gray Vale 
Unlike other areas of the North, the people of Gray Vale are decidedly mixed, blending cultures from all over the region. But humanity has a slight edge, and most humans have fair skin, hair that ranges from blond to light brown, and the full range of eye colors (though hazel is dominant). A proud people, they are self-reliant, tough, and grizzled, accustomed to the hardships that press against them. Most folks are farmers, though plenty of miners try their hand at coaxing more out of the old mines of the Graypeaks.
Half-elves comprise another large group of the Gray Vale population. Like the humans of this area, the half-elves have fair skin and light hair. Although most retain signs of their elven heritage, years of human and half-elf marriages have diminished these traits until most half-elves could pass for human.
In addition, one can find a number of dwarves, drawn to Gray Vale to reclaim their lost holds. Halfling fisherfolk work the river, living alongside their human allies. The region even has a smattering of eladrin and elves, though most members of those races encountered in the Vale hail from the High Forest to the north.

Trade in the Gray Vale (1480 DR)
Trade runs from Daggerford on the Trade Way, east up the Grayflow River to Loudwater, east to Llorkh, south from there to Timbervale/Stonefang Tunnel/Citadel Yaunaroth (Glintshield Dwarves). Some trade passes east from Llorkh over Dawntreader Gap to the Fallen Lands then on to Netheril or Evereska, but that is a tough route and dangerous. Recently Amara deTrevani opened up the old trade route from Loudwater north-east through deTrevani to the River Halfling Shires on the Heartblood River.
Loudwater exports simple manufactured goods, linen, planed hardwood (not raw timber), and a small amount of food, mostly grains and cured hams, also beer. Loudwater imports luxury goods from the Sword Coast (eg wine), high value manufactures (eg weapons and armour) from the Sword Coast and now also from Naurogloth, and raw iron ingots from Llorkh.

Llorkh exports high quality iron from the local mines, and small amounts of precious metals, importing food.
The Glintshield Dwarves (Yaunaroth/Naurogloth) export dwarven manufactured goods, jewelry, and some precious weapons, and import food, especially grain, some of which is re-exported as beer.
The Heartblood River Halflings export smoked fish and pipeweed. They import manufactured goods, especially metalwork, and beer.
Timbervale exports bacon, and raw timber down the Grayflow.
Secomber exports dried fish. Logging the Unicorn Run is forbidden, but a small amount of raw timber is exported from the north side of the Grayflow, downstream west to Daggerford.
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The High Moor
In M3 1480 DR the serpentfolk of Najara exchanged a captive serpent-bride, Lady Eclara Travys, for their wereserpent spy Lyath. During the exchange an agreement was reached with Loudwater (Lirael) - no human of the Vale would enter Najara, including all the High Moor, and in turn no Najaran would enter the Vale.
Most folk think the Moor is a rocky wilderness, vast and uninhabited
—except by trolls. Its soil is too thin for farming, and
its stone,— mostly granite, —is of poor quality for mining. It'’s
sparsely settled by human barbarian tribes that raise goats and
sheep on the moors, guard caravans coming from the east, and
fight constantly with the various goblinoid tribes.
Bound on the west by the Misty Forest, whose dim blue
glades and deep groves have always carried a fey and whimsical
—but deadly —reputation, and on the east by the yuan-ti
and ophidian-haunted Serpent Hills, these crag-studded,
rolling grasslands are said to hide the ruins of lost, long-fallen
kingdoms. Just which kingdoms sages argue furiously over.
Minstrels sing colorful but contradictory ballads on the topic,
and legends are uniformly vague. “"The bones and thrones of
lost lands"” is a favorite phrase; it'’s borrowed from a long forgotten
ballad.
A few wolves and leucrotta are the most numerous predators
on the Moor thanks to trolls, bugbears, and hobgoblins,
who have slain most other large beasts of prey. Their relative
scarcity has allowed hooved grazing animals of all sorts to
flourish, from small, sure-footed rock ponies to shaggy-coated
sheep. Those who dare to venture onto the moor can be assured
of ready food - —either they catch it, or they become it.
Rope trip-traps, javelins, and arrows are the favored ways of
bringing down the fleet grazing animals, although those with
patience and a quick hand can dine on grouse, flunderwings,
rabbits, and ground-dwelling moor rats in plenty.
Like the Evermoors north of the Dessarin, the High Moor
is studded with lichen-festooned rocky outcrops, moss, breakneck
gullies, and small rivulets of clear water that spring from
the ground, wind among the rocks for a time, and then sink
down again. It’s also shrouded by frequent mists. The prevailing
winds are gentler breezes than the mist-clearing, chill
winds of the North.
With the obvious exception of Dragonspear Castle, ruins are
harder to find in the moorlands. Foundations and cellars are
usually all that remain—and almost all such serve as the lairs of
monsters. Many towers have toppled into rock piles and have
later been hollowed out to serve as tombs— which have in turn
been plundered and then turned into dwellings by beasts arriving
still later. There are also legends of magically hidden castles
and high houses appearing only in certain conditions, such as
full moonlight or deep mists, to those in the right spot.

Friday 16 December 2011

Rituals

I'm going to rule that PCs can learn Rituals without the Ritual Caster feat, as long as they are trained in at least one of the key skills (Arcana, Religion, Nature, or Heal). If you have both the Ritual Caster feat and are trained in a key skill, you can take a +2 bonus on the skill roll.

Wednesday 14 December 2011

Knowledge skills for monster threat assessment.

I'm going to allow checks on Nature/Religion/Arcana/History/Streetwise etc to assess monster threat level within the following bands. Threat level will be for typical representatives, it's possible that a particular unusual creature could fall outside the band on either the high or low end.

Low Heroic: 1-3 - eg goblin
Heroic: 4-7 - eg orc
High Heroic 8-10 - eg ogre
Low Paragon 11-13
Paragon 14-17
High Paragon 18-20
Low Epic 21-23
Epic 24-27
High Epic 28-30+

Whether the check DC is easy, medium or hard will normally depend on how famous or obscure the monster is; assessing dragons is easy, while assessing some obscure creature from MM3 might be hard, or even impossible if no one has ever reported meeting such a thing before.
A failed check close to the DC may get vague information, within a 2-3 band spread, while a badly failed check means you have no idea.

Sunday 11 December 2011

Organisations & Background

Arael's Clan
Arael is from the Black Dog tribe of the Uthgardt, a minor splinter tribe or large clan (ca 240 strong) from the Tree Ghost nation, that has taken residence towards the South edge of the High Forest. Their tribe takes its totem from the large black dogs (or small wolves) that guard the tribe.
The young squaw 'Dru' was 15 years of age and due to be given a name by the Great Oak on her 16th birthday (or 1st nameday), as all tribe members have done for generations. The ritual involved spending her 15th year communing with and tending to the Great Oak. However, this all went awry when a chaotic evil Tiefling, Morthos, came through the sacred grove, setting it alight and corrupting the life out of the Great Oak with hellfire. The Elder Shaman of the tribe summoned the last of the tree's dying essence to cast a great curse of misadventure upon the Warlock, and any who would travel with him. Not believing this curse could have worked and requiring that balance be restored, the Druids split apart from the elder council and entered solitude for weeks. When eventually they emerged on the squaw's naming day, they commanded that if she were to be named as a tribe member and gain her druidic mantle, she would have to restore balance for failing to protect the tree. 
Leaving the village only with the weight of her great shame upon her shoulders and her black dog yearling, Drifter, Dru set off for the nearest settlement to search for clues...


