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9. Return To Thelran

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Kadrith:

The city is perched atop the very tall cliffs of the Zafquorel continent. From the edges of the city you can see miles out to sea. 

The city itself is a tight collection of tall cylindrical white marble towers, topped with tear-drop shaped roofs in a variety of chromatic and metallic colours. The windows and doorways of the buildings are all engraved with glowing runes of protection, resistance, and general symbols for the safety and happiness of the families inside. 

Above the city fly waverns carrying their passengers from place to place, and moving, floating islands with other grander buildings utop them where the top city officials reside. 

In the centre of the city is a cluster of larger buildings containing cafes, department stores, libraries, research centres and the temple to the gods. 

The temple is dedicated mainly to Oghma, the god of Knowledge, though alters inside are also dedicated to Azuth, Denier, Milil, Mystra and Jergal; along with a general space for worship of other gods as needed.

On the southern edge of the city, on top of the cliff is a smaller temple dedicated to Talos, the God of Storms. 

Next to it is a large docking station with an airship being loaded. Below thin, a long, recently updated staircase snakes down the tall cliffs to some recently expanded shipping docks. A number of shady shops and stalls have been set-up along the small patch of beach, and a small altar to Waukeen is carved into the cliff face. The docks themselves seem to be all contained within a magical bubble of sorts.

On the Northern edge of the city, farmland stretches out with a sparse and weathered wood to the east. 

Within the city, and around the docs, various elementals patrol keeping watch over the largely dragonborn populace, where openly carrying weapons is illegal. There are a few well dressed Elven folk moving about, who have come to the city to work on research. Around the edges of the city there is a larger collection of elves and humans, who have fled here from Thelran. Those around the docks flock to the ships for any newcomers, and others have taken up work in the fields.

The city is run by a council of mostly old Sages, prized and celebrated for their dedication to knowledge and furthering the intellect of the city and theoretically each is at the top of the field they now control within the city. Unfortunately, the age and the layers of thought required to make any decision takes a great deal of time and bureaucratic meetings which has caused a certain amount of discontent amongst the younger 'new age thinkers' of the city. A slightly more intense group of younger academics have bonded together to try and overthrow the councils systems but have not escalated or had many successes.

While the city hasn't has must of a history of crime, given the high level of magic embedded within the buildings and the skills of the people, since the civil war in Thelran causing the increase in trade, and refugees, crime has risen and a shadier crew hangs out around the docks and more taverns have been set up.

Hisashi Househould

Faetrin Arthoc - Elderly butler, very straight laced but with a soft friendly centre. Silver scales, but so old they are grey. Old enough that he is not as useful anymore but still very loyal to the family. Served the family since Argars grandfather was head of the family.

Davora Axesh - Hardball Housekeeper, Red scaled. Harsh with the other staff and strict with Argar and Mirann as they were growing up. Looks after the house and family when the parents were away for business.

Kilvroth Istel - Kindly Record Keeper/Tutor/Fathers Assistant. Bhaskan's best and lifelong friend who was originally hired as a travelling companion and assistant. Over time, the position evolved to cover tutoring the young family, keeping the records and researching for Bhaskan. Normally, he would have travelled to Thelran with Bhaskan, but was unable to this time due to an ill timed sickness. Blue scaled.

Jessira and Belri - 2 maids. Jessira is middle-aged, red, and has worked for a while with the family, sometimes cooking meals for the family. Belri is younger and a very pretty bronze dragon; hasn't been with the family long.  

Mirann - Blue older sister, less bookish, naturally charismatic, pretty and full of life.

Bhaskan - Blue. Busy, political, bit of a workaholic.

Yahime - Closer relationship, spent time with Argar. Business woman, architect, runic magic-y stuff specialist.

Hetrin Multaan - Youngest son of the Multann Family, one of the few privileged enough to live above the city as his father is on the council. His father, Tobroth Multaan is the minister in charge of international affairs, and therefore Bhaskan's supierior. Hetrin was Argars closest companion of his own age; they both got dragged to the same social gatherings and shared a deep interest in history; so would often compare research notes and projects. Green scaled.

Cresimae Ferder - female silver Sorcerer origin elemental research assistant and priestess of Talos who spent time with Argar researching his powers.

