Hex Map: Kul Moren Mountains Region

This region of the Lands of Harqual is a legacy of the Shackled City Adventure Path that I ran many years ago for group of players/friends—Brian, Gerald, Rob, and Scott. And the game ended before the final adventure was played, I consider it a major successes as a DM. Plus, the PCs from that game are now major NPCs in the Dominion of Cauldron and the surrounding region.

Now, this region is more than just a SCAP legacy. It is also where I’ve placed Mor’s End, the old EN World City Project (ENWCP), which was created by a number of members of that gmaing community. In fact, Mor’s End is very close to Cauldron and in many ways it is central to the regions economy, as it stands at a key point along the Milvius Waterway on the northern shore of Lake Anoria.

Since the end of the SCAP adventure, I have advanced Kulan’s timeline, which greatly affected Cauldron, Mor’s End, and reset of the region. The Dominion of Cauldron is now known as the Realm of the Silver Hand and is ruled by Hezekiah Grofus. The Archmagus is the closest Cauldron has ever come to having a king even though Cauldron is still a feudal republic. Many think it is inevitable that Cauldron becomes a Monarchy, even though Grofus doesn’t have a wife or any legitimate children. Argo Flameheart has tried, unsuccessful, to marry off his old friend but The Orphan King would rather work on his latest arcane experiments in his massive tower, which lies outside the city.

Mor’s End hasn’t been as lucky as Cauldron. When war broke out between Cauldron and the Diabolic Enclaves, Mor’s End was caught in the middle. Cauldron has kept the Warlords of Flame from conquering Cauldron but they couldn’t keep the masters of Flamerule from annexing the Domain of Anoria. This has made ‘my’ Mor’s End a darker place than the standard ENWCP. While Mor’s End still has a Lord Mayor, he is little more than a figurehead. The true power lies with a man named Tarsus Oliverio (male Tahrannuti human). Tarsus treats Mor’s End as his own personal dictatorship, but he must answer to the Warlords of Flame.

The other key land in the Kul Moren Moutains is the newly self-proclaimed Monarchy of Kul Moren. The Dwarven Holds are now aligned more to Cauldron than to Mor’s End. When Anoria fell to the Diabolic Enclaves, the dwarves of Kul Moren refused to bow down to the Infernals of Flamerule. Led by Kragg Arduun (male high dwarf), Toryn Stonecutter, and The Stone-Heart Wizard (male hill dwarf), the dwarves beat back the war machine of the Infernals. The dwarves were aided by Toryn’s companions, the Order of the Silver Hand, which helped vs. the powerful vile magicks used by the Infernals. While the three dwarves rule Kul Moren equally, Kragg is most likely to proclaimed Thane of Kul Moren. Toryn is happy in his role as Master Smith, and The Stone-Heart Wizard is the land’s Master Arcanist.

To the northeast of Anoria, Cauldron, and Kul Moren lies the lands of the Diabolic Enclaves. Ruled from the City-state of Flamerule, these lands are filled with darkness, evil and devils—both figuratively and literally. The City-state of Fire and its vassal communities are ruled as an Infernal Dictatorship. Flamerule has nine tiers, which are built down into the earth. The tiers are ruled like the layers of the Nine Hells. Each tier is controlled by a Warlord of Flame with the Ninth Warlord being the ultimate ruler of the city-state. There are over 500,000 evil souls living in the city-sate with roughly 10% of those being devils. (The number of devils in the entire Infernal Dictatorship is roughly 2% of the overall population.)

Other lands officially in the region: Caloric (The City of Spires) – a powerful arcane city-state; Calot (Barony) – a small rural self-proclaimed monarchy; and Pretensa (Principality) – a newly self-proclaimed Monarchy/Theocracy that once used be part of the Kingdom of Izmer to the west. Caloric is the strongest of these three lands due to the city-state’s large population (98,000). However, Pretensa is growing in influence in the region due to the strong ties that it has formed with Cauldron and Kul Moren. Calot relies much on the goodwill of the Dominion of Cauldron, but its ruler, Baron Davil Forestwind (male half-elf) worries that Cauldron might be growing too powerful to keep the Dominion from annexing Calot. He has sought the aid of Tiberiu Cojocaru, High Prince of Pretensa (male Kunnian human), in helping with diplomatic relations with Cauldron.