Tree Ghost Tribe
This Uthgardt barbarian nation are the largest Uthgardt tribe inhabiting the High Forest, and the primary human inhabitants of the forest.  It is not uncommon for them to show signs of elven ancestry.  They split from the corrupted Blue Bear tribe (destroyed at Hellgate Keep) in 1313 DR.  Their Ancestral Mound is the Grandfather Tree at the heart of the High Forest, tended by the most powerful Druids of the tribe.
The Tree Ghosts currently have no leader above the level of the clan, an extended family grouping typically of around 150 Uthgardt, living in semi-nomadic villages scattered throughout the Forest.  Best estimates put the total Tree Ghost population of the High Forest at around 12,000, comparable in numbers to the rival Forest Orcs and Goblins, and more numerous than the reclusive Wood Elves or vicious Forest Gnolls.  The Tree Ghosts practice limited farming, but derive most of their sustenance from hunting and gathering.

The High Forest
The largest old-growth forest in the Northlands, the High Forest covers roughly 150x150 miles within its borders, or 22,500 square miles, with an estimated humanoid population density of just over 2 per square mile, or around 50,000.  Inhabitants include (estimates according to Curuvar the Brazen of Loudwater): humans (12,000), orcs (12,000), sylvan elves (8,000), goblins (12,000), gnolls (3,000), centaurs (1,600), river halflings (1,200) along the Heartsblood, and small numbers of bird-men (400) in the Star Mounts.


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Orders of Torm (Dragon 381)
The temple of Torm is a popular, far-reaching one, mercifully free of the stigma attached to the priesthoods
of previous gods. For instance, Helm’s reputation was stained by the actions of zealous missionaries who conquered frontier lands in his name. Many branches of Torm’s temple exist in the Realms, and each one varies in outlook and uses slightly different holy symbols.

The Evenhands of Everlund
An upstanding order of knights based in Luruar protects the civilized lands of the north. Commanded
by the Lord of Everlund, Kel Moorwalker, the order strives to emulate and honor Tyr, the fallen god of justice, who was Torm’s predecessor and the deity he is said to have most admired.
Symbol: A gauntlet, palm forward, with the scales of justice emblazoned in the palm. Sometimes, the
gauntlet is set against the silver tower of Everlund Suggested Classes: Cleric, fighter, paladin

Girded Healers
An order of knights sworn to both Torm and Ilmater, these divine servants favor the healing powers of the
divine and work to ease the suffering caused by the Realms’ evils. Girded Healers operate throughout the
Realms, but particularly in those lands worst ravaged by war and magical catastrophe.
Symbol: An open gauntlet, fingers spread, loosely wrapped in white linens around the wrist
Suggested Classes: Cleric, warlord, monk
________________

AIRSPUR - CAPITAL OF AKANUL (Dragon 377)
The vibrant capital of Akanul, Airspur clings to the cliffs on the east side of a southern bay off the Sea
of Fallen Stars.
Population: 30,500; another 70,000 live in the nearby countryside. Most citizens are genasi descendants of refugees from Abeir, the majority being windsouls and stormsouls. Small populations of other
races live in the city, particularly half-orcs who lived near the ruins of old Airspur before the genasi rebuilt
it. Few dragonborn stay in the city for long due to tensions between Akanul and Tymanther.
Government: Queen Arathane, a windsoul genasi, has ruled Airspur since the death of her long-lived
mother. Four stewards control various aspects of the city, and together they can overrule the queen’s
edicts. Genasi occupy all important roles of power in Airspur. This is due to the political structure, traditions from Shyr in Abeir, and even outright prejudice (particularly against dragonborn who might be from Tymanther).
Defense:  The Airspur defenses are divided between three corps: the Sky Guard, the Ground Defense League, and the Wave Riders. These professional soldiers form the core of its armies and the city watch during peacetime. The rest of Akanul’s military is conscripted from the population, although only a small number of nongenasi are included in the conscript catalogs.
Inns: Shadow of the Rock, Cliffwatch, Spireview Inn, Rang’s Hostelry.
Taverns: Seven Stone Steps, The Hook and Eye, The Wind Clipper, The Drunken Gull.
Supplies: Thwaite’s Tack and Gear, Gwind’s Sundries, Seaside Provisioners.
Temples: None. The genasi of Airspur are uncertain about religion. The difference between gods and
primordials or other powerful beings is not firmly established in their minds. Even so, religions of all
kinds exist in the city. Priests of real gods and cults of false powers come to Airspur to gain converts,
and some achieve results. As yet however, the steward of the Sea has blocked the construction of large
temples that would take up land otherwise useful to the people or the state, and the Steward of Fire has
the city watch occasionally check in on individuals of religious bent who might choose to follow a god’s
edicts instead of the city’s laws.


Queen Arathane
The common people of Akanul consider Queen Arathane strong and fair. She is roundly praised for
continuing her mother’s policies of state support of descendants of the refugees of Shyr. Even the poorest
among the genasi can expect shelter and food.  The nobility have a more complex relationship with their queen. Frequently opposed by the stewards early in her rule, she sometimes chafes under the
Covenant of Stewardship and frequently seeks ways to achieve her ends without resorting to the Court of
Majesty. The Firestorm Cabal represents one of these tactics. These privateers are sworn to protect Akanul, but the group is known to hold Arathane and the stewards in contempt. Arathane tacitly condones their presence and their occasional antics because of their usefulness as a supplement to the nation’s defenses and as nongovernmental foil against other nations such as Tymanther.
In addition to friction with the stewards, Queen Arathane finds herself besieged by suitors and potential matchmakers. The queen is approaching her fourth decade of life, and the question of succession
causes a great deal of gossip. Yet the iron-willed Arathane doesn’t consider it to be a pressing issue since
both her mother, Queen Cyndra, and her grandmother bore a child late in life.