  

Shops

Formal custom clothes - The Velvet Slippers

Magic Sweets - Tazibor's tongue tingling tasty treats

Magic Toys - Imagi-Knit

Magic clothes - Sewand Spell

Magic Trinkets - Arcane Assemblage

Potions - The Elixirium

Beauty Shop - Beaut-Me

Pet Shop - Unfamiliar Familiars

 

Dragonborn Names

Female

Bizita Shaaraacin
Oririel Vordoshkmuak
Canorae Nyuchaashtuardan
Rainorae Cilmishtesh
Xygissa Gammecorguash
Johymm Kruuchik
Hafyire Nyilrosh
Quilvyre Praccar
Vyravayla Dimbashtish
Nyslyassa Thecen

Male

Priciar Thernasad
Zorcrath Dethtoxad
Orlalin Shultushter
Lumiwunax Thexacmejec
Grekax Mernusel
Grexan Kualdraac
Zrabarum Ealxiad
Qelrakas Cluumtiandriac
Markris Klancukmith
Xarxan Kemril

 Other Family

Wanderer
Mysterious
Doorcrumbler
Shieldgnawer
Sophisticated
Fortunate
Laugher
Climber
Leaper
Flexer
Biter
Bruiser
Enchanter
Smoocher
Crumbler
Spoonchomper
Chaircarver
Folder
Graceful
Bedchomper

Hisashi Household

Party arrives in a large dark library. Clean but smelling strongly of old books. In the centre of the room, face down in a book, lit only by a small lantern, is a female blue dragonborn. Scrunched up balls of parchment litter the floor and desk around her and and her hand rests in the now smeared ink of her notes.

initially excited to see Argar, but then horrified at how him and the party looks. Reluctant to let everyone stay but polite. Won't bring up the family troubles until alone with her brother.

Mirann askes Argar for help in finding out why the council wont further look into, or help with getting her father back. She will show Argar a collection of letters supposedly from their father, and then tell him of the sending message his mother recieved.

'I have escaped the castle, expect to be caught soon. Tell them how proud I am. I love you. Sorry.

 

The Multaan House

Penelope: 'As it stands,we obviously hold Ulis, the Forbes's have pledged their help given their ongoing trade and pressures from Axerock. They provide the key trade routes through from Hillbrew that our contact there has secured. The Windrivver Isle and the lands of our wonderful Lord Sherriden have secured up against the king, and are ready to stop ships reaching Honeson at our say so.

The capital is still very much for Zanis, and has proved difficult to infiltrate, though some word has gotten out. Outside of Lefinia, Zanis' keep support is in Thumble Way, which is unlikely to break during the winter as we hoped as they somehow managed to strong harvest unlike the rest of the country.

The Winfeilds could waver support either way, they have lost a number of children to the capital, so are unlikely to risk them unless sure they can be proteccted, and they will likely have access to some of the harvest which should aid in keeping them happen. Saying that, they do not have many men and the positioning of Eldaths blessing does make it hard for them to attack north.

Earl Addison is very much in the pocket of the king, but has not returned to his lands at all this year, and our secret haven at Owens wood is apparently surviving well and feel confident they can disrupt any traffic along the forests roads.

Overall, it is looking promising, but we cannot get complacent as this is looking to be the hardest winter yet, and as we all know, the people are likely to support those that keep them fed.

There is no point trying to gather the armies until spring to take on the capital. I suggest we take winter to gather as much information on the situation in Lefinia as possible so we are ready to take down the castle come spring.

Nelly, how has the harvest gone in Hillbrew and securing supplies from Axerock...?'

Nelly: 'Really well, my cousin thinks hillbrew will have enough to spare, particularly of apples, though part of me suspects she just wants to get rid of them, in exchange for Telrans ongoing political friendship in the future and the eventual promise for us to exclusively fund a number of drinking establishments for their new lines of Cider in all our main cities. Axerock are willing to facilitate the supply of food, though have asked us to keep this quiet as they do not want to antagonise Zanis further after refusing to surrender Rues to them. I do not think we can rely on Axerock to provide much aid during the open stretch of warfare, though once we take the capital back and Zanis is dead, they will likely be keep to help rebuild. This could all change if the Dwarven king doesn't recover....'

A loud crack ring around the room cutting Nelly off. 3 twisting glowing orbs of magic appear in the room.

Six months ago, Perception Formation set out from Ulis, a mining city and liberated rebel centre in Thelran. Their mission was to reach the Seluna Isle to determine how Zanis was able to gain the power and influence that let him seive the throne and, if possible, find out his connection to the God Bane and his followers.

The party jumped through a portal in Ulis to the feywild so they did not have to travel through enemy terretory. The journey through the feywild took weeks and took the party from the Bright Summer court, through the Wild Hunts forest, the were-elf Briarwood, the awoken autumn caught and finally the frigidely cold and shut off Winter Court.

Finding themselves in Axerock, the party underwent some changes as Serephina returned to Hillbrew to protect it from marauding Orcs, and Rues and Gauthak were kidnapped by their old crew the Untamed Diamonds. 

Theo, Symon and Valar joined the party to rescue the missing two, and take down the ciminal organisation that took them; with great success. Theo and Valar decided to stay on with Perception formation and Rues chose to remain in Axerock with his long lost love. 

