Sunday, 17 April 2022

The Lizardmen of Mogreth


In the village of Kirkuk there is the Well of the Faithful Prophet that supplies water to the village animals, which draws water from an underground grotto. There are many tombs of ancient lizardmen dotted around the grotto - the ones above ground have already been disturbed and those undead lizardmen have been destroyed, usually in  brutal combat with human tomb-robbers.  

What is officially said in Gaz2: Emirates of Ylaruam (p.49):

"Lizardmen Undead: Not strictly speaking NPCs, but these monsters are bad news if they start shambling out of the grotto and terrorizing villagers. The zombies are a nuisance, but the sanctuary's staff should be able to handle them. Undead lizard clerics and wizards are another matter; unless mid- or high-level magical support is available, the smartest move might be to evacuate the village, use delaying and containment tactics and wait for reinforcements.

The lizardman race itself is ancient beyond imagining - their tombs having been buried by ice sheets 4000 years ago while the Blackmoor World was in its infancy. Their descendants still survive in parts of the D&D World, though they have descended into savagery. 

When awakened from the sleep of death the lizardmen are bewildered by what they find. Their swampy homeland has disappeared and been replaced by a desert populated with horrible mammals in a mockery of lizardman form. They find they are not really alive but only sustained by ancient magics, reawakened only to preserve the sanctuary of their tomb. 

The lizardmen might respond in a number of ways to their reawakening:

  • Perhaps they are more than content to return to the slumber of the grave, once the sanctity of their tomb is re-established
  • Perhaps they struggle instinctively to destroy the alien world they discover
  • Perhaps the undead lizardman clerics and sorcerers imagine they can re-establish a race of lizardmen with their Lizardskin bed."
    Source
This is the first official description of what is now known as the Mogreth civilization. The original culture no longer exists in its old form but it is not truly extinct. The original Mogreth culture was based around the Nithian river basin (what is now Ylaruam) but had outposts further away in modern Thyatis, Northern Reaches and Rockhome. 

There were various castes of different species in my version of Mogreth culture. 
  • The Serpent Folk were the leaders
  • The Gatormen and Lizard Kings were the battle champions
  • The Lizardfolk were the commoners and the most numerous
  • The Kobolds and Humans were the peasant slaves

I am going to change the timeline a bit here. Although the quote from Gaz2 says that 

The lizardman race itself is ancient beyond imagining - their tombs having been buried by ice sheets 4000 years ago while the Blackmoor World was in its infancy. Their descendants still survive in parts of the D&D World, though they have descended into savagery. 

Since the current year is 1000AC (when the gazetteers are set), this means the ice sheets came in 3000BC, which is actually when the legendary Great Rain of Fire ended the Blackmoor civilization (not when Blackmoor started) and caused massive climactic upheavals. As far as this campaign is concerned, the Mogreth Empire rose about 9000 years ago (8000 BC) and fell into decline in 3900BC when humans from the Blackmoor civilization encouraged the enslaved humans of Mogreth to rise up against their reptilian masters. These humans would later form the Nithian empire. 

When the Blackmoor civilization destroyed itself with the Great Rain of Fire, a brief ice age that covered the land in snow and ice for a century destroyed all the Mogreth inhabitants that remained - their reptilian bodies could not cope with the cold. Those that did not die had fled south towards the Serpent Peninsula and other warmer climes. The native humans also either moved south or died, though after the ice and snow had retreated they returned to their homeland, now free of living lizardfolk overlords. Although the human Nithians eventually overthrew their Mogreth masters, the Mogreth influence lived on in two powerful evil deities of the Nithian pantheon - the brutish crocodile god Sobek and the more cunning and insidious serpent god Apep, both closely allied with the forces of Chaos, entropy and death. Worship or ignorance of these two deities generally influenced the alignment of the lizardmen - without Apep or Sobek the lizardmen would drift towards neutrality, merely content to look after themselves rather than being footsoldiers of Chaos. It was often the serpent people, gator men and lizard kings who encouraged or demanded their followers join them in worshipping chaotic deities that pulled those lizardman tribes into chaotic behaviour. 

Although Mogreth society in the Nithian river valley collapsed, there were surviving lizardfolk who battled across southern Brun until they found themselves in the jungles of the Serpent Peninsula, in between the two human cultures of Yavdlom on Thanegia Island and Ulimwengu to the north. They have established new strongholds there and have been rebuilding their strength, and are now challenging Yavdlom for control of the inland sea of Dkiki Mamazzi, attacking coastal human settlements such as Quagmire. These lizardmen of the Serpent Peninsula have some distant awareness of their history, but it has become distorted into myth and legend. 