Tradrem Kethtrod, Steward of the Earth 
The current Steward of the Earth is an earthsoul genasi, breaking the string of watersouls elected to the position. Until Tradrem, no earthsoul had aspired to a higher position than leadership in Akanul’s armies. Coming from a minor noble family, Tradrem feels he has much to prove, and the thoughts behind
his earnest face constantly turn to the politics of any given situation.
Tradrem holds the Stewardship of Earth, a position in charge of understanding the landscape—both literal and political—in which the genasi find themselves. He heads a group of informants and spies both within and outside Akanul, and he commands the efforts of surveyors and explorers. Only the monarchs of
Akanul and former Stewards of the Earth have a true understanding of the size, means, and goals of the
organizations that the Steward of the Earth controls. The power this provides is nominally checked by
the fact that the Steward of the Sky can prosecute any illegal activities, but the queen can overrule any
prosecution. Stopping that edict requires the Steward of the Earth and the other stewards to vote to prevent it. In the few decades since the inception of the Covenant of Stewardship, this system has yet to be
tested due to loyalty among the noble houses, but as Tradrem seeks to use his powers to their full extent,
he might find that he and the queen have reason to exchange favors.
Notes: The Steward of the Earth has recently been dispatching Firesoul Genasi agents to the lands of the Western Heartlands, via a Portal that exits in the Sword Coast region south-east of Waterdeep.  They are rumoured to be searching for an artifact of elemental fire, possibly of Netherese origin.


 Portal

Adakmi & the Pillars of Night

The Citadel of Adakmi
Founded as the southern fortress of the Elven realm of Eaerlann on the Delimbiyr River's Shining Falls, Adakmi was constructed with aid from the Ammarindar dwarves.  Capable of holding two thousand defenders, she stood for more than two thousand years, guarding the southern approaches to the Black March, before her sack by the Tanarukk demon orcs of Hellgate Keep in 882 DR.  According to legend, the last warriors of Eaerlann joined with a strong force of Ammarindar's elite mithril-clad Dwarven Defenders under Queen Helmma, and together they held off the unstoppable Tanarukk long enough for many Ammarindar dwarves to retreat south, beyond the Greypeak mountains.
In the six centuries since, small numbers of elves, dwarves, river-halflings and humans have sought shelter within Adakmi.  Adakmi was once occupied by Zhentarim forces, who plundered the nearby tombs of the Ammarindar dwarven kings at Splendarmorn, but she overthrew Zhent rule almost a century ago.  Today the citadel has a mixed population of 400 390 within the walls, including 80 76 combatants.  Adakmi fiercely maintains her independence, and has resisted both the Banite Hand of Naarash and the invitations of Queen Valeris to join her new Kingdom of Orlbar.  In M6 1479 DR an attack by 100 Hand cultists was repulsed, 40 corpses were left hanging from the citadel walls.

Adakmi's main gate in the south wall comprises twin iron-bound doors that stand 20' high, with crossbow-armed men guarding the walls above.  Inside, the Sundial Tavern, formed from an elven cavalry barracks, provides high-priced rest, shelter and stabling.  The Great Tower overlooks the course of the Black March as it rises into the mountains to the east, exposing anyone on the road to a withering hail of fire.  Much of the land within the citadel has been turned over to cultivation, both orchards and vegetable plots.  The small north gate opens besides the plunge-pool of the Shining Falls, nets at the southern outflow retain the schools of trout farmed here.  From the north gate the Falls Road zig-zags up the mountain flank, blocked in several places by rock falls.  An hour of steep climbing takes travellers up above the mist, to ancient ruined wharfs of the Moon Docks.  Only one Moon Boat of Eaerlann still remains, pulled by giant pike and steered by the dwarf captain, Glasur.
In M5 1481 DR a rift opened in the vaults of Splendarmorrn. 12 militia who went to investigate did not return. Over the next several weeks several more citizens vanished. Glasur went to seek aid from Lirael of Northwood.

Adakmi Town Council
Currently 10 strong, this comprises prominent citizens of the town, including
Glasur, the flat-capped dwarf Moonboatman of the Upper Delimbiyr.
Freyja Fangbreaker, Glasur's wife, from a famous old dwarven warrior clan of Ammarindar. Reveres Moradin, she has seen the ghosts of dead kings in the vaults of Splendarmorrn.
Stentorio Rivers, wine-loving halfling merchant/trader from Downwater Shire, has lived in Adakmi 8 years (1481). Ex-bargee, left Downwater ca 1460 DR to avoid having to get married and raise a family.
Alturnus the Tombkeeper, tall, gaunt, white-haired priest of Kelemvor, he has guarded the dwarven royal tombs of Splendarmorrm, as well as Adakmi's current graveyard, for over thirty years (ca 1448-). Has a Moonshaes accent.

The Pillars of Night

Headquarters (1474-79 DR) of the Hand of Naarash cult devoted to Bane, god of tyranny, the Pillars of Night lie in a mountain glen a few miles east of the valley of the upper Delimbiyr River, a hundred miles or so north of Adakmi along the Black March trail.  The cult was supposedly ancient, founded by a hobgoblin prophet of the previous century, but nothing had been heard of it until five years ago (1474 DR) when it first emerged in the north to menace the peoples of the Delimbiyr and Gray Vale.
The Pillars of Night show clear signs of ancient Giantish construction, but the original builders have been gone for centuries. Within the giants' temple, ancient runes reference an entity called Naarash - a demonic spirit entity, possibly one of many released into the world in the Hellgate Keep disaster of 882 DR.  Naarash's spirit inhabited a great stone called the Eye of Naarash that corrupted the stone giants and turned them to evil. In 1474 DR the spirit of Naarash encountered the hobgoblin Bane-priest Anak, a refugee from the recent fall of the Temple of Bane-Iyacthu at Orlbar. Anak formed the Hand of Naarash cult, which threatened the north for five years under a dozen leaders, the penultimate being Lakarzh, also a hobgoblin. On 24/8/1479 its last leader Jaryn, a fallen Paladin of Amaunator, was slain by the heroes of the Burning Hand. When Naarash emerged from his Eye to challenge the heroes, they destroyed him too and effectively ended the cult.
However, Jaryn's lieutenant - and former Light of the Sun member - the Tiefling darkblade Dajani, is believed to have survived the disaster.


Wednesday 7 December 2011

'Heathen' PCs

PCs on 'Heathen' quest against the Hand of Naarash
1. Dolf Dragonheart, Paladin of Torm  + NPC Cohort: Oran, Cleric of Bahamut
2. Ashara of Akanul, Genasi Fire Wizard
3. Lirael Sirocco, Ranger
4. Sir Calard, Knight
5. Dru, Druid

Tuesday 6 December 2011

Ancient Ammarindar

Map of the ancient dwarven realm of Ammarindar ca 880 DR (600 years ago) and the Elf realm of Eaerlann to the north and west, shortly prior to their destruction by the demon hordes of Ascalhorn/Hellgate Keep.

Friday 11 November 2011

Sunrise/Sunset

Sunset/Sunrise adapted from here.