Finding their way through the swamps the party finally arrived in Seluna and discovered it overrun with Devils. Over a few weeks, the party discovered that the devils had used Zanis to infiltrate Thelran with their agents and strike a deal with Zanis: in exchange for power, Zanis would give the kingdom over to Asmodeus, the ruler of the Hells, upon his death. It was also discovered that Bane has not been supporting the pulling down of Eldath, and has infact vanished from the heavens. All the souls sent through the purging found there was to fueling the devils plans to  launch their invasion.

Now back in Ulis, and after a period of family catch-ups, rest and planning; the current members of Perception Formation: Lia, Seraphina, Zephyra, Gathak, Argar, Dan and Vaala are getting ready to launch the next leg of the rebellion; while another party of adventures takes down the infrastructure powering the portals to hell across the land.

You are all sat together in the repared, though still slightly chared, Library with the members of the princesses council.


8 successes before 8 failures, and must be complete within 10 rounds.

Characters can expend a spellslot directed at the portal. They roll 1d20 + spell ability modifier + spell level. DC 20 to close. After 4 successes, the DC increases to 25.

8 successes = portal perminently shut

8 failures = rift tears open with unstable magics unleashed. The process for lcosing can continue if possible to do so.

 

When the portal opens, enemies are released: 

Fire Elemental Giant Fire Beetle Barbed Devil Hell Hound

Initiative 20 Portal Magics (DC 20) 1 round duration:

1. DEX - 5th level Fireball

2. STR - Maelstrom

3. WIS - Confusion

4. CON - Cone of Cold

5. INT - Synaptic Static

6. CHA - Bane for all

 

Failure on attempt (DC 20) 1 round duration:

1. DEX - Immolation

2. STR - Targeted control winds

3. WIS - Hold Person

4. CON - Blight

5. INT - mind thrust

6. CHA - banishment

 

Total Failure:

Boom: Reverse gravity, everyone rolls on the failure table for themselves.

Enemies: heal up post gravity flip

 

 

Thimble Way:

Enemies: Young Bronze Dragon Imp Fire Elemental Fire Dancer Swarm Deep Crab

Intro: You have all spent a couple of weeks carefully making your way from Ulis to Thimble way; tasked with the closing of a portal to the Hells. You know the task will be difficult, but you have all volunteered your specialist skills to the task.

During your travels, you have all gotten to know each other, some of you keen to build up the bonds of trust prior to the battles that are sure to take place.

Intro Characters

By this point, you have all successfully made your way into the city undetected. What was one a city of little importance to the crown, Thimble Way has become a hive of activity and guard presence. Nobody in the city really knows why, though the Priests and Priestesses of Bane claim it is thanks to their temple, but unlike the rest of Thelran, the farmland on the outskirts of the city has thrived with life. Even in the dead of winter, crops spring up from the ground, fruits drop from the trees and their animals remain healthy. 

The Capital dispatched a large contingency of their warriors to the small city, and after a small problem dealing with Harpies and ghosts, they were able to seize control and ensure food makes its way to the rest of the country... or at least, to the rest of the nobles tables.

This means the city is filled with guards and many fanatic worshipers of Bane. The temple itself is often busy with worshippers and clergy; though your research has revealed there is a network of recently built catacombs underneath. You know that you need to find your way down there without being seen, locate the portal chamber and destroy it.

You have also been made aware that the destruction of the portals is likely to cause the temple above to collapse. While the official line from the princess and her council is to minimise civilian casualties; you have been told to ensure the collapse does not immediately reveal itself to be sabotage - the implication being that casualties will add to the believability of structural deformities...

You are all currently hidden in a safehouse overlooking the temple. You have been taking it in turns to keep watch and build up a general schedule of the comings and goings within the temple. You have the means to quickly acquire any basic tools or disguises you may require. It is now down to you all to choose what time of day to act, how to sneak in, and then find the catacombes.

 

Honeson:

Enemies: SkeletonHell HoundPit FiendPolluted Water Elemental

Intro: After the somewhat bitter success of the portal closure in Thimble Way, it took some time for the Princess' councl to find a group of people both willing and capable of taking up the task of continuing the portal closures. You have all spent a number of weeks carefully travelling undetected across the country. You had a few close calls but you have proven yourselves as a capable party.

Intro Characters

Honeson is certainly not the same city it once was under the leadership of King Owen. What had once been the centre of Diversity, Culture and the Arts is left destitute and crumbling. Trade is almost non-existent over seas and after the murder of a number of prominent guild members within the last year the mood has turned fearful and the guilds hostile to outsiders. You are very aware that the Temples of Bane are one of the few organisations providing food and shelter for those without it, though it comes at the price of secrets and souls.