Other lands shown partially on the map: Liran, Minar, and Verdalf.

See here for the full-sized version of the map.

Kul Moren Mountains Region

Advertisements

Hex Map: Thunder Mountains Region

I had finished this map and posted it on Facebook last month, but I just realized I never got around to posting it here. This map now replaces my previous design of this region including my older Thunder Rift hex maps and my Thunder Lands (East) map created using Campaign Cartographer 2. Hexographer allows me to put more details on a larger map than with CC2, so I’ve switched to it almost exclusively. When (or if) I get CC3, I might switch back or use both program at once.

Like with the Cold Barrens map I posted, this map doesn’t have any political division lines on it. I don’t really like using those for World of Kulan although I might use them at a closer scale. (One hex on this map equals 24 miles.)

The key region of Thunder Mountains Region is, of course, the Thunder Mountains. The heart of the region revolves around the southern half of the mountain range and the lands directly to the west and south of it. To the west of the mountains is the Barony of Liran. To the south is the Free City of Yuln, which is also known as the Sovereign City. Liran and Yuln control most of the arable lands in this region, although they don’t have a complete monopoly on food crops. And neither of them control the Thunder Rift in the southern part of the mountain range.

Yuln has more political power, and it is not wise to upset Harian Mal or try to break his feudal grip on Yuln and the communities that pay homage to him. Baron Edward Gaill II of Liran is a little more amiable to outsiders, but he has little tolerance for orcs and half-orcs due to the constant skirmishes his people have had to endure versus the Black Kingdom of Thunder Orcs. Orc raids are commonplace and it is nearly impossible to root the orcs out due to the high Widowfall Cliffs that surround the western half of the mountain range.

To the east of the Thunder Mountains are the lands known collectively as the Strandlands. Ruled, somewhat, from the walled town known as Ironsoul, the communities of the Strandlands are collectively a Gerontocracy (rule by the aged) and a Stratocracy (rule by the military). It is a complicated place with a lot of traditions and taboos. The rulers of the Strandlands are known as The Gerousia, which acts a senate consisting of 25 members, as well as the Seven Lords of the Strand. The peoples of this land, which is also known as the Freeholds of the Strand, are surprisingly welcoming to outsiders, as long as newcomers seem battle tested. The people here love freedom and refuse to elect any one single ruler; they have no patience for tyrants.

There are several numbered locales on the map due to space constraints for writing text on the map using Paint.NET. (The full-sized version of the map is linked below.)

  1. The Tower of the Guardian Knights
  2. Duskriver
  3. The Monolith
  4. Lancaster Inn
  5. Skar’bir Keep
  6. Blood Pits of Hratgurir
  7. Thohemehar
  8. The Hammer of Fire
  9. Obsidian Spire
  10. Silvervale
  11. Gapgard Castle
  12. Echovale
  13. Reikmahk Plantation