Midwinter (Start M1): Sunrise 8.17am  Sunset 3.52pm - Day Length 7 hours 35 minutes
Start M2: Sunrise  8.07am Sunset 4.30pm
Start M3: Sunrise 7.15am Sunset 5.28pm
Greengrass (Start M4): Sunrise 6am  Sunset 6pm - Day Length 12 hours
Start M5: Sunrise 5am Sunset 7.13pm
Start M6: Sunrise 4.06am  Sunset 8.02pm
Midsummer (Start M7):  Sunrise 3.46am  Sunset 8.31pm - Day Length 16 hours 45 minutes
Start M8: Sunrise 04.11am  Sunset 8.15pm
Start M9: Sunrise 5am Sunset 7.20pm
Highharvestide (End M9/Start M10): Sunrise 6am Sunset 6pm - Day Length 12 hours
Start M11: Sunrise 6.43am  Sunset 5pm
Start M12: Sunrise 7.40am  Sunset 4.06pm

Tuesday 8 November 2011

Photos - by Kimberly Pauley

The streets of Goblin-Haunted Kiris Dahn; Catherine & James in the background.

The heroes meet the Verdigris Dragon, TYRISTYS:


Dolf Dragonheart vs the Kobold Shamaness & her Iron Defenders:


Death of the Ankheg, Esmerelda celebrates:

Sunday 4 September 2011

Magic Items

Use: I'm using the PHB system where you get 1 item Daily use per day, +1 per milestone.

Sale: All items sell at base 20% list price.   Depending on item rarity, PC effort, etc it may be possible to get more.

Buy: Base purchase price is 100% list price.  Commissioning an item, where possible, typically costs 110-140% list price.

Subsistence

The Burning Hand receive enough gifts from Loudwater's grateful populace for their heroic deeds that they do not need to make routine expenditure for basic subsistence.  Beyond that, a comfortable lifestyle with private inn chamber, good wine at meal, laundered clothes, church donations etc would be ca 10gp/week, lavish expenditure/carousing would be ca 50gp.  Let me know of any expenditure as it will affect your social status, use of Streetwise/Bluff/Diplomacy, etc.

Tuesday 23 August 2011

High Shaman Sancossug (dec'd)

Destroyer of the Champions of Loudwater (Quarfein & the Hellfire Trio); Chosen of the Ogre King, Uniter of the Goblins of Southwood, etc etc.
RIP 1479 DR.

Sunday 21 August 2011

Eastern Gray Vale

Eastern Gray Vale was dominated by three petty kingdoms: Orlbar, Llorkh, and the realm of the Mountain King centred on his fortress at Ogremouth. In M1 1483 DR an invasion of frost giants in service to the Fey Clenderi 'Queen of Cold' ravaged the eastern Gray Vale. The Realm of the Mountain King was crushed and Queen Valeris of Orlbar perished in battle. In the aftermath the expanded Queendom of Llorkh dominates the eastern Vale, with Queen Esmerelda now ruling the former Mountain King and southern Valeris territories, while the Light of the Sun Order under Mistresss Emesha controls a rump territory around Orlbar.


DOMINION OF ORLBAR
Orlbar

Pop. 1400.  Ruler: Mistress Emesha (1437-) (Ritual Caster Lvl 10), leader of the Light of the Sun.  Queen Valeris (1450-M1 1483) (L16)
Forces ca. 250
Dominion Confidence Level: Average (+0%)
Other Characters: Toruvas (L10), Warden of Castle Valeris, Eladrin Twilight Incanter.
Valeris
Early in 1474 DR the warrior-woman Valeris and her companions, the Silver Swords, overthrew the Temple of Bane-Iyacthu, and freed the small town of Orlbar from their tyranny.  The surviving Banites fled far north, into the wastelands along the Delimbiyr River known as the Black March.  Valeris cleared out the Temple, refortified it and named it Castle Valeris, then proclaimed herself Queen and carved out a dominion incorporating several settlements along the eastern Grayflow River.  Her realm currently includes Erstlin, Brightwater, Malwych, Greystone and Redar, with a total population around 5,500. Valeris has proven a strong and aggressive ruler, and has won several skirmishes against the rival forces of the Mountain King and the Bandits of Llorkh.  In 1476 DR she personally slew the Bandit King Gulthog Half-Hand on the banks of the Grayflow.  Gulthog’s successor King Boris proved much more amenable: though neither ruler trusted the other, they allied to keep trade flowing and curb the expansionist desires of the Mountain King.
The greatest of Valeris’ companions was Jaryn (1445-1479), a holy Paladin of the Sun God, Amaunator, and founder of the
Light of the Sun Temple Knight
Amaunite Order called The Light of the Sun, which has their main temple in Orlbar.  However, recently Orlbar’s northern borders were again troubled by Banite fanatics known as The Hand of Naarash. In 1478 DR Jaryn led four of the Light of the Sun's best warriors north against the Cult's hidden fortress, the Pillars of Night.  None returned. Two more strike teams failed, but on 24/8/1479 the Burning Hand adventurers penetrated the temple of Naarash, slew the cult leader - revealed to now be Jaryn himself - and destroyed Naarash, ending the threat.
Valeris' master crafters can produce level 6 (+2) masterwork armour, weapons and implements, using Irondawn steel and local Darkwood.  Valeris is commonly accompanied by two heavily armoured elite Royal Guards equipped with masterwork plate armour and glaives.  Valeris has a Sword Coast accent, and bears a noticeable resemblance to the bard Esmerelda of Waterdeep, Queen of Llorkh, her half-sister by the same Viklund pirate chief.
In M1 1483 frost giants invaded the Gray Vale, Valeris was killed battling a giant riding a Nyfellar Mammoth.
Characters
1. The current (l479+ DR) leader of the Light of the Sun is Mistress Emesha, a female Cleric of Amaunator (slim, dark haired, greying in 1483).  She is regarded as fairly competent, though not very powerful. She knows Religious/Healing rituals to 10th level.
2. Toruvas, an Eladrin Twilight Incanter from Evereska, is now the last remaining other member of Valeris' old adventuring party the Silver Swords, and acts as warden of Castle Valeris. He knows Arcane rituals to his level, probably 10th.
3. Mikos Kessel (1423-), very fat, balding. Mikos is the owner of the Orlbar One, Orlbar's only real Inn. He has a large family with six buxom daughters and is the father of Alauna Kessel (see Timbervale), although his wife Mira (1428-) is oddly skinny. She tends to stay in the kitchen.

BARONY OF DETREVANI (VASSAL TO LOUDWATER)

Erstlin pop: 300 (was 500). SACKED BY GIANTS M1 1483 DR. Now part of the Barony of DeTrevani, vassal to Loudwater.
During summer and autumn the Delimbiyr just north-east of Erstlin runs across gravel beds about 4' deep, and can be forded.
Ruler: Sir Dolf Dragonheart (E10?), Paladin of Torm. Married to the Lady Amara deTrevani late 1481.
Other Characters: Father Orien (E4), Priest of Bahamut, was killed by frost giants M1 1483 DR.
Erstlin is a newly-palisaded (M8-12 1479 DR) village on the western frontier of Orlbar territory, 18 miles from Castle Valeris and close to the eastern border of Loudwater's demesne. Much troubled by raiders from the Hand of Naarash, at the end of M8 1479 DR the paladin of Torm Dolf Dragonheart accepted the entreaties of the people of Erstlin to become their liege, to protect and continue rebuilding the village. With permission from Queen Valeris of Orlbar, Dolf became Sir Dragonheart of Erstlin, to build a manor there, and in time he and the Bahamut Cleric Orien founded a temple-monastery dedicated to both Torm and Bahamut, to train a new generation of heroes against the darkness. Sir Dolf's first act was to settle two dozen refugees he had escorted from the Black March in some of Erstlin's abandoned farmsteads. By mid 1480 the Seminary is training almost a score of Clerics & Paladins dedicated to Torm and Bahamut, including the sons of Sir Harvarr Quortath whose manor lies to the west of Erstlin in Loudwater Domain.
In M1 1483 DR Erstlin was sacked by a force of giants, killing Fr Orien and the sons of Sir Harvarr among many others. At the time Dolf was with his wife and daughter at Castle deTrevani. After the war Dolf set about rebuilding the shattered village and seminary.