You have all been given safe refuge on Windrivver Isle, the home of one of your party members, and an island just an hours sail out of the city. You have spent some time travelling into Honeson for intel on the location of the portal chambers and your research has pointed you not into the basement area of the newly renovated Temple of Bane on the Island, but to a warren of old caves just under the docks. 

You have watched and waited, realising that you will have to be precise in your task as the tunnels fill and empty with the tides. When you are ready, the Windrivvers have provided you with access to a boat to reach the cave entrance and one superior, and one standard healing potion each. They are happy to provide any other mundane item you may require; otherwise, your plan of action is now up to you.

Feenie

As you arrive back in your room there is a knock on the door. bumblebery said about the feywild etc. I can bring them back if you want me to....

Dan

After you head to your room, and start winding down for the night, your nose is suddenly bombarded but strong floral and earthy scents. As you look around the room you catch a face that is very much not your own in the mirror. Though very handsome, its a pale green with very fey features. Vines and flowers burst from the mirror and spread out amongst the room. "Ah, Daniel, yes, my little material. How is your hornless life treating you?' blah blah blah

"well i have felt a slight pull to the plane here or there over the last few months and i believe i have you to thank for that. I just wanted to let you know, that if things go badly for you against the devils you'll have a place amongst my followers to spread music across the Feywild for the rest of time as long as you want it. And if it goes well, i think we might have some plans to make..."

Lia
You take some time with your parents, not thinking about having to leave them again; just laughing and remembering the good times before everythign got so messed up in Thelran. As After you say your goodbyes and try to sleep you are filled with nervous excitement at the thought of what tomorrow will bring. This is a path you both began to walk down 4 years ago and you know you are beginning the final leg in the morning. Success or failure, your actions now will determine the fate of thousands, if not millions of people. You finally settle down, thinking of what might be.

Zephyra

You return to your room to discover a tiny bluebird perched on a scroll on your bed, tied in blue ribbon. As you unfurl it a blue rose, that shimmers in the candlelight as though the petals have been glazed in sugar falls out. It reads 'I'm sorry for how we left things. I understand you have much to accomplish, and that it is perhaps not fair on the world to keep your light hidden away in the grove. I wish all possible blessing upon you and will hold you in my heart until you are able to return to us. Onyx"

You have always been able to rely on your dreams. They have warned you and guided you  through most of your adult life. During the last few weeks since returning from your Druid Circle, as you fall into the beds of of the men of Ulis in order to forget your troubles; you realise that your nights of darkness are not the dreamless peace you thought - but you have been dreaming the the whole time, but only of that darkness. Solid blackness and stone and that creeping echoing silence that makes the hairs on the back of your next stand on end as though someone is watching you. You cannot be sure what this could mean, but its unlikely to be something good.

Argar

You struggle to fall asleep your mind busy with all the knowledge you have learnt about the capital and all the plans you have made. Determined to remember everything you can incase that one fact you can't recall is the one thing that prevents you from finding and rescuing your father. You find yourself absentmindedly fiddling with the brooch your sister gave you; remembering your departure and the moments you had with your family leading up to this point. As your happiest memories overtake your worries, you eventually manage to fall asleep.

 

Gauthak

Since your visit to the mountain-top druids, you have dreamt every night of your vision; every night is the same: you falling continually doown a dark hole that never ends, filled with fire tearing through the walls and claws pulling through the flames. Over the many nights, that lurching in your stomach due to the fall stops and you find yourself able to really focus on what you are seeing. 

What looked to be flames and claws, is a collection of tendrils. Not just reds, oranges and yellows, but in all colours swirling around each other as they burst from the walls in a glittering mess of confusion.

Over the nights of dreaming and falling and dreaming and falling you then start to see beyond the colours, catching glimpses of colour, and movement: places and creature; some you recognise, and some you do not. 

But tonight, your dream evolves further,  and you realise as you hurtle downwards, there is an end to the tunnel. The flat circular disk of stone rises up to meet your falling form faster and faster and you wake with a start.

 

Vaala

You fall asleep, though for only a moment, as you find yourself in the company of your greatest friend the Smiling man. He reaches out to you, for a hug and greets you lovingly. "I cannot stay too long tonight i am afraid, there are a number of sad lost voices calling out for my smile. Thank-you for that; though never forget you are my favourite" He affectionatly flicks your nose with his over-long pale and boney finger. "but i was wondering if you could do me a favour; before you head off on your great adventure and dazzle the world? I wonder if you would gift your new friend Princess Arhna this lovely little bottle of perfume to wear. It smells lovely, like violets, and i wonder if it might help her remember your friendship while you are gone? If you encourage her to wear it, i'm sure she couldn't possibly turn you down?" 

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