Full-Size Image

Thunder Mountains Region
Thunder Mountains Region

Reneg Desrek

Player Dog Moon (EN World Username) | Campaign Crow God PbP Game

Male Human | 7th-level Druid

Starting XP: 23,000

Core Stats

N Medium Humanoid (Human)
Hit Dice  7d8+14 (47 hp)
Initiative +1 (Dex)
Speed 30 ft. (6 squares)
Armor Class 16 (+1 Dex, +2 armor, +2 heavy wooden shield, +1 natural), Touch 11, Flat-Footed 15
Base Attack/Grapple +5/+7
Attack Quarterstaff +7 melee (1d6+2)
Full Attack Quarterstaff +7 melee (1d6+2)
Space/Reach 5ft. / 5ft.
Special Attacks Spells, Spontaneous Casting of Nature’s Ally spells, Wild Shape 3/day
Special Qualities Animal Companion (mount), Druid Spells, Nature Sense, Resist Nature’s Lure, Trackless Step, Wild Empathy, Woodland Stride
Saves Fort +7, Ref +3, Will +8
Abilities Str 14 (+2), Dex 13 +1), Con 15 (+2), Int 14 (+2), Wis 18 (+4), Cha 12 (+1)
Skills Concentration +14, Handle Animal +11, Knowledge (Nature) +14, Ride +11, Spellcraft +12, Spot +14, Survival +16
Feats Spell Focus (Conjuration) (1), Track (B), Augment Summoning (3), Natural Spell (6)

Equipment

Leather Armor, Heavy Wood Shield, Quarterstaff, Feather Token (Tree) [x2], Bag of Tricks (Tan), Handy Haversack, Amulet of Natural Armor +1, Robe of Useful Items [see below], Stone of Alarm (heirloom item), Small iron box built with handles with numerous insects inside, Heavy Warhorse w/Riding Saddle, Dagger, Bullseye Lantern (filled and lit), Mirror (a highly polished 2-foot-by-4-foot steel mirror), Pole (10-foot length), Hemp Rope (50-foot coil), Sack; coins 570 gp.

Robe of Useful Items: Number of Patches: 12

  • 1d100 → [77] = (77): Minor scroll of one randomly determined spell
  • 1d100 → [13] = (13): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [46] = (46): Mule (with saddle bags)
  • 1d100 → [3] = (3): Bag of 100 gold pieces
  • 1d100 → [9] = (9): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [65] = (65): Potion of cure serious wounds
  • 1d100 → [55] = (55): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [54] = (54): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [74] = (74): Rowboat (12 ft. long)
  • 1d100 → [39] = (39): Ladder, wooden (24 ft. long)
  • 1d100 → [29] = (29): Gems, 10 (100 gp value each)
  • 1d100 → [84] = (84): War dogs, pair (treat as riding dogs)

Druid Spells

Spells per Day: 6/5/4/3/2 (save DC 14 + spell level)

  • 0—create water, detect magic, detect poison, mending, purify food and drink, read magic
  • 1st—charm animal, cure light wounds, entangle, longstrider, shillelagh
  • 2nd—barkskin, bull’s strength, soften earth and stone, wood shape
  • 3rd—dominate animal, poison, stone shape
  • 4th—giant vermin, spike stone

Background

Reneg Desrek was destined to be a Druid. Well, not be Destiny, capital D, but because his father and mother had both been Druids and he was expected to become one as well. They taught him everything he should know about being a Druid and though he hadn’t really wanted to be one [a Bard seemed more much DASHING, a Paladin seemed much more awe-inspiring, and a Barbarian was fearsome], but he sort of ended up being one anyways because he was sort of lazy at heart. That’s probably why he enjoyed summoning companions so much. Why do the work when an animal could do it for him?

Of course this had gotten him into trouble into the past. Why were there claw marks all over the furniture? Well, the grizzly bear was trying to rearrange. Why were so many of the dishes broken? The dog wasn’t well capable of taking the dishes from the sink and licking them on his own, but he sure had tried. Quite impressive indeed, actually, though his parents of course were NOT impressed.

Still, they couldn’t help but feel a little bit if pride for their son. Despite this lazy streak, he had managed to find a cute girl, a bookish girl who everyone said was evil but Reneg was sure she was just rebelling against her parents like he had. It wasn’t his fault he had gotten her pregnant. Well, maybe it was. At least he hoped it was! When she disappeared, he blamed his parents. He didn’t know why he blamed them; it was just a natural instinct to blame them for his problems. They told him he didn’t know where his girlfriend was. Frustrated, he set out from home in search of his pregnant girlfriend].