DOMINION OF LLORKH (ESMERELDA QUEENDOM)



Llorkh

Notification!


The Army of Llorkh, would like to announce its intention to puts itself out to Tender. We are now a mercenary band of warriors, with training and ferocity beyond that of anything else you will find. Consisting of mainly goblins, we will work for precious metals only, no local currency accepted.



Bands of 50 – 2000 available to hire.



The Iron Queen. - Published M9 1480 DR


http://images2.wikia.nocookie.net/__cb20090201064549/forgottenrealms/images/0/06/Bane_symbol_-_Mike_Schely.jpg
Bane Symbol
Another day in Llorkh
Pop. 1200 in 1481.
Ruler: The 'Iron Queen', Esmerelda - theme (E15), was King Boris before 23/10/1479 DR.
Forces ca. 375 (150 Banite, 150 ex-Bandit, 75 Timbervale militia)
Dominion Confidence Level: Steady (+2%)
Finances
Characters
1. Queen Esmerelda (E15+)

2. Prince Consort Ser Galtos Sevrym (L9)

3. Princess Sevilla Sevrym, Lady in Waiting to Queen Esmerelda
4. Ser Kitana (E16+), Boris' daughter, leader of the Banite Cadre. Knighted by Esme as Ser Kitana, Grand Measter of the Fingers of Bane on 28/6/1480.
5. Vilkar (E?), best warrior among the non-Banite 'Bandits' forces
6. Jonas Sylverman (L8/R10), Lirael's Magist, the "Wizard of Llorkh", cousin of Lirael.
7. Lady Jaela Rensard of Alwyck (L?) - delivered by Kitana and bound captive in Esme's dungeons from 28/6/1480. "Throw her in a cell, preferably the darkest, dampest one we have."- Queen Esme - subsequently assigned to aid Jonas Sylverman, her lead collar preventing spellcasting.
8. Ser Dajani the Darkblade (E16+), Tiefling
Vilkar the Archer, Leader of 'Bandits'

On 23/10/1479 Esmerelda of Waterdeep, believed to be the prophesied 'Bane Child' who will usher in the 'Age of Bane', lead the Banites under Kitana (1458-), Boris' daughter, to overthrow Boris' rule and install herself as Queen Esme of Llorkh. While Boris ultimately survived, Esme has used the Banites to eliminate the Severed Eye Orc outposts to the south and aid the Glintshield Dwarves, and the Royal Treasury to embark on a major program of building works. Esme quickly took young Sir Galtos, the son of Lord Sevrym of Timbervale, as her prince-consort.
Jonas Sylverman, Esme's Wizard
1480 DR: Kitana and her elite Banite cadre have won many great victories for Esmerelda against seemingly impossible odds, attracting many more Banites to serve, and offering further evidence that Esme is truly the prophesied Bane Child. Meanwhile Esme has put her people hard to work rebuilding Llorkh. Notably, she has reopened the iron foundries, allowing for the export of smelted iron ingots rather than than bulk ore. This and her iron-fisted rule has earned her the moniker 'The Iron Queen'.
23/8/1480 DR Queen Esme gives birth to healthy twins, a boy and a girl. She names them - Boy : Quartermain Tirios (Marsh). Girl : Lirael (Valeris) Arya. 
M1 1483 DR: A large army of frost, hill and stone giants under the direction of Clenderi Queen of Cold crushed the Mountain King and attacked Llorkh, but was defeated by the defenders under the leadership of Ser Kitana, leaving many dead before the walls. Kitana subsequently led the army of Llorkh joining with the Tigerclaws under Konn and the Army of Loudwater under her father Boris to a great victory over the giants. After the war the Queendom expanded greatly, incorporating the Mountain King territories and former Orlbar territory south of the Grayflow.

NPCs
1. Lord Sevrym of Timbervale's daughter the Princess Sevilla Sevrym (1457-) serves Esme as lady-in-
Princess Sevilla
waiting.  She is very shy and retiring. She is learning flute-playing, drums, and Bardic rituals (level 1) from Queen Esme.
2. Her brother the Prince Consort Sir Galtos Sevrym (1460-) is a bold young knight, he fell in love with and is Prince-Consort to Queen Esmerelda of Llorkh from M10 1479.
3. Currently (ca M6 1480 DR) the best warrior among Esme's non-Banite bandit-types is the handsome one-eyed archer Vilkar. A roguish type, Vilkar was a bandit and river pirate in the central Gray Vale ca 1477-1479, before he joined Esme's forces M3 1480. He claims he lost his eye to the Cyricist priest Vale 'in an argument over a girl'. Kitana doesn't trust him.
4. 23/6/1480 Jonas Sylverman, 27, a Human Wizard cousin of Lirael who has been studying in Waterdeep and traveling the Sword Coast for the last 10 years, enters Esmerelda's service as her Magist.
Kitana, scrubbed up & with makeup
5. Ser Kitana, daughter of King Boris, Esme's right hand. Kitana is a very powerful warrior, and leader of the fifty-strong Banite Cadre. On morning 24/6/1480 Kitana left Llorkh with a squad of Banites, on a mission, returning evening 28/6/1480 after gaining the Goblins of Korzzbad and sacking Rensard Manor! M1 1483 DR Kitana led the successful defence of the walls of Llorkh against the attacking frost, hill and stone giants, killing several personally.
6. Lady Jaela Rensard, captive. L12 Warlock from 28/6/1480 - see Loudwater NPCs
Esme assigned her to assist Jonas Sylverman in the Vlakos Tower, still shackled with manacles and a lead-lined collar that suppresses her spellcasting but still allows Ritual usage. Jonas found her a white shift to wear. 
Lady Jaela Rensard, prisoner of Llorkh