Smaller groups of lizardfolk have also found new homes in smaller swamps and marshes such as the Malpheggi swamp in southern Darokin, but these are primitive and degenerate, with no memory or written history of their glory days nor any means of recapturing their former greatness. 

The most accurate records of what Mogreth was actually like now lie underneath the sands of Ylaruam, sometimes directly underneath the cursed ruins of ancient Nithia or under living Ylari settlements (such as Kirkuk). In north-central Ylaruam there are known to be three sets of Mogreth ruins near Deraan, known as Akha-Sstalzhat, Akil and Ithkesp respectively. There are also Mogreth ruins deep below Cinsa-Men-Noo, underneath the layer of ancient Nithian remains, and the Shaddranath Silver Mine, originally started by Mogreth but taken over by various other cultures over the centuries. 


Monday, 11 April 2022

Notorious Renegades of Vlaad

 

Image by FerdinandLadera, source

I described in a previous post how this campaign's version of Ierendi has been changed quite a bit, with a number of the lesser islands becoming effectively independent pirate ports. One of these is Vlaad, on  Fletcher Island, fairly close to the Five Shires on the mainland of Brun. 

Vlaad has a population of 20,000 (upgraded from the gazetteer's 1,100) and is a busy port city. A map of it is posted here. All sorts of business, both legitimate and shady, takes place here. It is a rowdy, chaotic place, not suited for the quiet or timid, with merchants and street traders hawking their wares, drunks stumbling out of taverns, sailors looking to replenish their ships' supplies, gangs of teenagers running around trying to mob the occasional market stall, and plenty of criminals of all sorts. There is no proper city guard to maintain law and order, though there are mercenary companies based here hired by merchants to keep their assets and stock safe. 

Like many cities there are colourful and weird characters at different strata of society, from the gutters to the palaces. The most infamous of these include:

Garrazol the Furious (human male, 19th level fighter, align Chaotic, Str 17, Int 11, Wis 10, Dex 13, Con 14, Cha 14) is a pirate originally from Darokin. His violent temper has got him into trouble many times, but his skill with a blade and his loyal men means that the trouble usually ends with the other person dying. He initially started out as a merchant trader in the Darokin port of Athenos but after several arguments with rival traders ended bloodily and with the Darokin authorities wanting him for manslaughter, he abandoned his homeland and legitimate trade, and threw his lot in with the pirates of Ierendi. Once his blood is up he rarely takes prisoners, and his ship, the Dreadrider (named after the Sea of Dread) strikes fear into all who know of her. He is feared and respected by his crew, though not loved as he has a tendency to kill anyone who disagrees with him - he sees any back-talk as a challenge to his authority. 
Appearance: Garrazol is a tall, burly man (6'3", 220lb) with black hair, big dark eyebrows and black beard and is 47 years old. He wears chain mail made of Neptunium and wields a magical scimitar, and often wears a black leather tricorn hat. His voice is deep and can reach a terrible volume when he is angered (which is quite often). 

Jerrillia Raveneye (elf female, 10th level spellsword (fighter/mage), align Chaotic), Str 13, Int 17, Wis 15, Dex 10, Con 12, Cha 13) is a calm, measured sociopath. She is fascinated by magic and biology, and collects many spells and books that involve magically transforming or enhancing life functions. This would be academic except that she has no qualms investigating how these spells affect innocent passers-by. She has left Alfheim after being caught experimenting on captured human peasants. She now lives in Vlaad, mainly earning a living as a mage for hire, but her house on the outskirts of town has a basement of horrors. 
Appearance: Jerrillia is typical elf maiden with golden-blonde hair and pale flawless skin. She is short and slim (5'0", 95lb). She rarely wears armour (though she does have a suit of chain mail in her closet) but she often wears her magical shortsword and dagger on her belt, as well as a wand tucked into the same belt. She usually wears clothes typical of a well-to-do lady of court but she has a blood-spattered white overcoat for when things get messy.  