As a going away present, they gave him a rock. Can you believe that? A ROCK? Supposedly it was a Stone of Alarm. If he attached it to something and someone touched it, it alerted him to the presence of an intruder. That was apparently how his grandfather had met his grandmother. That was a story he certainly hadn’t wanted to know, but his parents said it was a good-luck charm and he should take it with him. He figured he might as well. It may come in handy, after all.

Reneg speaks Common, Draconic, Druidic, and Sylvan.

Sheyla Bladesong

Player “Thanee” (EN World Username) | Campaign Crow God PbP Game

Female Silver Elf | 7th-level Cleric of Corellon Larethian

Final XP Total 21,350

Core Stats

  • CG Medium Humanoid (Elf)
  • Hit Dice 7d8+7 (39 hp)
  • Initiative +4 (Dex)
  • Speed 30 ft. (6 sqaures)
  • Armor Class 20 [21] (+4 Dex, +6 armor, [+1 shield]), touch 14, flat-footed 17
  • Base Attack/Grapple +5/+9
  • Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Full Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Space/Reach 5ft. / 5ft.
  • Special Attacks Spells, Turn Undead 4/day
  • Special Qualities Elf Traits, Chaotic Good Aura, Chaotic Good Spells, Spontaneous Casting of Cure Spells
  • Saves Fort +6, Ref +6, Will +10 (+2 vs. Enchantments)
  • Abilities Str 16 [18] (+4), Dex 18 (+4), Con 12 +1, Int 13 (+1), Wis 18 [20] (+5), Cha 12 (+1)
  • Skills Heal +10 (5), Knowledge (religion) +6 (5), Listen +12 (5 cc), Spot +12 (5 cc)
  • Feats Simple Weapon Proficiency, Elf Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency (except Tower Shield), Weapon Focus (Longsword), Point Blank Shot, Rapid Shot, Combat Expertise, Improved Trip, Power Attack.

Sheyla BladesongEquipment

MW Cold Iron Longsword, Silver Longsword, Darkwood Composite Longbow (+4 Str), Cold Iron Arrows (40), +2 Mithril Shirt, MW Buckler, Heward’s Handy Haversack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, Everburning Silver Bracelet (10 gp), Silver Holy Symbol of Corellon Larethian, Holy Water (3), Diamond Dust (500 gp), Silver Dust (25 gp), Belt of Strength +2, Periapt of Wisdom +2, Pearl of Power (1st), Wand of Cure Light Wounds (50 charges); 28 gp, 4-7 sp, 0 cp.

Clerical Spells

Spells per Day 6/6+1/4+1/3+1/2+1 (save DC 15 + spell level)
Domains Elf, War.

  • 0th—detect magic (x3), light, resistance (x2).
  • 1st—bless (x2), command, divine favor, shield of faith (x2), magic weapon (D).
  • 2nd—hold person, remove paralysis, spiritual weapon (x2), cat’s grace (D).
  • 3rd—invisibility purge, magic circle against evil, protection from energy, magic vestment (D).
  • 4th—divine power, divine power (D), .

Description

Sheyla stands 5 feet 6 inches tall and weighs 112 pounds. She is 127 years old. Her long, silverblonde hair is worn open, a few strands of hair framing the fine-featured face with emerald eyes. Her slender figure is dressed in comfortable green clothes, on top of which she wears her finely crafted chain shirt. The holy symbol of Corellon Larethian is attached to a simple silver chain around her neck. Along with her small backpack and a grey-green cloak, she wears two crossed sheathes on her back, holding her longswords. Her darkwood longbow is slung over her shoulder and a quiver with arrows is hanging from her weapon belt. A buckler is sometimes strapped to her left arm, on which she also wears a silver bracelet, which is covered in flames, that apparantly do not burn her, shedding light equivalent to that of a torch.

Background

Hailing from the Kingdom of the Silver Leaves in the northern parts of the Great Forest of Harqual in the Northern Heartlands, Sheyla grew up in peace, learning the arts of swordplay and archery. But peace never endures, and her homelands were constantly threatened by attacks of humanoid warbands. When Sheyla was considered mature, she became a cleric of Corellon Larethian, to be able to help and protect her kin. The ideals he stands for, have long been her own as well, so it was just a natural progression.