7.  Red Bart of the Pale Minnow: This unscrupulous red-bearded river merchant got his start in Orlbar, when it was ruled by the Temple of Bane-Iyacthu (to 1474 DR). He traded in slaves with the River Pirates, the Bargees, and others such as Zark the Half-Dwarf, often selling mine-slaves and harem girls to the Bandit Kings of Llorkh, first Golthog Half-Hand (to 1476 DR) and then King Boris (1476-1479). In 1477 DR the Bargee chief Bolchana Arkwright tried to sell her stepdaughter Maggie to him. In mid 1479 DR the Burning Hand caught him loading Zark’s barrel-slaves at Loudwater Docks – he had more slaves on board, bound for Zelbross.  He was captured after a fight, found guilty of accessory to kidnap, and sentenced by Lady Moonfire to 10 years’ servitude in the Llorkh Iron Mines, but King Boris soon found out and freed him. He laid low in Llorkh awhile, until Esme the Usurper seized power there (she being one of those who had captured him), then resumed his trade as a river merchant, with a new Pale Minnow. He now avoids Loudwater, where he’s subject to arrest to serve out the remainder of his gaol sentence. Rumour has it he’s now dabbling in piracy along with some of Vilkar One-Eye’s old crew.
Dajani, 'The Darkblade'
8. Dajani: Tiefling Darkblade, fanatical Banite, Jaryn's former Lieutenant in the Amaunite Light of the Sun, and then fellow convert to the Hand of Naarash.  Last seen 1479 DR at the Pillars of Night on the steps of the Temple of Naarash, where he alerted the cult to the presence of the Burning Hand, who then destroyed Naarash. That winter he had, he claimed, a vision of Bane as he lay near death in a cave on the Black March. In early 1480 DR he served the Mountain King, Oro Loroth.
On 2/7/1480 he pledged allegiance to the Bane Child, Queen Esmerelda of Llorkh. M1 1483 Dajani aided Kitana in driving back the giant army from the walls of Llorkh.

Marsh's Place - Tavern in Llorkh
Marsh Laval
Marsh Laval arrived in Llorkh with his cousins early M8 1480 DR to open a new tavern in the newly restored city, based on the old Green Regent in Loudwater but adapted to the new clientele.
Marsh Laval: Middle-aged Halfling, former proprietor of the Green Tankard tavern, clearly very fond of Queen Esmerelda of Waterdeep.
Brenda & Wanda Laval: Marsh Laval's cousins, these sturdy, middle-aged Halfling sisters are the cooks at Marsh's Place. Their 'human style' food is greasy but tasty.


Llorkh Pre 23/10/1479:
After decades of misrule much of the once-large town of Llorkh now lies in ruins, but the city retains its importance in commanding what is now the only bridge over the Grayflow River.  The Bandit Kings of Llorkh extract a heavy toll on trade flowing along the Dawn Road.  King Boris however has somewhat curbed his followers' tendency to raid and pillage.  A powerful warrior who reveres both Tempus and Bane, he has pretensions to being a legitimate ruler, but is concerned by the expanding power of the Mountain King.  Boris is rumoured to have Zhentarim connections, some say that a functioning Portal to the Zhentarim stronghold of Darkhold still exists in Llorkh, and that Zhent Black Sun Adepts have been seen in the city. In M9 1479 Boris purged the Zhentarim Cyricists, but one Black Sun Adept, Vale, escaped back through the Portal in the ruined temple of Bane. Boris' magist Olaris Vlakos sealed the portal prior to his death at the hands of the undead ogre king Koptila in the catacombs beneath Llorkh (M10 1479).


Ancient Llorkh: During the time of Ammarindar (-4100 to 882 DR), modern Llorkh was a dwarven town named Grayford, commanding the river crossing as it does today. For millenia the dwarves buried their dead in the catacombs here. Before even the dwarves, their ancient records say that an Ogre Kingdom flourished here, vassal with many other giant races to the Primordial Earth Titan, Stonefang.

Irondawn
Pop. 800.  Rulers: Town Council.
Irondawn is a large, fortified human village on the Dawn Road, known for the very high quality of the iron ore in the nearby mines, which can be used for the finest weapons and armour, though the local blacksmiths can make few such.  Irondawn pays occasional tribute to the Bandit Kings of Llorkh.  In recent years the Mountain King has also sought to demand tribute, rumour has it that the free men of Irondawn have been paying off both masters.
M4 1480: Kitana and the Banites of Llorkh rescued the blind daughter of the headman of Irondawn from Grell kidnappers in the Tomb of the Blind God, cementing Esme's influence over Irondawn.
M1 1483: Irondawn has fallen to the invading frost giants of Clenderi, Queen of Cold, who wiped out the inhabitants.

Timbervale
Lord Tirios Sevrym of Timbervale
Pop. 700 (25% dwarf, 74% human), plus 75 militia with Prince Galtos at Llorkh.
Resources: market (trade via Stonefang Tunnel to Clan Glintshield), timber, pig herding, local mines, mostly copper and some gold.
Ruler: Lord Tirios (L5, DR 1420-) & Lady Sevilla Sevrym (DR 1428-), aging human aristocrats. Their daughter Princess Sevilla (DR 1457-) and son the Prince Consort Sir Galtos (DR 1460-) (both supra) are now in Llorkh at the court of Queen Esmerelda since late 1479 DR as the Queen's husband and lady-in-waiting, along with 75 Timbervale militia known as the Pig Guard. Esme pays the Pig Guard well, and this money has helped enrich Timbervale as much as has the renewed trade through Stonefang Tunnel.
A small community of loggers, farmers and miners eight miles by road from Llorkh, Timbervale was once a wealthy small town through trade through Stonefang Tunnel with the Glintshield dwarf clan, the guardians of the Vale of Naurogloth (Bleached Bones Pass) which of old marked the southern limit of Ammarindar. A century ago the Glintshields fell into disastrous civil war, some say a madness induced by the Spellplague. Since then Timbervale had declined. Timbervale's lord pays tribute to the kings of Llorkh. The small (ca 25 strong) Jozan dwarf clan mine for gold two miles north of Timbervale. Being short of dwarf-wives, some of the Jozan males have married human women, and the current generation includes several half-dwarves.
Alauna Kessel
In M10 1479 the new Queen Esme of Llorkh took Sir Galtos of Timbervale as her consort, and with the re-opening of the Stonefang Tunnel to Bleached Bones Pass and the Glintshield Dwarves, Timbervale's fortunes look set to improve. In M3 1480 DR the newly refurbished Timbervale Inn was reopened under the ownership of the enterprising Alauna Kessel, and soon enjoyed a thriving trade.
Timbervale Notable NPCs
1. Alauna Kessel (1453-), buxom, raven-haired. Owner of the Timbervale Inn from M3 1480. An enterprising Innkeeper's daughter from Orlbar, she saw an opportunity when news reached Orlbar that the Stonefang Tunnel was open to trade once more. Alauna is assisted by three equally buxom local tavern wenches who cook and serve. She is rumoured to be seeking a husband to assist her in running the Inn, and seems to have a liking for Dwarf men.
M1 1483: The Shadowed Chain commander Serka led the Glintshield Dwarves and local men in successful defence of Timbervale against a zombie horde, aided by Dunstan Ironforge.