Turgon Menhir (human male, 16th level fighter, align Neutral, Str 15, Int 12, Wis 14, Dex 10, Con 17, Cha 17) is the captain in chief of the Grey Halberds, a company of 250 mercenary fighters based in Vlaad. He is often hired by various groups, factions and powerful individuals to protect their assets or lives, or attack others. He is primarily a business man - as long as the client pays and knows what the limits of the company are, Turgon will stick to the contract. Turgon is a native Ierendian and  has been a mercenary all his adult life, rising up through the ranks. He is strangely fond of Vlaad, and although he is not blind to its many faults and dangers he will not deliberately act against it. He and his Grey Halberds are often the closest Vlaad has to a proper city watch. 
Appearance: Turgon is a large man (200lb, 6'3") and approaching middle age (45 years old). He has short iron-grey hair and full mustache. He is usually in his officer's armour (Banded armour +2) and tabard with the company emblem (black halberd head against a light grey background) and carries around his magic sword Ironslicer (normal sword +3, cast Bless 1/day). Turgon nearly always maintains a dispassionate, calm and calculating demeanour - only rarely do his emotions get the better of him.  

Nelth Varangus (human male, 15th level thief, align Chaotic, Str 14, Int 16, Wis 12, Dex 18, Con 10, Cha 17) is the leader of the Sail Street Syndicate, an organised gang of thieves and other criminals based in Sail Street, the heart of Vlaad's artisan and workshop district. Nelth is a gangster and a crime lord who rules by fear. Although he does not kill for fun, he has a low threshold for violence, mainly to send messages to those who witness or hear of his brutality - the people who pay for his "protection", rival gangs and occasionally his own underlings. Nelth owns and runs several disreputable taverns on or near Sail Street, including some that also act as brothels and gambling houses. His gang includes at least 20 thieves, 15 fighters and 3 mages of varying level - they all help protect the Sail Street Syndicate's properties as well as carrying out jobs, usually sanctioned by Nelth himself. 
Appearance: Nelth is tall and thin (6'3", 120lb) and now getting old (63 years old). He has silver-grey hair he keeps in a ponytail and his face is clean-shaven to show off several scars from fights in his youth. He usually wears close-fitting leather armour underneath loose-fitting merchants' garb, and will often act as a respectable businessman. He has an aura of menace and steely resolve that others find intimidating. 

Baronia the Shackler (human female, 14th level MU, align Chaotic, Str 7, Int 18, Wis 12, Dex 13, Con 9, Cha 9) runs a slave-trading outfit based in Vlaad. She is a cruel and heartless woman who seems to enjoy her chosen profession. She only occasionally organises expeditions to enslave people - much of the time she just buys, transports and sells on to the end-user. She has often bought slaves from Vladivar Cariolis and his ship the Ocean Manticore and then sold them on to Thyatis. She has a manor house on the outskirts of Vlaad with a large walled compound patrolled by a company of hobgoblin mercenaries, though her senior henchmen are all humans. She keeps her slave-trading relatively low-key and out of sight of most townsfolk, as some do not approve of it, and officially it is illegal in Ierendi. 
Appearance: Baronia has long blonde hair and is quite elegant (5'7" tall, 105lb) but always has a look of cruel disdain on her face, and rarely acts pleasantly. She wears the dresses of a lady of high status, but with a belt bedecked with daggers, wands and spell components. She often wears jewelry, though most of it is somehow enchanted (including a Ring of Spell Storing, a Ring of Levitation and an Amulet of ESP)

Tallagelle of Slagovich (human female, 14th level Cleric, align Chaotic, Str 13, Int 12, Wis 17, Dex 10, Con 16, Cha 16) is a trader of various wares and goods, including foodstuffs, metals, crafted items and anything else she can transport in her ship. Unbeknownst to most she is also the Cult of Chaos' top agent and cultist within Vlaad and possibly all of Ierendi. Every few months she sails back around the Serpent Peninsula to Slagovich not only to trade but also to consult with her superiors in the Hagiocracy of Hule. She has established a small but fervent cult within Vlaad with at least 50 dedicated followers of Chaos. She keeps this discrete - Vlaad may be a rough and lawless city but most inhabitants draw the line at worshipping Chaos. Tallagelle is a zealous follower of Chaos but she is also a competent merchant and is always on the lookout for a good deal if it does not compromise her main vocation. She owns several warehouses in Vlaad's dock district, underneath one of which is her cult's hideout and secret chapel. 
Appearance: Tallagelle is 53 years old, 160lb and 5'5" tall. She has tanned skin and dark hair streaked with grey pulled back into a ponytail. She often appears calm - she is inscrutable and has become good at hiding her emotions. Although she rarely shows it, her left forearm has a tattoo of the eight-pointed star of Chaos while her right arm has a tattoo of a grinning demon. She usually wears a chain mail shirt and simple helmet over her town clothes (with long sleeves), with a warhammer on her belt - she explains she has been robbed and attacked several times and does not want to be unprepared. She will often have an unholy symbol of  Chaos on a chain around her neck underneath her blouse.