Sheyla speaks Common, Elven and Celestial.

What Sheyla knows about the World

You have traveled a lot through the eastern lands of Harqual duirng your adventuring career. You known the Great Forest of your homeland well and have many friends and family members still living there. The leader of the Kingdom of the Silver Leaves is an elf man named Menkhar Silversun, the High One of Silverleaf. He has lead your people since the time of the Ogre Wars. He is renown as a hero to your people.

You have visited the elves living in the Duchy of Minar to the northwest of the Strandlands. They were welcoming to you and your companions but they seemed a little strange to you. Many of them live more like humans than elves. Many of them are exiles of the Knotwood, which has fallen to hordes of demons and blood elves.

You have also heard of the rise of great religious leader in the lands west of where you are now, past the Thunder Mountains. He is said to be the chosen of his god, the North God known as Jalivier.

You know their is a land of semi-civilized barbarians just north of the Strandlands and have heard rumors of city-states in the Far South. You quickly learned that the Thunder Mountains are filled with mountain orcs and worse. You’ve even fought some of them.

“The Silverbeard” Toryn Stonecutter, Clanwarden and Master Smith

Player Scott M. | Campaign Shackled City Adventure Path

Male Hill Dwarf | Expert 2, Fighter 12, Ranger 2, Deep Warden 3 | Age 75, Height 4’3″, Weight 151 pounds, Eyes dark grey, Hair russet.

Appearance Stocky, bronze skin, wide hooked nose, scars/burns from forgework and warcraft; braided/jeweled beard.

Signature Gear

  • Cloak of Resistance and Displacement
  • Ring of Major Fire Resistance
  • Gatecrasher: Adamantine Warhammer
  • Thunderstrike: Frystalline Dwarven Waraxe
  • Cold Iron Spiked Chain of Spell Storing
  • Dawnstar: Holy Morningstar
  • Mithral Dwarvencraft Platemail
  • Traveler’s Boots of the Tundra
  • Heavy Mithral Dwarvencraft Shield
  • Quiver of Ehlonna
  • Flagon of Dwarven Blessings
  • Other Magic: 2 headband, amulet, ring, belt, haversack, 2 other rings, necklace that gets switched out with amulet, flaming arrows, and more additional weapons than you could count.

(Animal Companion is a hedgehog named Pokey.)

Toryn_inked_small
Toryn Stonecutter (Artwork created by steeldragons)

Born into a family of stonemasons, Toryn learned the typical dwarven crafts then joined the militia at the earliest possible age to escape a life of endless mining. The dwarven military pushed him towards engineering, munitions and surveying; occupations that would keep him safe and useful in the clanhold.

Unfortunately his platoon was decimated by a gang of ogres, and Toryn escaped with a battered body and a broken nose. Toryn was thrilled to be alive so he took up the craft of the warrior and became a menace on the battlefield.

After his 12 year tour he left the military and joined a haphazard adventuring group to help a mountain village (Duvik’s Pass) with a vicious magical plague. The menace were slavers and bandits using demonic magic, led by Stephan Doverspeak. Toryn joined the fledgeling group but left after a fight with its ambitious leader, Ionesco.

Working at the Temple of the Cat (Bast) for his living, he encountered Argo Flameheart, a young cleric of Jalivier and joined his holy cause. Together with an enigmatic wizard named Hezekiah Grofus, they formed the Order of the Silver Hand and vowed to protect the world against all invaders, discover the plots of the Stormblades, recover long forgotten treasures and to slay the minions of darkness.

Begrudgingly he has shown his trust to Amaryllis, Shotte and Kar’toomba, the Order’s newest members. He has a pet hedgehog named Pokey. Toryn Stonecutter has become a famous smith throughout the Kul Moren Mountains, and beyond.