The Mountain King - Ogremouth
Town Pop. 630? Ruler: The Mountain King, Oro Loroth (reveres Abbathor, Exarch of Bane).
M7 1480 DR the Mountain King allied with Queen Esme of Llorkh. Vassal to Esme from M1 1483 DR.
Forces ca. 150 600
Dominion Confidence Level: Healthy (+4%)
The Mountain King
From his fortress at Ogremouth, the sinister dwarf warlord Oro Loroth, known as the Mountain King, commands forces of Orcs, Gnolls and other evil humanoids.  He has enslaved all the farming communities along the River Loagrann, the humans and halflings now labour to produce grain and meat for the hungry gullets of the Mountain King's monstrous troops.  The Mountain King also has small numbers of tough Loroth Clan dwarven warriors, as black-hearted as their liege, and mercenaries of many other races.  The ancient fortress of Ogremouth itself was built by the Ammarindar dwarves, but was sacked by the Tanarukk demon orcs of Hellgate Keep, and lay in ruins for centuries. Reoccupied and rebuilt by the Loroth, a band of evil dwarves, about fifty years ago (ca 1430 DR), it is now a haven of scum and villainy that puts Llorkh to shame.
The Mountain King is also rumoured to be associated with a cabal of evil dwarven warlocks known as The Nameless, who once numbered the fell Draighdurroch amongst their number.  
NPCs
1. Lord Ablair Loroth: spiky red-dyed hair and beard, fat, weird look. The King's first cousin, one of the Nameless Cabal, the loquacious Lord Ablair is an inventor, alchemist, warlock and emissary for his liege.
2. Nightshade: Adult black dragon, former leader of the 'Poisoned Shadows' Shadar-Kai assassins, who murdered the Vice-Patriarch of Bahamut in Waterdeep at the behest of the Ashmadai. In 1479 DR Nightshade slew two heroes of Bahamut and the warrior Karvol in the sewers beneath Llorkh, then took the Ammarindar Plates to the Mountain King, subsequently entering his service.

In M1 1483 DR the Mountain King's realm was overrun by invading frost giants from the north under the leadership of Clenderi, the Fey 'Queen of Cold'. Survivors fled or submitted to the invaders. Stone Cult traitors opened the gates of Ogremouth to the attackers. King Loroth and Lord Ablair escaped via a secret exit and fled south to seek sanctuary with Queen Esme in Llorkh. Nightshade joined with the Heroes of Loudwater in a raid which killed Clenderi in her ice tower atop Ogremouth, ending the war.

FREE ADAKMI

Adakmi    
Pop. 408 in 1483  Rulers: Town Council.
Forces: 70 militia
Characters: Glasur (E1), Dwarf 'Moon Boat' pilot
The bright twin of Ogremouth, the citadel of Adakmi lies at the Shining Falls, a great waterfall on the Delimbiyr, where it exits the northern Graypeaks.  She was built long ago by Ammarindar (-4100 to 882 DR) dwarves in partnership with the wood elves of Eaerlann, and shows the influence of both races.  Adakmi once marked the southern edge of the wood elf Kingdom of Eaerlann (-4700 to 882 DR). Sacked by demon orcs during the Hellgate War (882 DR), much declined and partially ruined, the citadel still serves as a haven and local trade centre for the goodly races, with a mixed population of several hundred dwarves, halflings, humans, elves and half-elves. In recent years Adakmi stood fast against the Banite raiders of The Hand of Naarash. In M5 1481 an earthquake opened a rift to the Splendarmorrn vaults, allowing something evil into the town.
NPCs 
Glasur (E1): Dwarf river-boat captain, based in Adakmi.  His craft, the last 'Moon Boat' of ancient Eaerlann, is called Blacksnake.  Pulled by giant pike, it plies the rough waters of the northern Delimbiyr river above the Shining Falls.  Glasur is heavily muscled, he always wears a flat cap. 

The Black March
From Adakmi on the Shining Falls, the trail known as the Black March runs for over a hundred miles north through rough upland territory just east of the upper Delimbiyr river, to the Moonsfall Mountains - a spur of the northern Graypeaks south-west of the Far Forest.  There the Hand of Naarash had their lair, in an ancient temple known as the Pillars of Night.

Ruins & Dungeons

Tannheim
The lost dwarven forge of Tannheim is only legend.  Possibly a surviving dwarf-hold of Ammarindar, some say the Tannheim dwarves allied with demonic forces, and were destroyed by such centuries ago. From 1479 DR Tannheim is occupied by forces of the Mountain King.

Wyvern Mountain
This wyvern-haunted peak lies on the Smugglers’ Road between Ogremouth and the mining village of Hali, in Mountain King territory.  Some say it was once the lair of a great white dragon; others that a red dragon can sometimes be seen flying over the peaks.

The Tomb of the Blind God
Rangers from Irondawn speak in hushed tones of a sinister cave complex set in a high cliff six miles from the town.  A palpable sense of evil permeates the area.  Carvings of hideous and alien design decorate the entrance, while none who have ventured further had ever returned until it was successfully penetrated by Kitana and the Banites of Esmerelda, who rescued the blind daughter of Irondawn's Headman from Grell in M4 1480 DR.

Serka, Vice-Commander of the Shadowed Chain
The Glintshield Dwarves
Stonefang TunnelVale of Naurogloth, Bleached Bones Pass & Citadel Yaunaroth
Dominion Confidence Level: Healthy (+4%)
Population ca 800
Forces ca 300 (many young)
The ancient giant-built Stonefang Tunnel runs some 25 miles south beneath Mount Stonefang to the ruined dwarf citadel of  Yaunaroth, which sits on the stony northern slopes of the Vale of Naurogloth, known latterly as Bleached Bones Pass, which runs from the north-eastern High Moor up into the southern Greypeaks and over the mountains into the Fallen Lands at Dekanter, an ancient Netherese mine-complex.
Stonefang Tunnel, northern mouth
According to legend, mighty Yaunoroth was built around -1000 DR to defend the southern approaches of Ammarindar from the perils of the High Moor, and at her peak had a population of 5,000 dwarves, including 2,000 warriors. In the end she formed her peoples' last defense against the Tanarukk demon orcs which had destroyed Eaerlann and overrun Ammarindar from the north. Princess Olmma led the defense of Yaunaroth in 883 DR, her sister Queen Helmma having fallen at Adakmi on the Shining Falls in 882, and she held the fortress long enough for most of the dwarven refugees to escape to southern climes - the bones of the stragglers and last defenders give the pass its name. Naurogloth Vale then lay empty and orc-infested for some three centuries, until the Glintshield dwarf clan re-occupied and refortified Citadel Yaunaroth ca 1180 DR.  They thrived until about a century ago, driving back the orc clans, but then the Spellplague brought madness and civil war, and fresh dwarf bones soon littered the Pass. The survivors retreated to their deep delves high in the mountains above the Vale.
Harvak, the Thane Glintshield
Yaunaroth, North Gate
Recently the Glintshield dwarves have re-emerged and again attempted to re-occupy part of Citadel Yaunaroth and re-open the Stonefang Tunnel. They faced bitter opposition from the orcs, including the powerful Severed Eye clan (1479) but as of 1480 DR have re-established control of Yaunaroth and Stonefang mountain; the Severed Eyes (ca 1,800) have been driven south.
27/6/1480: Queen Esme sent a polite letter to Thane Harvak, calling off the meeting that would have created an alliance between Llorkh, Orlbar and the Glintshields at Shieldmeet 31/6/1480.
  