“Seggr” Karr’toomba, The Dead-Eye*

Player Gerald G. | Campaign Shackled City Adventure Path

Male Human | Barbarian [hunter variant] 2, Ranger of the Balance 12, Horizon Walker 4 | Age 37, Height 6’3″, Weight 195 pounds, Eyes grey, Hair tiger-striped colored.

Appearance Wind-burned tanned skin, animal totem and barbarian tribal tatoos. Brush-cut hair over a lithe frame.

Signature Gear

  • Eyes of the Eagle (lenses over the eyes)
  • Cloak of Resistance and Displacement
  • Longreach Spear
  • Light Pick of Frost
  • Serrenwood Greatbow
  • Adamantine Greataxe
  • Bracers of Archery, Greater
  • Dwarven Mithral Breastplate (has a lion’s head on it)
  • Silver Dragonscale Buckler
  • Quiver of Ehlonna
  • Other Magic: 2 rings, gloves, girdle, boots, haversack, and 2 other rings (switches between rings).

(Animal Companion is a rhino, which is also his mount, named Stomper.)

Karr'toomba_inked_small
Karr’toomba (Artwork created by steeldragons)

Karr’toomba was born into a nomadic tribe that wandered the plains and tundra following herds of bison and mammoth. His childhood was joyful and in his early teen years he had already taken a wife and had become a Hunter for his tribe.

One dark night the druid of the tribe sent Karr upon his totem journey and his Rite of Passage into manhood. While he was discovering the identity of his spirit guide, a magical attack was unleashed upon him by an aberration and Karr’toomba became the conduit for a gate to be opened into this world for an assault upon the unsuspecting members of his tribe. The magic left him unconscious. When he awoke, drained of much of his life energy, his village was in smoldering ruins, the inhabitants dead or captured.

Karr’toomba’s young bride had been taken by a large raiding party of Tabaxi, most likely as a slave or a sacrifice to their dark god, Tu. He vowed vengeance against the cat race and struck out to find what remains of his family and tribe. His skills with the bow and the hunt have grown to legendary status but he has turned to strong drink to fill the loneliness of his travels.

He chanced upon a meeting with the Order of the Silver Hand in Cauldron City who has warily accepted him as a guide and companion for the wilderness of the Lands of Harqual. Karr’toomba has his motives as well and the Order should have its uses in his quest for vengeance and oblivion.

* Seggr means “hero” in Old Norse.

“Archmagus” Hezekiah Grofus, Lord Mayor of the Dominion of Cauldron

Player Rob T. | Campaign Shackled City Adventure Path

Human (Extraplanar) Male | Wizard 18 | Age 39, Height 6’1″, Weight 175 pounds, Eyes brown, Hair dark brown.

Appearance Shaggy hair graying at the tips, waxed/pointed moustache, goatee, lean average build.

Signature Gear

  • Hat of Disguise and Intellect
  • Staff of Frost
  • Grey Vest of the Archmagi
  • Ring of Protection (+5) of Counterspells
  • Ring of Wizardry
  • 3 Pearls of Power
  • Boccob’s Blessed Book
  • Lesser Rod of Silent Spells
  • Wind Fan
  • Other Magic: Amulet, cloak, gloves, belt, boots, haversack, 10 wands, and one iuon stone circling his head.

(His familiar is a small air elemental.)

Hezekiah_inked_small
Hezekiah Grofus (Artwork created by steeldragons)

Hezekiah Grofus was born in the Outlands under circumstances so mysterious that most assume he is an orphan and reticent about his past. He grew up in traveling circus some 300 miles from the Spire of Outlands.

Hezekiah was fascinated with puzzles, riddles, illusions and the whisper of magic that powerful beings were rumored to wield; he sought to earn his freedom from the Mana-Mines by making secret pacts with extraplanar potentates. Hezekiah succeeded in his escape by building himself a modron suit and joining the Great Modron Procession when it visited the Outlands. But he only got so far as Sigil when he was discovered and banished to the streets of the City of Doors.