Notable Glintshield Clan Dwarves:
1. Thane Harvak: (1182-) ancient Leader of Clan Glintshield, white beard
2. Grunhild (f): Harvak's elderly First Wife, white beard
3. Beryl (f): Harvak's younger Second Wife, brown beard, grey streaked
4. Prince Thorvil: (1295-) Harvak's son by Grunhild, elderly with grey beard
5. Rangrim (1390-) Son of Prince Thorvil, Grandson of Thane Harvak: black beard, grey streaked.
6. Commander Duggin: (1402-) tenacious new (1479) leader of the Shadowed Chain cult, succeeding Gwendar (RIP 1479). Bushy red beard
7. Vice-Commander Serka (f): (1450-) Serious young Deputy Leader of the Shadowed Chain. Blonde, beardless. Serka's men (3): Oin, Thoin, Glori, all new (1479) recruits. Oin at least has a great liking for human women.

The Shadowed Chain
Dwarves of the Shadowed Chain wear grey cloaks. Their skin is tattooed (not normally visible). They are required to remain unmarried, though not chaste.
Standard disposition: 20 at full strength. 4 at Timbervale Inn, to keep an eye on local events. 2 sentries at north mouth of Stonefang Tunnel, with alarm horn.  8 at the Gate House just north of the great stone gate, 12.5 miles into the tunnel. 4 at hidden locale south of the Gate. 2 sentries at south tunnel mouth above Citadel Yaunaroth, who alternate their 8-hour watch with 2 sets of Glintshield clan dwarves.

Severed Eye Orcs:
1. Queen Msuga (f): Supreme Warlord of the Severed Eye, Bloodspear Clan
2. Rohka the Blood Witch (f): Msuga's Twin Sister and High Shaman of the Severed Eye
3. Sub-Chief Hyrkzag Dragonskull, leader of the Severed Eye Dragon Clan, who are pacted with Icefang the White Dragon. In 1479 Hyrkzag survived battle with the Burning Hand adventurers.
M5 1480 DR: The Severed Eye Orcs sustained heavy losses in battle with the Glintshield Dwarves and Esme's Banites under Kitana. In 1480 DR the Glintshields then joined with the Shadovar of Prince Melagaunt to root out the remaining orcs. Orcs fleeing west from the Vale of Naurogloth were intercepted by the Korzzbad goblins of Delderosh. By end M9 1480 DR the Severed Eye orcs were believed extinct. Delderosh sent Esme the severed heads of Msuga & Rohka as a naming-day present for her children.


The Ironforge clan were once famous smiths and armourers in the ancient Shield Dwarf kingdom of Ammarindar, which ruled the Graypeak Mountains for millenia until swept aside by the Tanarukk Demon Orcs of Hellgate Keep, six hundred years ago (882-3 DR). Many Ironforge Defenders perished in the great battles against the Tanarukk - at Adakmi, the last citadel of dying Eaerlann, and then at Yaunaroth, guarding the Retreat of the Dwarves through Bleached Bones Pass. According to family legend, the Ironforge banner was the last dwarven standard seen upon the walls of Citadel Yaunaroth before it fell. The survivors fled south with the other clans, skirting the Marsh of Chelmber. They received some aid from Evereska in their bitter trek, eventually reaching Scornubel where they scattered to seek what fortune they could. The Ironforge moved east to the Kingdom of Cormyr, resuming their trade of smithcraft, but never forgetting the glories of Ammarindar...


Graypeak Mountains
This eastern mountain range separates the Fallen Lands from the Gray Vale. The range is named for the tribes of gray skinned stone giants who dwell here. Most of its mineral wealth was removed thousands of years past during the Kingdom of Ammarindar. The easternmost mountains of the Interior are known to offer the richest concentration of griffons in all Faerûn. Cloud giant castles are sometimes seen drifting over these eastern peaks, and every so often, dragons are seen in full, magnificent flight among the clouds, winging their lone and splendid ways into or out of the most remote peaks. Travelers in this region should beware of attacks from orcs, bugbears, goblins, monsters of all sorts, barbarians, and large expeditions mounted  by the Cult of the Dragon to seek dragons and their treasures in the high valleys. Large groups of travelers should never camp without at least a triple watch. Fires should be doused, for their light calls death from miles away. Lone travelers are advised to break their scent by crossing water several times, and to sleep on a rocky height, or better, on a ledge sheltered from above.
Bleached Bones Pass 
This pass once connected Dekanter with the Vale of Naurogloth, Citadel Yaunaroth, and Illefarn far to the west, but few use it now. The pass draws its name from piles of sun whitened dwarf and orc 
bones that line the trail. Numerous small, crude orc strongholds dot the slopes of the pass, warring constantly with one another. Recently (1479-80 DR) the Glintshield Dwarves have re-established control of much of the Pass.

Dawntreader Gap

This pass toward Llorkh through the Greypeak Mountains is steeper and more demanding than Bleached Bones Pass to the south, but easier to defend. 

Dekanter - eastern slopes of Greypeak mountains, eastern terminus of Bleached Bones Pass, just north-west of the edge of Evereska-patrolled territory.

Emissary Gerin Legatus
Shadovar Knight Lucinius Tyrex
More correctly, these are the Mines of Dekanter, ruins of lost Netheril. In ancient days, the mines of Dekanter provided the realm with adamantine. As the mines were worked out, Netherese mages used them for research, to isolate the effects of new spells, and to store magical paraphernalia. When Netheril fell, all was abandoned, and the mines became an extensive crumbling ruin surrounded by low hills (talus piles from the mines). Above the hills, gaping holes and hidden entrances open on the dark mysteries within. The magic that once filled Dekanter is long depleted, and it now serves as home to goblins, gargoyles, and others. A tribe of 500 goblins and 50 gargoyles live in the mines, known minions of the Beast Lord. The Beast Lord is an illithilich who has created a variety of unnatural monsters to do his bidding, and ha’s managed to take over the surrounding area.
M5 1480 DR: Illithilich is waging a losing war against the Shadovar forces of Returned Netheril under the Shade Prince Melagaunt Tanthul, who are seeking to secure the mines. Melagaunt commands Melagaunt's Legion of Shadovar & Shade Knights, Netherese infantry, and a small cadre of Shadar-Kai scouts and spies. At full strength the Legion musters 3,000 strong.
M6 1480 DR: Having destroyed the Illithilich and secured the Mines of Dekanter, Melagaunt turns to aiding the Glintshield Dwarves in destroying the Severed Eye Orcs and securing the Vale of Naurogloth.
Melagaunt Tanthul, Prince of Shade