The human youth attempted to apply for employment with the the Great Library but he was turned down due to insufficient power and life experience. An anonymous patron supported him to become a janitor at the University of Boccob and his curious nature took over. He secretly studied magic, the powers which had eluded him so long blossomed with his first cantrips.

Yet he was not an aristocrat and ineligible to become a student at the Academy. Hezekiah took a risk and jumped through a portal after a Brass Dragon to arrive on the Material plane in the vicinity of Cauldron City, on the World of Kulan. He survived by his wits and became a founding member of the Order of the Silver Hand, never forgetting his humble beginnings.

“Trúa” Argo Flameheart, The Bloodsun*

Argo and Amaryllis_inked_small
Argo and Amaryllis (Artwork created by steeldragons)

Player Brian M. | Campaign Shackled City Adventure Path

Axiomatic Human Male | Cleric 7, Radiant Servant of Jalivier** 10, Prestige Paladin 1 | Age 36, Height 5’11”, Weight 181 pounds, Eyes gold, Hair black.

Appearance A perfect physique with deep brown skin & radiant golden tattoos; pleasant; confident, bright eyed; a wide grin of perfect pearly teeth.

Signature Gear

  • Throne of the Sun (phylactery)
  • Angelic Eyes (lenses over the eyes)
  • Guardinal’s Periapt
  • Shawl of Clouds (cloak)
  • Peacemaker (intelligent longsword)
  • Argo’s Fist (adamantine heavy mace)
  • Guantlet of Rust
  • Toryn’s Instant Fortress (adamantine heavy plate)
  • Glamerweave Vestments of the Archon
  • Argo’s Bulwark (heavy mithral shield)
  • Other Magic: armlets, belt, boots, gloves, haversack, two rings, and two ioun stones circling his head

(Cohort is a halfling rogue/dragon shaman named Amaryllis. Mount is a heavy warhorse named Joshua.)

Argo was born into a small farm near the mountains of Sunwater. His father was a goatherd and a cartwright. His mother was a seamstress and a leather tanner. Argo had two younger brothers: Pell, Sarn; and an older sister named Gloria.

One day a strange robed woman came through the village and she offered gold to spend the evening in shelter and have some food. Argo’s trusting family that was devastated by this woman who turned out to be a Decay Priestess of the Sword Gods. While they slept she slew the father and the younger brothers, raising them from the dead as ghasts to fill out her army.

Argo
Argo Flameheart

Argo and Gloria escaped and fled to the town sheriff who raised a levee to assault the befouled farmstead. Argo witnessed the townsfolk destroy his father and brothers but the priestess and his mother were never found. Traumatized by this event, Argo fell catatonic for some months and dreamed of Celestia; while Gloria sold the farm, married the town blacksmith: a dwarf named Furtock Hammerthumb.

Argo recovered under the care of Opusar, an elderly priest/mage of Jalivier who taught Argo his faith and strong moral code. Argo took Holy Orders in Caloric at the age of 22, bid farewell to Opusar, and took to the road to seek his fortune, discover his faith and seek answers about his mother’s fate. As for the Priestess of Mussin, she, her followers, all undead everywhere and all proponents of evil, disease and necromancy will suffer the righteous wrath of Argo Flameheart rekindled.

* Is considered a religious icon of an entire pantheon of gods. Trúa means “have faith in” in Old Norse. | ** North God of the Sun and Mountains.

Companions of Harqual

Wonderment. Angst. To close. Pluck.

Hip. Shift. Back. Shoulder. Slap.

Harp. Bard. Jeddar. The Silver Sun. Blade.

Inn. Fire. Merriment. Friends. Night.

Cold Wind. Outside. Danger and Adventure.

Stories Told. Songs Sung. Remembering… the Fallen.

Jeddar Sings. Mesik Laughs. Bactra Smiles.

In the corner… Dabuk Broods.

Thessa and Dvalin watch over their son.

The song sings of family and friends. It sings of lost comrades and old glories. It lives amongst The Companions.

Tomorrow they face war and strife in the hope of winning peace.